Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / roulette wheel build approach.

Author
Message
HowDo
21
Years of Service
User Offline
Joined: 28th Nov 2002
Location: United Kingdom
Posted: 23rd Jul 2008 18:40
Hi All,

Been trying to build a roulette wheel in AC3D, seem to end up with away of doing it where I have to repeat everything, bit like the ball pocket over and over (37 times) and moving and turning them AAAggRRR.
I am think there must be a quicker way to do this once you break it down.

So looking for guidelines on how to tackle this.

Dark Physics makes any hot drink go cold.
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 23rd Jul 2008 19:57
Is this the sort of think you're trying to do? (Just as an example)



The way you're doing it is very fiddly and awkward, no wonder you're frustrated. Sounds like you're copying different meshes for each individual pocket.

A simpler way to do it (like I did above) is to get a 37 spindled cylinder and model the basic spin wheel mesh - then leave geometry for the pockets and model from those faces each individual pocket - not that much quick, but a lot easier, cleaner and less frustrating.





"Experience never provides its judgments with true or strict universality; but only (through induction) with assumed and comparative universality." - Immanuel Kant
HowDo
21
Years of Service
User Offline
Joined: 28th Nov 2002
Location: United Kingdom
Posted: 23rd Jul 2008 20:14
Thats what I am after, just need you to back a bit and tell me how to get to the first bit. like 'get a 37 spindled cylinder' I think your saying a cylinder that has 37 sides, then split it into 5 segments. then start from there.

If I get there I hoping to let physX bounce a ball around in it.

Dark Physics makes any hot drink go cold.
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 23rd Jul 2008 20:36 Edited at: 23rd Jul 2008 20:38
I don't have AC3D, I'm using Hexagon 2.5, so it's very simple to get a 37 sided cylinder (just type in the box when you create it)

So I'll see how can do it in AC3D (using the demo)

Looking through the demo I saw an easy to miss little option.

When clicking on the Cylinder Icon (before drawing the cylinder in the workspace) you get this:



Just change the number to 37, then draw on the 3d space, something like this:




To model the base, just scale it in the right places and you can extrude and adjust until you've got the basic shape before adding those extra detail bits.

"Experience never provides its judgments with true or strict universality; but only (through induction) with assumed and comparative universality." - Immanuel Kant
HowDo
21
Years of Service
User Offline
Joined: 28th Nov 2002
Location: United Kingdom
Posted: 23rd Jul 2008 20:43
yea look at Hexagon 2.5 think I have the demo which is save disable but, yes I see where to go, 3D drawing a bit like learning to code when you first start. hard part is working out what the option does, then doing it in the right order.

Thanks for the insite on which way to go.

Dark Physics makes any hot drink go cold.
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 23rd Jul 2008 21:01
No problem, but yeah getting started can be a bit difficult because you don't know what does what, might be worth experimenting around a bit - kick out some useless crap models so you can see what each individual tool can do and what each number changes and see what you can make them do. Then following tutorials should be easier.

Hexagon 2.5, if you're thinking about it as a future tool, I don't recommend it personally...or at least I wouldn't - now that it's stable, if you can work it and like its work flow then it's a good tool. But versions before 2.5 (I've have it since 2.0) were quite buggy and it became irritating (in fact I still have one bug, in Vista I get crashes when UV mapping my Gilgamesh model) If you're look for a tool like this (that's dedicated to 3D modelling and not much else), either stick to AC3D (though it has less features) or Silo 2, which is a beautiful tool. (I'm using Hexagon until I replace it with the full version of Silo)

"Experience never provides its judgments with true or strict universality; but only (through induction) with assumed and comparative universality." - Immanuel Kant
HowDo
21
Years of Service
User Offline
Joined: 28th Nov 2002
Location: United Kingdom
Posted: 23rd Jul 2008 21:25
My search is to find one that can import and export .x files then I'll be happy. With AC3D it can export but trying to get that model back in if you forgot to save it in AC3D file type is hard.

Well I am getting pockets, found away and its a lot quicker than what I was doing before thanks to your pictures above.

Dark Physics makes any hot drink go cold.
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 23rd Jul 2008 22:28
There are few that will actually import .x - .x isn't really a good format to play with and save your model projects to, if you need the model for a game, then export it to .x as a second file.

When you're 3D modelling, your project should be saved in the program's native file format - it will keep all of your data, if you keep saving to .x you'll find all of your polygons will be converted to triangles (game engines tend to only work with 3 point polygons, when you're 3D modelling it's usually best to use quads, some will let you have polygons with more than 4 points)

If you're transfering between 3D programs, say if you're modelling in AC3D but want to UV Map in Lithunwrap, then I wouldn't recommend using .x (or .3ds) but .obj or .dxf - they will keep your model intact as much as they can to what it'd be in your main 3D app. as those 2 files formats aren't designed for game engines but for using between different 3D programs.

Perhaps think of the project file as your source and your .x as your final build.

"Experience never provides its judgments with true or strict universality; but only (through induction) with assumed and comparative universality." - Immanuel Kant
lazerus
16
Years of Service
User Offline
Joined: 30th Apr 2008
Location:
Posted: 23rd Jul 2008 22:52 Edited at: 23rd Jul 2008 22:52
since am a fellow ac3d user

select the faces your using,

and use the bevel feature in faces tab,

drag down the new vertices then your sorted

or use the boolean fuction to cut away the areas

HowDo
21
Years of Service
User Offline
Joined: 28th Nov 2002
Location: United Kingdom
Posted: 23rd Jul 2008 22:56 Edited at: 23rd Jul 2008 23:04
Seppuku Arts thanks for that info.

Now I remember why I am looking for x import so that a DBO model made in DBPro could be outputed as an .x then worked on then put back in to be turn back into dbo.

Well I done it, quicker than last time here a picture.

edit
@lazerus
and use the bevel feature in faces tab, where that hiding? ok found it cheers.

Dark Physics makes any hot drink go cold.

Attachments

Login to view attachments
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 24th Jul 2008 01:25
No problem and looking good mate - personally I would extruded in before down to make the 'walls' less wafer thin, but good to see you've got something out of it.

Hope to see any future models around here dude.

Enjoy!

"Experience never provides its judgments with true or strict universality; but only (through induction) with assumed and comparative universality." - Immanuel Kant

Login to post a reply

Server time is: 2024-11-25 17:47:08
Your offset time is: 2024-11-25 17:47:08