Uneven surface network

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 From:  Paolo (PAOLOLOBBIA)
2566.1 
Hi Michael,

I have drawn a lot of surfaces with network (and sweep).
Many times the controlpoints on the surface are not evenly aligned.
I tried differend solutions avoiding to many controlpoints on
the initial curves,but still haven't find a good one.

See the example below,
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 From:  DannyT (DANTAS)
2566.2 In reply to 2566.1 
Hi Paolo,
I got this result using sweep, is that ok or is this just a general question to Michael on why the different control point arrangements between the surfaces.



Cheers
~Danny~
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 From:  Val (GAT)
2566.3 
It looks like MoI is trying to save the number of control points in order to simplify the mesh. Maybe it needs some tweaks considering sweep works ok.
by the way is that MoI1.1,2.0?
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 From:  Michael Gibson
2566.4 In reply to 2566.1 
Hi Paolo, yeah that is a kind of side effect from the fitting process that is used by MoI's Network command.

I want to improve this in the future, but it is probably a v3 timeframe thing.

Another thing that can sometimes help with shaping is to try and make a very regular layout for your initial curves, and then produce a slant by trimming, rather than constructing from slanted things directly.

The behavior of a more regular layout just tends to be more predictable.

That would be something like this (sweeping here using the same order Danny shows above):








- Michael

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 From:  Paolo (PAOLOLOBBIA)
2566.5 In reply to 2566.4 
Hi Michael,

Thanks for the example.

Hi Danny,

It's yust a simple example of the problem's i encounter
making complex surfaces with less curves as possible.
I did a lot of experiments with more curves thus increasing
labour.

I didn't want to fill up this forum with to many images.
Below two carbody sketches with problems in the front
and back

You are free to find a good solution for them.

EDITED: 12 Apr 2009 by PAOLOLOBBIA

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 From:  Paolo (PAOLOLOBBIA)
2566.6 In reply to 2566.3 
Hi Val,

It's the latest beta.
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 From:  Michael Gibson
2566.7 In reply to 2566.5 
Hi Paolo - the hood.3dm file that you posted is pretty much a different kind of problem than that previous one.

You have probably seen that you get the same kind of pinched tip result in Rhino as well with that curve arrangement.

That's caused by having pretty different shapes and lengths of curves be forced to collapse together into a "pole" point.

The shapes vary quite a bit in curvature, the ones on the sides are drawn out to be longer and the one in the middle bends more sharply at the end. With all of those coming together into a single point you basically end with a kind of averaging effect which produces that kind of shape.

Instead of trying to force curves with differing shapes together into a single point, it tends to be better to build a larger extended sheet that does not pinch together, and then use trimming to cut it off to make its final edge rather than trying to surface directly along a kind of an irregular juncture.

The sort of general technique that you're using there of building things only directly off of the final edges is something that can tend to work more easily with sub-d modeling rather than with NURBS modeling, when the pieces are all supposed to be smooth with one another.

- Michael
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 From:  Michael Gibson
2566.8 In reply to 2566.6 
Hi Paolo, one example of the kind of "build larger sheets then intersect" method here:

http://moi3d.com/forum/index.php?webtag=MOI&msg=2164.2
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 From:  Paolo (PAOLOLOBBIA)
2566.9 In reply to 2566.8 
Hi Michael,

Thanks for the method.
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