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Twisting a helix primitive

Hi everyone, I’m trying to initialize a twisting shape with the helix primitive, please see the picture.

I would like to have the sharp edge to point outwards uniformly, but I can’t make any exact adjustment to the Twist graph, is there a way to achieve this?

I think array could work but if there’s a way to just modify this twist graph it would be much easier for the whole process.

Thanks

Hello @immrwh ,

I don’t believe you can get the results you’re after with that setting. That is a twist, not a uniform rotation. It will not rotate the edge uniformly for the length of the helix, but rather twist it like a candy wrapper.

However, you can get the shape you’re after with a some quick ZModeler edits.

  1. Forget the twist, but simply “Make Polymesh 3D” with the existing settings, and an SDivide count set to 6, not 3.

  2. You will need to delete the following 3 edge loops by Alt clicking on them with ZModeler> Edge> Insert (not inset! :slight_smile: )

  3. Your results will depend on the order in which you do this, but after deleting 2 edges you will likely need to spin the edge ( Edge> Spin) on both end caps to keep the geometry from collapsing in an unwanted fashion. The edge on the end caps will need to be attached to the outward facing point to keep it from collapsing, and both end caps must match.


ArrayMesh can also be used to sweep geometry along a complicated path.

You can also use the spiral geometry from the primitive to attach a live curve to, which can then be used as a target for an IMM Curve brush to draw out any geometry you like along that curve. One way to do this would be to use the ZModeler> Point> Crease> Shortest Path to define creasing along any portion of the mesh you would like. Then convert that creasing to a curve with Stroke> Curve Function> Frame Mesh /Creases.

Good luck!

1 Like

Thank you sooo much for the clear and inspiring explanation, wow :smiley::+1: