Game controller joystick
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 From:  Frenchy Pilou (PILOU)
4794.2 
< i was unable to model it
Seems you have over passed this limit! :)
---
Pilou
Is beautiful that please without concept!
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 From:  Michael Gibson
4794.3 In reply to 4794.1 
Hi Mauro, it turned out really great!

- Michael
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 From:  Rich_Art
4794.4 In reply to 4794.3 
Yeah you know your way with Moi.. Cool.

Peace,
Rich_Art. ;-)

| C4DLounge.eu | Our Dutch/Belgium C4D forum. Cinema4D R13 Studio + VrayForC4D + UVLayout Pro + 3DCoat + MoI
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 From:  Frenchy Pilou (PILOU)
4794.5 
Can I translate your tuto in French?
---
Pilou
Is beautiful that please without concept!
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 From:  Mike K4ICY (MAJIKMIKE)
4794.6 
Ho-ly-cowww!!! :-0 That is A-mazing!

You even modeled the inner thickness and even the screw posts.
Inspiring...

Awesome tutorial, M-dynamics!
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 From:  Mauro (M-DYNAMICS)
4794.7 
Pilou:of course you can !
you guys call this -tutorial-...i prefer to say-raw approach-
in fact it looks like the original one but it's different(could be interesting to know which software they used to create it)
believe me..it's hard to model this stuff...
Hey Magic:if you have some time to spend i can post some images of the handle(the real one) so you could give me a hand to do it
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 From:  Mike K4ICY (MAJIKMIKE)
4794.8 In reply to 4794.7 
Sure!
A Network will be a good approach.
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 From:  Marc (TELLIER)
4794.9 
Very cool process!

Marc
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 From:  Frenchy Pilou (PILOU)
4794.10 
@ Mauro
French translation Done ;) What is the render program used ?

http://moi3d.com/forum/messages.php?webtag=MOI_FRANCAIS&msg=266.1

Thx for the models! And happy Christmass to you and your familly!
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 From:  BurrMan
4794.11 In reply to 4794.10 
Very cool m-d!
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Message 4794.12 deleted 19 Dec 2021 by M-DYNAMICS

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 From:  bisenberger
4794.13 
Good stuff m-dynamics!!! thanks for sharing.

Magic, it will be interesting to see the network approach on the handle.
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 From:  SteveMacc (STEVEH)
4794.14 
To fillet the carvings, you need a variable radius fillet. I've just filleted your model in Rhino and it works OK. I thing Michael is thinking of adding variable radius fillets to MoI.
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 From:  Mike K4ICY (MAJIKMIKE)
4794.15 
That will be great - But for now...

http://moi3d.com/forum/index.php?webtag=MOI&msg=4607.5
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 From:  Frenchy Pilou (PILOU)
4794.16 
:) Files works fine!
Model by Mauro
First image is just a copy screen (the big models)


EDITED: 16 Dec 2011 by PILOU

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 From:  Mauro (M-DYNAMICS)
4794.17 In reply to 4794.14 
-SteveMacc-
To fillet the carvings, you need a variable radius fillet. I've just filleted your model in Rhino and it works OK. I thing Michael is thinking of adding variable radius fillets to MoI.

-------

Thanks for interesting Steve:i imagined a variable fillet..
at the end of my post i told to use Mike's technique,and he aswered to you in the same way
you can post the filleted carved base in Rhino,to see results,if you want
about Michael i say:let him in peace enjoy Christmas holidays..it's a-one man band- (best wishes Michael !! )
i'm 49 years old and i still believe in Santa Claus,last four years i wrote my letter to him asking everytime the same thing:t-splines in Moi
Someone say that Santa Claus don't exist but i want to believe...maybe soon or later...dreams come true...

-----
Mike here is your stuff





left part looks like a "snake cobra-neck"
it needs to put the right hand thumb when hold the handle
i say to model just half handle:the left bulged part,trunkated in the middle like i did,not like photo
i also attach rails and sections to sweep the handle i used, we can mantain proportions,so you can start
make it magic...Mike !!!

EDITED: 19 Dec 2021 by M-DYNAMICS

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 From:  SteveMacc (STEVEH)
4794.18 
While a variable radius fillet does work and is useful in many situations, in this model, where the piece carved out ends in a point, Mike's method is better. A variable radius fillet has to be at zero at the point and it doesn't look as good.
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Message 4794.19 deleted 19 Dec 2021 by M-DYNAMICS

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 From:  Mike K4ICY (MAJIKMIKE)
4794.20 
Pilou: wowwwwww! Cette peinture peut vraiment vous prendre sur un voyage!

Good deal M-Dynamics: Can't wait to try it out. If not tonight, within the next few days. And I'd also welcome others to try their hands at it as well.
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 From:  Mike K4ICY (MAJIKMIKE)
4794.21 
Sorry for the delay M-Dynamics.

I took my stab at building the surface shape for the handle... Not the best result I anticipated, but at least an example for reproducing this shape using an alternative method.

This handle is a little more complex than it appears (as you can see): There's a concaved area on one side with a pinched ridge.
And then, if you look at the neck of the handle, on the sides just below the top bulge - the body motion of the surface at the top suddenly changes directions. This makes this complex shape hard to do in one piece.
So in my opinion, this handle should be done in sections. Clearly defined, like the lower handle, the foot, and the top rounded part separately, then Blended.

M, your approach with using a sweep was very effective. It looks clean!
Now if you were to make that Sweep again, but twice over -
Do one version with the pinched, concaved side and the other with a bulge, then cut both kinds in half and combine the appropriate sides.

My approach was to try a Network first.... hmmm.
I carefully constructed rail curves to represent the rising quadrants of the handle.
I made a shape at the bottom and one at the buttons face area. Just this would not work alone. It's that sudden shape motion just above the concave and on the more lower section of the top rounded shape that are hard to work with.
Since Network does the best it can at creating surfaces based on an average of where the rail curves go, curvature continuity is very hard to control.
Adding more rails and rings to the Network only add to the imperfections and difficulty in control.

Since you already tried using a Sweep, I decided to try a Loft!



Attached is the 3dm file: http://www.mediafire.com/?f8c9ufjgde5hyjh
In the folder: http://www.mediafire.com/?3tlre2zc6y1qh


I used the quadrant rails I made for the Network attempt as a visual reference instead...

1) Draw the profile rings from an above view, then manipulate the control points in the side views and even in 3D view to form them into a good representative shape of that section of the model.
2) Use the Loft command on the rings, selecting them in succession.
3) Because a lofted surface, just formed with keep a history, adjust the points on the rings until the main Lofted surface more-so conforms to what you want.

You can try tweaking the ring points in the provided file, or even add rings until the main shape looks closer to what you want.
I'd build the bottom by Blending in the curvature to the foot object and then do a little trimming.

Also:: I keep thinking that it may be possible to create the bottom section of the handle using a sweep to get both the bulge and the crease...
Create the top rounded part where the buttons will go, and somehow use Blend to tie those two sections together.

I'm pretty sure that the odds are great that the people that manufactured the plastic blown-molded shell for the actual handle, had to be using Solidworks or an industrial equivalent. NURBS is generally the preferred route for that type of manufacturing.

..it's just the "figuring out how they did it" part.


I don't feel I really hit the mark with this. Plus, I only had a couple of photos to go from instead of the real thing.
But I welcome other MoI users to try their hands at this. I'm very curious to see how someone else gets close to the mark.

Mike
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