MoI discussion forum
MoI discussion forum

Full Version: Removing Extra Edges

Show messages: All  1-3  4-10

From: milkywaif
8 Dec 2013   [#4] In reply to [#3]
> Why is it that you want to remove those edges in the first place? Is there a specific goal you have in mind?

Vector output. Those vertical edges are not meant to be seen.

I actually did not model it myself. It's an internal screw thread generated with boltgen for rhino. I wanted to modify it for adding few more threads so I split the surface and added 3 more threads but now I can't get rid of those edges.

So let me ask like this; How do I add more threads to the attached model?

Attachments:
m10.3dm


From: Michael Gibson
8 Dec 2013   [#5] In reply to [#4]
Hi Evren,

> Vector output. Those vertical edges are not meant to be seen.

I was going to say you should just hide the edges then, but it looks like currently the hidden line generation still exports them. I'll see about changing that for the next v3 beta so that if you hide an edge it won't be part of the vector output.

In the meantime probably the easiest solution would be to put those particular edges on their own separate style, then you might be able to target them as a set in your vector editor to delete them.


> So let me ask like this; How do I add more threads to the attached model?

If you want it without any edges you'd need to redo it with boltgen with more threads created right initially for it.

For doing it to the object after it's already been built, the way you did it before would be how to add threads but you will not be able to remove those edges if you use that method, instead of trying to remove the edges from the 3D model you would probably want to delete them from the vector result instead.

I suppose it could be possible to kind of reverse engineer the path and the sweep profile from your extended model by extracting some edges and rebuilding things, then build a long sweep yourself. It would be easier to try and delete stuff from the vector results instead though.

- Michael
From: milkywaif
8 Dec 2013   [#6] In reply to [#5]
Thanks for your suggestions Michael. I could not regenerate it with BoltGen because it's only creating standard sized internal threads, you can't define length.

However I did some modifications and got rid of those edges.

In the future, some tool which removes unnecessary lines would be helpful for such occations, don't you think? I attached a file. There's a solid box and there are some intersecting lines on the box which contributes nothing to the shape definition. A tool should find those lines/points and remove them and rebuild the shape.

Attachments:
rect.3dm


From: Michael Gibson
8 Dec 2013   [#7] In reply to [#6]
Hi Evren,

> In the future, some tool which removes unnecessary lines would be helpful for such occations, don't you think?

There is some of that function currently in boolean union, when doing a union edges between 2 planes or between 2 pieces that are trimmed portions that share the same full "underlying surface" will be removed.

But edges just by themselves can't really be removed - in order to remove an edge that's on a trim boundary between 2 surfaces those 2 surfaces have to be merged together into one single surface. This can be difficult to do in cases where the control point grids UV directions do not align with one another.


> I attached a file. There's a solid box and there are some intersecting lines on the box which contributes nothing to the shape definition.
> A tool should find those lines/points and remove them and rebuild the shape.

There are a couple of different ways you can fix your example file here - one way is to select the fragmented pieces making up one side and delete them, leaving a hole. Then select the main shape and run Construct > Planar to fill in that planar hole with a capping plane. Repeat on the other side and you'll have your fixed shape.

Another way to tune up your box there is to use Edit > Separate to break it into individual surfaces, then run Boolean Union on the pieces, you'll then get a box with those in between edges removed.


In the future I do also want to extend the Merge command to be able to merge selected faces together. Like I mentioned before though it involves a fusing together of surfaces, not just removal of an edge and it's a bit tricky to make it work well.


- Michael
From: Michael Gibson
8 Dec 2013   [#8] In reply to [#6]
Really the main thing to do is not to construct an object like you've got there in the first place. If you have a planar hole to fill in, use Construct > Planar to build a big trimmed plane for it rather than building a bunch of little fragmented pieces...

- Michael
From: ed (EDDYF)
8 Dec 2013   [#9]
Evren -

Have you tried Martin's MoI Thread Script? It works well.

http://moi3d.com/forum/index.php?webtag=MOI&msg=5451.40

Ed
From: milkywaif
8 Dec 2013   [#10]
Michael,

> There is some of that function currently in boolean union, when doing a union edges between 2 planes or between 2 pieces that are trimmed portions that share the same full "underlying surface" will be removed.

I wasn't aware of that boolean union's feature. Nice one. Thank you!!

> In the future I do also want to extend the Merge command to be able to merge selected faces together. Like I mentioned before though it involves a fusing together of surfaces, not just removal of an edge and it's a bit tricky to make it work well.

Yes, merge faces would be an awesome addition.

ed,

Yes I'm aware of Martin's script as well. It's a useful script but I think it does not do internal threads and you can't simply boolean difference an external thread because internal threads are a little bit different structure like this:


Image Attachments:
thhr.jpg 


Show messages: All  1-3  4-10