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Full Version: Removing Trim/holes

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From: mkdm
15 Feb 2018   [#7] In reply to [#6]
Hi Lewis3D.

..I see...

But I've got a trick that worked for me.

Some minutes and I will post a new tutorial.

Stay tuned.
From: mkdm
15 Feb 2018   [#8] In reply to [#6]
Check this one.

Video tut : http://take.ms/pgaSX

3DM file : http://take.ms/mlW8T


Ciao!
From: Frenchy Pilou (PILOU)
15 Feb 2018   [#9]
Maybe Just redraw the 2 perpendicular curves by the Known points
Sweep
Trim :)


From: Michael Gibson
15 Feb 2018   [#10] In reply to [#6]
Hi Lewis,

> I've tried with re-trimming but as soon as i delete edges on that power button shape i get complete
> mess of surfaces so even after flatten/re-trim it's nothing usable.
> This happens when I delete edges.

Yes, those are just the 5 surfaces that were underneath the faces. Why are they unusable for you? If it's confusing that they are overlapping, then try untrimming and retrimming just one at a time and hide the other ones while you work on each individual one.


> As for Sweping, i tried that also but i get visible Seam in middle of one line when i try to export
> that to polygons (2nd attachment).

It looks like one of the curves you are using for the sweep is not smooth. If either the rail or the profile curve isn't smooth then the sweep will also not be smooth. A quick way to smooth out a curve made of 2 pieces is to turn on control points and delete the middle point. Or also select the center point and the 2 adjacent points and make sure they are all in a straight line, using either flat snap or Transform > Align.

If you still have any problems with the sweep please post the 3DM model file with the curves you're using.

- Michael
From: Lewis3D
15 Feb 2018   [#11] In reply to [#9]
Hi PILOU,

Thanks for trying.

I've tried that several times and i always get visible seams or even holes after i try to export that to polys. Not even join or Boolean union helped to solve that.
Have you tried to check your version for OBJ exporting ?

Image Attachments:
sweep_visible_seam_2.png 


From: Lewis3D
15 Feb 2018   [#12] In reply to [#11]
Guys thanks for all the help, amazing forum :).

Marco, i managed to do it with that new technique you showed and it's clean one export. I guess Curve Rebuild was key part here so that after sweeping tool all is seamless now.

Great, thanks one more time.
From: Michael Gibson
15 Feb 2018   [#13] In reply to [#6]
Hi Lewis, I've attached the result of using the untrim/retrim technique as I described above. The surfaces that you get after untrimming are perfectly usable, they just extend over top of each other so it's easier to manage them by only untrimming and retrimming one at a time, that's all.

This version should have the 100% exact same surface shape as your original file since it actually uses the same surfaces.

If you want help with making a new surface using Sweep please post the curves you are using, it looks like they need to be edited to be smooth instead of having a kink in the middle of the curve.

- Michael

Attachments:
lewis_untrimmed.3dm


Message 8827.14 was deleted


From: mkdm
15 Feb 2018   [#15] In reply to [#12]
Hi Lewis3D.

You're welcome.

Ciao!
From: Lewis3D
15 Feb 2018   [#16] In reply to [#13]
Thanks Michael, yes your file works fine, as for me not managed to do it by trimming, it is exactly what you say, many surfaces overlap each other so i hardly see/understand which part i'm trimming in that mess, i've tried by hiding all but one and then trim one by one by one but i can't say i got great result 'coz even after i trimmed all with outside circle and deleted outside excess areas i still have many overlapping surfaces with corners bending upwards so i've not known how to weld/merge them into that single flat nice surface you got (my screen-grab showing how surfaces are bending upwards=.

Luckily Marcos's solution worked so i managed to fix it with that technique.

Image Attachments:
surfaces_bending.png 


From: Michael Gibson
15 Feb 2018   [#17] In reply to [#16]
Hi Lewis,

re:
> (my screen-grab showing how surfaces are bending upwards=.

Those bending upwards areas are some additional areas that also need to be trimmed off - if you check out the file I posted I also drew in 2 crossing lines here:



Then you trim the surface and remove these areas:



Leaving this part:



- Michael

Image Attachments:
lewis_trim1.jpg  lewis_trim2.jpg  lewis_trim3.jpg 


From: Frenchy Pilou (PILOU)
15 Feb 2018   [#18]
<< and i always get visible seams or even holes after i try to export that to polys. Not even join or Boolean union helped to solve that.
<< Have you tried to check your version for OBJ exporting ?

Yes and Seems not seams! :)
I made a little thickness because render don't love only simple face! :)
Always free real time SimLab Composer Lite (max 1920 * 1080)


From: Lewis3D
16 Feb 2018   [#19]
Aha, i get it now how you did it Michael, you basically made 4 pizza slices and then it worked 'coz bending parts are removed. I forgot tot do that cross section trim so that's why i still had messy results.

PILOU - thanks for render test

cheers and thank you both for extra effort.
From: mkdm
16 Feb 2018   [#20] In reply to [#18]
Beatiful!

Tks.
From: eddi
16 Feb 2018   [#21] In reply to [#1]
Hi Lewis,
>>I've tried recreating that surface with network
Attachment with layout for NetworkSrf (This eliminates polar uv layout)

Attachments:
power_removeX.3dm

Image Attachments:
Lewis_NetSrf.gif 


From: Lewis3D
16 Feb 2018   [#22]
Interesting approach EDDI, does it look same from side in quad view ?

And how did you split edges/curves at exact position, by trimming or there is faster way to split curve/edge ?
From: eddi
17 Feb 2018   [#23] In reply to [#22]
>> And how did you split edges/curves at exact position
SplitHelper created with Multiiso script
http://moi3d.com/forum/index.php?webtag=MOI&msg=6841.3



Outer edge with > STRG + C > STRG + V > Join > Trim with AddTrimPoints at SplitHelper position and option keep.
Middle lines drawn with curve through points.

Result Old uv layout and new.

Image Attachments:
Layout.JPG  SplitHelper.gif 


From: Lewis3D
17 Feb 2018   [#24] In reply to [#23]
Good, that now has lot more sense and I understand how you did it :).

Thanks
From: eddi
18 Feb 2018   [#25] In reply to [#24]
Wink

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