View Full Version : 3dmax : Baisc helix question
17-10-2008, 05:31 PM
Is there any way of changing the iterations on a helix in 3dmax7? I don't see an option for it anyplace. Is there an alternative?
I would smooth it out once it's renderable, but sadly this object won't be renderable, and it's the spline itself I'm interested in. :hurt:
I've attached an image, I need either WAY more segments than it gives me, or to simplify it somehow using bezier corners rather than having individual segments like this, infact, I'd prefer beziers, but I'd like it as perfect as the one made by the helix object.
It has no height value, it's a flat shape.
17-10-2008, 07:22 PM
I gave it a pick-through myself and can't figure out a good way to convert it either.
My best suggestion would be to trace the low-seg helix you've got with a bezier line object. Being flat, you can use grid snaps and all that to make it easier for yourself.
17-10-2008, 07:26 PM
I've never found a way either. It's really bogus, but it's true. If you don't like it, I bet the helix spline object is based on a MCR somewhere that you could modify. I should really do that and just release it. :P
17-10-2008, 07:38 PM
You can make it geometry, and Meshsmooth it to your delight.
17-10-2008, 08:12 PM
Man, how annoying! Haha. I even asked someone I work with who uses max 2008 and he says it's no different! Pants...
Well, thanks for the replies! Rapid as ever :p
Valtiel - Thanks for the suggestion, I might very well give that a go first to be fair, as if it turns out okay i'd be happy... thing is i really DID want it to be PERFECTLY precise (because I'm insane like that :D)
Guy - It IS bogus, right?? hehe. what's MCR? Is that the scripting language? If i knew the math involved I'd do it :D
Freespace - I think that this is the most likely course of action, it's a shame, but i think it's the only way, convert to geometry..... meshsmooth, then select one of the edges and use that with the [make shape] thingy in edit poly.
Well, thanks again, if anyone else has any bright ideas give me a shout!
17-10-2008, 08:24 PM
Yah, MCR = Macroscript. I bet it is, and it's totally stupid that no one at ADSK has had a chance to fix this. It should have another spinner for points, such that at a minimum you would need 2 points per revolution (2 perfectly made beziers should complete a rotation). You know what? I'm going to look into this when I get home; that'll show them!!
17-10-2008, 09:47 PM
you could probably use the normalise spline modifier. it'll divide it up into equal segments for you
18-10-2008, 05:12 AM
Normalize does alright, but it butchers the shape.
So...I've been drinking tonight so I'm going to be limiting my post length for safety. However, I can confirm that Helix is not defined in macroscripts, but it's probably hard coded into the program. Looks like it's not an easy fix. :P
18-10-2008, 11:48 AM
If you chamfer the verts in editable spline and then use normalize spline with it set to 1.0 then things should smooth up nicely. The chamfer will increase the number of verts and normalize with a setting of 1 will tidy up the chamfer such that the verts are evenly spaced
18-10-2008, 03:35 PM
i don´t get your problem, sorry - so i will answer as good as i can, based on what i understand. are you trying to smooth that curve?
go to segment mode, select all and devide by 1. then set the vertices to smooth. hmmm i think smooth would already work with that amount of vertices, so im i´m afraid this answer won´t help.
19-10-2008, 02:21 PM
Thanks for the responses folks, I finally went with Freespaces suggestion. I made it a renderable spline, added meshsmooth till it was how i liked... then I simply used an edit poly modifier to select ONE segment on the top, and used loop selection to get a complete helix selected and used this to "Make Shape" in an edit poly. Repeated this for all other helix shapes and it was finally okay.
I had a go with that normalize modifier, but I've not really used it before and it did kinda mash up the shape at the origin of the helix shapes. I didn't have chance to try Perversonalities suggestion of sub-dividing the splines before applying it. Maybe I'll try that for future reference. As for Psycho Mantis' response, I don't seem to be able to get a smooth result using that method, maybe I'm doing something wrong.
Anyway people, thanks for the suggestions!
I just hope Autodesk one day manage to add a spinner to the helix shape itself for segs. I mean, SERIOUSLY!
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