La pince à linge - The clothespin Closed
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 From:  Frenchy Pilou (PILOU)
10265.18 
Remember that you can also use the Blend function on opened cylinders! ;)

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 From:  Zooen
10265.19 In reply to 10265.17 
Thanks Booleano for these links to the videos.

I don't know it's videos. I had no idea that the clothespin inspired other people on other software.
After all, it's okay to do it yourself, to make mistakes.
It is often through our mistakes that we progress, if we have the will to exploit them.

-Zooen
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 From:  Booleano
10265.20 In reply to 10265.18 
Hi Pilou.

In the virtual world anything goes, and that solution is perfect.
In the real world, to bend these types of shapes, made with Blend, it would be necessary to use hot molding techniques, subjecting the metal wire to a very high temperature to be able to deform the material without breaking it, as is used in forging work.
In the virtual world you can bend a tube or bar at 90º, but in the real world it is impossible to do it without cutting the part into 2 parts with an angle of 45º and then welding them together.
In addition to making springs or springs, steel material is used, not iron, because after giving it the appropriate shape it must be subjected to a tempering process to give it hardness and that it cannot be bent, and with a bending with a constriction lower than minimum radius established by mathematical formulas, the material would break safely.

But I thought I understood that Zooen wanted a method that could be manufactured in the real world, at least that is what I understood about this phrase of his:
"I know that the curve of the small angle is still not compliant for a fabrication (machining). But hey, I trust the technician who will be able to remedy this detail!"

But this type of piece has helped me to verify many undesirable effects of the Sweep tool that I do not know why they occur, and that I need to consult so that someone can explain it to me.

Cheers
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 From:  Booleano
10265.21 In reply to 10265.19 
Hi Zooen.

I looked it up to see if someone had done it in other software and see what technique they used, and see what bending radius they used out of curiosity.
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 From:  Booleano
10265.22 
I have made a video to show the errors, which I do not know why they occur taking advantage of the clothespin spring in this post,

And I would like Michael, or someone who knows why they occur, to explain to me why this happens, why I made the curves following the correct geometry rules, or at least I think so.

The results are absolutely baffling.

Attached 3dm file.

Cheers

EDITED: 22 Sep 2024 by BOOLEANO

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 From:  Michael Gibson
10265.23 In reply to 10265.22 
Hi Booleano, when you have a joined curve, sweep will try to do mitered corners.

That's done by extending surfaces and then intersecting them with each other which becomes a difficult calculation if your curves are close to being tangent to each other but are off by a little bit as is the case in your curves. When you have curves like that the extensions do not have a crisp intersection.

In your case here the problem is that these curves segments are not tangent to each other, they have a shallow approx 3 degree deviation in their tangents:



- Michael
Attachments:

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 From:  Zooen
10265.24 
Like you Booleano, using "Sweep" I had results that were absolutely baffling. I did not know the change of scale (X10) which solves the problem (well, if I understood correctly). So I used "ReconstructCurve" and I didn't like the disconcerting result (which I called aberration). Then, following our discussions, I re-examined my spring by zooming in, I noticed that the control points were no longer aligned in several places. So I did "pincer_02", not perfect, but better.

@Michael> In your case here the problem is that these curve segments are not tangent to each other, they have a shallow deviation of about 3 degrees in their tangents.
But how do you go about drawing, correctly, a curve tangent to the end of the curve of a helix or of a curve in general?

-Zooen
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 From:  Frenchy Pilou (PILOU)
10265.25 In reply to 10265.24 
<< tangent ?...
Blend seems makes connection tangent no?
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  Michael Gibson
10265.26 In reply to 10265.24 
Hi Zooen,

re:
> But how do you go about drawing, correctly, a curve tangent to the end of the curve of a helix or of a curve in general?

Well there are many different ways depending on the particular situation and if you're drawing a line, an arc, or a freeform curve.

Probably in this case if you wanted the rest of the pieces to be all squared up it would probably be good to cut away some space between the helix and the line and put in a blend curve.

The basic problem is that you've got these areas that you want squared up:



But the helix part is a non-planar curve with a curve tangent that goes in a sloped direction like this:



So if you have just a 2D sketch and the helix touching each other there will be a tangent break at the spot where they touch. Putting in a blend curve as a transition between them could work or another possibility would be to edit the first interior control point of the helix to make it in line with the 2D line.

- Michael

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 From:  Zooen
10265.27 In reply to 10265.26 
Thanks Michael,

I will study these explanations and suggestions.

- Zooen
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 From:  Booleano
10265.28 In reply to 10265.26 
Hi Michael.
"Putting in a blend curve as a transition between them could work or another possibility would be to edit the first interior control point of the helix to make it in line with the 2D line."

I have not been able to make a fillet curve that functions.
Could you post how it can be done

Thanks

I have made a video with a solution that works respecting the radios.
If there is another easier solution, I would like to know the process.

Cheers

EDITED: 22 Sep 2024 by BOOLEANO

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 From:  Michael Gibson
10265.29 In reply to 10265.28 
Hi Booleano,

re:
> I have not been able to make a fillet curve that functions.
> Could you post how it can be done

Here's a demonstration:



- Michael
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 From:  Michael Gibson
10265.30 In reply to 10265.28 
Hi Booleano,

re:
> I have made a video with a solution that works respecting the radios.
> If there is another easier solution, I would like to know the process.

After you cut the curves up, discard the small curve fragment and use Construct > Blend to put in a blend curve, then join those pieces together.

- Michael
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 From:  Booleano
10265.31 In reply to 10265.30 
Hi Micharl.

It's perfect, I didn't remember that Blend could also be used in curves.
Is there a script to be able to move a line tangent to the perimeter of a circle, ellipse or curve?
In the case of this spring, it is very difficult to place the end 'A' tangent to Helix at point 'B' or at another point.

Move the lines from points 1-2-3-4 around the circle keeping the tangent lines, as seen in the attached image.
I hope the translation is understood

Cheers


EDITED: 22 Sep 2024 by BOOLEANO

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 From:  Michael Gibson
10265.32 In reply to 10265.31 
Hi Booleano, I'm not sure that i understand your script request. Why do you need to move the lines around, why not just draw a new tangent line at the spot that you want it?

You can move one tangent line around keeping it tangent using the Transform > Orient command, when snapped onto a curve the orientation picker aligns to the curve tangent.

- Michael
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 From:  Booleano
10265.33 In reply to 10265.32 
Hi Michael.

With Orient command, at least I, I can't do what I want.
As it is difficult to explain, I am attaching a video that shows what I need to do.
All these questions that I ask are related to the exact mathematical method to make the clothespin spring, which seems to be very simple but has its complications, and it is essential to know exactly the tangent point of Helix with respect to the 2 points of the dock.
Because in order to have this spring manufactured, which for me only serves as an example, it must be completely delimited with respect to wood.

Cheers.

EDITED: 22 Sep 2024 by BOOLEANO

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 From:  WN
10265.34 In reply to 10265.33 
Hi Booleano.
This can be done like this.
Image Attachments:
Size: 152 KB, Downloaded: 27 times, Dimensions: 1461x940px
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 From:  Booleano
10265.35 In reply to 10265.33 
You got ahead of me. I just did this, which is exactly like yours.
The calculation is not complicated, but Moi would make it much easier.
I really don't know why it always shows the tangent point, except when there is a reference point.


EDITED: 22 Sep 2024 by BOOLEANO

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 From:  BurrMan
10265.36 
So the manufacturing method i see that deals with th physics of the "wood binding" at the springs connection points is missed on these models.

The arm that extends to the connection point is not parallel with the wood pin. The helix ends "at the edge of the wood" and the arm then extends "out" in the tangent of the helix. Then, the connection point is a bend "past 90" to align with the wood slot.

This eliminates the physics of the bind. It is also a simplified manufacturing process easily automated. No "complex" bends.
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 From:  Michael Gibson
10265.37 In reply to 10265.33 
Hi Booleano,

re:
> As it is difficult to explain, I am attaching a video that shows what I need to do.

Can you please also post the . 3dm model file with the objects that you show in the video?

I am not able to repeat the problem you show over here, it probably has something to do with the particular arrangement of your geometry like your reference point is not in the same plane as the circle you show.

- Michael
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