Modeling Complex Shapes/Angles for a Cockpit
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 From:  The Mad Hatter (THE_MAD_HATTER)
7138.5 In reply to 7138.4 
Hey Michael,

Yeah, I got the top piece done, but in the end realize that if I'm going to work with meshes, it's better to work in Maya or some non-NURBS based tool. I'm not as proficient in mesh based modeling as I have done most of my modeling in MoI over the past few years.

So, maybe a better question is - any recommendation on how to model shapes like this? Where I really struggle is modeling things that has angular planes where the plane has an X,Y, Z component. I'm great at doing things where I'm boolean cutting objects in one plane, but when I have to model something where the plane doesn't fall cleanly in two coordinate planes I get tripped up. Thats where I thought perhaps trying to do things more with sweeps/lofts may make things easier, but I haven't mastered them as of yet.

Thanks again for any help or guidance you can offer.

Ryan.
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 From:  Michael Gibson
7138.6 In reply to 7138.5 
Hi Ryan, well there are a few different ways you can approach angled planes. One would be to draw some lines in a 2D view like the top view and then move one of the lines vertically in Z until you reach your desired angle and then build a surface between them with loft.

It's also possible to draw an angled plane directly all in one shot by using the Draw solid > Plane > 3pts command, place the first 2 points at the bottom edge of the plane and for the 3rd point go to the 3D view and drag a construction line up vertically in the z direction and then you can snap onto that construction line to give your plane an angled elevation. That looks something like this:


You can also start with an axis aligned plane and then do repeated rotations in different 2D views to get it to different angles.


Probably a starting point would be to start with one 2D profile curve like this:



Extrude that out to make a base shape that has some element of the final shape you want, like in this case it has the side profile:




Then create an angled cutting plane using one of the methods described above, in this case I used a combination of Draw solid > Plane > 3pt to make an angled plane to start with, just snapping it on to the top edge of the solid rather than using a construction line to make something close to the desired angle, then adjusted it slightly by rotating it using the edit frame rotation grip in the top and front views to tweak it slightly, and scaled it a little bit using the edit frame too. So once you have it at your desired angle like this:



Then you mirror the cutting plane, then select the base piece and run Construct > Boolean > Difference and use the planes as the cutting objects. That will slice the base object up into pieces like this:



Then delete the unwanted pieces to leave this part:



- Michael

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 From:  Michael Gibson
7138.7 In reply to 7138.5 
Then a way to form your inset panel is to select your main shape and run Construct > Offset on it with the "flip" option set to make a shrunken down version of it that is contained inside the center of the original.

Then draw in additional profile curves in the side view:





Select both the body pieces (the main one, and the shrunken down interior one created by offset), and run Edit > Trim and use those curve as the cutting objects.

Then delete the inner portion of the outside body:




And delete the outside portion of the inner area:





Then select pairs of edges and run Construct > Loft to make connecting surfaces.

If you want the connecting pieces to run at some other angle then you may want to trim each piece to slightly different outlines, you would probably use Construct > Offset on the cutting curves to make an offset curve and then use one set for trimming the outside body and the other offset curves for trimming the interior piece.

Hope this helps!

- Michael

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 From:  The Mad Hatter (THE_MAD_HATTER)
7138.8 
Michael,

Yes, it definitely does! Every time I've come back to the forums over the years, you've always been super helpful!!!!

It's interesting how there are so many ways to do things in MoI (some just seem to be less intensive than others in terms of the work involved). I spent some time tonight creating shapes, using sweep and rails to get pretty close. Your method seems to achieve the same results with less time, so it's probably the better route to go.

Thanks again!!!

Ryan.
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