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Boolean after NURBS conversion

Boolean after NURBS conversion

2005-05-16       - By JP

 Back
Reply:     1     2     3     4     5     6     7     8     9     10  

Hi Mendrak,

If you are still needing a solution there are several ways you can do it.

I would suggest you try exporting your object out as an STL file and them
import it back in again.  Make sure that you have all the surfaces in place
for a closed object.  That will use the surface healing built into that
function to create a single solid object.  You will need to have the latest
Conversion Pack to do it.

Another way is to convert just a single surface (no blends or stitches) to
polygons and then use the Add Face tool to fill in the holes.  That will
create a single solid object as well.  You might need to add a few edges
across the holes to get a face to follow along the surface properly.

If you have to use more than one surface then you can Boolean them together
after they are converted to polygons and add faces then across the
gaps.  Depending on the complexity of your geometry that could get
tedious.  However, if you add enough edges (trial and error but try 90
degrees apart around the object) to get tS to automatically fill in the
faces then you can triangulate and the new faces will line up flat.  Use
the Add face tool again to fill in any remaining holes and subtract a
non-interxecting object from the assembly to remove the triangulation.

Yet another way might be to use the Weld Edges Tool from CK Game
Factory.  http://ckgamefactory.hp.infoseek.co.jp/tsxe/polytool.html
This might work on what you already have.  I'm not sure how well that will
work for you but it is worth a shot.

Hope this helps,

Jeff

-


At 12:06 PM 5/15/2005, you wrote:
>I was starting down the union path, but it seemed pretty laborious.
>
>I'd be very interested in the plugin code you've got.  I was sitting
>here thinking that
>maybe I'd try and write a plugin that would fix seams between objects in
>a group,
>if there wasn't already a tool like that, but maybe the better answer is
>to convert NURBS planes
>as a single object.
>
>If you have a plugin that is close, I'd definately play with it.
>
>Of course the crazy thing is, that I'd spend lots more time
>writing/debugging code than I would
>doing the union, but maybe it would help for the next one :-).


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