View Full Version : revmoving verticies
kevin.198825
2008-11-19, 11:54 PM
How would I remove these two window openings and fill the wall in. I grabbed the verts and welded until they were all gone but is the best way to do this? the mesh looks a little odd when i complete the operation.
I want to remove the openings and the associated verticies.
thanks
aaronrumple
2008-11-20, 06:06 PM
Better to fill in the area with a patch or cube than delete the vertex. Deleting the vertex can result in odd triangulation that can take time to sort out.
You can boolean the new shape to end up with one object.
cliff collins
2008-11-20, 06:16 PM
Better yet--model it in Revit, export via FBX, and render in Max.
You then have complete control over the window objetc, wall properties, etc.
You can assign different Mental Ray materials to the model in Revit--and they transfer
into Max.
Cheers.....
kevin.198825
2008-11-20, 06:41 PM
thanks guys,
we're running ADT 2009 I guess i could always remove the windows and then re-import. I tried a boolean and it tessellated it pretty badly. if i'm modeling in max i don't have the acad geometry to import though.
cliff collins
2008-11-20, 07:59 PM
Ah hah!!!
The old ADT problem!!
I'm sticking to my Revit story......
( jokes)
LOL
loydg
2008-11-21, 02:05 PM
Couple of suggestions:
1) try using "Target Weld" in Edit Poly vertex mode. It seems to be a little more forgiving.
2) it's such a simple shape that I would consider a quick remodel in Max.
Hope that's useful...
stusic
2008-11-21, 07:39 PM
If it's an editable poly, you can use Bridge to fill in the windows (edge subobject mode, edit edges, bridge). You won't be removing the vertices, but it will accomplish what you're looking for. Just select one edge of the window, click Bridge, then click the opposite side of the window.
dellis
2008-11-24, 12:43 AM
I agree with Glen...it looks like about 8 clicks in a spline object...snapping to corners then an extrude mod and your done. Shouldn't take more then a minute or two.
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