Control Point

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 From:  Anis
1746.1 
Hi....

How to create control point like image below in Moi ?
The mage is comparison between Moi & Rhino.



Sorry, something wrong with my the image.

EDITED: 4 Jul 2008 by ANIS

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 From:  Michael Gibson
1746.2 In reply to 1746.1 
Hi Anis, sorry I'm not sure if I understand the question.

Do you want to know how to create a rectangle with rounded corners inside of MoI?

To do that, use the Draw curve/Rect command, and before picking the 2nd point of the rectangle, check the "Roudned corners" option, that will allow you to pick a point or type in a radius to get rounded corners.


You can also use Fillet to do that as well - if you have a plain regular rectangle, select it and then run Construct/Fillet. MoI will now show vertices at the sharp corners. The prompt will say "Select corners, or push done to do all" - here you can either pick a couple of vertices if you only want to do some, or press Done (or right-click in a viewport that is a shortcut for Done, also so is the Enter key) to do them all.

Then you will be able to pick a radius and all the corners of the rectangle will be filleted.

But I'm not sure if that was what you were asking about?

- Michael
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 From:  Anis
1746.3 In reply to 1746.2 
Michael, sorry for bad language & picture.

Look at this :
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 From:  Michael Gibson
1746.4 In reply to 1746.3 
Hi Anis, MoI does an automatic refitting process for control point editing of arcs and circles. There isn't currently any way to turn it off.

This is to avoid a problem which is a frequent area of confusion in Rhino. In Rhino after you draw a circle and turn on control points, you will see control points like this:



Then if you edit those points, you will see this kind of result:



Most people are very surprised by getting this result with those sharp points at the quadrant areas. Since a circle starts out smooth, most people expect getting a smooth result when you edit it. In Rhino to get a smooth result you have to do some extra steps, either use the "Deformable" when you create the circle or use the Rebuild command on it. It's something extra that you have to learn and that's exactly the kind of thing that I have tried to reduce in MoI.

MoI applies a kind of automatic "deformable" option when you turn on control points for an arc or circle curve like this, so you don't have to do any extra steps to get the expected result when editing a circle. This is also applied to arc curves, and it involves replacing the degree 2 arc segment (with 3 points in it), with a degree 3 general curve segment. A degree 3 curve will have a minimum of 4 points in it.


I suppose it should be possible for me not to do this refitting when the arc has only 3 points in it, which is usually the case for an arc of 90 degrees or less. I'll take a look at that.

In the meantime if you really want a 3 point curve in those corners, you will have to use Edit/Separate to break the curve into segments, delete the existing arcs and draw in a new curve segment there using Draw curve / Freeform / Control points and use only 3 points for that new drawn curve, that should create the kind of point structure that you want there.

- Michael

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 From:  Michael Gibson
1746.5 In reply to 1746.3 
Hi Anis, I have made a change for the next v2 beta for this.

Previously, MoI would leave 3 point arcs alone only if they were smaller arcs of 40 degrees or less.

With the next beta it will leave any 3 point arc alone (not replace its control points by a deformable cubic version) regardless of the angle of the arc.

So the next beta should behave like you expected for this case.

- Michael
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 From:  Anis
1746.6 In reply to 1746.4 
Hi Michael,

>In the meantime if you really want a 3 point curve in those corners,
>you will have to use Edit/Separate to break the curve into segments,
>delete the existing arcs and draw in a new curve segment there using Draw curve / Freeform / Control points and
>use only 3 points for that new drawn curve, that should create the kind of point structure that you want there.

OK, I understand with those current method.

Please open attached video to understand what I want to do in Moi.
Thanks for your quick support !

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 From:  Anis
1746.7 In reply to 1746.6 
Hi Michael,

Looks like I have use this method :

EDITED: 19 Jun 2010 by ANIS

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 From:  Michael Gibson
1746.8 In reply to 1746.6 
Hi Anis, here is what I would recommend for doing this in MoI.

First create the 60x60 radius 15 rectangle by the following method:

Start the Draw curve / Rect / Center command.

Click on the "Rounded corners" option so it is turned on (has a check mark on it).

Type 0 <enter> or click the origin point for the first point.

Type 60 <tab> 60 <enter> to set width and height to 60 and 60.

Type 15 <enter> to set radius 15.


You now have the basic shape, but you want one that has a different point structure, so you can now use that basic shape as a tracing guide while you draw a new curve.

Start the Draw curve / Freeform / Control points command.

Turn on grid snap, and click points at the endpoint and midpoint of each line segment, and in the corner of the rectangle, that is 17 points in total.

Now you will have a curve that has the control point structure that you want, same as the control point arrangement in the video, and you should be able to select the points and move them as in the video.

This shape will not have a perfect arc in it, the control point curve will be a slightly different shape in the corner areas, if you want you can select those 4 corner points and scale them in somewhat to make the shape closer.

In the next beta release it will be possible to edit the 3 point arc the way you wanted so the exact arc (which stretches out in this case to become an ellipse actually, but an arc as viewed from above) will work better in that version.

But the method that I describe above should get you a close shape to that.

Please let me know if you need any illustrations or additional information for any step.

- Michael
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 From:  Michael Gibson
1746.9 In reply to 1746.7 
Hi Anis,

> Looks like I have use this method :


That way looks fine too - then you can use Transform / Array / Circular to copy that piece to the other spots.

- Michael
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 From:  Anis
1746.10 In reply to 1746.9 
Michael....

We are looking forward for never ending improvement for the next release of moi !!!
Thanks for your support !
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 From:  DannyT (DANTAS)
1746.11 In reply to 1746.7 
Hi Anis,

> Looks like I have use this method :

Instead of using a curve to join the corner rads use >Construct>Blend, in that way you know all your curves are tangent, and you also have Bulge control to get different results and still maintain tangency.

Cheers
~Danny~
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 From:  Anis
1746.12 In reply to 1746.11 
Hi Danny,

when I use blend the result will be same if I use fillet. Look at the control point....
About nudge, I tried those script.
When I click my page up or page down keyboard, the result is rotate object.
Is that correct ?
I read on the petrs moi web page about use this script to move point.
How we can do that ?

Look at attachments below........

EDITED: 5 Jul 2008 by ANIS

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 From:  tyglik
1746.13 In reply to 1746.12 
Hi Anis,

>>About nudge, I tried those script.

Did you download the file Nudge.zip or NudgeViewAxis.zip?

Could you check a keyboard shortcuts?
If you download and unzip the file Nudge.zip into the \commands subfolder under your MoI main program files folder, the items in the shortcut keys section should look like:
PageUp		Nudge zup
PageDown	Nudge zdown


You seem to have a script to rotate view there instead(?)

PageUp         script:moi.ui.mainWindow.viewpanel.getViewport('3D').rotate( 'up', 6.0 );



>>when I use blend the result will be same if I use fillet

Actually, those shapes are slightly different. The control point structure look similar for both fillet and blend in MoI; but if you would copy the curves to Rhino and turn control points on, you could see the difference.




Like Michael mentioned above:
quote:
MoI applies a kind of automatic "deformable" option when you turn on control points for an arc or circle curve.


By the way, why do you exactly need that structure of control points?


Petr
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 From:  Anis
1746.14 In reply to 1746.13 
Hi Petr...

>Did you download the file Nudge.zip or NudgeViewAxis.zip?
I downloaded the Nudge.zip

>Could you check a keyboard shortcuts?
>If you download and unzip the file Nudge.zip into the \commands subfolder under your MoI main program files folder,
>the items in the shortcut keys section should look like:

>PageUp Nudge zup
>PageDown Nudge zdown

Uppsss...not yet set up this.... Now working fine.

>You seem to have a script to rotate view there instead(?)
>PageUp script:moi.ui.mainWindow.viewpanel.getViewport('3D').rotate( 'up', 6.0 );

yes, correct.

>>when I use blend the result will be same if I use fillet

>Actually, those shapes are slightly different. The control point structure look similar for both fillet and blend in MoI;
>but if you would copy the curves to Rhino and turn control points on, you could see the difference.

I see now

>By the way, why do you exactly need that structure of control points?
I just follow a tutorial from Rhino3DTV on how to create a bottle. Check my previous post on this thread. I want to know how we can create the bottle in Moi3D.

Thanks for your tips... :)
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 From:  Michael Gibson
1746.15 In reply to 1746.14 
One other difference between Fillet and Blend, is that Fillet is done on 2 curves that are on one common plane with each other, while Blend works off the end of any 2 curves, they can be swooping around in 3d or whatever they don't have to be coplanar for blend.

- Michael
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 From:  manz
1746.16 In reply to 1746.13 
Hi Petr,

>>The control point structure look similar for both fillet and blend in MoI; but if you would copy the curves to Rhino and turn control points on, you could see the difference.

Are you not looking at a default fillet from MoI (Circular) compared to a default blend(G1).

Fillets in MoI can also be made to G1/G2/G3 so a need to compare similar settings (with fillet/blend) on such a planer construction.
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 From:  tyglik
1746.17 In reply to 1746.16 
Hi Steve, I think the fillet with option G1/G2/G3 is not further fillet ;) From my point of view, it is just kind of smart blending for solid/polysurfaces. By the way, circular option also keeps a tangent (G1). -Petr
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 From:  Anis
1746.18 In reply to 1746.17 
Hi All....

Finally, below are the result :)
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