loft (loose, exact)
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 From:  Michael Gibson
6016.10 In reply to 6016.5 
Hi Andrei, or what you might want to try for some better surface editability is to set the "# Points" (number of points) mode for the Profiles option in the loft.

That will do a rebuild of each re-seamed curve using the number of points that you specify, and because the rebuild happens after the curve seam changing, the lofted surface result with that option will have a simple control point structure to it.

You can set the "Point count" option that shows up underneath the "Profiles" option to adjust the density of the generated surface.

If you want to do direct control point editing of the generated loft surface that would probably be your best bet.

- Michael
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 From:  Andrei Samardac
6016.11 In reply to 6016.9 
Pillow, thanx, good script)
Michael,
>What twisted result is that? Sorry but I'm not understanding this part. What kind of twisting are you seeing?
I mean that surface do not get exact amount of points that was on curves.

Everything other is clear) and MarkCurveStart command is good, thanx)

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 From:  Andrei Samardac
6016.12 In reply to 6016.11 
I know about "# Points" good option, but sometimes points appear not on the places where I wanted it to be.
So I resolve this problem very simplу I just copy first curve and modify it)

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 From:  Michael Gibson
6016.13 In reply to 6016.11 
Hi Andrei,

> I mean that surface do not get exact amount of points that was on curves.

Ok, sorry - I thought you meant some kind of twisting in geometric shape.

- Michael
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 From:  Michael Gibson
6016.14 In reply to 6016.12 
Hi Andrei,

> I know about "# Points" good option, but sometimes points appear not on the places
> where I wanted it to be. <...>

The next v3 beta will be able to refine a local row or column of a surface to have more control points in it using the Edit > Add pt command, it may help out for this kind of stuff.

- Michael
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 From:  Andrei Samardac
6016.15 In reply to 6016.14 
another words it will allow to add points to surface, like rhino?

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 From:  Michael Gibson
6016.16 In reply to 6016.15 
Hi Andrei, yes it's like the InsertKnot command in Rhino.

- Michael
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 From:  Andrei Samardac
6016.17 In reply to 6016.16 
kool, and delete also?

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 From:  Andrei Samardac
6016.18 In reply to 6016.17 
also where i can read about this knots I hear about it often when watch rhino tutorials, and kinks if im not wrong.
And also in rhino normal direction means, but in moi i never meat problem with this, what is the answer)?
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 From:  Michael Gibson
6016.19 In reply to 6016.17 
Hi Andrei,

> kool, and delete also?

Nope, no delete yet.

- Michael
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 From:  Michael Gibson
6016.20 In reply to 6016.18 
Hi Andrei,

> also where i can read about this knots I hear about it often when watch rhino
> tutorials, and kinks if im not wrong.
> And also in rhino normal direction means, but in moi i never meat problem
> with this, what is the answer)?

MoI is designed to try and minimize the need to understand every single technical detail of NURBS modeling.

"Knots" are one of the pieces of information that make up NURBS curves and surfaces - every surface is made up of a set of points, weights, a degree value, and a knot vector, not just only a set of points alone.

The knot vector tends to be one of the more difficult pieces to describe very well - it's related to the number of "spans" of the curve or surface. Each span is sort of like an internal segment of the curve and the knots are where the spans touch each other.

Check out here if you want an in depth technical description of all the details of NURBS mathematics:

http://www.mactech.com/articles/develop/issue_25/schneider.html
http://web.cs.wpi.edu/~matt/courses/cs563/talks/nurbs.html
http://www.rhino3d.com/nurbs

- Michael
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 From:  Andrei Samardac
6016.21 In reply to 6016.20 
thanx, im not going to go deep with this just general overview)
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