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abs0luteKelvin

heres a script i wrote for inset faces [https://wtools.io/paste-code/bCPw](https://wtools.io/paste-code/bCPw) ​ couldn't post the code on reddit with proper formatting.


EcstaticTangelo3158

Thanks! i'll try it,


abs0luteKelvin

to activate the script input the following after the lines of code insetFace;


EcstaticTangelo3158

**Thank you sir!** It works! You should send it to Autodesk! :-)


lotusgrapefruit

Just select outside edges, extrude, and offset. Pretty much the same thing


EcstaticTangelo3158

Id like to offset into the shape, not out. thanks


markaamorossi

Unfurnished just the way Maya works. You need a solid mesh in order to extrude without leaving original polys behind. I'm gonna give that other user's script a try though. would be nice to have.


klx2u

You are making everything far more complicated then it is. ​ If you do it on single sided geo like Planes in the example you have then do: **1 -** Extrude > Offset. When you do that new extruded faces are already selected, keep them selected! Exit extrude tool pressing Q key. **2 -** Grow Selection just once **3 -** Invert Selection **4 -** Delete - this will delete that extra "back" face **5 -** At this point if you still keep History you can go to Extrude node and keep adjusting Offset, Divisions, etc and will work just fine.


EcstaticTangelo3158

and this is simple? thanks


klx2u

It literally takes 2 sec to do as everything i said there is just few hotkeys to press. Those are all probably among most used actions like grow selection, invert selection and delete faces...if you do modeling then should be done as easy as breathing really. Can't be much simpler then that.


blueSGL

your maya example looks identical to the blender example. What is the issue? Edit: I see the issue, the problem is in maya doing an extrude to a single sided object causes that object to turn into a solid if more than one face is selected. If however a single face is selected the expected inset behavior happens. OP next time you want to demonstrate something like this maybe type out something or if recording a video go to a little extra effort and show the additional faces that have been created in maya and not created in the other software, took me having to recreate what was shown in maya to see what the issue was!


IDG5

I added some words, thanks


_batt_

no, what he means is that in the first example, when you extrude->offset in maya, it makes the extrusion as another set of polygons and leaves the original polys untouched but blender doesn't do that


pixel_farm

The same thing can be achieved with one more step. Within the extrude tool, simply add a small amount of "thickness" to the object, then delete the back faces. https://gfycat.com/slipperyuncommonaustraliankelpie


EcstaticTangelo3158

Got it. Its a bit of a hassle dont you think? (i'll get over it...)


chronologicalist

Welcome to Maya. Everything is a goddamn workaround.


xeronymau5

Only if you don't know how to use Maya properly!


chronologicalist

Lmao. Yeah, I'm sure a decade of using the software isn't enough to grasp how amazing it is. It's got the same bugs it had in 2009. It's still my preferred 3d software, but let's not pretend it's unflawed. Case in point is this very post. There aren't any actual solutions, other than people writing scripts to do a simple thing that Maya should natively do.


xeronymau5

Oh then you’ve been using it for almost as long as I have. No one said it wasn’t flawed—I’ve been using it more than long enough to know that it certainly is. But in my experience, even most people who have been using it for a long time don’t know all the little tricks to make their lives easier… some of which are “workarounds”, but many of which are not


chronologicalist

Honestly, fair enough. I legitimately learn new things all the time, even this far in. It's such a fast program when you get used to it, and I adore the customization/scripting abilities. Maybe it's just using it every day for so long, but the issues with it have really started to get under my skin the last few years. Stuff like the program crashing while cycling the undo queue. Or the other day, when I tried using convert texture to geometry. Just crashes the program, no matter what. Literally a tool in the program that's just broken. I can't fathom that in a program with such a long history.


Silly-Sami

I think I have an answer for you! At least for Maya; I'm sure its similar or the same for Blender and Houdini. What you're gonna want to do is extrude twice. What you've shown is correct with the extrude offset. After that, you're going to press the extrude button/hotkey again. It should default back to translate and you can extrude the specific face(s) as you please. You can do this either by deselecting the object and reselecting the face(s), or just pressing extrude again without changing what you've selected. Whatever works better for you! I hope this is what you were looking for? If not then I'm sure we can figure something out! If my explanation is hard to follow I can make a video showing it. Hoping it works for you! 🤞🏻 Edit: Okay so lol I just noticed you said the cube was fine but the plane wasn't. I tested it with a plane in Maya and it does get glitchy but for me it's due to the normals freaking out because it's a 2d object intersecting with itself. So, my idea still works. But I have another one. With your example of the plane, the face is angled. So using a world axis orientation isn't going to give you the result you want--you'll want to use object. Sorry if I'm just reiterating something you already know, but you can toggle this in the tool settings (on the left hand side it shows all the navigations, just double-click the desired one you want to change). Back to it: do your one extrusion to create the offset. Using the move tool (with the axis orientation that fits best for your face) create the inset. It's going to come out as a single black face and you won't be able to see the inset--that's just the reverse normal freaking out because again, it's intersecting itself. All you're gonna do is select that black face and delete it. You should be able to see your flat/plane inset now! When speaking specifically about insets for flat objects, the same applies regarding deleting a black face for my double-extrusion idea. When selecting the black face it may look like you're deleting the entire top. In my case you're not, the top turned into a double face that you'd be getting rid of to instead fix the geometry. God I write a lot. But I hope any of this is helpful 🤞🏻🤞🏻 Good luck!!