Suggestion(s) please??
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 From:  FelixPQ (FELIX)
4325.3 In reply to 4325.2 
Hi Pilou,

this is kind of annoying, I've set this mesh angle thing to only 2 and check the add details checkbox.

But if you look at the leg from the back or the right, shouldn't the middle edge be perfectly horizontal??? The way I visualize the leg, these 2 lines should be strait and horizontal. The one (edge) that's shows in the front view at an angle shouldn't be there in my mind, that surface should be nicely flowing from top to bottom. The original leg was veneered with some nice figured wood on that face so I assume that the surface was nicely flowing from top to bottom!

This is why I'm trying to figure out how and or if it can be done using MOI???

Thanks,
Felix
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 From:  OSTexo
4325.4 
Hello,

Not a pro by any means but you had a gap in the model that might have caused a problem, not sure. I cleaned it up with SCE.
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 From:  OSTexo
4325.5 
Hello,

I meant to say I am not a pro, so the gap I filled may or may not help the issue.
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 From:  DannyT (DANTAS)
4325.6 In reply to 4325.3 
Hi Felix,

What I can understand is if you're wanting one continuous surface you need to have continuous construction curves, at the moment you have corners where you have joined two curves to make one, this will also create separate surfaces like you're showing .
If you select the joined lines and turn on the control points (Edit>Show pts) you can see where the two curves join and create a corner, there is a control point.


Add two control points (Edit>Add pt) either side as close as possible to the corner point, zoom up real close, in doing that you won't loose much of the original shape, then delete the corner point.


Once you've done this with all the curves, when you create a surface it will be one continuous surface.


I've also attached a 3dm file, is this what you mean?

Cheers
~Danny~

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 From:  Frenchy Pilou (PILOU)
4325.7 
That works fine for me with the file of the first post ;)
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 From:  FelixPQ (FELIX)
4325.8 In reply to 4325.6 
Thank you all,

I like this idea of adding a small curve to prevent a line (or cut) on the front face.

Pilou, that's awsome!!!

All this gave me an idea, this time I used sweeps instead and with projected curves on a vertical plane on the diagonal of the top profile, it seems to work much better. Even if I still have an horizontal line at 3 inch from the top, I believe every thing is fine now.

Thanks all,
Felix
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 From:  Michael Gibson
4325.9 In reply to 4325.3 
Hi Felix, quick note on this:

> this is kind of annoying, I've set this mesh angle thing to
> only 2 and check the add details checkbox.

Be careful leaving the mesh angle down this low, since it will create meshes of enormous density in other areas of the model, and if you have a more complex model it can easily bog things down by a lot.

So you should probably set it back to the default 10 degrees when you are done looking at things.

Right now the way the display works it can get kind of chunky in areas that are kind of broader but only shallowly curved - in the future I'm going to try and address that but for now the best thing is to just ignore that kind of stuff. Cranking the display mesh density way up will tend to cause you problems once you start having larger models.

- Michael
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 From:  Michael Gibson
4325.10 In reply to 4325.1 
Hi Felix, also see this previous post for a bit of explanation on the differences between Sweep and Network:
http://moi3d.com/forum/index.php?webtag=MOI&msg=3081.23

There are several situations where you can use the same curve setup for either one, but they create the surface in somewhat different ways.

Sweep works by actually sliding the profile along the rails - it will tend to maintain a more rigid shape of the profile.

- Michael
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 From:  FelixPQ (FELIX)
4325.11 In reply to 4325.10 
Hi Michael,

when I say it's "annoying" I mean not knowing for sure if it's some artifacts or something else. Hope I didn't shock anyone with this, I just keep forgetting about it.

Thanks Michael and everyone else for that matter,
Felix
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 From:  Sévy (SEVY)
4325.12 
Hi All, Hi Mickael...


Is there a specifical tool in MoI to clean up a model from every Old operations that might have been done on it. I was thinking of something close to the "Reset X form" In 3ds MAX.

Let me explain: I'm actualy working on technical Pieces of engineering that I was given. But Those pieces Have been done With Pro Engineer. I Intend to animate and render those models in 3ds Max. But I have to soften rough edges first. Most of the time when I try to create some fillet on Edges, I encounter many problems, like rubish Lignes appearing. It Sounds to come from old Booleen Operations. It Always remains actions from the previous CG artist.
Maybe something else allowing us to intervene on the previous Actions...

I'm running out of ideas to solve my problem... What Shall I do ?


Thanks

Sevy
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 From:  Michael Gibson
4325.13 In reply to 4325.12 
Hi Sevy, is it possible for you to post your model file that you're having problems with so I can see what is going on for your particular situation?

There are many possible things that can go wrong with Fillet - things like if there is self-intersecting surfaces in the area to be filleted, if you're trying to do a fillet of a larger radius than there is available room for it to fit. Also some situations like if you have edges that come close to being smooth to one another but actually something like 5 degrees off of tangent instead of actually smooth can make things more difficult for the filleter.

It's hard to know what particular kind of problem you might be running into without seeing the model file.

> Maybe something else allowing us to intervene on the
> previous Actions...

It is possible to remove the surfaces from a previous boolean operation - for that you delete those faces and then do some "untrim" operations on the areas that were cut to restore the original underlying surfaces there. Sometimes you then may need to retrim the surfaces.

There is a tutorial on that kind of object repair mechanism here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=446.17


Fillet though is in general a sensitive operation - it involves a sequence of complex operations like producing offset surfaces, intersecting those surfaces to build fillet rails, building fillet surfaces, intersecting those fillet surfaces with each other where they collide, and building corner patch areas. Each of those operations is pretty complex. So Fillet does not tolerate messy geometry very well. If you get extra lines appearing, that can mean that the stage of intersecting fillet surfaces with each other did not work right - that's something that becomes more difficult to calculate if you've got the kind of situation where 2 things are coming close to being smooth to each other but are 5 to 10 degrees off of tangent instead of actually smooth - those kinds of grazing tangent surface intersections are more difficult to calculate.

If you have a model that has messy geometry like that, it may need to be rebuilt in order for it to be filleted more easily.

There is also another mode of the filleter that you can use if you have 2 individual surface selected instead of edges - that will generate what is called a surface/surface fillet that goes through a somewhat different process than the edge based filleter. Sometimes it is able to build some fillet surfaces in situations where the edge based one gets confused. To use this method you separate the model out into individual surfaces and build some fillet surfaces between 2 selected pieces at a time. This can require some more manual work though because it does not try to build corner patches like you would get where multiple edges come to a common point.

It's difficult to give you any very specific advice though without seeing the model that you're having problems with.

- Michael
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