Smooth transitions between joined objects  1-20  21-22

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 From:  BobK
3446.1 
I'm a slow learner who has been working on this model of an acoustic guitar neck for a couple of months now. I have my own DIY cnc and will eventually cut this rough model and clean up some details by hand. If I explain how I did finally finished it, could someone give me some tips on how I could have done it better?

1 marked the overall dimensions and after using blend to get smooth surface I lofted splines for the neck shaft.
2 drew a spline for half of the heel cap and with half of the closest neck shaft spline I used a 2 rail sweep to create half of the heel.
3 the 90* angle at the end of the neck created a faceted shape so I deleted those areas and used blend to create a smooth filler.
4 used network to fill in a corner that blend missed.
5 extruded a headstock blank and boolean differenced a profile.
6 with the headstock and the neck aligned I networked half of the neck spline with 2 lines that met at the ends of the line that travels across the headstock. I then boolean differenced this triangular shaped surface from the headstock and was left with a fairly smooth blend between the neck and headstock.

Transitions between objects is where I'm having the most difficulty. Is there a way to get a smoother heel shape or blend between the neck and headstock?

Thanks in advance,

Bob



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 From:  steve (STEVE_HOME)
3446.2 In reply to 3446.1 
Hi Bob,

I am not quite sure as to how you want the blend.

I am posting an example to see if this is the correct direction you are looking for. (Or, can you post more info on how you would prefer the blend.)


- Steve





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EDITED: 3 Apr 2010 by STEVE_HOME

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 From:  steve (STEVE_HOME)
3446.3 
This example is more like your own example, as the sides of the head have the sharp corner:-




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EDITED: 3 Apr 2010 by STEVE_HOME

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 From:  BobK
3446.4 
Hi Steve,

I'm trying to get something more like what's in these pictures. I don't have side shot and my camera is MIA at the moment. Can I ask how you got that shape - was it done with the blend function?

Thanks for the help...

Bob









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 From:  steve (STEVE_HOME)
3446.5 In reply to 3446.4 
Hi Bob,

I used blend and network.

I will have another look and see if I can get something like those pics. Once I have close to what you need, then I can post instructions on how I created the blends.

Which version of MOI are you using? (V1 or V2 beta)


- Steve
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 From:  BobK
3446.6 
I'm using v2, and thanks again for the help.

Bob
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 From:  steve (STEVE_HOME)
3446.7 In reply to 3446.6 
Hi Bob,

Probably closer to what you want?


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 From:  BobK
3446.8 In reply to 3446.7 
Yes sir, that looks perfect.
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 From:  steve (STEVE_HOME)
3446.9 In reply to 3446.8 
Hi Bob,

OK.

The model I posted in my last post does have the construction curves (In the styles, "Red"), I will go through the construction here.


I first construction lines around the head (from the original seam down (perpendicular) to the opposite face)



Then trimmed away/ removed what was not needed.



I then copied the 4 curved edges shown in red (Selected the edges, then "Copy" / "Paste")




Then. at the top of the neck at the intersection of the seam and end edge, I created a line that was perpendicular along the X



Using that last line created and the curve shown (that was created earlier from the curved edge), I used "Blend" (G1) to create a blending curve.



I then created another line from the top of the neck seam/edge intersection (as I did before), but this time making the line go in the opposite direction, then used that line and the other top curve (as shown in pic) to create another blending G1 curve



I then copied the 2 edges of the neck shown in yellow (again, by selecting the edges then use "Copy" / "Paste")



Then I used blend (G2) to blend the lines on each side as shown.



I then selected the edge of the head and the 2 G1 curves (shown in yellow) and used "Network" to create the top surface.



I then selected the bottom G2 curve (created before) and selected the 3 edges (I hid the curves that where there and selected the surface edges), then used "Network" to create that side surface.


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 From:  steve (STEVE_HOME)
3446.10 In reply to 3446.9 
I then repeated the above, and created a Network on the opposite side (using the other G2 curve and surface edges shown)



Then I created a network for the bottom surface using the edges shown.




- Steve
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 From:  BurrMan
3446.11 In reply to 3446.10 
Dont forget to look at the surface to surface fillet to get some good results. Although this method will always require some cleanup on the ends of the surfaces





Just boolean union your hard profiles to create the edge, then seperate the surfaces and run the fillet command

EDITED: 19 Jun 2012 by BURRMAN

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 From:  BurrMan
3446.12 In reply to 3446.11 
Also Bob, you asked for some tips. In the couple previous files you've posted, your curves have been "Messy". Little fragments and non joined edges/points. Review creating continuous curves and possibly learn the "Rebuild" command if it's just a function of how you like to draw. You will get cleaner and more workable surfaces if you work on this area a bit.

FYI
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 From:  BobK
3446.13 
Steve, thank you very much for the help. I was able to rebuild the headstock. There are a few wonky areas that need to be cleaned up , but it's pretty close to where I want it to be. Again, that was a very helpful tutorial. Burr, yes I'm sloppy with rebuild curve, sometimes I remember most times I don't. I'll have to pay more attention to it. And thank you for the fillet tip. That's a big help as well. I'll spend some more time with it tonight.

Thanks again,

Bob



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 From:  BurrMan
3446.14 In reply to 3446.13 
Hey Bob,
Also, here is another method to look at for future projects. Remember that working in patches is going to make it much harder. Steve is very good with modeling and probably has a few years of experience in it.

A better way to get good results is to use "solids" and cut them up to make your object. Here is an example file I made. I didnt use your curves but it will illustrate getting shapes with great surfacing in a much simpler fashion. This headstock is a bit off from yours, but if you look at the setup on the blanked layer, you can see how easy it was and could adjust some curves to get an exact result.

Anyway, just more food for thought.

EDITED: 19 Jun 2012 by BURRMAN

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 From:  Dan (CORNYSH)
3446.15 In reply to 3446.10 
A nice mini-tutorial there - thank you Steve.

Dan
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 From:  BurrMan
3446.16 In reply to 3446.14 
Here it is after cleaning up the cuts a bit.

EDITED: 19 Jun 2012 by BURRMAN

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 From:  BurrMan
3446.17 In reply to 3446.16 
couple more:







EDITED: 19 Jun 2012 by BURRMAN

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 From:  steve (STEVE_HOME)
3446.18 In reply to 3446.14 
>>A better way to get good results is to use "solids" and cut them up to make your object.<<

Starting from solids is a good way to go.

A very quick example with solids using booleans/fillets

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 From:  BurrMan
3446.19 In reply to 3446.18 
That one is much better Steve. Watching for more from you. Thanks.
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 From:  BobK
3446.20 
Very cool Burr. That would be a great neck for a funky looking electric. Steve, thanks for the continued lessons. I have a lot to learn, but at least now I know that what I want to do is possible. BTW, although my modeling skills are weak, if anyone wants to model a guitar of their own I can help (mainly acoustic but some electric experience) or point you to info for accurate scale lengths and dimensions for fretboards, necks, bridges, body shapes, etc...

Bob
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