Smooth transition
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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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 From:  BurrMan
2140.41 In reply to 2140.40 
Since Anthony already hit it out of the park...Just trying to be overly analytical.

The spike object is a G2 of all the centerpoints and the flower looking object is comprised of the curves extracted from a merge of the intersection area.

Just a way I contemplate all the possibilities!

Funny out of this I have gotten practice at alignment and rotation. It's all good

EDITED: 19 Jun 2012 by BURRMAN

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 From:  Brian (BWTR)
2140.42 In reply to 2140.41 
I like that Burr!

Being sarspreditious, as usual, fiddling with another way to get my heart stransplant working, the thought is of the potentials if MoI could produce a Polyhedron?
Brian

EDITED: 30 Dec 2008 by BWTR

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 From:  BurrMan
2140.43 In reply to 2140.42 

EDITED: 19 Jun 2012 by BURRMAN

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 From:  Brian (BWTR)
2140.44 In reply to 2140.43 
Burr

Thats not fair!
Now, the HOW in MoI!

Brian
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 From:  DannyT (DANTAS)
2140.45 
@ Burr
> I'm getting very close! :o

lol That's a cracker abstract what do you call it ? :)

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

Yeah, going through the forum lately, not enough modelling going on :-o, so I thought I'd throw this challenge in for a stir up, I'll see if I can post some more like this, or anyone else.
Done a quick render of Fredrik's challenge that you tackled, good one Fredrik !, the transitions look nice (attached)

@ Brian
> Being sarspreditious,......

sarspreditious ??? is this a Brian word, looked it up can't find it !





Cheers
~Danny~

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 From:  Michael Gibson
2140.46 In reply to 2140.42 
Hi Brian,

> the thought is of the potentials if MoI could produce a Polyhedron?

Hi Brian, here is a method for that:




Start by drawing a central polygon with Draw curve / Polygon / Center, then draw the 2 connected ones by Draw curve / Polygon / Edge

Then you want to rotate that polygon up along its edge, which you can do by using Transform / Rotate / Rotate axis.

But you need to get a snap point for the proper angle, so to do that you set up 2 vertical circles that trace the path of rotation and you can find the angle as a snap point where they intersect.

Once you have rotated one up, delete the circles and the other flat polygon, and use Transform / Array / Circular with 5 items to produce the other sides. You can use Construct / Planar to make planar surfaces out of all the polygons.

That constructs have of it, you can then mirror and do a Transform/Rotate to make the second half into place.

EDIT: also attached Dodecahedron.3dm finished model file.

- Michael

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 From:  Brian (BWTR)
2140.47 In reply to 2140.46 
Michael and all

Who could not love this forum!

Danny. "Sars---"--having used it I looked it up in the (many) dictionaries--could not find! It was a word my Mother, born 1890s, used regularly. It means "thats being a pain in the "neck" in an argument/discussion " (pita)

Another one, from my wife and her female cousins. "bonkerinka holders"---any thoughts?

Gotta laugh!

Brian
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 From:  BurrMan
2140.48 In reply to 2140.46 
I was trying to figure out how to get that rotation!

Thanks.
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 From:  BurrMan
2140.49 In reply to 2140.44 
Brian,
Thats from an old post of a Blender guy asking how to do a 4 sided rounded pyramid.

I'll find the link to the thread and post back.

It's not my original work! (It's mine but I was just following along here.)

Burr
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 From:  BurrMan
2140.50 In reply to 2140.45 
>>lol That's a cracker abstract what do you call it ? :)

Thanks Danny, I call it "Cerebral overclocking!"

By the way, Your renders are enviable.

Very nice!
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 From:  Michael Gibson
2140.51 In reply to 2140.49 
Hi Burr, I think this is the thread you are referring to:

http://moi3d.com/forum/index.php?webtag=MOI&msg=1782.1

- Michael
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 From:  BurrMan
2140.52 In reply to 2140.51 
Yes thats the thread.

After it was all said and done I liked the way MG did it with "Larger Sweep Sheets" and trimmed together. Thats what created the model I just posted.

Thanks,
Burr
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 From:  BurrMan
2140.53 In reply to 2140.46 
Michael,
Is there a name for the intersection or method you created with the two circles for the Dodecahedron? I will be studying this a bit and would like to go a little deeper with some googleing/wikipedia stuff.

Thanks,
Burr
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