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Full Version: Bisector curve

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From: BurrMan
1 Sep 2010   [#47] In reply to [#45]
I think for V3 the pick points for the start and end of the bisector would be good. That would eliminate trimming if you wanted the line to start at some other point than the intersection. That will handle direction for any situation also.
From: Michael Gibson
1 Sep 2010   [#48] In reply to [#47]
Hi Burr, yeah maybe in v3 one possibility would be to make it put in 2 crossing construction lines so that then you could snap on to the points you wanted on those to make the lines.

But also right now instead of using trimming you can just draw in a second line using the first one to snap on to (with construction lines also) which may be a bit easier than using Trim.

- Michael
From: DannyT (DANTAS)
1 Sep 2010   [#49] In reply to [#26]
Hi Anis,

> Can you give me screenshot sample usage in your project ?

It comes in handy when you are quickly laying out construction curves (not to be confused with MoI construction lines) at angles to keep symmetry and reference, here are some progressive screen shots of a simple layout that I want to keep the two lines central to a rectangle.

We'll start off with the original lines I posted.


Once you've got a bisector line created (thanks to Michael).


You can use it as a reference knowing it is in the center of the two lines.
Then you can do offset operations....


as well as run perpendicular lines.


After a bit of trimming and extending you know that the two lines we started with are central and perpendicular to the blue rectangle.


For this case you could start off symmetrical about the origin and rotate the whole thing at the desired angle once constructed, this is just a simple example, usually I'll use bisector line if the two lines shown are referenced at an angle off another set of curves or lines.

Cheers

Image Attachments:
1.jpg  2.jpg  3.jpg  4.jpg  5.jpg 


From: BurrMan
1 Sep 2010   [#50] In reply to [#49]
Thanks Danny! Added to reference!!!! :o

ALso Michael...I renamed and kept "LineMorph"....:)
From: Michael Gibson
1 Sep 2010   [#51] In reply to [#50]
Hey Burr, so your heads up turned out to be pretty spiffy after all... :)


> ALso Michael...I renamed and kept "LineMorph"....:)

Could you please post it here as an attachment in case someone wants that version after all?

- Michael
From: BurrMan
1 Sep 2010   [#52] In reply to [#51]
:).... LineMorph as originally posted in this thread...Unzip and copy the htm and js file to your commands directory, and then create a shortcut with LineMorph as the command. (Or optionally while in MoI, just hit "TAB" and then type LineMorph)

[EDIT] Updated to add the "Post operation" version also, as talked about in the thread....[EDIT]
From: Frenchy Pilou (PILOU)
1 Sep 2010   [#53] In reply to [#52]
LineMorph is the name of the previous BisectorLine name or it's other?
can you put the number of the message of it?

And there is not more the plug that gives exactly this? (length = middle of 2 between Start End lines)

From: Michael Gibson
1 Sep 2010   [#54] In reply to [#53]
Hi Pilou,

> LineMorph is the name of the previous BisectorLine name or it's other?

Yes, it's the first version of BisectorLine that I posted, but renamed.


> can you put the number of the message of it?

It was the one I posted here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=3745.6


> And there is not more the plug that gives exactly this?
> (length = middle of 2 between Start End lines)

That is what LineMorph will do - it will build a new line that has endpoints half-way between the other line's endpoints. Note that this is a different result than half the angle between the 2 lines though.

The newer BisectorLine (posted at http://moi3d.com/forum/index.php?webtag=MOI&msg=3745.41) will create a line at half of the angle between where the extended lines meet.

- Michael
From: Frenchy Pilou (PILOU)
1 Sep 2010   [#55] In reply to [#54]
THX for explanations !

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