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Mayaで文字などを丸くする手順

Posted at

はじめに

Mayaで地味なモデリング作業をできるだけ避けつつ、アウトラインで作る形状を丸みを帯びた立体にする手順です。(モデリングできる人には、用無し記事です)

環境

Maya 2024
Mac

手順

穴の空いたオブジェクトを作って、1,3キーのsubdivision表示にするとこうなってしまう。

mel
polyCube -n mCube1 -w 10 -h 10 -d 10;
polyCylinder -n mCylinder1 -r 3 -h 20;

polyBooleanCmd -op 2 -n result1 mCube1 mCylinder1;

setAttr "mCube1.visibility" 0;
setAttr "mCylinder1.visibility" 0;

polyBevel3 -o 0.4 result1;

image.png

それを回避するためにリトポする。

mel
polyCube -n mCube1 -w 10 -h 10 -d 10;
polyCylinder -n mCylinder1 -r 3 -h 20;

polyBooleanCmd -op 2 -n result1 mCube1 mCylinder1;

setAttr "mCube1.visibility" 0;
setAttr "mCylinder1.visibility" 0;

doPerformPolyRetopo 1 {"0", "1", "3", "0", "0", "0", "0.5", "0.5017", "0.75", "200", "10", "0", "", "1", "49.5", "1", "0", "0.0001", "0.017" };
polyRetopo -caching 1 -constructionHistory 1 -symmetry 0 -axisPosition 3 -axisOffset 0 -axis 1 -replaceOriginal 1 -preprocessMesh 0 -preserveHardEdges 0 -topologyRegularity 0.5 -faceUniformity 0.5017 -anisotropy 0.75 -targetFaceCount 200 -targetFaceCountTolerance 10 -edgesByAngle 1 -angle "49.5";

image.png

穴が複数バージョン
addMeshがバグってて、手動で修正する必要があった。

mel
polyCube -n mCube1 -w 10 -h 1 -d 10;
polyCylinder -n mCylinder1 -r 2 -h 2;
move -r -2.5 0 -2.5;
polyCylinder -n mCylinder2 -r 2 -h 2;
move -r 2.5 0 0;
polyCylinder -n mCylinder3 -r 2 -h 2;
move -r -2.5 0 2.5;

polyBooleanCmd -op 2 mCube1 mCylinder1;
polyBooleanCmd -edit -addMesh mCylinder2 -op 2 polyBoolean1;
polyBooleanCmd -edit -addMesh mCylinder3 -op 2 polyBoolean1;

setAttr "mCube1.visibility" 0;
setAttr "mCylinder1.visibility" 0;
setAttr "mCylinder2.visibility" 0;
setAttr "mCylinder3.visibility" 0;

doPerformPolyRetopo 1 {"0", "1", "3", "0", "0", "0", "0.5", "0.5017", "0.75", "500", "10", "0", "", "1", "49.5", "1", "0", "0.0001", "0.017" };
polyRetopo -caching 1 -constructionHistory 1 -symmetry 0 -axisPosition 3 -axisOffset 0 -axis 1 -replaceOriginal 1 -preprocessMesh 0 -preserveHardEdges 0 -topologyRegularity 0.5 -faceUniformity 0.5017 -anisotropy 0.75 -targetFaceCount 200 -targetFaceCountTolerance 10 -edgesByAngle 1 -angle "49.5";

image.png

ひらがな「あ」
文字は手動で入力
プレッツェルみたい
目標ポリゴン数とかは、適宜変更する必要がある。
image.png

image.png

mel
typeCreateText;
setAttr "typeExtrude1.extrudeDivisions" 1;
doPerformPolyRetopo 1 {"0", "1", "3", "0", "0", "0", "0.5", "0.5017", "0.75", "300", "10", "0", "", "1", "49.5", "1", "0", "0.0001", "0.017" };
polyRetopo -caching 1 -constructionHistory 1 -symmetry 0 -axisPosition 3 -axisOffset 0 -axis 1 -replaceOriginal 1 -preprocessMesh 0 -preserveHardEdges 0 -topologyRegularity 0.5 -faceUniformity 0.5017 -anisotropy 0.75 -targetFaceCount 200 -targetFaceCountTolerance 10 -edgesByAngle 1 -angle "49.5";

SVGインポートからのプレッツェルやらねば。

ベベルがうまくいかないときにも使えると思う。

image.png

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