We can of course make the same with moi more speedy! ;)
The helpers lines are just persistant during the use of the complete Fillet function as inside any other function
Rules for the Helper Lines in any function
Call any function
Press Left Click Mouse Button without release ...Move...release (=draw first Point)
Click Left Mouse Button without release ...Move...release (=draw second Point)
the helper line is drawn
etc...
This can be made BEFORE First click of the function, AFTER First click of the function, BEFORE Last click of the function!
As soon as you exit the function they disapears
(you have plugins for keep them but...http://kyticka.webzdarma.cz/3d/moi/#KeepCLine
As soon as an Helper Line is drawn you can see a little "white Tab"
go over it and press it with Left or Right Mouse Button 1 second for access to some functions for modify the helper Lines!
Hello, is there a way to have a tapered extrusion of a curved surfaces? If not, is there an easier and faster way to loft the edges of two curved surfaces than one at a time?
I created a sphere, a curve which I then filleted. I copied and pasted the sphere and used Trim on the copy and selected the curve and got a cut surface. I then made a copy of the surface and scaled it smaller and now I want to loft them together to make a solid and Boolean Difference the sphere.
Hi friend, the regular Extrude Tapered option only works on planar objects. To speed up your case there though you could use the Construct > Offset > Shell command.
To use that you can skip creating the second surface and the lofting, instead start with just one trimmed surface:
Then run Construct > Offset > Shell and give it a thickness. That will generate an offset surface which for a sphere will be a scaled sphere, and it will do a loft between the edges of the offset and the original for you, giving this result:
The vertical one (all that will be more easy when a Box deformation will existing! :)
(take all points except the vertical one on the right for make the 1D by the middle)
Normally you will have a sort of tapered volume of the original :)
Maybe there is more tricky but for the moment that is my speedy try! :)
In fact seems a Scale 2D Front then 2D Front Right gives a cool result!
Separate the volume so all faces are free
Show Points
Select only all Points on a 3D side (so the principal face don't be changed)
Make a Front Scale 2D from 3D middle center
Make the same value Right Scale 2D from the same 3D middle center
Join all
You have a tapered volume without Box Defomation!
I will com back with the good second scale ;)
because here there is a little error!
Hi friend, it's very helpful if you could please post the .3dm model file of your objects instead of only a screenshot.
For example in this case I would have been able to test with your objects and that may have helped me notice that you wanted a steeper angle result.
So yes Shell produces lofts that are aligned with the surface normals.
If you wanted to do Loft then a quicker way than doing Loft many times would be to use Edit > Join so you had 2 curves which each were made up of 8 segments. Then you can loft between those 2 joined curves. When there are the same number of segments in each curve that will be the equivalent of doing each loft individually between segments.
Another way that might be useful would be to make a planar tapered extrude and then beam that onto your sphere using projective Flow. Position the base plane for the flow a little ways inside the shape so that when it's projected the top surface doesn't try to skim directly along the sphere surface because that then makes for difficult booleans.
here I kill the Top / Bottom faces + one face of the no Tapered part (not indispensable - its just for see the internal volume :)
Separate
Show Points for easy selection of points who will "scaled"
Scale 1D on the Height by a middle
Scale 1D on the Width by a middle
Michael, thanks. Both of those solutions work excellently. Excuse me for not uploading a scene- I assumed that really simple things were easy enough to recreate.
If you scale an uneven curve a "flat" message will appear letting you know it is planar and can be used for Boolean and Trim but is there a way to flatten at an angle? I have a wavy surface, created a curve on it using surface snap but Trim and Boolean don't work. If I scale on an axis it will ruin the shape- I need it to flatten at an angle. Scene included.
Frenchy, I think I have recreated your gif but I can't get Network to work like you have.
Maybe it's not that you want so don't hesitate to explicite more !:)
Extrude + Trim must make the trick...
I don't seen that you want flat thing...but if it's just for trim Extrude is sufficient
You can of course take a direction of the Extrude if you want...
You can also make Projection by your curve but the extrude is more illustrative and generally
it's better to make trim or Boolean Diff with surfaces than only curves in complex forms... :)
Ps when you send a file of objects better to put them on the middle of the grid than faraway on the 3D Space! :)
re:
> If you scale an uneven curve a "flat" message will appear letting you know it is planar and can be
> used for Boolean and Trim but is there a way to flatten at an angle? I have a wavy surface, created
> a curve on it using surface snap but Trim and Boolean don't work. If I scale on an axis it will ruin
> the shape- I need it to flatten at an angle. Scene included.
There are a few different methods - probably the quickest is to use Transform > Scale > Scale1D. That allows you to choose the direction of scaling so if you pick a direction perpendicular to your desired line in the side view then enter a scale factor of 0 that will do it.
If you want to use the edit frame and "flat" snap you could do that by setting the CPlane to your desired angle.
Also you could rotate your objects so the direction you want is aligned with the world axis directions then use flat snap.