Boolean Union

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 From:  indy
2798.1 
Hello Everyone,

Just started to test out the trial and I have to say that I am really enjoying MoI.
However I discovered some strange behaviour when using Boolean Union on the model I am working on.

Basically it seems like the Union is not working for some reason (probably an error in the object somewhere), but instead of only just not working, it also seems to split up the object in individual faces.

Any ideas about what I am doing wrong?

Here are the steps:

First object as a whole (no individual faces)



Both object selected for the union



After the union the first object has been split in multiple faces



Thanks a lot in advance,

Indy

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 From:  Michael Gibson
2798.2 In reply to 2798.1 
Hi indy, welcome to the forum, and I'm glad that you are enjoying using MoI!

You can get that kind of behavior with Boolean Union when the objects that you are working on are open surfaces instead of all closed solids.

The booleans are oriented more towards working on solids - it makes it easier for the booleans to understand which pieces to discard and which pieces to keep when there are all closed volumes involved.

When there are not closed volumes involved, that "which piece to keep" logic becomes more ambiguous. When that happens you can be better off using Edit/Trim to cut pieces with one another, then that lets you more manually decide which pieces to discard, and then use Edit/Join to join the pieces together.

In your case here, your small piece is a solid, but the large piece seems to have had some faces deleted from it, making it a non-solid:





Also something similar on the other side as well it seems.

If you can finish that piece off to be a fully completed solid, then you should see that boolean union will behave more like you expected.

Otherwise, let me know if you would like to see some steps on how to use Trim + Join to bring those pieces together without doing a boolean.

- Michael
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 From:  indy
2798.3 In reply to 2798.2 
Hi Michael,

wow, that was a quick reply. I am impressed!

I'll try to fix the object later and give it another try then.

Another side question however, if I may ask.
Would I be entitled to get MoI 2 for free if I purchase version 1 now, or will there be an extra upgrade fee?

Thanks again,

Indy
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 From:  Michael Gibson
2798.4 In reply to 2798.3 
Hi Indy, no problem!

> Would I be entitled to get MoI 2 for free if I purchase version
> 1 now, or will there be an extra upgrade fee?

You'd still need to purchase an upgrade license.

The base price of v2 is going up to $295 USD, and the upgrade license for v1 to v2 will be just the difference in price between v1 and v2 ($100).

So there isn't any penalty for buying now at least (as opposed to waiting until v2 is out) - the total cost of v1 + upgrade ($195 + $100) will be the same as for a full v2 license ($295).

- Michael
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 From:  indy
2798.5 In reply to 2798.4 
Hi Michael,

thanks for the clarification.

Are there any hints on how to easily find the missing faces in general?

And before I forget... any indications about when V2 will be out? ;-)

All the best,

Indy
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 From:  Michael Gibson
2798.6 In reply to 2798.5 
Hi Indy,

> Are there any hints on how to easily find the missing faces in general?

I just found yours by just doing a quick inspection of your shape...

But it is possible to set up a keyboard shortcut to highlight naked (unattached) edges, which can help to show you where the disconnected holes and empty spaces are in a model.

To do that, go to Options / Shortcut keys and add in a new entry, and for the command, paste in the following (it is all one long line):

script:var gd = moi.geometryDatabase; gd.deselectAll(); var breps = gd.getObjects().getBreps(); for ( var i = 0; i < breps.length; ++i ) breps.item(i).getNakedEdges().setProperty( 'selected', true );

Then when you hit that key, the edges that are not attached to anything should highlight.> And before I forget... any indications about when V2 will be out? ;-)

No firm date set yet, but hopefully not a whole lot longer.

- Michael
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 From:  manz
2798.7 In reply to 2798.6 
Michael,

Does the trial version now have naked edge detection? Maybe a simple oversight in your reply?

- Steve
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 From:  Michael Gibson
2798.8 In reply to 2798.7 
Hi Steve, ooops that is correct, that previous script only works in MoI v2 (since the Sep-21-2008 beta release) and not in v1 which is what the current trial is based on.

It will be nice when I wrap up v2 and be able to put out a new trial.

- Michael
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 From:  indy
2798.9 
Hi,

no problem.

Just placed the order for MoI. So I should be able to test it out soon ;-).

All the best,

Indy
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 From:  Michael Gibson
2798.10 In reply to 2798.9 
Hi Indy, thanks very much for your order!

- Michael
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 From:  Samuel Zeller
2798.11 In reply to 2798.10 
Weee another one!
Welcome Indy, enjoy this flight to the Nurbs wonderland.

@Michael
Heh thanks for the little script, just a little bit too late haha
(ive done all by hand today on my wip, moving my mouse everywhere to check for nasty lines)
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 From:  indy
2798.12 
Thanks a lot for the warm welcome!

Currently playing around with some basic stuff and hopefully can post some more exciting soon.

All the best,

Indy
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