  | | | unsubscribe | unsubscribe 2005-05-17 - By Rob Mitchell
Back hang on..
there was just a fight to save this list, now you want out?? :)
-- -- Original Message -- -- From: "Stephen Perullo" <sperullo@(protected)> To: <truespace@(protected)> Sent: Tuesday, May 17, 2005 12:51 PM Subject: [TSML] unsubscribe
> unsubscribe > > -- --Original Message-- -- > From: JP <jade@(protected)> > To: truespace@(protected) > Sent: Mon, 16 May 2005 19:02:39 -0600 > Subject: Re: [TSML] Boolean after NURBS conversion > > 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 :-). > > __ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______ > > **************************************************************************** > ******** > This message has been checked for all known viruses by the Cable & > Wireless > E-mail Virus Protection service, powered by MessageLabs. > > To purchase this service, please contact your Cable & Wireless Account > Manager. > > **************************************************************************** > ******** > > > > __ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______ > **************************************************************************** > ******** > This message has been checked for all known viruses by the Cable & Wireless > E-mail Virus Protection service, powered by MessageLabs. > > To purchase this service, please contact your Cable & Wireless Account > Manager. > **************************************************************************** > ******** >
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