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 From:  Michael Gibson
2140.21 In reply to 2140.18 
Hi Danny,

> I Like the way you ended that sentence with 'yet' what
> other 'yet' tools are you thinking Michael ? :)

:) A lot of stuff!

Eventually I would think I should get the full set of kind of "traditional" NURBS tools in here...

Some tools tend to be rather finicky and take a while to get working well, N-sided patch happens to be one like that.

But current priorities are a lot more oriented towards the "simple stuff" still. Like I currently have a higher priority on making a better and deeper history function for making basic edits work better, rather than putting a priority on "fancy" / advanced surfacing tools.

- Michael
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 From:  DannyT (DANTAS)
2140.22 In reply to 2140.21 
That's ok Michael as long as those things are in the pipeline, and we know how long the Transcontinental Pipeline is ;) but we can wait as MoI is already a productive piece.

Cheers
~Danny~
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 From:  TwinSnakes
2140.23 
Yeah, Paq's method works like'a charm. I even did a shell and it's perfect.


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 From:  DannyT (DANTAS)
2140.24 In reply to 2140.7 
Hi Anis,

>I dont know how to create those shape in moi

Thanks for the demo, is it possible to post an iges, step or .3dm of the Solidworks result so we could have a closer look ?

Thanks
~Danny~
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 From:  Anis
2140.25 In reply to 2140.24 
HI Michael, Danny...

Here is what you want.... :)
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 From:  Michael Gibson
2140.26 In reply to 2140.25 
Hi Anis,

If you examine your SolidWorks result with Zebra stripes across the whole model (instead of only on that one single patch itself), you can see the same kind of zebra line breaks in it, just in a different location where the patch touches the straight parts.





Again though - that does not mean that it is totally discontinuous there - because the zebra stripes line up it means there is tangent continuity there.

- Michael
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 From:  Michael Gibson
2140.27 In reply to 2140.26 
If you examine that same area with the MoI generated model using PaQ's method, it looks like this:





That same area is very nice with this method.

But instead you get the tangent-only area in a different location - where the top plane touches the blends.


I would think the best compromise shape would probably be to do those side blends but only about 3/4 of the way towards the top instead of all the way to the top. Then fill in the remaining area with an N-sided patch or "fill" instead of trying to fill such a larger area with it.

- Michael
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 From:  Anis
2140.28 In reply to 2140.26 
Hi Michael....

Yeah, thanks for checked it....
BTW after object organization done, have you a plan to add some surface or modeling tool for V2 ?

-anis
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 From:  Anis
2140.29 In reply to 2140.28 
Hi Michael...

Correct, PaQ method looks better on those area.
So, it will very useful to have fill surface inside moi in the feature.
Network have limitation on making tangency....
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 From:  Michael Gibson
2140.30 In reply to 2140.28 
Hi Anis,

> BTW after object organization done, have you a plan to add
> some surface or modeling tool for V2 ?

Currently I plan to do a bunch of work on the sweep tools to make those better.

I don't think it is too likely that I will be able to get any brand new surfacing tools in for v2 though. Maybe variable radius fillet, but it depends on how difficult it will be to get a nice UI for that.

- Michael
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 From:  Brian (BWTR)
2140.31 In reply to 2140.30 
I did the middle network bit first and then did simple sweeps.

Would that be ok as well?

Brian

EDITED: 30 Dec 2008 by BWTR

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 From:  Michael Gibson
2140.32 In reply to 2140.31 
Hi Brian,

> I did the middle network bit first and then did simple sweeps.
>
> Would that be ok as well?

It will give a very similar result...

But if it is a goal to ensure smoothness to adjacent surfaces, then Blend can work better for that since it does additional work to create a smooth result the edges that it is given.

- Michael
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 From:  Brian (BWTR)
2140.33 In reply to 2140.32 
I know there are some odd things in my MoI file but, for my level of accuracy it seemed fairly adequate..

Brian

EDITED: 30 Dec 2008 by BWTR

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 From:  Fredrik (FREDRIKW)
2140.34 In reply to 2140.33 
Hi I see PaQ already solved this,

Anyways, I made an attempt using Rhino, and it seems to work with Curvature continuity on one side and tangency/nearly curvature in the "inner bend"





The inner bend curve is split in the middle, at the kink in the top curves. It looks like the "swx" patch isn't flat at the top, a thing one would sometimes want.
This one is at least flat at the top.




The control points:




Interesting problem and typically difficult .) I tried T-splines on it, but it seems to give a melting effect, yeah. But I may not have found the optimal way in TS yet.

Regards,
Fredrik

EDITED: 8 Nov 2008 by FREDRIKW


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 From:  Fredrik (FREDRIKW)
2140.35 In reply to 2140.34 
Oh

Is doesn't want to shell. It's this little surface that seems to stop the shelling:







-Fredrik

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 From:  Fredrik (FREDRIKW)
2140.36 In reply to 2140.35 
Funny! This surface i was able to shell in Rhino, and then i pasted it back into moi and bool'ed it together into a solid (couldn't bool it in Rhino).
Just show how complementary Moi and Rhino are: if you can't do it in Moi, you can in Rhino, and vise-versa ;)






- Fredrik

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 From:  Fredrik (FREDRIKW)
2140.37 In reply to 2140.36 
Here's another task:
who dares to try ?





-Fredrik

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 From:  anthony
2140.38 In reply to 2140.37 
I haven't used moi in a while, but here's my attempt. Only the network part is needed.

Network doesn't work well in this case. I don't know exactly why. Probably because it needs 4 edges to create a 'squarish' patch.

So it's better to select two of the edges, and blend them. Then trim the result with the 3rd edge.

EDITED: 8 Nov 2008 by ANTHONY


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 From:  BurrMan
2140.39 In reply to 2140.38 
I'm getting very close! :o


EDITED: 19 Jun 2012 by BURRMAN

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 From:  PaQ
2140.40 In reply to 2140.39 
Excellent Mister BurrMan =o)

What about this one ?


Love this kind of game, it only takes me 1 hour haha :P

EDITED: 3 Dec 2015 by PAQ

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