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Full Version: Guitar neck and arch top methods

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From: VG (VEGASGUITARS)
5 May 2018   [#117] In reply to [#116]
Thank you for the help. The reason I used network - because being a novice - that's what it looked like in the pictures. My only experience with blend is trim and blend - which seems different. Can you show how to blend this within the outlines of the neck profile - you can see here where the blend is behind the neck profile line in this file? Perhaps use network for that side maybe?

Attachments:
blend1001.3dm

Image Attachments:
Screenshot (82).png 


From: VG (VEGASGUITARS)
5 May 2018   [#118] In reply to [#117]
This one uses blend for the left side and sweep for the right side and middle sections - the middle looks very good - but the right side has an edge.

Attachments:
blendsweep.3dm


From: Michael Gibson
5 May 2018   [#119] In reply to [#118]
Hi Neil, the edge comes from using Sweep instead of Blend, when I review jopo's post here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=8883.105

that was using all Blends. So you're getting a different result since you're doing different things.

There is a problem with the all Blends method though which is in this area here:


That's going to be generated as a "side wall" of the blend and it won't be guaranteed to be close enough to join in that spot, although it may be close enough if you're lucky.

One way to ensure that spot will join is to make the blend:


Then use Construct > Curve > Iso to extract several curves from the blend surface like this:


Also duplicate the top edge of the blend by selecting it and using Copy/Paste. Then you can do a Network like this:


That will then be guaranteed to join. The downside is that it's no longer guaranteed to be smooth. But it will be very very close to smooth since most of its shape is coming from the blend.

So you could try that if there are joining problems in that spot.

- Michael

Image Attachments:
neil_blend5.jpg  neil_blend6.jpg  neil_blend7.jpg  neil_blend8.jpg 


From: VG (VEGASGUITARS)
5 May 2018   [#120] In reply to [#119]
Thank you very much Michael & Jopo - tried all blends first but found (as you pointed out) the right side didn't fit the way it needed to. Good to know how to use the Iso curve command (in this context). The one attached uses two blends and one network - as I couldn't get the blend on the right side within the profile of the neck. Still working on this but pretty happy with it so far. After blending the middle changed the shape of the back of the neck and used the planer command.

Image Attachments:
Screenshot (83).png 


From: VG (VEGASGUITARS)
6 May 2018   [#121] In reply to [#119]
Starting to get it (famous last words) - after blending everything - on this one - deleted the original headstock back and created a new back based on the edge of the middle blend then used the planar command - looks pretty good. :) Next after learning to blend consistently - then the trick will be getting the entire neck solid. Many thanks again to Michael and Jopo for all the help with this method. This is a good method for a beginner - not too complicated.






From: Michael Gibson
6 May 2018   [#122] In reply to [#121]
Looking good Neil!

- Michael
From: Finema
6 May 2018   [#123] In reply to [#121]
Looks good !
From: jopo
6 May 2018   [#124] In reply to [#123]
That's it. Very nice!
From: ed (EDDYF)
6 May 2018   [#125] In reply to [#121]
Looks great! I'd like to see a photo of that area as it comes straight off the CNC router (before sanding). Looks like you'll have minimal sanding to do.

Ed Ferguson
From: VG (VEGASGUITARS)
8 May 2018   [#126]
Would like to thank the folks here for the support with learning to do this - everyone contributed their ideas, expertise, experience and honesty. This neck was made entirely in the stock MoI version 3 program using basic commands and only one script (naked edges). The neck model is good enough for milling - so after adding the tuning key holes - that is next - woo hoo! Again, sincere thanks for suggestions, guidance and hanging in there when I was discouraged.
This neck (for those interested) has no fretboard - spent years setting up jigs in the shop to slot, radius, install markers and even bend very quickly and efficiently so there is no point in drawing or modeling one. Most likely will add a truss rod channel in the future - but also currently have a jig for that that is used with the overarm router - also very fast.

What this training provides is a foundation for milling consistent, reliable neck profiles - that's what I'm talkin about! So this is just a starting point for further learning in sculpting neck profiles in MoI. Went back to Fusion a few times and found that I'm addicted to MoI. BTW, This is by far the highest quality forum around. Onward! :)












From: mkdm
8 May 2018   [#127] In reply to [#126]
Excellent result!

Maybe there's still a little bit of extra work to do here, but I don't know if it's only a screen capture glitch.





Anyway...good job!

Bravo!

Marco (mkdm)
From: Finema
8 May 2018   [#128] In reply to [#127]
Bravo VG !
From: VG (VEGASGUITARS)
8 May 2018   [#129] In reply to [#127]
Here is another closeup of the section Marco pointed out as a possible problem - it looks good from this angle.

Do models need to be as perfect for woodworking as they do for rendering? It may even be counterproductive - guitar necks (and bodies) have to be scraped and or sanded and then finished - the finish will have to be wet sanded and buffed - so a few tiny creases or bumps should not be a problem if the model is essentially correct. That said, will continue to strive for the best surfaces possible.
From: Michael Gibson
8 May 2018   [#130] In reply to [#129]
Hi Neil,

> Do models need to be as perfect for woodworking as they do for rendering?

No I don't think so. You'd also want to generate a higher density mesh to really know what the surface is doing there. The realtime display mesh is more oriented towards generating stuff quickly. You can use it to get an idea of where to look closer but there are going to be various things that are just display artifacts.

One way you can do a high density view for more detailed checking is to export to an .obj file and slide the polygon density slider all the way to the right and then see what that shows, you can then cancel the export after you're done looking. If you like you can set up a shortcut key to do that so you can bypass the file name dialog. To do that set a shortcut like this where it's giving a file name as part of the shortcut:
SaveAs c:\bugs\test.obj

Make sure there's a space between the SaveAs and the filename.

I'd doubt that such a small nuance would come through any milling work though.

- Michael
From: VG (VEGASGUITARS)
8 May 2018   [#131] In reply to [#130]
Hi Michael,

I'm confident if any of the experts here looked at this they will find issues. Question is - is it good enough to mill? So, here is the close up of the mesh - as you suggested. Being a beginner I don't know how to read this - is it OK? Or do should it be done over?

thanks,

Neil


Image Attachments:
Screenshot (99).png 


From: Michael Gibson
8 May 2018   [#132] In reply to [#131]
Hi Neil - on that meshing options dialog that pops up, push he expander arrow in the lower left corner and set it to Display: Shaded so you don't have the polygon mesh edges getting in the way. Then you can zoom in to that area and examine it more closely.


> Question is - is it good enough to mill?

It depends on how you're milling it and what your own requirements are. It's pretty likely to be fine though.

- Michael
From: ed (EDDYF)
8 May 2018   [#133]
"Do models need to be as perfect for woodworking as they do for rendering?"

I'd say no as well. No experience with milling wood, but I have milled metal based on MoI models and also 3D printed MoI models.

You're using a ball nose end mill and some amount of step-over in your tool paths. As you know, that creates tiny scallops in the piece. So by definition the end result is an approximation of the model. Luckily wood is easier to smooth after milling than metal :)

If any concern, you can always test by cutting out the section of interest in your model and mill just that section in scrap wood.

I think your model is fine.

Ed Ferguson
From: VG (VEGASGUITARS)
9 May 2018   [#134] In reply to [#132]
Think this is what you mean - Yes - it looks like a problem as Marco suggested although it is less pronounced when you turn it a little (see second shot) . . . It seems to go in and there are some see-through spots. Would using the iso curve function help?

N



From: Michael Gibson
9 May 2018   [#135] In reply to [#134]
Hi Neil, I can't see any see-through spots in your screenshot. If you could upload the .3dm model file that would make it possible to examine it more closely and try to give you some information on it. The iso curve function is a way to extract curves from a surface, it's not likely to be applicable here.

- Michael
From: Michael Gibson
9 May 2018   [#136] In reply to [#134]
Hi Neil, I received your file through e-mail. It looks fine to me, I'm not sure why you'd be worried about that.

But if you do want a smoother shape where those blend surfaces meet, you can probably get that by using an option in the Blend command for making a curvature continuous blend instead of only a tangent continuous one:



That will make a blend with a higher amount of smoothness where it comes off the other surfaces. It's normal for 2 surfaces that are only tangent continuous to have a kind of slight interruption in reflective highlights. That should likely go away if you use the curvature continuity option though.

- Michael

Image Attachments:
neil_blend9.jpg 


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