PDA

View Full Version : Fillets problem


odainton
02-17-2003, 12:28 PM
Hi,

I'm trying to recreate a soft blend from a wheel arch to the rest of the bodywork of a car Here's the original:

http://www.btinternet.com/~oliver.dainton/fillet2.jpg

Here's where I'm at in Maya:
http://www.btinternet.com/~oliver.dainton/fillet1.jpg

The red and green lines are simple curves and the blue line is a projected curve. Obviously a loft works fine from the green to the blue, but is straight and wrong for this application.

I've tried to perform a freeform fillet between these two lines but get an error asking to select two curves on surface to perform fillet. What's the best way to get the effect seen on photo - maybe I'm trying to use freeform fillet when there's a better alternative?

Can anyone give me some tips either way?

Oli

luminis
02-17-2003, 04:32 PM
A freeform fillet is mainly the same thing as a loft, but a loft that keeps tangency between surfaces - that's why it asks to use curves on surfaces.

My suggestion would be to use a regular loft, but in the loft options, set the section spans to "2". This will give you an extra isoparm to work with, which, by moving the hulls of that surface, you can add curvature in any way you wish.

Hope this helps :)

odainton
02-17-2003, 05:27 PM
Your post make me think - the freeform fillet tries to make tangency which doesn't work off a curve alone. I did a loft between the two close curves to get a surface then filleted from the edge of that rather than the curve alone which worked!

Thought I had tried this before, but must have been selecting the curve rather than the edge of the surface.

Still, if anyone has any alternatives for how to approach this part of the model I'd be very interested to hear them.

Thanks.

Oli

luminis
02-17-2003, 07:07 PM
Oh, I must have read your first post wrongly. I just read it again now, and I see that what you were asking about was the part between the green and blue curves, not between the red and green.

In that case, then what you just explained (lofting the other two and using the outer isoparm for a freeform) is the correct way of doing it. I would have suggested that, if only I had read it more carefully the first time :)

CGTalk Moderation
01-14-2006, 09:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.