Is it possible to get a chamfer with an odd number of resulting edges?
Right now if I chamfer a corner I can only have a resulting of 2,4,6,8,... number of new edges. Is it possible to have like a 3 edges chamfer result?
Thanks,
Solved! Go to Solution.
Solved by dmitriy.shpilevoy. Go to Solution.
Not sure if you mean vertex instead of edges because in that case just delete the vertex? The problem you will encounter when chamfering 2 vertex at a time is crowding the resultant vertex. If this a shape that you are working on consider using Adobe Illustrator and importing it into max. Warning, illustrator will produce extra verts so you have to deal with that prior to export and after import. The advantage is that you have all the tools to make cool shapes that is what illustrator is all about. Max has great shape building tools but illustrator can be a great addition to your workflow.
Deleting the extra vertex and readjusting the remainings so they are evenly spaced is a solution but it is a manual one. It would have been faster to just use the cut tool and paint the desired shape. I'm just doing lowpoly and for optimization's sake it is needed just 3 resulting edges in the curve, not 4. It would be nice to have the option available and not a manual adjustment. Maybe I should post on the programming forum for @Swordslayer , @miauuuu or anyone.
It's something like Segments * 2 so you will always have even number of edges as a result.
I don't know if you can get rid of manual fixing completely, but you can reduce it by having twice the number you want and then removing vertices in the middle of edges you want to keep.
Gotcha. You are talking about chamfering edges and getting even edges. I see 5 vertex. I don't think that there is a button that will do that. ??? Can you switch to vertex mode where the result will be 3 vertex delete a vertex and repeat?
I am sure that there will be some edge turning involved but maybe this will get you there quicker? Same half dozen the other? I am sure you know the select the bunch of vertex change them to angles then change them to smooth to clean them up trick. Either way I am looking forward to your solution.
Yes, since there is always like a product of 2 in the resulting edges, I also think the better way is to go double initially and then delete manually every other vertex. I was hoping I was missing a hidden property or something for getting the odd number from the beginning.
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