Reverse engeneering the manual way....
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 From:  SteveMacc (STEVEH)
4829.2 
I think there is ascript that does just this. Have a look on the resources page.
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 From:  Michael Gibson
4829.3 In reply to 4829.1 
Hi Peter - the problem is that only a pretty limited subset of organic shapes could actually be reconstructed using that particular method.

Imagine if you had any kind of pieces sticking out from that blob like little arms or stuff like that - you can't just simply build a single loft through a shape that has branching areas in it like that.

Much more robust reverse engineering usually involves fitting a variety of smaller sub patches along the object, sometimes with guidelines that you sketch into place to divide the shape into different patch regions. Of course, it's a whole lot of work to make a really good reverse engineering toolkit like that, so it's not very likely that it's going to be an area that I would actually be able to integrate directly into MoI. That's something that you're going to need to find other more specialized software to handle for you.

One of the easiest things to try would be Rhino which has some various reverse engineering plugins for it, see here for a list: http://www.rhino3d.com/resources/default.asp?category=13&language=en you would probably want to look at some of those there like RhinoResurf, RhinoReverse, Smurf, or VSR Shape Modeling.

This is a pretty specialized area and I just do not see how it would be possible for me to come up with the large block of time that would be required for me to develop such features directly into MoI. So since it's not going to happen directly in MoI you need to look to other software which is already available to do stuff like this...

There are also some other solutions that are not Rhino plug-ins like Geomagic wrap, but they tend to be quite expensive, so if you need something that's not too terribly expensive those Rhino plug-ins are probably a good place to look at first.

- Michael
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 From:  Shaun (MOISHAUN)
4829.4 
Sometimes its best to import a poly object and simply "trace" it in 3D.
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 From:  SteveMacc (STEVEH)
4829.5 In reply to 4829.4 
I was thinking along the lines of Michael's Obj23dmWireframe converter script. That way you get all the edges brought in as curves. You can then construct nurbs surfaces based on those curves.
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 From:  amur (STEFAN)
4829.6 In reply to 4829.5 
What puzzles me a bit is if you have made then surface patches, for example, you would not have surface continuity, right? Would then when joining the surfaces to a solid and filleting the edges give you about the same result, as for example a Tspline converted mesh?

Regards
Stefan
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 From:  Michael Gibson
4829.7 In reply to 4829.6 
Hi Stefan,

> What puzzles me a bit is if you have made then surface
> patches, for example, you would not have surface
> continuity, right?

The way those reverse engineering tools build the patches, the adjacent patches have knowledge of each other and are adjusted to be smooth with each other where they meet up, they're not actually built totally separately from each other.


> Would then when joining the surfaces to a solid and filleting
> the edges give you about the same result, as for example a
> Tspline converted mesh?

No, not really - putting in fillets tends to be a different kind of a shape. A Tspline converted mesh has a more sort of overall uniform kind of melting and smoothing going on.

- Michael
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 From:  amur (STEFAN)
4829.8 In reply to 4829.7 
Hi Michael,

ah, i understand now. Thanks for the information!

Regards
Stefan
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 From:  rayman
4829.9 
Thank you Michael for your imput !
Peter
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