So nearly there! But is it possible to 'glue' the crack in the stern somehow? Or patch it over? This part gets removed when it is made a solid. Or can the panels be closed somehow?
script: /* Naked edges */ var gd = moi.geometryDatabase; gd.deselectAll(); var breps =gd.getObjects().getBreps(); for ( var i = 0; i < breps.length; ++i ) breps.item(i).getNakedEdges().setProperty( 'selected', true );
As long as you have enleighted something there is something wrong and you will not have a Solid!!!
I believe you must redraw over your existing curves as base! So lock existing !
Draw only one curve on each side of "quad" (no need to draw a second new curve on commun "edges" )
Make a Network one by one "quad" or Loft or Sweep depending of curves
Generally it's more speedy than repear to infinite!
9819.53 In reply to 9819.47
So nearly there! But is it possible to 'glue' the crack in the stern somehow? Or patch it over? This part gets removed when it is made a solid. Or can the panels be closed somehow?
Thanks for all your help guys!
G
Attachments:
AttachmentBrede 2 3rd try.3dm
i look at your model
same problem
zoom closer as possible you'll see a gap
when i select the 2 parts of the curve and click Join ... it should be glue the 2 parts and make only 1 curve
try to fix that first
and post the result
to glue that you need to select Object snap
second problem you have an incredible number of points on your curves
select the curves
press Tab
and write Rebuild where the screen becomes blue
at the right of the screen you'll see a panel with Refit and a number click done and
Thanks! I think I cured that gap by manipulating the surface points slightly. Nothing shows when Naked Edges is run. However, try as I might, I still cannot get it to mirror and boolean together as a solid. I planared the top face, it joined OK, but still won't boolean together for some reason.
re:
> Frames as requested Michael. It was network. They seem to become distorted for some reason.
Thanks for posting the curves!
So the first thing I see is that various curves do not have their endpoints touching on to the curve going in the other direction.
The first spot I checked was here:
And zooming in you can see the section's endpoint does not touch the rail curve going in the other direction:
Similarly here and in most other places:
So that's a big reason why your surface wobbles around a bit instead of being planar at its end. It would be good to tighten up the accuracy of your curves before you generate surfaces.
It is possible to true up the surface afterwards too though. To do that turn on surface control points, select the last row or column of points and use Transform > Align to get them all in a straight line in a side view. Do that before trying to construct additional pieces that should join to this surface.
re:
> Thanks! I think I cured that gap by manipulating the surface points slightly. Nothing shows
> when Naked Edges is run. However, try as I might, I still cannot get it to mirror and boolean
> together as a solid. I planared the top face, it joined OK, but still won't boolean together for
> some reason.
There's a problem in this area:
That corresponds to this little curve fragment in your curves setup:
Another problem is an area where this curve folds back over on top of itself:
That's going to interfere with making an offset surface, the offset surface will go crazy trying to track along a rapidly flipping surface normal like that.
Hi Gord, some other areas that will be problematic for surface offsetting are a sudden bend in a small area here:
And the top area has a bend in it making a lip in a very small area:
That lip is probably caused by the stations meandering around some to the inside and some to the outside of the top rail rather than being right on it.
something easy to modify to change the general shape of the " noix de coco " ;) mixture of 2 lofts and 2 networks
1 - 4 lines to loft on each side give only 2 pieces
2 - select the 2 pieces and copy paste
3 - 4 - in the top view draw a line as closest as possible of the middle of the hull ( to prevent join problem ... it's better to do that )
4 - boolean diff to cut the half hull
5 - mirror to obtain 2 perfectly joined pieces
6 - draw a line as show on the pict
7 - before apply network to cap the hull ... join to verify it is closed curved - separate and rejoin the neccessary parts of the border - be sure to have the 3 parts ( in yellow )
8 ' select the four pieces ( 2 caps and 2 hull ) and join ... it's a solid
9 - with only small modfications of the curves in top or left axis ... it's easy to change the general shape of the boat
and possible to add other curves on Z axe to refine the shape for various borders etc ...