Object Cage question

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 From:  ypnos1
838.1 
Quick question - i'm a native Sketchup user therefore I'm not very familiar with modelling terms or concepts outside of that program. That being said I think the word to describe what i'm thinking about is cage. Why can't I get a cage of points around the object i've made? I'll attach a screen shot and the model so you guys so you guys can see what i'm talking about.

Essentially my question is this, why on certain objects the show points command works while on others it does not?

Any thoughts?
Ypnos

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 From:  Michael Gibson
838.2 In reply to 838.1 
Hi Ypnos,

See here: http://moi3d.com/forum/index.php?webtag=MOI&msg=759.12 for an explanation.

Basically the way that MoI objects are structured does not lend solids in general to being squished around with point cages.

MoI is not really focused on point cage modeling techniques (except for points on curves) - instead MoI is focused on techniques involving drawing curves and then constructing surfaces from those curves by lofting, sweeping, revolving, etc..

In a certain sense it is more like illustration where you more directly draw the outline of your shape and then fill in the surfaces. Usually you will build your model in different pieces using these techniques, then use booleans to combine the pieces together, and then possibly use fillets to smooth out the sharp edges from the booleans.

- Michael
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 From:  ypnos1
838.3 In reply to 838.2 
Michael,

Thank you for your response. I'm still trying to understand basic MOI modelling concepts and your explanation helps. Thanks

Ypnos
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 From:  moeamaya
838.4 In reply to 838.2 
Is this the way most nurbs modelers work, for instance Rhino? What's the difference between this and 3dsmax and C4d?
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 From:  Michael Gibson
838.5 In reply to 838.4 
Hi Moeamaya,

> Is this the way most nurbs modelers work, for instance Rhino?

Yup, that's why NURBS modelers in general work well with Industrial and mechanical type shapes. Those are the types of shapes that can be generated quickly from curve outlines and also involve a lot of stuff like cuts and punching holes in things.


> What's the difference between this and 3dsmax and C4d?

Those have a very different way to construct objects - over there you tend to work with a cage of points that have polygons connecting between the points. You'll add new points by breaking edges or extruding small faces, and then manipulate the resulting points some more. That focus on manipulating points in 3D space is kind of more like a sculpting type method, you push and pull little bits around in 3D space.

That sculpting method is really great for making highly organic shapes with little details in them like a human face. But at the same time it is extremely tedious for trying to make accurate industrial shapes, for example just cutting an exact circular hole in something doesn't work well over there.

So which one is better really depends on the particular model that you're trying to make. If you're making a detailed monster use a polygon / subdivision surface modeler. If you're making a man-made industrial type shape like say a remote control, then a NURBS modeler is way quicker and more accurate for that type of thing.

- Michael
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