New stretch function for v2.0?
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 From:  DannyT (DANTAS)
2639.10 In reply to 2639.7 
Hi David,

There are a few methods in stretching your cupboard, not exactly as you're asking though.
Pilou has shown you the quickest way if you're not concerned to much about accuracy of all your pieces, this method tends to scale all the horizontal pieces, which changes the thickness.
Another method to avoid the horizontal pieces from changing is to select the vertical pieces only, do your 1d stretch and then drag and snap the horizontal pieces back in place.
BTW in MoI V2, there would be less mouse clicks to achieve the same thing.



Cheers
~Danny~
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 From:  Michael Gibson
2639.11 In reply to 2639.6 
Hi David,

re: Stretch on solids

I do hope to add something for that some day, but unfortunately it is a far, far more difficult thing to make work on solids than on 2D curves. That means that it will probably be a while before I'll be able to gather enough time to work on it.

Note that in AutoCAD, the Stretch command only works on 2D line type entities and not solids. From the AutoCAD 2008 help file:
quote:
STRETCH moves only the vertices and endpoints that lie inside the crossing selection, leaving those outside unchanged. STRETCH does not modify 3D solids, polyline width, tangent, or curve-fitting information.

One reason why solids are so much more difficult is that typically after you have done some booleans, your solid is made up of trimmed surfaces where the control points of the "underlying surface" are not necessarily arranged to be in the same spot as the trim edge. There is a bit more information and some illustrations on how the underlying surface mechanism works in this FAQ answer.

But Danny shows how to get it done currently (thanks Danny!) - that's by separating your model out into different pieces, and using "Move" (or dragging) on the pieces you want to maintain the same shape, and then use "Scale1D" (a variant under Transform/Scale) on the pieces you want to stretch.

If the pieces are currently fused together into a single solid, you can use Edit/Separate to break them apart into individual surfaces, then use Edit/Join to join the surfaces back into a solid at the end.

Or sometimes you may need to use a boolean operation to cut the model at the spots where you want it to switch between moving and stretching, check out this previous message for an example on that:
http://moi3d.com/forum/messages.php?webtag=MOI&msg=2019.3

- Michael
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 From:  Michael Gibson
2639.12 In reply to 2639.9 
Hi David also one other note - if your model happens to be constructed only of separate boxes that have not been booleaned with one another (like if they are all individual "boards" with one simple box being one piece of wood), then you should be able to actually select them all and turn on control points for the boxes using Edit/Show pts and select points to move in the same way as the 2D curve case.

That's because you can turn on control points for a simple box solid since it has a simple structure where the surfaces of the box all coincide with the joined edges.

- Michael
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 From:  Daddi
2639.13 
Hi to you all and thanks for your input!

I suspected that it would be difficult to implement such a stretch function, but as I said before, it would be a "killer" function ;-)


I had actually managed by using Danny's method (thanks, Danny!); I just thought that the "killerstretch" would be in line with the overall ambition of MoI - to be able to sketch an idea as quickly as possible (and maybe to quickly assess a multitude of combinations).


Michael - I'm just nitpicking! It's still way faster to use MoI3D than trying to do the same thing with any 2D CAD app :-)


BR,
David


PS It's great to have such a vivid forum!
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 From:  Daddi
2639.14 
Forgot to mention that the last tip from you, Michael, really does the trick for the bathroom cabinet (which consists of boxes only)! The "killerstretch" would be useful in all other cases.

NOTE! Show/hide points doesn't work for boxes being made from extruded rectangles.

BR,
David
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 From:  BurrMan
2639.15 In reply to 2639.14 
Daddi,
If you seperate your boxes then the points will come on. Do the stretch then join the objects back together.
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 From:  Daddi
2639.16 
Neat! :-D

Just tried it, works like a charm - thanks!!!
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 From:  Michael Gibson
2639.17 In reply to 2639.14 
Hi David,

> NOTE! Show/hide points doesn't work for boxes being made
> from extruded rectangles.

Check out this FAQ item:
Why does show points work for some objects but not others?

That tries to explain why you can't turn on points for solids that have trimmed surfaces inside of them.

But like Burr mentions, if you use Edit/Separate to break a solid into individual surfaces, then you can always turn on points for individual surfaces, and then use Edit/Join to glue them back together at the end.

Basically when you do an extrude of a rectangle, when the "cap" surfaces on the top and bottom are created they are created as larger planes that have trim curves on them. If you zoom out a little bit when you turn on the points after using Edit/Separate you'll see the points for the plane which is somewhat extended.

That's because that capping procedure works on any kind of planar curve, which can have a much more complex outline than just a rectangle.


At any rate - unfortunately the basic mechanics behind how NURBS solids work (with trimmed and joined edges with "underlying surfaces", some illustration of that in that above FAQ answer) does not really lend itself very well to deforming things by pulling points around, when you have trimmed edges that are joined to one another.

If you do want to focus a lot on pulling points around on solids for getting things done, you may actually be better of with a polygon modeling program instead where things are set up to work like that.

But there is also a benefit of the way NURBS solids are set up, which is that they work a lot better with boolean operations than a polygon modeling setup.

With a NURBS modeler, when you do a boolean between 2 objects, the actual underling surfaces stay the same and only new trim curves are calculated. This tends to help keep surfaces as more simple larger sheets. With a polygon modeler, booleans tend to make a big mess, with more and more little fragmented facet pieces being generated on each cut.

- Michael
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