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Boolean action problems ? - Whys and resolves (maybe) to

Boolean action problems ? - Whys and resolves (maybe) to

2005-07-07       - By Johnny Walker

 Back
Reply:     1     2     3  

Hello David,

This is a very interesting method and useful with practical purposes on
finished and complex or high density objects. A Boolean subtraction simulation

An example is to demonstrate repairs to: among many others.
A building structure - where an explosion has damaged part of it
A ships ribbing      - the same as above
A human or animal anatomy part - torn vessels, nerves, muscle tissues. etc.

The idea is to expose the damaged area using the boolean separation process.
Once done met up an extracted area with a visual insertion piece depicting the
repairing parts.

Determine the area of damage and use a replacement object which defines the
repair formation and insert it. The separation process exposes the inside of
the object and allows for the new repair to be defined. This helps to quantify
and qualify the repair method for effectiveness
proposals, time and costs in real terms as well.
JW


David <hawksridge@(protected)> wrote:Hello list,

Boolean problems may be eliminated or reduced with the following questions and
answers. For your consideration and response.

Questions which required answers:
1): What doe the boolean action do and what happens to an object in the process?
2): Does the pace of workflow have anything to do with the problem?:
3): How to resolve this with answers to the above two questions ?

First, What booleans do:
1): Booleans act on an and change an objects face.  2): An objects meshes must
reform to get the face to conform     to new angles and an exact (not) similar
mesh as its existing body.
3): The process of boolean action involves a lengthy calculation  process to
exact just how the meshes will attach.

Proposed Resolve: A,B,C
A): One resolve is to eliminate item #3. as the problem. Why ? If a calculation
 is still in process when exacting the boolean operation then the objects
future state reference (from calculations) may not be resolved. This defeats
the objects reform noted in #2.  To check this : read the performance meter
found in the task manager (XP) and if the cpu is still occupied then something
is still going on in the calculation process. Wait a bit to clear the cpu
processing activity before  doing the boolean operation .

B): The other is that other workspace actions may occur too soon after the
boolean action has been performed which may interfere with some value required
to resolve the mesh due to processing and referencing errors. This may be a
motherboard or video card processing limitation. Again wait for the computer
to cool down.

C): Think about your meshes before doing them. Just what this means may or may
not have any value.

I like A and B and (eliminate C for the most part) to resolve or at least
minimize the problem.

These are my thoughts which may or may not be correct but I hope shed some
light on the subject towards complete resolve. Other suggestions towards this
resolve either way  will be helpful.

Thanks

David



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<DIV>Hello David,<BR><BR>This is a very interesting method and useful with
practical purposes on finished and complex or high density objects. A Boolean
subtraction simulation<BR> <BR>An example is to demonstrate repairs to: among
many others. <BR>A building structure - where an explosion has damaged part of
it<BR>A ships ribbing&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; - the same as above<BR>A
human or animal anatomy part - torn vessels, nerves, muscle tissues. etc.<BR>
<BR>The idea is to expose the damaged area using the boolean separation process.
Once done met up an extracted area with a visual insertion piece depicting the
repairing parts.<BR> <BR>Determine the area of damage and use a replacement
object which defines the repair formation and insert it. The separation process
exposes the inside of the object and allows for the new repair to be defined.
This helps to quantify and qualify the repair method for effectiveness <BR
>proposals, time and costs in real terms as
well.<BR>JW<BR><BR><BR><B><I>David &lt;hawksridge@(protected)&gt;</I></B> wrote:
<BLOCKQUOTE class=replbq style="PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER
-LEFT: #1010ff 2px solid">
<DIV>Hello list,</DIV>
<DIV>&nbsp;</DIV>
<DIV>Boolean problems may be eliminated or reduced with the following questions
and answers. For your consideration and response.&nbsp;</DIV>
<DIV>&nbsp;</DIV>
<DIV>Questions which required answers:<BR>1): What doe the boolean action do
and what happens to an object in the process?</DIV>
<DIV>2): Does the pace of workflow have anything to do with the problem?:</DIV>
<DIV>3): How to resolve this with answers to the above two questions ?</DIV>
<DIV>&nbsp;</DIV>
<DIV>First, What booleans do:</DIV>
<DIV>1): Booleans act on an and change an objects face.&nbsp; 2): An objects
meshes must reform to get the face to conform&nbsp;&nbsp;&nbsp;&nbsp; to new
angles and an exact (not) similar mesh as its existing body. <BR>3): The
process of boolean action involves a lengthy calculation&nbsp; process to exact
just how the meshes will attach.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Proposed Resolve: A,B,C<BR>A): One resolve is to eliminate item #3. as the
problem. Why ? If a calculation&nbsp; is still in process when exacting the
boolean operation then the objects future state reference (from calculations)
may not be resolved. This defeats the objects reform noted in #2.&nbsp; To
check this : read the performance meter found in the task manager (XP) and if
the cpu is still occupied then something is still going on in the calculation
process. Wait a bit to clear the cpu processing activity before&nbsp; doing the
boolean operation .</DIV>
<DIV>&nbsp;</DIV>
<DIV>B): The other is that other workspace actions may occur too soon after the
boolean&nbsp;action has been performed which may interfere with some value
required&nbsp;to resolve the mesh due to processing and referencing errors.
This may be&nbsp;a motherboard or video card processing limitation. Again wait
for the computer&nbsp; to cool down.</DIV>
<DIV>&nbsp;</DIV>
<DIV>C): Think about your meshes before doing them. Just what this means may or
may not&nbsp;have any value.&nbsp; </DIV>
<DIV>&nbsp;</DIV>
<DIV>I like A and B and (eliminate C for the most part) to resolve or at least
minimize the problem.</DIV>
<DIV>&nbsp;</DIV>
<DIV>These are my thoughts which may or may not be correct but I hope shed some
light on the subject towards complete resolve. Other suggestions towards this
resolve either&nbsp;way&nbsp; will be helpful.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Thanks </DIV>
<DIV><BR>David</DIV>
<DIV>&nbsp;</DIV>
<DIV>&nbsp;</DIV><BR>__ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ _____
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*****************************<BR>********<BR></BLOCKQUOTE></DIV>

<BR>
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<BR>
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