Visible crease when creating surface from sweep, no crease when swept from Rhino
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 From:  Michael Gibson
3473.15 In reply to 3473.14 
Hi niko,

> whereas if I keep it at.001 or.01 it reshapes the patch
> to fit that tolerance and appears a lot less creased.

That's just a matter of luck... To not have creasing you really need to use options specifically related to continuity, not really just random geometric side effects from a denser or lighter surface fitting that happens from a tolerance adjustment.


> In Rhino this can be adjusted within the Network
> and sweep commands.
> Is there anyways I can adjust this in MOI?

No, the tolerance is not adjustable in MoI.

But even if it was, it's not really the thing you would need for this case, you need some option to modify the generated surface to have continuity to the other existing surfaces, that is not something that is directly controlled by a fitting tolerance.

I do want to add continuity options in to MoI in the future, but for now you would need to use Rhino for trying to make this kind of curvature continuous patchwork skin.

But even then this type of "patch-by-patch" approach can be frustrating to do with NURBS, it is probably better to do with a sub-d modeling approach rather than with NURBS.

- Michael
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 From:  niko (NICKP100)
3473.16 In reply to 3473.15 
Everytime I can't do something in MOI it breaks my heart....seriously
hopefully we'll see the continuity options in V3, as I think that they're very important.
Continuity is not something that exists only in organic models...look at a car or a boat for example.
This patchwork method is sometimes inevitable in some models and to be honest I still find the NURBS method way faster. I managed to do this in MOI (with the help of Rhino of course) in a matter of no more than 5 minutes. Doing it in Modo would be a more trial and error thing.
If anybody can think of a method to get that result without leaving MOI Id be interested to know
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 From:  Michael Gibson
3473.17 In reply to 3473.16 
Hi niko, I certainly wish that MoI could have every single function in it all at the same time, but please keep in mind that with just 1 person working on it, it can take time to make progress particularly in more advanced or specialized modeling areas.

This kind of "stylized surface modeling with continuity" is kind of a finicky and advanced workflow that can often have difficulties even when all the tools are in place.

It basically uses techniques from the era when NURBS modeling was something done on an SGI workstation.

Long ago people used to model characters and such with the same kind of techniques, but that kind of workflow has been largely replaced by subdivision surfaces. That's why I have not focused on this particular area yet, it does not really play to the primary strongest areas of NURBS modeling which is actually more in solid modeling and booleans where designs are driven more by 2D profile curves rather than swooping around all over.

See these for some similar discussion on another recent thread:
http://moi3d.com/forum/index.php?webtag=MOI&msg=3425.3
http://moi3d.com/forum/index.php?webtag=MOI&msg=3425.4
http://moi3d.com/forum/index.php?webtag=MOI&msg=3425.24


The primary focus for MoI early on is to make it really quick and easy to do simple models. The kind of stuff that you are talking about does not really fit into that category, it's just not an area that is fully fleshed out yet in MoI.

I do expect to make progress in it though!

In the meantime, there is no reason for it to "break your heart" ! :) You sometimes will need to export things to Rhino, do your thing over there, and then copy/paste back into MoI. Over time you will be required to do that less and less.

- Michael
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 From:  BurrMan
3473.18 In reply to 3473.16 
>>>>If anybody can think of a method to get that result without leaving MOI Id be interested to know>>>>

I wanted to look at this for some learning. Although Michael has probably given a proper workflow, this is how I would fix it in MoI.

I projected curves onto the seperated tounge surface then ran a loft and joined it back in. It seems to have cleaned up that one area a bit, but maybe I have produced other pitfalls I dont see. Feedback welcome.

I did notice that trying to loft it, was creating some funcky stuff up at the tip of the tongue, where I was trying to end it with the little "arc". I tried a few different methods, and it would create a joined surface, but not sure if something here is problematic later down the road for something else???

Anyway, just focused with tunnel vision on the one little area and removed the crease from the join.

EDITED: 19 Jun 2012 by BURRMAN

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 From:  niko (NICKP100)
3473.19 In reply to 3473.18 
Hey guys
Burrman, your results are similar to what I was getting.
Here's what your model looks like when rendered.



And here's what I was trying to do.Following Steve's advice I had to abandon the idea of doing2 sweeps or 2 network plus a blend at the U spot (because MOI currently lacks continuity options in both of these commands) and did 3 blends instead so that continuity is ensured.



You can check my model which I attached.
This brings me to my next request/question for Michael. In case (like in the attached file) the multi blended surface (which now has multiple edges on one end) has to be attached to another surface with a single edge,will it be possible to accomodate that in the V3 version of the blend command ?
I'm sure a multiple edge blend was requested but I'm not sure if a multiple edge to a single edge blend was.

Thanks STEVE and Michael and everybody else with your feedback

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 From:  BurrMan
3473.20 In reply to 3473.19 
Niko,
I didnt redo the U shape part, I only focused on the part you were pointing to at the top of the U where it crossed the surface.
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 From:  Michael Gibson
3473.21 In reply to 3473.19 
Hi niko yes I do expect to do an update to Blend in v3 to handle strings of multiple edges along each side instead of only a single edge on each side.

That plus a "Match" surface editing tool would help significantly for this kind of modeling I think.

- Michael
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 From:  niko (NICKP100)
3473.22 In reply to 3473.21 
Thanks Michael
That along with the continuity options for network and sweep would be extremly powerful and useful in V3
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 From:  BurrMan
3473.23 In reply to 3473.22 
How about this one?

EDITED: 19 Jun 2012 by BURRMAN

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 From:  niko (NICKP100)
3473.24 In reply to 3473.23 
Right on Burr man, could you please explain your workflow?
It is slightly different than mine and I have an idea how you did it but I woul like to hear nevertheless.
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 From:  BurrMan
3473.25 In reply to 3473.24 
Hi Niko,
I wanted control points to be able to manipulate so I recreated the surface.

I untrimmed your surface (first I captured the curves of the tongue.... outer and inner) then projected the bunch of lines onto it. I drew a line and rebuilt it to have a bunch of points. Arrayed that and projected onto the hull surface. Then I lofted the new surface so it had a new point stucture. Then I rebuilt the curves that I extracted from the original tongue so they were a nice continuous curve. Then I trimmed the hull with the curves leaving a tongue with points in it that would allow me to drop the end down for the blend area. I could then do just one blend. The only issue I was struggling with was trying to stop the blends distance. You can see it is really stretched out long on the top portion.

But the jist was to have the hull have more points to allow the shaping of the tongue with a single surface that could be blended in one shot.

Let me know if that is not clear and I can show more detail. Thanks for letting me participate and learn from your model!
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