recreating a rounded pyramid in moi.
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 From:  Michael Gibson
1782.31 In reply to 1782.30 
Hi Vincent, yes that is more the right kind of shape!

But if you look at the corners you can see a kind of sag or ripple in the corner area. The fillet mechanism is having a difficult time filling in that corner, it is kind of a too-broad area for the corner-filling mechanism to handle.



- Michael
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 From:  Michael Gibson
1782.32 In reply to 1782.27 
Hi Telnoi,

> First time I used those tools :)

Basically Blend and Fillet are the only tools currently in MoI that focus on constructing things that match smoothly with surrounding surfaces.

In the future I definitely want to add more options to different commands to enforce smoothness (often this is called "continuity" in NURBS modelers).

Like in this case it would have been better to have a continuity option in Sweep so that the long skinny surfaces could just stay in place and a 2-rail sweep could be done from the fillet edge down to the point.

Eventually those things will come, they are kind of a more "low level" type NURBS modeling dealing with surfaces more directly instead of the "high level" solids type methods.

The solids type methods are usually faster and kind of easier to use because they incorporate several kinds of "low level" tools applied in a bundle, but if they can't do the proper job in a particular case then it is good to be able to fall back on some of the individual "low level" type tools.

- Michael
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 From:  manz
1782.33 In reply to 1782.22 
>>this is the shape I was after.

So not like the shape you posted originally. (c4d image)
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 From:  manz
1782.34 In reply to 1782.23 
>>I am again havving issues with a pyramid shape.

I would first look at lofting (loose) with 2 control curves close to intersections, and there will be a need to align control seam.




of course that is just a guess at what is wanted, but editing can be easily done via the control curves.

EDITED: 3 Aug 2009 by MANZ

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 From:  Frenchy Pilou (PILOU)
1782.35 
There is an another solution
Take a cube and make some Successive Boolean "Merge" between the cube and close rounded triangulated profiles!
So no need to use fillet ;)

you can rotate cube / profile or the inverse
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 From:  manz
1782.36 In reply to 1782.35 
Hi Plilou,

>>There is an another solution

The shape could be made in a number of different ways, but it is really down to what is actually wanted.

IMHO, attempting filleting on such a shape in MoI is not what I would do (at the moment) there are other options, lofting or network will work if a little time taken.
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 From:  BurrMan
1782.37 In reply to 1782.36 
I agree here with Manz as the filleting works in MoI but is giving the headaches in rendering system. My attempt with no fillet's using network. The shape is not his exact outcome though it's just a matter of drawing the curves as you want.

I'm going to render this later to see if produces a desirable result.

Burr


EDITED: 19 Jun 2012 by BURRMAN

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 From:  Brian (BWTR)
1782.38 In reply to 1782.37 
Was there anything that did not fullfill the need in my second image modelling approach of the post 1782.6?

Brian
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 From:  telnoi
1782.39 In reply to 1782.33 
>>So not like the shape you posted originally. (c4d image)

No, but I had a limited amount of reference to work with. I fixed the issue after discussing the model with someone who has the product. Regardless, I ended up with the correct shape because of your combined efforts.
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