I'm totally new to this and can't find a solution anywhere about this problem. I'm trying to select faces however it will not select the faces that I want.
I have a Face Hosted family instance, if i delete the Host parent Element, the face based family instance got <not associated>, am trying to rehost to new host element face reference, is there any api to do that in revit, and i am using to create face family instance by doc.Create.NewFamilyInstance(...
I'm new to 3ds max as of today. I need to connect one side of this mesh to the other. How can I select vertices and create faces from them? Like this picture... Thanks for any and all help!
See my screenshots for reference. There is a plan view, section view, & elevation view included. I am trying to host face-based boxes to the face of a balcony in a theater. This balcony face is within the linked architectural model. The balcony face is angled (as you can see in the section view) and also curved (as seen in plan).
Hi all, I just got started learning how T-splines work and I'm not sure what keywords to search/resources to use for help. My model has an open front (screenshot 1) and I would like to close it like what is seen in the second screenshot. How would I go about doing this? And if you have any tips/re...
The orientation in a face based family is based on the host, so if you place the family on a wall in the project then the plan presentation set in the family is the front elevation in the project. It is not that hard to figure out once you get used to it.
Select the elements from the face based families (geometry, reference planes, parametric dimensions), CRTL+C, and CTRL+V align to view on the non-host family. Re-constrain and add whatever is missing.
Your only real option is to use "face-based" families instead of wall hosted families. Revit will recognize the face of a linked object (i.e. wall), but doesn't allow for wall hosting through linked models. Using linked models is very common in the professional world. MEP folks link in Arch. & Struct models all the time.
2. There’s currently no way to create a face/surface like this based only from points. I’m guessing what you’re after is a 4-sided face which has straight edges connecting those 4 vertices? The easiest way to do this is probably to build some sketch lines connecting those points, then build a Patch or Loft surface based on those lines.
I got used that in Blender i can select one face of the object or one vertex or three edges and invert selection by hitting Cntrl+I which will select all vertices that were unselected and deselect those were selected so basically will invert the selection but is there such option in Maya?