View Full Version : How should I do that ?
bernhard 07-20-2003, 04:43 PM Hello friends of 3D !
Well Iīm modelling on a little old propeller airplane with nurbs.
Now I want to connect the wing to the main body of the airplane, but I have no clue which technique I should use ?
It would be great if someone can give me instructions or informations about this problem.
thank you all for your help,
bernhard
http://www.tophunter.at/3dproblems/stitching.jpg
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I would just model the wing so that it fit to the body, and then parent it under the body.
But if you want to make a smooth connection between the body and the wing i would do this:
-Pull the CV's of the wing close to the body (the wing have to go a little through the surface of the body).
-Duplicate the wing and scale it a bit up, then use "Intersect Surfaces" with the wingCopy and the body selected.
-Delete the wingCopy
-Duplicate the body and scale it a bit up, then use "Intersect Surfaces" with the bodyCopy and the wing.
-Delete the bodyCopy
-Delete history on the objects
Now you should have a curve on surface on both the wing and the body, and you should be abel to make a "Fillet Blend" with no problems.
bernhard
07-20-2003, 07:15 PM
Hello and thx for your answer.
Well, the idea was really great - Iīve tried it with the free form fillet - but I donīt know why, the fillet made gaps between the surfaces.
So Iīve tried around and used the Circular Fillet tool. And I was surprised, with that it was working well done.
Thank you soo much for your help,
bernhard :thumbsup: :wavey:
bernhard
07-20-2003, 07:23 PM
Hello again !
Here is the image with the sucessful circular fillet from the wings and the main body of the airplane.
http://www.tophunter.at/3dproblems/rb_fighter.jpg
But if I use this technique for the cap (which I want to connect very smooth to the main body from the plane) it doesnīt work. There are to many gaps which you can see.
I donīt know why, maybe the body from the cap is to complicated for that.
And I canīt fix the problem with the tesselation, because I need a good nurbs mesh - I have to convert that after modelling to polyīs.
Does anyone know, how I could fix this problem ?
:rolleyes:
http://www.tophunter.at/3dproblems/fillet.jpg
I think you can fix the two little gaps by first deleting the fillet surfaces, then atatch the the body of the palne into one large NURBS surface, and then do the fillet again.
The other long gab can probaly be fixed by tuning the teselation atributes for the surface, in the shape tap in the atribute editor.
(I guess the two small gaps can be fixed this way too, but it would not be a good way to do that.)
I usually use setting like this:
Smooth Edge = 0.999
Number U/V = 3-9 (depending on the situation)
and sometimes: Chord Height Ratio = 0.99
bernhard
07-21-2003, 03:02 PM
Hello johs!
You wrote:
"I think you can fix the two little gaps by first deleting the fillet surfaces, then atatch the the body of the palne into one large NURBS surface, and then do the fillet again."
But what do you mean exactly with that ?
Does that mean, that you would attach the cap surface with the mainbody surface from the airplane at first, and after that you will do the circualr fillet ?
"Attach the body of the plane into one large nurbs surface:"
--> this body what you can see and what you mean is allready one big surface. At first Iīve built simply parts with the birail tool, and after that Iīve mirrored the parts. Than Iīve attached all parts to one big nurbs surface.
and after that Iīve tried the circualr fillet tool - and now the result you can see with the gaps. hmm, donīt know why this technique works on the wings, but not on the cap.
:rolleyes:
bernhard
I simply meant that you should make sure there were no seams where you would make the fillet.
You should atatch the body (I don't knov anything about ariplanes so I just call the redish part the body) into one large pice. So that you have the main body and the cap. (you could spilit it down the middel into a left and right part, but it's more easy to explain like this)
2 pices total: (one red, and one green)
http://johannessebastianjoergenerikmoegelvang.dk/ost/rb_fighter2.jpg
Then after that you only have to make the fillet betwen two surfaces and you wont have the splits + gaps.
If there still are gaps, then i'm afraid you have to chunck up the detail level of the geometry.
But if you have to convert it all to polygons, wouldn't it just be the easy thing to match the few vertics manualy?
An other thing that perhaps can help you, is to rebuild the nurbs surfaces. Just rebuild the surface vith the "Keep CV's" option on.
PS: Sorry if i'm dificult to understand, but my english isn't the best.
bernhard
07-21-2003, 06:42 PM
Hello Johs and thank you sooo much for your support - thatīs awesome. :beer:
The existing situation is that what you wrote:
I have 2 pices total: (one red, and one green) at the moment.
After that, I did make the circular fillet between the two surfaces (green+redish).
--> The result are the gaps.
Now is the question 1:
How can I chunck up the detail level of the geometry if you think that this can be the reason for the gaps.
Avoiding Seams:
Okay, that I understand, but the problem is, that you can see, that there are many seams on the redish main body of the airplane. And I wonder, cause, Iīve experimented and deleted some seams (to get less seams on the redish surface) but there was no difference in the fillet --> that means, that the circualr fillet also had the damm gaps with less seams. :D
Question 2: What is the reason for that ?
--> An other thing that perhaps can help you, is to rebuild the nurbs surfaces. Just rebuild the surface vith the "Keep CV's" option on.
Why should help me that "Keep īCVīs option on"? Can you explain it please ?
Well josh, thank you soo much for your help, you are really great.
And your english is really good, sorry my english is basic, cause Iīm german native speaker
:eek:
maybe you have the msn installed: you can reach me at rieder@utanet.at
and here is the maya file with 83 kb, itīs a .rar file.
http://www.tophunter.at/3dproblems/spitfire6.rar
best wishes,
bernhard :wavey:
I thought there was an optinon so you could insert isoparms automaticly, but there isn't. You can adjust a little with the tolerances, but I'm afraid you have to insert isoparms manualey.
The reason you shuld rebuild your surfaces, is because NURBS are best to work with when they are "relaxed", and the isoparms are equaly spaced on the surface. You do that by rebuilding the surface, and then delet the history.
When you have the keep CV's option on, then the surface keeps the number of isoparms in each direction.
Its only if you dont want to increase og decrease the number of isoparms.
And again, if you have to convert it all to polygons, I think it would be easier to fix it when it's all converted.
Im sorry, I don't use MSN (by personal, political, religious and a lot other reasons ;) )
bernhard
07-22-2003, 07:20 PM
Hello Johs !
Okay, now I undertsand what you mean with the rebuild option of the nurbs surface. Iīve tried it, and you are right, the fillet is much better now.
I couldnīt fix the problem 100% - because I have two little gaps, at the beginning from the fillet and on the end.
But I think you are right, it should be easier to fix the problem after converting into polys.
I will see what I can do.
hey josh, thank you soo much for your help, that was really great!!!! :buttrock:
:thumbsup:
bernhard :wavey:
dmcgrath
07-22-2003, 09:47 PM
I am curious why your are converting everything to polys after you have built it in NURBS to begin with. And why not just build is straight from polys from the beginning?
I'm not passing judgement on what you have done, just asking why. I personally have never made a good hard (or soft) surface completely out of NURBS, so I am curious.
Now, about the detail phase, how have you planned that out? Are you putting all the modeling detail in when you convert to polys, or are you also doing it in NURBS?
So far things are looking very good!:thumbsup:
bernhard
07-23-2003, 12:32 PM
Hello dmcgrath !
Well, you are right, itīs really curious with my scene.
But I will try to explain, how I decided to model the airplane with nurbs.
1st: I never did use Maya before, and I have no experience in any modelling technique. I could see a very good tutorial in nurbs modelling a car, and so I decided to begin nurbs modelling.
2nd: During the nurbs modelling, I could see, that I want to export my model to other software programms, like cinema. The reason for that is the render engine - Iīve learned the basic render settings in cinema in a little workshop. And Iīve learned that the export from maya is only possible with poly objects.
--> So itīs curious, because I can model a little bit with nurbs, but have to convert all in polys. lol;
my planings:
Yes, there is a lot of work I have to do, especially the details on the plane. And that is a really good question, I canīt tell you, because I have no clue, if I should make the details in polys, or with the nubrs modelling technique.
Iīve learned the nurbs modelling, and I want to try as much as I can to make the details in nurbs. But it seems to be, that there is no other way to learn the poly modelling technique.
Every little hint is very important for me,
I will try to give my best, and I will hope that my airplane will be ready in december. Have a lot to learn.....
thank you all for the help and suggestion for improvement , :thumbsup:
bernhard
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