Hi Michael,
Actually, I think you described the matter very well. Maybe “frustrating” is not the right word. In the beginning, I used to draw as many profiles as I could from the body plan of a ship or airplane and sweep (or loft) through them. It often produced suboptimal surfaces, with kinks and unwanted bumps etc. I learned that way that it pays to make the original curves as simple and smooth as possible. But event so, I got a bit frustrated with the method, for example when mirroring a half fuselage made by Sweep only to find a gap of a kink at the edges, something that was not apparent with a seemingly satisfactory surface. Probably, cleaning up the curves would pay handsome dividends but even so…
Anyhow, it appeared that suing less profiles and generating the entire fuselage rather than half of it would help. That is when I started using Network and Blend more and more, to the point that I rarely use Sweep for generating large body elements. You know that I put great store on continuity and I feel that I can ensure more of that this way.
I do not imply that Sweep does not work well, just that there are better ways of achieving the kind of output that I am after. I love the way Blend works, and I wish you would expand that area of MoI to give the user (me!) more control and options, and more generally strengthening even more an already strong point of the software, such as the ability to blend several edges and control bulge on each side the way Rhino does etc.
|