  | | | Boolean after NURBS conversion | Boolean after NURBS conversion 2005-05-18 - By mendrak
Back Thanks for the info. I don't have the Conversion Pak, so I didn't try the STL option.
I did check into the polytools plugin that you mentioned and found it to be highly useful.
I basically created my NURBS surfaces and created the side, bottom, and ends of my boat model. Converted them to polygons. Copied the polygons (one at a time) and flipped all the faces (which was CRITICAL). Unioned the two polygons together (making sure they were far enough apart that I could easily select all the points in one face with the rectangle selection tool). Then I used the Edge Bridge tool from the polytool toolset, to create the faces between the two identical surfaces. Finally I selected all the points in one face and slid it close to the other face to get the "depth" right. While still somewhat tedious it was a lot better than drawing edges and trying to build faces that way. Once each component was given depth using this technique I assembled the components and I had my boat.
I loved the ease of making the interesting curves with the NURBS tools, and now I have a technique for converting it to a pretty good polygon.
Thanks for all the help from the list.
This modeling effort really stretched what I have tried to do within Truespace.
JP wrote:
> 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. > **************************************************************************** > > ******** >
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