Bend dont work for me
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 From:  Michael Gibson
3968.4 In reply to 3968.1 
Hi BlackBird, and also if you maybe meant "Blend" and not "Bend" as you wrote in the title, check here for a description of the Blend command:

http://moi3d.com/2.0/docs/moi_command_reference7.htm#blend


The way the Blend command works is that it creates a new smooth piece in some empty area between the endpoints of already existing objects.

For curves it will create a blend between the endpoints of 2 existing open curves, like this:



You can't use it between 2 closed curves like 2 circles because those do not have any open endpoints to connect between.

You can use Blend between 2 circular surface edges like the ends of a cylinder though - if you want to do that you should delete the planar end cap faces on the cylinders so there is no confusion about which of those 2 surfaces (cylinder surface or planar end cap surface) should be used as the source of the blend. That looks like this:




But using blend is a somewhat more advanced modeling technique that you can use to make a smooth connection between 2 existing pieces. I would recommend not using it for your initial model construction - try to build some profile curves and use some more regular surface construction commands like extrude, sweep, or loft to build the different pieces of your models.

Build the pieces of your model so that different sections punch through each other and then boolean those together to combine them, and if you need to then apply fillets at the sharp edges. That's the basic modeling technique for NURBS modeling construction, it is covered in the tutorial videos here:
http://moi3d.com/2.0/docs/tutorials.htm

- Michael
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 From:  Michael Gibson
3968.5 In reply to 3968.1 
Hi BlackBird, also one technique that you want to use commonly in NURBS modeling is to build a larger more extended initial shape and then apply cuts to that shape to make some of the final edges in your model.

Many times people with a polygon modeling background have some difficulty in approaching a model in this way, often times people with a poly background try to build an initial curve structure that may include some irregular outlines in it and try to avoid using booleans.

But with NURBS modeling booleans and trimming should become more of the main strategy used for construction and not something to avoid as in a poly modeler.

It's easier to recognize that a inside hole should be a booleaned out piece, but also the same kind of technique applies to the outer boundary of a shape as well which is kind of harder for many poly modelers to recognize.

Here are some links to some discussions on this kind of fundamental NURBS technique of creating extended pieces and then cutting them to produce the final model, browsing these links may help:
http://moi3d.com/forum/index.php?webtag=MOI&msg=3855.7
http://moi3d.com/forum/index.php?webtag=MOI&msg=3855.9

- Michael
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