Altering or deforming Moi objects in a polygon app (C4D)

 From:  Michael Gibson
3238.21 In reply to 3238.20 
Hi Leonard, is there still a "normals" tag in C4D after you have done your editing, or has it automatically removed it?

If it did not remove it automatically, you may need to do it manually - that's again a polygon modeling issue - the vertex normals need to be recalculated when you jiggle vertices around.

You may need to post some of these polygon editing problems on a Cinema4D forum, I'm just not familiar enough with C4D's polygon modeling tools to give you a whole lot of specific C4D poly modeling advice.


You may be getting some kind of unwanted smoothing between the different adjacent pieces, maybe try manipulating the smoothing angle in C4D, or you may try exporting from MoI with welding disabled so that the vertices of adjacent pieces are separate. But try to group select them to manipulate them all at once if that is possible to avoid opening gaps between them.


Or you may be able to select a group of faces and set them as a smoothing group so that the smoothing does not leak between different sections of your model. Again, that's just another polygon modeling technique that does not really have much to do with MoI specifically.


You may have some easier time making those kinds of edits if you had separate objects there that just punched through each other rather than having an actual single solid object where the vertices were all connected to one another. Like for instance make the piping its own object rather than having it actually connected to the other pieces. That will help to keep its smooth shading separate from the others. Just let the pieces punch through each other instead of actually having them booleaned into a single piece. Sorry I did not give you this advice earlier, I did not quite realize that you were going to try to make those kind of edits right near those juncture areas.


- Michael

EDITED: 28 Jan 2010 by MICHAEL GIBSON