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Full Version: Making this solid ...where is my mistake?

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From: Michael Gibson
20 Apr   [#2] In reply to [#1]
Hi Matadem, the corner areas of your objects have little sharp "hook" like turns in them at the very ends:







How were these surfaces created, can you post the curves that were used?

My guess is something like a network surface was generated from curves that are not actually touching each other at their ends.

For the 2 surfaces that are planar it would be better to build them using Construct > Planar instead of Network. But before doing that the curves probably need to be tuned up to make them all meet up nicely instead of having space between their ends.

- Michael

Image Attachments:
matadem_corners1.jpg  matadem_corners2.jpg  matadem_corners3.jpg 


From: Frenchy Pilou (PILOU)
21 Apr   [#3]
...
From: Matadem
22 Apr   [#4]
Thank you.

the original files where deleted.

I can move on with the project! Tnx
From: Elang
23 Apr   [#5] In reply to [#2]
Dear, Michael...

Since similar thing happens quite often (slip by very slight unit), how about Moi3D applies priority between its snap?
For example, most people 'often' want to snap to 'end-point' instead of 'center' or 'mid', so in case these snaps available in proximity (of course this also relative to the user zoom level), then Moi prioritize 'end-point' snap above 'center' and 'mid' snaps. If the user intent to snap to the middle, then he will have to zoom further to separate the distance between different available snaps point.

I often experience similar cases where instead of snap to endpoints, Moi snaps me to center point which happens to be very close to the targeted end-point.

Maybe, we can do this be re-arranged the list of the snap options. The top one will have the most priority compared to the below ones. I know that we can enable/disable the snap options via the bottom menu, but setting this too often feels tedious.

Sorry for my English, though.

Thank you.
From: Michael Gibson
23 Apr   [#6] In reply to [#5]
Hi Elang, it's a good idea but it's a pretty sensitive area to mess with so it would need to be done in the early stage of a beta release and not near the end stage.

- Michael
From: Elang
23 Apr   [#7] In reply to [#6]
Noted, Michael. Thank you very much for considering it.

Cheers!.
From: 大道刀 (SUIYAN)
8 Jun   [#8] In reply to [#1]
hello Matadem
我检查了你的模型文件,发现主要有三个问题,导致你的模型无法形成实体。1断裂的边很多,且控制点非常集中,我想是你的操作产生了震荡曲线,2像迈克说的,产生了很多钩子,我想是你在近距离使用了blend命令,这两点使得几乎无论怎样进行曲线的修复都无法形成实体,只能形成joined srf,但是最快的方法是先去除钩子再使用ReconstructCurve脚本对曲线进行重建,以减少控制点,消除所有集中的控制点,我以将你的模型文件做成实体。
(问题请看附件图片,并附上成品。)

I have checked your model file and found three main issues that prevent your model from forming entities. 1. There are many broken edges and the control points are very concentrated. I think it was your operation that generated the oscillation curve. 2. As Mike said, there were many hooks. I think it was because you used the blend command at close range. These two points made it impossible to form a solid object no matter how you repaired the curve, and could only form a joined SRF. However, the quickest way is to remove the hooks first and then use the ReconstructCurve script to reconstruct the curve to reduce control points and eliminate all concentrated control points. I will make your model file a solid object.
(Please refer to the attached image for the question and attach the finished product.)











Attachments:
Boat complete.3dm

Image Attachments:
Boat.3dm - MoI.jpg  Boat.3dm 2- MoI.jpg  Boat.3dm4 - MoI.jpg  Boat1.3dm - MoI.jpg 


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