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 From:  Loganka
4388.169 In reply to 4388.168 
Hi,

No, I talk about the step before. My bad. I can't get the thickness of the body.:

"Here I Extruded the edge shape inward a little to get depth, I used a line to guide the direction of the extrude to 45 degrees where needed.
You can also shrink all of the port shapes (copies of them) inward and perform a Loft between the edge curves and the copy.
Join these new walls to the body. Try to Fillet them to get a nice "punched-in" contour."

http://moi3d.com/forum/get_attachment.php?webtag=MOI&hash=c16cad76a239d19240c369df9a670679&filename=mix_015_08_extrude-join-fillet.jpg



I'm not sure if I didn't understand what he means or if I did understand but it doen't work because i did something wrong before..

Thank's for your help !
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 From:  Frenchy Pilou (PILOU)
4388.170 
Ah sorry like this ?
Maybe not the same than in the tutorial but result will be the same! :)

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 From:  Michael Gibson
4388.171 In reply to 4388.169 
Hi Loganka,

> I'm not sure if I didn't understand what he means or if I did understand but it
> doen't work because i did something wrong before..

So I think that step means to select the edges around your hole, like for example make a selection like this on your model that you posted:



Then run the Construct > Extrude command, which will punch out those edges into a surface along one straight direction. By default the direction will be along a world x, y, or z axis direction like this:


That will work fine for your top one but for the side ones where you want it to go along a 45 degree angle, you will need to push the "Set dir" option in Extrude:



Once you push "Set dir" in Extrude, that then asks you to pick 2 points and the extrusion direction will go on the line between those 2 points. So to get the extrusion to go at a 45 degree angle you would want to switch to the Front view, pick the first point at the origin snap and the second point anywhere along a 45 degree angle line from the origin. You can use angle constraint to get an exact 45 degree angle by typing in <45 and push enter right before you pick the second point. That will enable a one shot angle constraint of 45 degrees so that straight snap will go in 45 degree increments for that one pick rather than the regular default 90 degrees. Or if you are going to be doing a lot of 45 degree angle things, you can change the default straight snap to 45 degrees under Options> Snaps > Straight snap options > Snap angle.

Once you pick the 2 points you will then be back in the extrude distance stage and you can enter in a distance or pick a point with the mouse and your mouse will track along that newly defined direction line.

Once you have built an extrusion in this way you then select the extrusion and the main body and use Edit > join to glue them togeher.

Hope this helps!

- Michael

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 From:  Frank (FRANK63)
4388.172 In reply to 4388.171 
Hi,

I'm new to MoI and 3D too, so I tried to do this exercise.

I think the problem is after the extruding operation: for an outside fillet one must boolean/union the two or more faces where the fillet is to come. That means that after selecting the model you need to click again on the body to select the face and then click on the extruded faces, do a boolean union and only after this you can fillet.

The fillet itself is very small (1mm at the most).

I find the filleting in MoI not very intuitive..

Hope this helps.


Frank

EDITED: 22 Jan 2015 by FRANK63

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 From:  Michael Gibson
4388.173 In reply to 4388.172 
Hi Frank - yes after building things in this way as individual separate surfaces that are next to each other you then usually want to join the surfaces together so that they have a shared joined edge between them rather than being totally separate objects.

Although you can use Boolean union to do that, I'd generally recommend to use the Edit > Join command instead for this type of combining (when combining along shared edges). That's because the booleans are more focused on trying to intersect objects and potentially remove material from them, so they will go through some extra calculations to try and determine if the objects being unioned need to be cut up. The Edit > Join command on the other hand is only focused on gluing edges together and does not attempt to do any intersection or cutting step at all.

And yes for doing the regular edge-based filleting that's done on joined edges so you want to get the pieces joined together after you have built surfaces.

When possible it can be nice to keep things as solids more throughout the entire process and carve pieces away using boolean operations rather than building individual surfaces. That can then avoid needing to join things together as a separate step since they stay joined throughout. But it can also be helpful to work at the individual surface level for building more complex models as well, that's why MoI supports either way.

When you work at a surface level you will end up doing some more manual joining steps.

- Michael
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 From:  Frank (FRANK63)
4388.174 In reply to 4388.173 
Hi Michael,

After some experimenting I ended up joining two joined surfaces and then the fillet was OK.

I tried the solid/boolean thing and that worked OK too.

Thanks,

Frank

Regards,


Frank

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