Yet another shape.  1-13  14-28

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 From:  Jesse
694.14 In reply to 694.13 
Thanks, I'm going to try to remember that one..works good.

jdk
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 From:  WillBellJr
694.15 In reply to 694.14 
Actually isn't there a way to temporarily disable grid snaps?

I think I remember holding down shift one time and it freed up the mouse movement? (Or am I going crazy??) I seem to remember doing that while drawing some curves in MOI one time?...

-Will
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 From:  Frenchy Pilou (PILOU)
694.16 In reply to 694.15 
About grid maybe this can help you :)
http://moi3d.com/forum/index.php?webtag=MOI&msg=644.3
---
Pilou
Is beautiful that please without concept!
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 From:  Jesse
694.17 In reply to 694.15 
Hi Guys,

Thanks, but remembering shortcut keys is a little too much for my feeble brain at this point,
but I *would* like to know how you type into the forum with bold print.:-)
Jesse
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 From:  Michael Gibson
694.18 In reply to 694.15 
> Actually isn't there a way to temporarily disable grid snaps?

Hi Will, nope, not by default. You could set up a shortcut key if you want for toggling it on or off though, let me know if you want the script for that.

What you may have seen is that if you move over top of some geometry, you can start to get smooth movement with the "on" snap, that's because object snaps have precedence over grid snaps.

- Michael
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 From:  Michael Gibson
694.19 In reply to 694.17 
Hi Jesse - for bold or italic use these HTML tags:

Type this: <b>This will be bold</b> to get this: This will be bold

Use <i></i> for italics.


And of course you can also do this too, but it can start to get annoying... :) :)
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 From:  Michael Gibson
694.20 In reply to 694.13 
Hi Tim, sounds like you figured out the point projection - yup unlike a planar curve a point doesn't really have a perpendicular direction associated directly with it, so after you start the project command you have to pick 2 points to define the projection direction before it will generate the projected point.

- MIchael
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 From:  Michael Gibson
694.21 In reply to 694.1 
Ok, here are some steps.

Let's make kind of custom curved sheet for the shape of the main body, this will show you how you can tweak the shape more than just using a sphere.

To begin with, I used Curve / Freeform / Control points to draw this curve in the Top view (start with an origin snap):



Then I mirrored that, joined the 2 mirrored pieces, and then turned on points with Edit / Show pts and selected and deleted the center point to fuse the 2 segments into one segment. That just guarantees no creases and a simple construction result later.

Then I switched to the right-side view, and drew this one:



Then again, mirror, join, and fuse segments. That should give you these curves:



Then I selected the curve that was drawn in the top view, and did Construct / Sweep, selected the other curve as the sweep rail to generate this surface:



At this point you can tweak the curves to fine tune the surface shape. This is a pretty straightforward way to create a kind of custom curved sheet to use as the base surface for a form.

Now for the cutting outline - I switched to the front view, and used Draw curve / Freeform / Control points. To help in drawing this one, before I placed the first point I did an initial click, hold-down-and-drag on the origin to create a construction line to use as an alignment snap. Anytime you are in a draw command, you can click, hold down and drag (instead of click and release) to create a construction line. These are useful as snapping and alignment guides, you can do quite a bit of things with them like extend lines, line things up, find the midpoint between any 2 points, etc... In this case I used it to make it easy to snap on to the Y axis. I drew this:



I probably should have spent a little more time on that one, I was just doing this pretty quickly. I think the bottom part is kind of too thin. Anyway you get the idea. I mirrored that, and again joined and fused segments, and then selected the surface, ran Edit / Trim, selected the curve, and discarded the outside piece to create this:



All right, I'll do this one in a couple of installments, I'll return with more on this one later on.

- Michael

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 From:  Michael Gibson
694.22 In reply to 694.21 
I think the second installment will have to wait until tomorrow...

- Michael
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 From:  Johnny (JOHN_A)
694.23 In reply to 694.22 
Hey, no problem Michael. I appreciate you taking any time to address these sorts of issues.

It's all good :)
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 From:  WillBellJr
694.24 In reply to 694.23 
I appreciate it also Michael and PLEASE include this in your documentation - showing answers to these quizzes are time well spent training people on how to best use MOI!

Now let me go practice making arbitrarily shaped sheets!

-Will
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 From:  eddi
694.25 In reply to 694.1 
Ok, here a basic set
File Basic0, use SweepCommand with option PointyEnd, select the new object, use ShowPtsCommand and move the highest point.





File Basic1 is new result

File Basic2, use BlendCommand

File Basic3 is new result

Is rough basis, for detail must you to much with profile-curves to play
BestReg`s EDDI

EDITED: 4 Jul 2007 by EDDI

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 From:  Michael Gibson
694.26 In reply to 694.21 
Ok, some more steps.

I went back and drew a new trim curve that was a little better. To remove the old trim, I selected it and hit delete. If you select all the curves that make up a boundary for either the outer edge of a surface or an interior hole, you can then hit delete to "untrim" it.

Then I drew a sphere in the top view to make a dimple. I positioned it in the top and front views so that only a small portion of it was sticking into the surface. In this case since you have a pretty shallow dimple there, you don't want very much of the sphere to poke through. Another thing that can cause problems right now is if you end up with the "seam" edge of the sphere only poking through the surface by just a small amount, that will tend to confuse the filleter so I made sure here that the edge of the sphere was not poking into the surface. After positioning one sphere on the upper piece, I used Transform / Mirror to make the other side one, and then used Transform / Copy to copy the sphere to the origin (first pick was on the center of the sphere with center snap, second pick was on the origin snap), and then dragged it down and into the lower position. At this point this is what it looks like:



On the spheres there you can see that "seam" edge that I was talking about. Every NURBS surface is fundamentally a type of 4-sided surface like a sheet of paper. For a sphere, it is like you rolled up the piece into a tube so that opposite edges were touching (this is the seam), and then pinched the top and bottom edges down to a point (these are called singularities or poles). Anyway, if that edge sticks through by only a really small amount, a fillet will go only as far as the seam edge goes and no further, so a little tiny edge poking through can limit the fillet to only working on a small area. Here is what I mean:

This is one of many fillet limitations and bugs that I hope to get corrected in future geometry library updates. Some will take a while to get corrected though.

Ok, the next step is to cut everything up into pieces. To do this we will use Edit/Trim. In many cases you can also use the booleans to cut things with one another, but they generally will discard pieces and we want to keep pieces here. In this case we want to cut everything up, we're not just cutting the big sheet, we're cutting both the big sheet and the spheres as well. So before running Trim, select everything. Then run Edit/Trim. Now here's the part that you wouldn't know about without a tutorial or documentation - (I need to fix up this prompt) - at this point the Trim prompt will say "Select cutting objects". In this case just push "Done" (or right-click) without selecting anything (there is nothing else to select anyway). This signals to trim that you are doing a "mutual trim" operation where each object is being both trimmed itself as well as cutting something else. So after you have pushed "Done" to signal mutual trim, then comes the prompt to select pieces to discard. In this case it is kind of difficult to pick the interior pieces to discard, so just push Done again here without picking anything to cut everything up and leave all the pieces behind.

Now select these pieces and push delete:



That throws out the big parts of the spheres. Now select these little "sheet" pieces, and push delete again:



That will get you to here:



Now we want to blend the sharp edge where the sphere intersected the sheet. Normally at this point I would select all the pieces and use Edit/Join to glue them together at common edges, and then fillet the edges. However I ran into a problem with that, the edge-based filleter refused to fillet this kind of cramping my style here. This is another one of those situations that I hope will get better with geometry library updates after V1. So I switched to the back-up filleting plan - when the "joined edge" filleter gets confused, there is a way to run a different style fillet which usually will work. The different style one is called a surface/surface fillet, it works if you have 2 completely separate surfaces selected and then run Fillet. So that's what I did in this case, I left the objects as separate surfaces, selected 2 at a time and ran Fillet. I used a radius of 4.0 and G2 blend style shapes to make this:



Now you can select those pieces up and join them. You want to make sure to join pieces before you do a polygon mesh export because when you join pieces MoI will do extra work to make sure that the created mesh has aligned vertices along those common edges. If you just export unjoined surfaces each surface gets meshed without knowledge of the others and it can have slightly different vertex spacing along those edges.

To get an outer rim I just did something quick and dirty - I turned on grid snap and drew a shape like this:



Then I scaled it down and positioned it off to the side of the object:



Then select the oval shape, run Construct / Sweep, select the outside edge of the surface as the rail and that will make a tubular type sweep shape. I think I mentioned auto-place mode in a previous tutorial - again, when you do a sweep you can have the profile totally off to the side of the rail and MoI will automatically place it on the rail for you.

Here's the result:



Then it looks like you had some small spheres glued into the middle, with some more fillets on them, I'm skipping that part here...

This one was kind of difficult because the filleter did not want to cooperate in some parts. Until that gets better you may have to employ some work-arounds. One is to try and rotate or position things to avoid little edges sticking through. Another one is you can use surface/surface fillet instead of edge-based fillet if edge-based fillet is giving you problems.

Another possibility instead of using fillet here would be to trim things back so there is an empty gap between the dimple surface and the main sheet, and then use Construct / Blend to create a blend surface to fill in the gap - this is the way that Eddi was showing in a previous post.

- Michael

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 From:  Frenchy Pilou (PILOU)
694.27 In reply to 694.26 
I don't resist :D
Seems very similar with the icon logo of Blender ! :)
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  Johnny (JOHN_A)
694.28 In reply to 694.26 
Outstanding. Thanks again. Each fragment of info goes a long way to understanding things as a whole. It's clear now that a complete change of mind-set is needed, you can't approach objects the same way that you can with polys.

Cheers.
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