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- At 06:04 PM 3/31/96 -0800, you wrote:
- >I am working on a car object with transparent glass, so I need to model
- >at least part of the interior. I am attempting to work with sections,
- >extruding each part inward (left door, right door, roof and supports,
- >etc
-
- SNIP
-
- >Is there a simpler way of doing this which I am overlooking?
- >=====================================================///=======================
- > Brian Dady --* Video Magic / modeller, animator /// info is not knowledge
- > Santa Clara, California / S/W developer \\\/// knowledge is not wisdom
- >=================================================\XX/==========================
-
- If I understand what you're trying to do, then smooth shift should work much
- better than extrude. Smooth shift basically extrudes along the polygons
- normal. Here's an example that I think could apply to your model:
- Make a cube about 1 meter square. Subdivide it a couple of times and name
- it's surfaces "exterior". On the top side of the cube select the inner
- polys, leaving a row of polys unselected all the way around. Copy the
- selected polys and paste them into another layer. Rename thier surface to
- "inner". With all the polys selected hit the f key to flip them and in the
- Multiply panel select smooth shift. Shift them about 50mm. Now if you want,
- you could invert the selected polys with the " key and rename these polys to
- something like edge.
- Cut and paste this all back into the cube layer and merge the points or not.
- If you try this same thing on a sphere you'll see how smooth shift differs
- from extrude. I hope this made a little sense.
- Good luck.
- -Ace
- Ace Miles * Senior Animator * Time Warner Interactive
- ace@agames.com (work) or ace@got.net (home)
- My opinions are not necessarily those of my employer.
- Although legally they own everything I come up with.
-
-