Hi Fred, branching structures are difficult to do in NURBS modeling in general - it can be easier to do branching structures in a sub-d polygon modeling program (like Silo, Modo, Cinema4D, etc...) rather than in a NURBS modeling program, the way that sub-d works by kind of melting all the resulting surfaces together works well for that kind of a thing.
Basically with stuff like that you're getting into more organic modeling territory and less into 2D profile curve driven modeling which is where NURBS modeling is strongest in.
There is a technique for using surface blending for making a Y-branch in MoI though, which you can see an example of here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=4388.55
But probably really the shape that you're showing there is better suited for polygon sub-d modeling techniques which are a better fit for more organic shapes, rather than NURBS modeling techniques, although maybe Marc's method above may work for you too.
Also another thing you can try is to build it flat initially and then use the Flow command that is new in v3 to deform it into the bent position rather than building the whole bendy thing directly in place, sometimes that can ease some kinds of constructions.
- Michael
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