Maya
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Maya
Well if I couldn\'t find a command in Maya (I haven\'t done much with maya yet, so I\'m not sure if there is a command/button to do that) I would just select the poly\'s and put them in my clipboard. After they\'re safely in your clipboard just delete those selected poly\'s and then paste from the clipboard. If you\'re soo afraid of doing that then look for a \"Split\" button or something similar to that word. Split, Divide, Detatch, etc.
Hope this helps somewhat. <img src=\'http://www.killanet.net/forum3/public/s ... /smile.gif\' class=\'bbc_emoticon\' alt=\':)\' />
Hope this helps somewhat. <img src=\'http://www.killanet.net/forum3/public/s ... /smile.gif\' class=\'bbc_emoticon\' alt=\':)\' />
[align=center]

“If you stop learning, you stop living.” ~Tami Quiring
“It's the rare man who understands the value of a single perfect rose.”
[/align]

“If you stop learning, you stop living.” ~Tami Quiring
“It's the rare man who understands the value of a single perfect rose.”
[/align]
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Mask_of_Dionysus
- Newbie

- Posts: 22
- Joined: Thu Jun 17, 2004 12:37 am
Maya
Well Paddy, Dren is right, there is a Split you can use but it's for splitting faces. Sounds to me like you want to completely detach that part. What is it exactly that you want to do? Why do you want to completely detach it it?Hey, So I'm modeling a 2005 Eclipse in Maya right now, and I just realized that I have a object that actually needs to be two. Does anyone now how I would do that? The shaded area is what I need to be a seperate object.
Dio
Maya
Good thinkin Dren. I just deleted what I had selected, exported the rest of the object as a different file. Opened up the original file, deleted what I exported before, and ah...yeah, now I have two seperate objects <img src=\'http://www.killanet.net/forum3/public/s ... /happy.gif\' class=\'bbc_emoticon\' alt=\'^_^\' /> Not sure if I did exactly what you were thinkin, but oh well, it worked...
And as to why I want to completely detach, I wanted to take the edges around what I had selected, and extrude them downward (but without doing that to the edges of the other piece of the object).
And as to why I want to completely detach, I wanted to take the edges around what I had selected, and extrude them downward (but without doing that to the edges of the other piece of the object).

Maya
Well, one problem fixed...and now I've hit another. I've gotten this a couple of different times, sometimes it does it, and sometimes it doesnt. I want the edges to stay together, so when I extrude, where there are two vertices(in the picture below), I just want there to be one...
*I've extruded this about 5 times more than I actually mean too, just wanted the picture to look more clear
I have these settings in the tool options pallet.
Help please <img src=\'http://www.killanet.net/forum3/public/s ... >/help.gif\' class=\'bbc_emoticon\' alt=\'(help)\' />
I have these settings in the tool options pallet.
Help please <img src=\'http://www.killanet.net/forum3/public/s ... >/help.gif\' class=\'bbc_emoticon\' alt=\'(help)\' />

Maya
Paddy I don\'t have Maya, and have never used it, but if you have that poly selected and hit your \"p\" key, does it turn into a single?

[color=\"#41211C\"]It takes years to build up trust and only seconds to destroy it
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Maya
Um, it doesn't look like it. I just opened a new file, made a sphere, selected about half the faces and hit "p", came up with "Error: Not enough objects or values". Then ctrl+p and alt+p didn't do anything either (thought I'd try them also just in case)

Maya
hmmm... Did you try selecting some polys on the sphere first and then hitting \"p\"? Sounds like it had nothing to work with when you hit the key.
[align=center]

“If you stop learning, you stop living.” ~Tami Quiring
“It's the rare man who understands the value of a single perfect rose.”
[/align]

“If you stop learning, you stop living.” ~Tami Quiring
“It's the rare man who understands the value of a single perfect rose.”
[/align]
Maya
Yeah, I had the polys selected when I hit the key. Well, I had the faces selected. They're the same thing right <img src=\'http://www.killanet.net/forum3/public/s ... unsure.gif\' class=\'bbc_emoticon\' alt=\':unsure:\' />

Maya
Yes.. Face and Poly\'s are the same thing. They\'re really called Polygons if you want to get technical though <img src=\'http://www.killanet.net/forum3/public/s ... >/blum.gif\' class=\'bbc_emoticon\' alt=\':P\' />
[align=center]

“If you stop learning, you stop living.” ~Tami Quiring
“It's the rare man who understands the value of a single perfect rose.”
[/align]

“If you stop learning, you stop living.” ~Tami Quiring
“It's the rare man who understands the value of a single perfect rose.”
[/align]
Maya
Actually they are not the same.
[quote]There is an important difference between the terms of faces and polygons in ViewBSP: Faces always denote those primitives (polygons) that are specified in the input file. That is, faces are polygons modeled by the user. Each face has material properties, color and texture, for instance. During BSP compilation faces need to be split, yielding polygons. Thus, polygons denote those primitives (polygons) which actually comprise the output model. In the output file, the term face is mainly used to refer to material properties shared by some polygons created by splitting their original face.
Once again: Input polygons are called faces and describe both material properties and actual geometry via vertex index-lists. Output polygons are called polygons but since some of them share the same properties, each polygon belongs also to a specific face. Aside from material properties, polygons being part of the same face also share the same normal vector (they all lie in the same plane!) and texture map parameterization.
[url="http://www.cg.tuwien.ac.at/~msh/vbspdocs/v_tech.html#ti_faces"]http://www.cg.tuwien.ac.at/~msh/vbspdocs/v...h.html#ti_faces[/url][/quote]
[quote]There is an important difference between the terms of faces and polygons in ViewBSP: Faces always denote those primitives (polygons) that are specified in the input file. That is, faces are polygons modeled by the user. Each face has material properties, color and texture, for instance. During BSP compilation faces need to be split, yielding polygons. Thus, polygons denote those primitives (polygons) which actually comprise the output model. In the output file, the term face is mainly used to refer to material properties shared by some polygons created by splitting their original face.
Once again: Input polygons are called faces and describe both material properties and actual geometry via vertex index-lists. Output polygons are called polygons but since some of them share the same properties, each polygon belongs also to a specific face. Aside from material properties, polygons being part of the same face also share the same normal vector (they all lie in the same plane!) and texture map parameterization.
[url="http://www.cg.tuwien.ac.at/~msh/vbspdocs/v_tech.html#ti_faces"]http://www.cg.tuwien.ac.at/~msh/vbspdocs/v...h.html#ti_faces[/url][/quote]
...
Maya
Hey, for anyone who runs into the same problem I did, figured it out. Select the faces, go to Edit Polygons>Extract <img src=\'http://www.killanet.net/forum3/public/s ... /happy.gif\' class=\'bbc_emoticon\' alt=\'^_^\' />


