light cycle WIP
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 From:  Jim (JIMCRAFTON)
3950.13 
Couple more updates, still getting the hang of moi and trying to figure what looks cool here. C&C most welcome!

I'm definitely not sure how to join the body to the front wheel. A Bool union gives a bunch of cuts through the wheel which I kind of hate to see, but maybe that doesn't really matter?
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 From:  Michael Gibson
3950.14 In reply to 3950.13 
Hi Jim, it's coming along well!

> A Bool union gives a bunch of cuts through the wheel
> which I kind of hate to see, but maybe that doesn't
> really matter?

Could you maybe explain a bit more what you mean by "a bunch of cuts through the wheel" ?

Do you mean you have some excess material sticking into the wheel that you want to get rid of, sort of like this area shaded red here:



If that's what you are talking about, then one easy way to get rid of that is to do a boolean difference on the body piece as a separate step first, to carve off that area that you don't want, before you combine the body and the wheel together.

That would go something like this - draw a curve in the side view that will divide the area you don't want off:



This looks like this in the 3D view:



Now select the body and run the Boolean Difference command, and select that curve as the cutting object, that will divide the body into 2 pieces:



And then just delete the piece that you don't want:



So one thing to note is that it's kind of easier to not try and make the dividing line go along the exact same area as where the wheel will contact the body, try to put it in the in-between zone - note how I drew the cutting arc above. If you try to make it follow exactly along where the wheel will contact the body it is a bit too easy to be off in the wrong direction and end up with a little hole there when you union them together in the next step.

There are some other ways you could approach this as well, like the Trim command can be used to slice the objects with one another and then you pick which pieces you want to have discarded.

But just carving off the piece you don't want with boolean difference is probably the easiest way.

Also another possibility is to use the Boolean merge command, which will also carve things up into multiple volumes and you can delete the part inside the wheel that you don't want, and then select the other parts and union them back together again.

- Michael

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 From:  Jim (JIMCRAFTON)
3950.15 
Thanks Michael. I got a little further, here's another version of the bike.

Still not 100% happy with the front part of the bike. The back portion is basically what I want. The is getting there, but still not quite there. Last 2 shots are taken in modo after exporting the mesh from moi.











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 From:  Michael Gibson
3950.16 In reply to 3950.15 
Hi Jim, well it looks like it is coming together, and the renders are looking good already!

- Michael
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 From:  Jim (JIMCRAFTON)
3950.17 
Fooled around with what part of the engine detailing might look like



In Moi



Modo rendered


Currently weighs in at a shade under 500K polys - so I need to find a way to trim some fat when I put in with everything if I want to animate this.

I can't say enough how much fun it is to work with Moi!!

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 From:  Basic Slave (CREATIVECONTROL)
3950.18 In reply to 3950.17 
Wow, I really like the engine. Nice detail!
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 From:  Michael Gibson
3950.19 In reply to 3950.17 
Awesome detailing on the engine!
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 From:  Michael Gibson
3950.20 In reply to 3950.17 
Hi Jim, have you messed around with the new contour rendering in Modo yet?

That allows you to include some wires from the edge structure in MoI in your rendering, see here for an example:
http://moi3d.com/forum/index.php?webtag=MOI&msg=3926.1

There's a patch for MoI v2 to enable LWO export that is ready to have contours applied, see here for the patch:
http://moi3d.com/forum/index.php?webtag=MOI&msg=3926.4

That engine might look pretty cool with just a very faint contour rendering on it, could maybe kind of preserve some of the part detail in the glowing parts.

- Michael
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 From:  Jim (JIMCRAFTON)
3950.21 In reply to 3950.20 
Michael,

I don't have 501 yet, I'm not sure when I'm going to get around to upgrading, so no, I haven't gotten around to playing with.
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 From:  Jim (JIMCRAFTON)
3950.22 
OK got some further work done on this, here and there when I get an hour or so to fiddle. I think I'm getting closer to something I like but there's still some things I'm not quite sure of. I'm trying to pull some ideas in from Kevin Flynn's bike, specifically the rear bits. Any ideas how I might do a better job or C&C of what I've currently got? Note I'm not trying to copy it precisely, just get ideas from it.

Here's the current state:










Here's the stuff from the movie that I'd like to take inspiration from:






So my problem is the area pointed to in red:




Another issue is the area in front: I cant get these edges to fillet, presumably because the geometry is awkward. Any ideas on how to build it a different way that would lend itself to being filleted here?



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 From:  Michael Gibson
3950.23 In reply to 3950.22 
Hi Jim, re: filleting - it's hard to say without examining the actual model closely but probably your fillet problem with trying to do those edges is due to this juncture over here where they all meet up:



So note that when you create a fillet the new fillet piece is going to trim away part of the existing model, and that actually leaves holes in the model at the ends of the trimmed away parts and the filleter has to try and figure out what to do with those holes.

For example in your case here trying to fillet this edge here:




Is going to try and produce a fillet piece that trims away some area to either side of that edge kind of like so:



How then would you want that corner juncture (that I have the arrow pointing to in the first screenshot above) to be formed after having the surfaces trimmed away by the new fillet getting inserted? It's not clear to me what kind of shape you would be hoping to have in that area. Most likely the filleter is not able to figure out any way to handle that area either.


> Any ideas on how to build it a different way that would
> lend itself to being filleted here?

It's not clear to me how you would like that juncture corner formed after it is done being filleted...

Here's another way to describe what makes it difficult - you've got an existing fillet going in one direction like this:



But then the new one you want to fillet is going to produce a fillet going in the opposite direction, like this:




How do you want the juncture between those 2 fillets going in opposite directions to be formed?


It could be possible to do some kind of low level surface modeling manipulation to that area to get the kind of shape that you want, you would do that by selecting those surfaces around that area and using Edit > Separate to break them apart from the main object, then you can do possibly work with those individual surfaces, doing some surface/surface filleting and maybe building some fill in pieces using some sweeps or something like that to get what you want, but you kind of need to know what you want first in order to have that work well.

- Michael

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 From:  Jim (JIMCRAFTON)
3950.24 In reply to 3950.23 
Damn, that sounds like far too much work. Isn't there a magic button that I can press to make it all look "cool"? You really need that button... :)

Basically I just wanted to bevel/fillet/smooth off the sharp edges, but obviously I'm not 100% how that would look or work. More experimenting ahead :)
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 From:  Frenchy Pilou (PILOU)
3950.25 In reply to 3950.24 
:)
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Jim (JIMCRAFTON)
3950.26 In reply to 3950.25 
Yeah something like that :)
Isn't that what Daniel Simon's uses? On a more serious note, any C&C feel free to fire away, I've got a thick skin as long as you don't make fun of my hair.
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 From:  Michael Gibson
3950.27 In reply to 3950.24 
Hi Jim, yeah NURBS filleting is not really like a sub-d "auto smooth everything" type thing, particularly in juncture points where you've got several shapes coming together.

When you're going to get fillets that are curved in 2 opposite directions coming together at a juncture and then also maybe throw in another thing going off to the side at the same time, it's hard for it to figure out what to do automatically in that area where those pieces all come together.

The fillet engines in some of the much more fancier and expensive solid modeling systems like SolidWorks are more sophisticated at trying to deal with those areas than MoI's fillet engine though.

- Michael
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 From:  Michael Gibson
3950.28 In reply to 3950.25 
Looks like the history eraser button:




- Michael
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 From:  Jim (JIMCRAFTON)
3950.29 
Couple of quickie renders from modo.
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 From:  Michael Gibson
3950.30 In reply to 3950.29 
Hi Jim, so one comment on your last renders there is that it's hard to see all the details that you've got on the engine pieces, since they're so small and kind of dark in those particular renders.

Then on the other hand if you make the engine too glowy it kind of washes out the details also, so maybe something more in-between for the engine piece ?

- Michael
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 From:  Jim (JIMCRAFTON)
3950.31 In reply to 3950.30 
Yeah the engines are going to have to lose some detail in the final model, and mostly what they'll be doing is spinning round, so all you'll really see is the glowing light lines once those get put on.
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 From:  Michael Gibson
3950.32 In reply to 3950.31 
Hi Jim, yeah I guess for an animation especially you won't be able to see the detail if it's spinning around anyway.

It's kind of a shame because that engine detail is one of the cooler modeling pieces in there though.

- Michael
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