#coincident poly sides?
4 messages in this thread
(Note to Jonas: Thanks for the earlier reply, but since it was the weekend I
thought I'd repost with a different description of my problem. I'm desperate
for an answer. (g))
In the shaper I'm using a complex multifaceted 3D editor object as a template
to trace over. I want to create a group of 2D polygons that will look much like
a complex geometrical jig-saw puzzle. These 2D polys will all be different
shaped and share sides with each other, and thus each poly will have vertices
and segments that are coincident (as close as possible or exactly the same)
with 4 or more contiguous neighboring polys. I can trace the first poly O.K.
but I'm finding it hard to have the subseqent polys as snug and contiguous as I
want them to be. If I could snap to existing vertices I would be in good shape
but all I seem to be able to do is zoom in to visually try and get as close as
possible, make my subsequent poly and then adjust and re-adjust with
vertex/move several times untill it looks good. Often assign/check shows my
poly is self intersecting and I have to adjust and re-adjust some more. (Please
remember, I want these different shaped polys to appear to share the same
perimeter segments but 3DS to treat each one as a separate object.)
Are there any work arounds out there that might be similar to snaping to
vertex?
Thanks,
Carlton
Have you tried using the Boolean functions in the 2D Shaper? For example, make
a quad as one spline, then make a jigsaw piece as a second. Duplicate the
jigsaw piece, place a copy so it overlaps the quad, and then subtract it to
create a perfect jigsaw cutout. If you set all this up with Snap on, it should
be a snap.
– Jack
Reuse you coincident segments, after lofting one set of "puzzle pieces", just
join them differently to create the adjacent ones.
m.
Thanks to all for the ideas. I'm ending up using snap, freezing each poly
after making it, and then snapping my next poly to the snap grid points.
Carlton