Filleting thing
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 From:  Lara (MALA)
11097.1 
Hi,
I got a textile structure.
After filetting the curves should be together. Similar like at the unfilleted textile.
Do you have an idea how the filleted version may kept together?



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 From:  Lara (MALA)
11097.2 
...I got an idea. I extruded the border, filleted it and than attached the circled part.

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 From:  Phiro
11097.3 
Not an exact answer but, perhaps could help you.

Do a large filet.
Next, delete the filet.
Next, play with a G2 blending to have someting near your needs.

But it isn't very exact...
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 From:  Michael Gibson
11097.4 In reply to 11097.1 
Hi Mala,

re:
> After filetting the curves should be together. Similar like at the unfilleted textile.
> Do you have an idea how the filleted version may kept together?

So if I'm understanding correctly, you want the fillet surfaces on the filleted result to graze each other in tangent intersection?

Unfortunately, no fillet won't generate such a result. The fillet calculation in mechanical CAD programs is just not set up to calculate such a result, the constraint of having 2 fillet surfaces from different areas touch each other is just not part of the filleting process at all.

That's a pretty unusual constraint, I'm not sure how to construct that.

Is the primary constraint that you already have the curve where the "fillets" are supposed to touch and you need to build smooth surfaces off of that?

Or should the spot where pieces touch be generated by intersections between some other surfaces?

Sorry much of that is not really clear to me, do you have any images showing what the result is supposed to look like?

- Michael
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 From:  Lara (MALA)
11097.5 
Hi Michael,
since it is a textile, formal deviations are not important.
I'm on the right track and completely satisfied with the way it is.
The loop has contact at the "origin" because it is actually ultrasonically welded together there. To create a loop.
What is now still my problem...the curves I have rounded with the fillet command. However, the circular version is not pretty in the rendering. So I thought of a G-Blend. But it only works for the upper rounding. The lower one shoots out of bounds with G2.
Question: Where could be the error for shooting beyond?!



Attached the model.

EDITED: 16 May 2023 by MALA


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 From:  pressure (PEER)
11097.6 In reply to 11097.5 
Hi Mala,

That looks like it might be a bug in the Solids++ filleting library. If you delete the shooting face resulting from fillet, select the 2 edges, and then do Construct > Blend it should work:



- Peer
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 From:  Lara (MALA)
11097.7 
In the meantime, I had continued to work on the opposite side and added a smaller version of a sling there. There the G2 filleting had worked. Then I tried again at the first place - and all of a sudden I could do G2 filleting there, too.
Hmmmm'....
But all in all it makes no difference if the filleting is round or a G*. The transitions are not homogeneous - doing it with my moi-skills.




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 From:  Phiro
11097.8 
Hi,

As proposed before, my way could be

filetting
delete the filet
doing a blending G2

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 From:  Lara (MALA)
11097.9 In reply to 11097.8 
THX!
Your suggestion is the way I did it.
Did you tried it out in a renderer?
thats two different things I guess...

edit P.S.:
You might attach your moi file - then i try it out in cinema

EDITED: 16 May 2023 by MALA

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 From:  Lara (MALA)
11097.10 
I need a second version.
Additionally to the flat version - a circled variation.
My two tries - sweep with rails (result: an unhomogen surface) and blend - (nice surface but crossing each other) did fail.

Other ideas or techniques?

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 From:  Barry-H
11097.11 In reply to 11097.10 
Lara,
is this ok.
Cheers
Barry




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 From:  Lara (MALA)
11097.12 In reply to 11097.11 
Thanks a lot for your suggestion!
It shows me that my splines were too complicated. I assume you extracted the front splines of the bridge/connection and generated the center spline with the curve command from the old bridge. Didn't you?

The UV mesh was not in the right direction, so I did the sweep differently: activated the long splines first and then took the short ones as rails. Then the uv-set was right with the rest. There I also took this order.

And it shows when extruding to a slightly thicker thickness in c4d (with the cloth tag) that the mesh has a quirk.
In Moi I can't make the texture thicker as a whole by extruding.
I think overall, I'll recreate your approach once and see if it's a cursory error.


Texturdirection wrong:


Artefakt after cloth-extrude in c4d


P.S.:
I can't get the object to fit together as one piece in MOI. Neither by bool-union. Nor by join.
That makes it complicated in further handling in Cinema...I must try to keep it together...

Thanks, Mala

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 From:  Barry-H
11097.13 In reply to 11097.12 
Hi Lara,
attached modified file that can be shelled to give a solid.
Cheers
Barry



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 From:  Lara (MALA)
11097.14 
Hello Barry,
the model is wonderful. Thank you so much!
I got so much to learn in MOI.

Which tool did you use to make the connection?
I tried to reconstruct the convec+concav "bridge" in order to get the correct uv-direction (see c4d Screenshot). But I failed.

"Blend, network, sweep," for doing the surfaces show as result surfaces which do not work for the shell command.



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 From:  PaQ
11097.15 In reply to 11097.14 
Hello, why you don't just 'uv' unwarp the model in your DDC instead of fighting with surface construction method in MoI. 'All' you have to do is to define a seam, and maybe some 'rectify' vertices to create a proper projection. Chance I'm not understanding what you are trying to do :S

EDITED: 2 Aug 2023 by PAQ

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 From:  Barry-H
11097.16 In reply to 11097.14 
Hi Lara,
The original one I posted was purely just the blend tool.
Being as the 4 blends need a common touch point I created a temporary surface in this position to make the first blend.
You can then blend to the blends themselves diagonally after this.
The modified version I created a small gap so they where not touching also I modified your shape a little as it had a tight turn at far end.
Hope this helps.
Barry
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 From:  Lara (MALA)
11097.17 In reply to 11097.15 
Thx.
You are right PaQ. I must say...my uv-texturing skills are very poor.
May you tell me your texturing workflow - where did you set the seam (only one?).
Which command did you then use to automatically for proper projection?
Any steps between?
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 From:  PaQ
11097.18 In reply to 11097.17 
Hello, I have no idea how the tool works in C4D, but UV flatten (unwarp) function are more less the same in any software.

For this example I place the seam here, but you can maybe hidden in an other area.


Then I have 2 vertex selections, that force the flatten to straight the unwarp in U or V direction.

For U


For V


In Houdini it's called Axis-Aligned Vertex group, there must be something equivalent in C4D, as it's a common functionality to unwarp tubes and the like and force the uv island to be rectangular.
Maybe try to find something like "Straighten UV".

EDITED: 2 Aug 2023 by PAQ

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 From:  Lara (MALA)
11097.19 
Thx for the impulse, PaQ!
Not yet sure which way to go...
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 From:  Lara (MALA)
11097.20 In reply to 11097.16 
Barry, thanks for the mini tutorial, which I can't quite follow though. The thing with the common point is not clear to me from the text. My English is poor.
But I also decided to learn texturing on this actually simple level first.
Even if I have not yet succeeded after so many attempts. I have always dodged it - it's time to face UVs.
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