Deform
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 From:  PaQ
2487.8 In reply to 2487.7 
I think niko is looking for a way to defrom a solid along a surface, it's quite different than a 'simple' projection.
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 From:  niko (NICKP100)
2487.9 In reply to 2487.8 
Yes I'm the same Niko, and PaQ is correct. I was talking about deforming a solid along a surface.
Imagine having to place windows and window frames on a curved surface for arch viz projects. It would be quite time consuming trying to sweep profiles along each opening. Clearly a deformation across a surface would be ideal..
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 From:  Michael Gibson
2487.10 In reply to 2487.1 
Hi niko, I would like to have this in the future at some point.

But it is a pretty difficult thing to make solids deform and still keep joined edges within a good tolerance. As you may know this function was not available in Rhino either until the most recent 4.0 release.

Similarly it may be something like MoI v4 until that is possible to do directly inside of MoI.

Your best bet for this kind of deformation is to use Rhino for those operations, like jonah mentioned you can use Copy and Paste between MoI and Rhino to share objects back and forth quickly.

- Michael
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 From:  jbshorty
2487.11 
You might want to also do a search for Pascal's scripts which can project objects along an axis, and deform to the target surface. This way it properly maintains draft angles...

jonah
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 From:  Frenchy Pilou (PILOU)
2487.12 
Bending is not more in the spirit of Polygons Modelers?
As propagate is in Nurbs spirit, you should not need to make that!
If yes, it's because your start concept was not enough elaborate :)
---
Pilou
Is beautiful that please without concept!
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 From:  Frenchy Pilou (PILOU)
2487.13 
About deform in box modeler
see this teaser of Fredo6 for a new bend function in Google Sketchup ;)
Video : http://www.sketchucation.com/forums/scf/download/file.php?id=23992 2 megas avi format

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 From:  PaQ
2487.14 In reply to 2487.12 
>> Bending is not more in the spirit of Polygons Modelers?
As propagate is in Nurbs spirit, you should not need to make that!
If yes, it's because your start concept was not enough elaborate :)

I don't really agree but maybe I don't understand you.
It's often easier to work on some details on a '2d' plane/view and then bend it, that dealing with a curved surface.

Was maybe thinking to tire pattern for example ... or any kind of engraving job.
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 From:  BurrMan
2487.15 In reply to 2487.14 
These kinds of tools are great for the creative guy. Sometimes a project can have no plan....Then let the mind flow...

I would love to see this tool show up more often also. Maybe when MoI is more mature and Michael has creative time he could explore some of the "off the beaten path" tools for addition.
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 From:  Frenchy Pilou (PILOU)
2487.16 In reply to 2487.14 
@PAQ
< Was maybe thinking to tire pattern for example ... or any kind of engraving job
Ah oui? :)
Attachments:

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 From:  eric (ERICCLOUGH)
2487.17 In reply to 2487.15 
And here I thought that was exactly what he is doing :)
eric
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 From:  Michael Gibson
2487.18 In reply to 2487.14 
There is no doubt that it can be useful for a variety of different things.

But it does tend to go more naturally with a mesh modeler though, mainly because it is much easier to make it work well with mesh geometry.

With a mesh object if you move the control points of the mesh around, all the edges and faces move right along with it, there isn't any concept of there being an "underlying surface" that has separate trim edge structures on it like there is with a NURBS model.

With a NURBS model, you can't just move all the control points of the surfaces around and get a proper deformed result when an object is made up of multiple surfaces that share edges at trim curves - the surfaces can easily have control points that are not aligned with the trim edges, so if you just move surface points around the trim edges will tend to come apart in gaps.

There is a better description of this problem with some illustration (including showing how a gap gets opened by NURBS surface control point manipulation of a solid) here.

Luckily it is not all negative - this same structure that makes it more difficult to have deformations also is what makes booleans work really well with NURBS, since when pieces are trimmed the underlying surfaces do not get any more complex themselves and instead new trim curves are created. Those trim curves can also be removed later to recover the underlying surface.

Anyway I would definitely like to include these kinds of tools in the future, it is just not an easy area to work on so it may be a while.

- Michael
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 From:  BurrMan
2487.19 In reply to 2487.18 
Burr's MoI Bend function.



Dont laugh Danny! :O
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 From:  Frenchy Pilou (PILOU)
2487.20 In reply to 2487.19 
Tricky but maybe not very easy :)
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  BurrMan
2487.21 In reply to 2487.20 
I think its easier to sweep the rectangle. But if you want to work like this, one could create a "Library" of preexisting shapes to import into MoI and bend away!
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 From:  PaQ
2487.22 
@Pilou

The problem with the projection method is that the 'pattern' you project is somehow stretched, because ... it's a projection on one axe.
A bend should deform the pattern/text in a more uniform way.
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 From:  Frenchy Pilou (PILOU)
2487.23 In reply to 2487.22 
@ PaQ : So waiting the bend :)
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