Is this the best way?

 From:  Michael Gibson
5491.18 In reply to 5491.15 
Hi Cube,

> Question, just having another go at this method but im getting a little gap
> between one of my blends, is this quite a common problem?

Yeah that can be a common problem when doing blends in multiple pieces - it looks like your lower surfaces are probably not smooth where they meet and that means that the different blend surfaces (which adapt themselves to be smooth to the surfaces involved) will bulge out in slightly different ways and then not meet up along their side walls like you show there.

In a case like that you'd need to use Network or Sweep to generate the surface instead because with those commands you can specify the "side rails" of the surface instead of only leaving the sides to be auto calculated like they are in Blend.

This problem should also be solved when Blend is updated to be able to do a longer chain of edges all in one pass rather than being limited to only be between one single edge to another single edge. I'm hoping to update Blend for that before v3 is finished.

Previously it has not been a #1 focus to get that kind of Trim + Blend style modeling as a primary method of model construction because really if you're doing that kind of modeling you're most likely trying to organic shape modeling in NURBS and that's the kind of modeling that is really best suited for polygonal sub-d modeling instead of trying to do it in NURBS in the first place. It's been more of a focus for MoI to try and perfect more of the stronger areas of NURBS modeling initially first which is more stuff like doing booleans with 2D curves as cutting objects and things like that.

When you're getting into Trim + Blend style modeling there is only really a basic level of that set up currently in MoI, so you're running into some of the limitations in that area currently.

I do expect to reduce some of these limits here in the v3 timeframe though.

- Michael