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From: Michael Gibson
Hi Brian, that sounds logical. Thanks for figuring it out!
Previously Barry wrote this:
"The bottle is always vertical to the horizontal
screws and only rotates in the plan view."
I was focused in on that "only rotates in the plan view" part and so only did one rotation.
So Barry, can you please clarify that so I can make sure - at each station you need the object rotated in 2 ways, once in the plan view which is rotating around the world z axis, correct? Then another rotation around the cylinder/helix axis direction which is the world x axis?
It might simplify things a little bit if the cylinder/helix axis was right on a world axis starting at the origin, will that restriction work for you?
- Michael
From: bemfarmer
Here is an Initial model in Top View, for use with TOP frame.
Utilizing Michaels script BottleFeedArray (Top frame version), places the arrayed bottles along the helix where they need to be,
but the script needs to have added:
Each successive bottle needs to be rotated so that its center axis is perpendicular to the cylinders normal at that Pt.
I am pretty slow at getting anything done. :-)
Each angle could probably be calculated, or ...
(The initial bottle's center axis may not be tangent to the cylinder, but is perpendicular to the normal.)
- Brian
Attachments:
InitialFeedScrewTOP01.3dm
From: bemfarmer
The angle to rotate a cutting bottle around a regular helix , for bottle at station n, is probably something like:
(#helix turns * 360) * n / (#stations-1)
assuming the initial bottle is at station index zero.
But since the helix may be of variable pitches, the angle would be some other unknown formula,
so perhaps a "normal to normal alignment" of the bottles vs the cylinder, would be better?
- Brian
The axis of the bottle, versus the surface of the cylinder is worrysome?
Burrman, thanks for link and info.
From: BurrMan
Hi michael,
So take a cutting object (a barrel) and do a circular array with vertical step.
Now each barrel needs to be rotated around "it's"original axis, 90 degrees from the first barrel at zero, to the last barrel at 90 (a rotation which spans the vertical distance. The barrel is essentially flopped over onto its side by the end of the array.
Now this needs to happen on a variable pitch, as opposed to a linear pitch of the circular array vertical step.
The "randomize" command allows for the "rotation of individual axis" but its a random application. I dont know if the "morph" rotation can be done with code though...
From: Michael Gibson
Hi Burr thanks yeah array circular using a vertical step makes sense to me now. I'll see if I can adjust the script.
@Brian, I was thinking a bit whether the script should take the parameters for a helix and use helix calculations in it but like you mention it would be easier for things like variable spacing for it to take an already made helix curve like it currently does. I should be able to use a rotate with reference points to do the other kind of rotation, I'll try that in a moment here.
- Michael
From: Michael Gibson
Ok, hopefully the attached one has the proper rotations now.
It assumes the bottle is pointing upwards in the world z axis direction and is positioned around the start point of the helix, and that the helix/cylinder axis has its origin at the world origin and that the helix/cylinder axis direction is the world x axis direction as in Brian's InialFeedScrewTOP01.3dm file from above.
I think it should work ok if you substitute a variable pitch helix in but I did not test that. But it distributes the items by equal distance as traveled along the curve, so with a variable pitch helix trying to use an item count that's related to the number of helix turns won't place items only at the quadrant points of the helix as it would with a regular fixed pitch helix. I don't know if a sparse placement only at quadrant points is desired but it looked like some of the images had that.
- Michael
Attachments:
BottleFeedArray2.zip
From: bemfarmer
Well, the script seems to be working... (My superficial opinion anyway)
FALSE: I had to make the bottle hollow, otherwise got a helical ribbon with many bite marks on the edges.
(Using a solid bottle, the solid screw was formed by the booleans, but color of cuts matched the bottles, not the screw.)
Hollow bottle as cutter also worked...
Boolean difference is very slow. Several minutes for 50 bottles. 100 bottles taking "forever."
There is a lot of leftover surfaces after Boolean, but by selecting the screw, and hiding the "leftovers" the screw appears as a solid.
The Boolean difference needs to be done in smaller batches. 100 bottle screw, 180 degree rotation completed.
- Brian
From: bemfarmer
The engineering goes into setting up the variable pitch helix...
The bottle can be assumed to have its verticle axis intersecting the beginning of the helix.
If the bottle's axis is beyond the surface of the cylinder, a new, larger radius cylinder should be made. (?)
After the larger radius cylinder becomes a screw, it can have its radius shaved down later. (?)
- Brian
From: Frenchy Pilou (PILOU)
About BottleFeedArray2
Does this result normal ? (50 steps - 12°)
From: Barry-H
Michael,
many thanks works just as needed.
Barry
Image Attachments:
Result.png
From: Michael Gibson
Hi Pilou,
> Does this result normal ? (50 steps - 12°)
It is if you don't have your helix positioned as required, it looks like your helix is going in the world z axis direction instead of the world x axis direction.
- Michael
From: Michael Gibson
Hi Barry, you're welcome I'm glad that does the trick! And thanks to Brian and Burr for helping clarifying what was needed.
- Michael
From: Frenchy Pilou (PILOU)
<< you don't have your helix positioned as required
Indeed! :)
From: Frenchy Pilou (PILOU)
@ Michael
Ok the random colors are fixed! ;)
And the little trick Menu Styles / Tool Styles / Add new Default Styles (by 7) + Random Colors
and repeat is perfect for make speedy big random colors' palettes!
http://moi3d.com/forum/index.php?webtag=MOI&msg=2987.2
http://moi3d.com/forum/index.php?webtag=MOI&msg=3876.1
From: bemfarmer
Well done Pilou!
I would like to see a Boolean applied sequentially for each bottle, which would be much faster, I think. (?)
There could be an option checkbox for this? Maybe I'll try after work...
An elliptical bottle has much faster Boolean dif, than the rounded rectangle bottle.
Maybe the MoI Boolean dif command could have a sequential checkbox?
- Brian
From: bemfarmer
For oval bottle, Lofting the cut edges seems promising?
Finding the midpoint dip line of the cut edges, and lofting might work for smoothing?
The Iso's do not follow the ridges of the cuts.
- Brian
From: BurrMan
Bemfarmer,
Boolean issue?
What I would do is create a "profile" of my bottle (then run rebuild if it was segmented, like a rounded corner rectangle) then run the bottle array on the profile and choose a ridiculous amount of stations. Then loft those and do the Boolean diff with the new, single solid.
I have 1 question for Michael though.
Is there a way to set "an attachment point" to the bottle? If I have an elongated rectangle for a bottle for instance, and I want to set a "depth" of the bottles placement on the helix start point, the bottle "moves away" from the depth and helix as it rotates to the narrow side of the bottle/rectangle. So if I make a variable helix with a start radius of 5 and an end of 3, My resulting bottle at the minor radius' endpoint has moved out and away from the helix path.
Not sure if/how this could be done.
Attachments:
variable bottlefeed.zip
Image Attachments:
bottlefeed_attach_point.jpg
From: Barry-H
Hi Michael,
I have tried to run the script on a reverse twist helix and it does not seem to work.
The get around was to produce one scroll with a positive bottle rotation 90 degrees
and to produce another scroll ( same helix ) with a negative bottle rotation minus
90 degrees and then mirror the result.
The subtraction from shaft required careful attention as Moi struggled when all bottles
or groups of bottles where selected so as Brian as suggested it would be good if they
could be subtracted one by one as they are produced I think this the way the Autodesk
Feed Screw Generator plugin works.
An way Michael again many thanks for your help much appreciated.
Barry
Image Attachments:
Twin Screws.png
From: Nico-M
Hi,
Very interesting topic, it awakened my curiosity.
I reproduce the simulation of this screw conveyors in Algoryx Momentum.
https://www.youtube.com/watch?v=9OBpMFdMZ3g
I have one question, after the using this script, the result of the boolean operation generates many facets.
it's possible or not to generate directly one smooth profile for boolean operation?
I have TopSolid but not this function, it's seem generate one surface smooth with the profile cutting.
https://www.youtube.com/watch?v=U93EzIzA_Hk
Best Regards.
Nicolas.
From: bemfarmer
This is still a rich topic with many permutations.
The screw seems to be a bit short on the left.
The screw/cylinder can be length extended to the left.
The helix and reverse helix can be copied to the left, and FLIP applied to reverse start point.
The bottle can be arrayed to the left, with a negative rotation of -90 degrees...
(If Unflipped, array to the left created an expanding conical-ish spiral...)
I have yet to grasp the reverse screw. The script will work if ...
- Brian
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