Newbie learning the ins and outs of MOI
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 From:  VG (VEGASGUITARS)
8876.34 In reply to 8876.31 
Thanks - I did not know that network rebuilds. Really great info.
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 From:  VG (VEGASGUITARS)
8876.35 
Practicing basics from the manual and came across this sweep command which kind of reminds me a little of what the kid in the video posted earlier in this thread did - although his looked like it has isocurves - which I still haven't figured out are for . . .lol. Anyway, someone like Barry or Jopo could probably do a heck of a neck transition with the sweep command - I still need more practice - but it's really cool. The 2nd picture is after trimming with a line . . . still practicing jopo and Barry's latest methods but need more practice.

EDITED: 5 May 2018 by VEGASGUITARS

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 From:  VG (VEGASGUITARS)
8876.36 
Need help with putting a .125 fillet on the front and back edge of this model. So far it fails when the edges are selected when using the fillet command.

Thanks for help and suggestions. Thanks.






EDITED: 30 Apr 2018 by VEGASGUITARS


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 From:  Michael Gibson
8876.37 In reply to 8876.36 
Hi Neil, so the first thing is it looks like you've got some curve objects right in the same spots as the edges. You'll need to hide or delete those so they won't get in the way of selecting edges.

Take a look at the object type indicator after you've made your selection:


If that says "Curve" or "Curves" then that means you have curve objects selected and not edges of the solid, that will say "Edges" if you've got edges selected.

Then there will be other challenges to filleting this as well like the pointy area and several edges are not smooth to each other, spots like here are about 1 to 3 degrees off from being smooth which will often make it difficult to fillet:



But the first step will be to make sure you're getting the selection right.

- Michael

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 From:  VG (VEGASGUITARS)
8876.38 In reply to 8876.37 
Hi Michael, thank you very much for the help - not sure what you mean by, "smooth to eachother" - do you mean that the shape should have been filleted before sculpting the arm and belly contours?
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 From:  VG (VEGASGUITARS)
8876.39 In reply to 8876.38 
Thanks to Michael's help was able to fillet this up to .25 on the top and .2 on the back - which is better than hoped - was going for .125 but .25 is even better.

EDITED: 21 May 2018 by VEGASGUITARS

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 From:  Michael Gibson
8876.40 In reply to 8876.38 
Hi Neil, I mean the ending directions aren't actually tangent there. Just like this example isn't smooth here:



In this example here it's much more obvious that there is a sharp corner. In your cases it's not so obvious because it's only like 3 degrees off from being smooth. That doesn't sound like much but for filleting it can be bad to have shallow corners like that. The reason why is that different fillet pieces will only naturally match each other at smooth spots. At spots that aren't smooth they have to be extended and intersected or have a corner patch made for them. But when it's a shallow angle it tends to make situations like the corner junctures being really small slivery bits which don't behave so well.

Sounds like it isn't a big problem for your case here but the upshot is that it's good for filleting to make your original curve pieces fully tangent to each other in spots like that and not just pretty close to being tangent.

- Michael
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 From:  VG (VEGASGUITARS)
8876.41 In reply to 8876.40 
Thanks for explaining. Will work on that.
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 From:  bemfarmer
8876.42 
Would it be possible, or useful, to have a script which would examine the end tangents of end connected curves, and report if the tangents were equal or not?
...Filtering tangents which are greater, or lesser, than a tolerance...?

- Brian
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 From:  Michael Gibson
8876.43 In reply to 8876.42 
Hi Brian, yes that would definitely be useful and I do expect to have something for that built in at some point here when I can figure out a good place to put it.

- Michael
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 From:  VG (VEGASGUITARS)
8876.44 In reply to 8876.40 
Here are a few renderings of the model - really like how the contours turned out.









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 From:  Michael Gibson
8876.45 In reply to 8876.44 
Looking good Neil!

- Michael
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 From:  Finema
8876.46 In reply to 8876.45 
Yes it's really good !
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 From:  VG (VEGASGUITARS)
8876.47 
Here is a heel, neck transition - it is nice and smooth on the left side - so I mirrored that side - but the right side has a seam - how to fix this?

Thanks, N

EDITED: 22 May 2018 by VEGASGUITARS

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 From:  Michael Gibson
8876.48 In reply to 8876.47 
Hi Neil, it helps a lot if you can post the 3DM model file with the geometry in it instead of only a screenshot.

That allows for a lot more detailed analysis of what's going on.

- Michael
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 From:  VG (VEGASGUITARS)
8876.49 In reply to 8876.48 
Lol - sorry Michael - the file is attached now.
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 From:  Michael Gibson
8876.50 In reply to 8876.47 
Hi Neil, there are 3 surfaces in that file and they look like this:


So that's clearly not a result of mirroring, there aren't separate pieces across a center mirror line like a mirror operation would create.

Maybe I'm not understanding what you mirrored though, was it the curves before building the surfaces? If you can post a file that is ready to repeat the mirror that you did that would help.

- Michael
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 From:  VG (VEGASGUITARS)
8876.51 In reply to 8876.50 
Yes I apparently had several drawings combined there - which is a bad habit I need to break - constantly redrawing and not deleting - anyway - started over and used the aligning tools as Ferguson suggested and it turned out great. I'll be aligning everything from now on. :)



EDITED: 22 May 2018 by VEGASGUITARS

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 From:  Michael Gibson
8876.52 In reply to 8876.51 
That one is looking good Neil!

- Michael
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 From:  Finema
8876.53 In reply to 8876.52 
Hi
Your construction lines are curious and non symetrycal.
I don't understand why you want to do something complicated for this part of the model.
See also your curve Transition 2

EDITED: 9 May 2020 by FINEMA

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