Can this be modelled in Moi?  1-20  21-40  41-48

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 From:  gizmo1990
1952.1 





This is a big decider for me to see if Moi's up to the kind of thing I'd like to model. I did this in LW but the finished article needs to have beveled holes sliced through it, which moi could do no problem. Thing is, I can't work out how I'd create such a object using moi's tools?

Could anyone tell me if this kind of object is achieveable and if so some pointers how to do it?

EDITED: 9 Sep 2008 by GIZMO1990

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 From:  Michael T. (MICTU_UTCIM)
1952.2 In reply to 1952.1 
Hi GIZMO,

Are you looking for something like this?


Michael Tuttle a.k.a. mictu http://www.coroflot.com/fish317537

EDITED: 4 Nov 2010 by MICTU_UTCIM

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 From:  Michael T. (MICTU_UTCIM)
1952.3 In reply to 1952.2 
GIZMO,

Here is another version.


Michael Tuttle a.k.a. mictu http://www.coroflot.com/fish317537

EDITED: 4 Nov 2010 by MICTU_UTCIM

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 From:  gizmo1990
1952.4 
Hi Michael.

Yes, I'm looking to create something like your first post. Thats great. The only difference would be that the ridge around the piece would be more moulded into it?

Could you explain a little how you did that and how you would smooth the ridge more into the main piece?
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 From:  Michael Gibson
1952.5 In reply to 1952.4 
Hi Gizmo - generally you use the Fillet tool to round off sharp edges where pieces meet.

I'd recommend viewing the video tutorials here:
http://moi3d.com/1.0/docs/tutorials.htm - especially the sunburst and 6-legged pod one, both of those demonstrate using fillets to round off sharp edges after you have done booleans to combine pieces.

Here are some steps for one way of how you could approach this.

Start by drawing a sphere and then some curves like so:



Select the sphere, run Edit/Trim and pick the curves as cutting objects, then select the top and bottom pieces as pieces to discard, that will create this:



Some steps for filleting can be a little easier if you work with solids instead of surfaces, so to make some of the later steps a bit more streamlined, you can use Construct / Offset / Shell to thicken this trimmed surface into a solid:



Now draw a circle off to the side:



Run Construct / Sweep and pick this edge as the rail curve (if you trimmed using multiple curves instead of a single curve, then you'll need to join those edges together into a single new long curve before sweeping):



The sweep will then create this:



Now you can use Construct / Boolean / Union to merge these 2 solids together. There will be a new edge formed where they intersected each other:



You can now select that edge and run Construct / Fillet on it:



Here is the final result being exported to polygons:



Hope that helps get you going!

- Michael

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 From:  BurrMan
1952.6 In reply to 1952.4 
The smooth is done with a fillet.

Here's how I did it.
Boolean diff a sphere with desired curve.



Then sweep the edge curve with a circle





Then fillet this edge curve




My fillet was very limited. If I wanted a larger fillet I would have to reduce the angle by cutting deeper into the original sphere.

Burr

[EDIT] Sorry Micheal, seems we posted at the same time[EDIT]

EDITED: 19 Jun 2012 by BURRMAN

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 From:  BurrMan
1952.7 In reply to 1952.6 
Michael,
After seeing the way you used trim instead of the way I used bool diff, is it an either or, or is there an advantage to my model geometry to do it with trim?

Thanks,
Burr
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 From:  Michael Gibson
1952.8 In reply to 1952.7 
Hi Burr,

> After seeing the way you used trim instead of the way I used
> bool diff, is it an either or, or is there an advantage to my
> model geometry to do it with trim?

Hi Burr, it all depends on what shape you want at the end - I was going for a kind of "thin wall" type shape without much bulk.

Your one is just as valid, but it has more material in it, more of the inside of the sphere remains in the way you did it.

If you have a solid and you want your result after cutting to be a solid, then boolean diff is the way to go though.

Another alternative way for the one I did would be to do the shell on the uncut sphere first, and then do a boolean with the cutting curve like you show, it just isn't quite as clear of an illustration because it is harder to see the thickness on the uncut sphere...

Booleans and trim are related functions - basically booleans are a shortcut for doing a trim and then automatically deleting certain parts (to the inside, outside, etc... depending on whether it is a difference/union/....) then joining the results together.

I was kind of focusing on the initial shape as more of a surface model instead of a solid model - for surface models (a surface that does not enclose a volume), then you tend to use Trim more often for that because the booleans are more oriented towards volume operations.

- Michael
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 From:  Brian (BWTR)
1952.9 In reply to 1952.8 
Just a bit of work from the inspiration of this thread.
Rendering in Carrara6Pro.
(Is Brian having fun!??)

Brian

EDITED: 31 Dec 2008 by BWTR

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 From:  gizmo1990
1952.10 
Thanks for all the input guys.

Ok say I didn't want to create the main shape from a sphere or I needed it to be more specific shape wise? I thought I could go about it thus.
Create a curve like this then put a connection over it and then run a network command over it.





Unfortunately doing that produces this!


Could someone tell me what I'm doing wrong?

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 From:  Frenchy Pilou (PILOU)
1952.11 
maybe you must try something like this ;)

---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  gizmo1990
1952.12 
Thanks Pilou! I never thought of that. trouble is doing it means I get a kink at the top?

How would I get rid of that?
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 From:  Frenchy Pilou (PILOU)
1952.13 In reply to 1952.12 
Like this ;)



---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  manz
1952.14 In reply to 1952.10 
Hi gizmo,

When using network you will need to split the curves into a UV network frame (basically having curve running in X and Y).

I have attached a simple example:-



EDITED: 3 Aug 2009 by MANZ

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 From:  Frenchy Pilou (PILOU)
1952.15 
So 2 m├ęthodes with advantages and disadvantages :)
(Sweep 2D = Sweep 2 Rails)

EDITED: 10 Sep 2008 by PILOU


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 From:  gizmo1990
1952.16 
Thanks for the helps guys its really appreciated.

What I don't understand though is how you created those curves Manz?

Here:


And Pilou, how did you do you 2D Sweep!?

EDITED: 10 Sep 2008 by GIZMO1990

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 From:  Frenchy Pilou (PILOU)
1952.17 In reply to 1952.16 
Just select the Profil (uper round top curve)
Call Sweep function
Click Rail 1 (one curve)
Click Rail 2 (second curve)
Done or Right Click
That all ;)

You can train with my previous send 3dm file (post 1952.15 )
Select the right object's surface
Delete the surface and you can make that I wrote above ;)
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 From:  gizmo1990
1952.18 In reply to 1952.17 
Ok I see.

One extra thing I'd like you to explain. Presumably you used the model Manz created. If so how did you redivide up the curves of his original model into your new one with only 3 curves??
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 From:  Frenchy Pilou (PILOU)
1952.19 In reply to 1952.18 
Just select curves that you want and call function "Join"

If you want make some cuts in a curve just draw a line (or a curve) from the spot wished and call function "Trim"

EDITED: 10 Sep 2008 by PILOU

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 From:  Michael Gibson
1952.20 In reply to 1952.10 
Hi gizmo - there's also some extra information on how to arrange the curves for Network here: http://moi3d.com/forum/index.php?webtag=MOI&msg=1905.1

For Network the curves need to be arranged in a particular way that can be unwrapped to a 2D grid pattern. If your curves are not arranged in that way then it will still get forced to be like that and you can get some strange results like your first one there.

- Michael
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