light cycle WIP
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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 
:)
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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.
Image Attachments:
Size: 158.6 KB, Downloaded: 45 times, Dimensions: 720x480px
Size: 155.5 KB, Downloaded: 50 times, Dimensions: 720x480px
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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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 From:  Jim (JIMCRAFTON)
3950.33 
More updates on the light cycle. Some subtle changes in the main body, I think this is closer to being a
final design. For fun, I tried compositing one of the movie's characters over my bike and compared the
movie bike to see how things line up:




If any of you guy's rid motorcycles in the real world and have any critiques of how this looks please let me
know! I've never ridden a motorcycle, so I'm not very familiar with what's realistic for a riders position.

This shows the idea for how you'd accelerate the bike, basically push back and down on the pedal platform
which would slide along the curve where it's held along the side of the rear wheel. The idea is that the pedals
offer more resistance as you go faster so you have to maintain a certain level of pressure - if you completely
relax the pedal goes back to it's "off" position and the bike slows to a stop.



The rest of the shots






engine details


rear wheel details hte inner hub will eventually spin around



orthos:




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 From:  Frenchy Pilou (PILOU)
3950.34 
yes seems not very easy :)
http://www.youtube.com/watch?v=2MpUrDNIDLY
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 From:  Jim (JIMCRAFTON)
3950.35 In reply to 3950.34 
Ah, well that guy is clearly using the wrong technique! I thought everyone knew that you whipped out your control wand, threw it in the air, sprinted after it into a running leap, and then the bike materialized under you and you raced away. Clearly the guy in the video is a rank amateur. Once I get Jarvis to fab the bike out, I'll make a demo video ;)
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 From:  Jim (JIMCRAFTON)
3950.36 
A couple of renders, shows off the latest body design. Any C&C would be most welcome!
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Size: 196.5 KB, Downloaded: 15 times, Dimensions: 720x480px
Size: 219.6 KB, Downloaded: 37 times, Dimensions: 720x480px
Size: 176.5 KB, Downloaded: 36 times, Dimensions: 720x480px
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 From:  Michael Gibson
3950.37 In reply to 3950.36 
Looking nice with all that glow, Jim!

- Michael
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 From:  DannyT (DANTAS)
3950.38 In reply to 3950.36 
Cool looking stuff there Jim. I like it!

Cheers
~Danny~
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 From:  Jim (JIMCRAFTON)
3950.39 
couple more updates. Some further detailing on the rear wheel including the air brakes.
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Size: 100.5 KB, Downloaded: 24 times, Dimensions: 738x706px
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 From:  Frenchy Pilou (PILOU)
3950.40 
Very design!
---
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