Pipe_3 plugin W.I.P.
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 From:  BurrMan
12107.10 In reply to 12107.6 
Hi Michael,
Thank you for looking.

That log path is right below a “version” listing which is the filename. I couldnt find anything else.

When i renamed them i received a “pipe not found” error

But you said it works so let me try again. Maybe i had some type of glitch in my process.
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 From:  BurrMan
12107.11 In reply to 12107.7 
Hi Kraus,
I found one thing to question about the geometry, but i will have to present a case and question to Michael to ask “WHY” it is behaving that way. I couldnt figure it out on my own.

If i draw 2 “boxes” or cubes and face them apart and at an angle. I can delete the 2 faces pointing at each other and run “blend” on both open edges of the boxes and get smooth, matching surfaces that will join

Using the “segment” portion of your command, produces a nice polygonal segmentation that looks good. If i delete a segment or a couple, running blend has touching edges blend “differently” so there is a gap.

There us something about the segmented gap we need to see if ai can solve to make clean geometry. I dont know how to analyze the underlying geometry enough to understand why the “gaps”, or even if it is “normal” or unwanted.

Let me present the case in a bit. Juggling right now
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 From:  krass
12107.12 In reply to 12107.11 
Hi, BurrMan!!
My AI wrote you a couple of lines here )))

"Could you post the .3dm with the problem scene (the segmented pipe with the pieces removed, before Blend)?
I'd like to look at the underlying geometry and see whether it's something the command should do differently."

I'm waiting for the file with the problematic scene (cubes, pipe);
let's try to figure out what the problem is.
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 From:  Michael Gibson
12107.13 In reply to 12107.11 
Hi Burr, I think that you're probably observing how Blend works differently on "natural surface edges" verses "trimmed edges".

For example here with 2 surfaces like this:


If you select those surfaces and use Edit > Show pts to show the surface control points you can see the UV structure of the control point grid.

Notice how the vertical and horizontal edges are going in the same direction as the control point grid. These are called "isoparms".

The diagonal edges are not isoparms.



If you select 2 of the isoparm edges and do Construct > Blend, you get a result like this:





The directions used with edges that are isoparms will use the other isoparm direction like this:



If you select the 2 edges that are not isoparms you will get a blend like this instead:





For edges that are not isoparms the blend direction will be perpendicular to the edge and not in an isoparm direction.

So it will be like this:



And not this:



When I get a chance to overhaul the Blend command I would like to set up an option for controlling this. But currently if it's an isoparm edge it will align to the other parametric direction but if it is not an isoparm edge it will align perpendicular to the trim edge.

- Michael

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