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Boolean after NURBS conversion

Boolean after NURBS conversion

2005-05-18       - By mendrak

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

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 :-).
>
>
>
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