loft (loose, exact)
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 From:  Andrei Samardac
6016.7 In reply to 6016.6 
what this comand do?

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Portfolio: www.samardac.tumblr.com
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 From:  Frenchy Pilou (PILOU)
6016.8 In reply to 6016.7 
Flip: Curve don't move, stay in place but its "way" is inversed! Start becomes end, and end becomes start!

It's the same when you draw a curve from left to right or right to left : it's way is inversed!

Here with the function Linweb, so the result is very different!
Lineweb : http://moi3d.com/forum/index.php?webtag=MOI&msg=3666.1



EDITED: 9 Jul 2013 by PILOU

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 From:  Michael Gibson
6016.9 In reply to 6016.5 
Hi Andrei,

> But when I draw second curve I got that twisted result.

What twisted result is that? Sorry but I'm not understanding this part. What kind of twisting are you seeing?


> I need it to have ability to modify surface by moving points after it was trimmed.

Usually you will need to delete the surface, re-loft it and retrim it for this to happen.



> Is it any way to align second curve that was drawn to get not twisted result?

There isn't really any way to do this. If you want to do a lot of surface control point editing, probably a sub-d modeling package is a better fit for that kind of workflow.



> And could you pleas tell me the logic that used to create seam. As I can
> see it is not lay where curves was closed.

Right, it does not use the natural closing point of the curve because that would often generate a twisted result. Like in your case here the natural closing point of each curve are on these spots here (points created by MarkCurveStart command from http://moi3d.com/forum/index.php?webtag=MOI&msg=5288.21):



See how the start point of each of those curves is in a totally different location? One on the top, the next one on the bottom, other ones on one side - if Loft tried to just directly connect those curves together into a surface the surface would be really messed up with a severely twisted and knotted up type form to it.

So when closed curves are lofted there is a twist minimization stage done which determines a better seam spot on each curve. This analysis works by connecting together pairs of profiles with line segments between them and looking at the total length of the line segments, it then looks at potential seam locations and narrows down to the location that reduces the length of the connecting line segments. The very first curve will have its seam stay in its natural location but all the other ones after that will have adjusted seam spots in order to minimize twist in the connection.

- Michael
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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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