QUOTE(dzcharlie @ 03/07/09, 12:43 AM) [snapback]302503[/snapback]
i went back and verified the original curve and the projected curve immediately after the point of verification. (there's no way to check the cv of the curve after its been trimmed, right?)
untrim the surface, then look at the surface curve
QUOTE(dzcharlie)
so yes, it looks like it adds some more cv's, but i'm still not sure that is the problem.
the problem is that when you fillet between two curves with different CV's is that maya has to guess how many to use and it uses tessellation values to make them seamless. It's really a terrible way to work and it is rarely used for production. Even if you do use it ultimately you want to convert everything to polygons and then you'd have a headache cleaning up the mess.
QUOTE(dzcharlie)
i went back and watched the tutorial with a close eye, and i noticed a discrepancy that might shed some light. the image on the left is of the surface right after it was converted from polygon to nurbs. you can see that the number of faces is 12. THEN in the next chapter, when the curve to be projected is being created, i noticed that the surface had more faces, like in image on the right.
obviously, he isn't working with the same model / file. and can this be the reason why he is not getting the same errors?
Well it is a poor tutorial that skips a step.. if that's what happened. Another issue with fillets is that if the end points of the two curves are not in the same place it will not work the way you want it to and it will go askew and produce errors like what you are seeing. You need to untrim that surface look at the surface curve, make sure the endpoints are inline with the other curve. You can edit the surface curve and , delete and move CV's on it. In fact you don't even need to trim that surface to make the fillet.. you can trim it later.
QUOTE(dzcharlie)
below is an image of what looks to be some kind of trim error. why is the trim not trimming properly along the edge?
i'm not so sure this has to do with the problem, but still this looks no good.
That's typical.. it's called display tessellation. If you look in the attributes of the trimmed surface you will see settings that increase the accuracy of that display tessellation. This tutorial should have explained this.. if it doesn't then tsk tsk on the author.
QUOTE(dzcharlie)
could the problem have to do with the closing of the curve?
well if there are two CV's on top of one another as a result of the closure then that's not helpful.. but I don't think that's the problem.
QUOTE(dzcharlie)
i don't know how good you have to be to use maya nurbs, but it seems like the possibility for strange behaviors and errors are quite high.
You don't unless you plan to be an industrial engineer in which case you won't be modeling in Maya. Nurbs are handy for certain things like organic surfaces that need to be tweaked alot but ultimately you won't be finishing whole models in nurbs for production. Personally I'll use nurbs to rough out surfaces because the flexibility of them for that is great but then I convert it to polys soon after.
Nurbs are more difficult to work with and the possibility of user error is much higher
Trims are a pitfall.. there are ways around using them but it takes way more steps to accomplish the same function but the end result is predictable... trims are for the lazy.