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    Prism problem

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    • R Offline
      remus
      last edited by

      Good find jim.

      Still quite a way out though 😉

      http://farm4.static.flickr.com/3003/2522211423_ee5c428b5e_o.jpg

      I also tried rotating a copy of the base triangle in to place by the dihedral angle (accurate to 6 decimal places) and that is still quite a way out as well. about 0.7% if i remeber correctly.

      http://remusrendering.wordpress.com/

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      • GaieusG Offline
        Gaieus
        last edited by

        Gee Jim,

        That's indeed very simple! 😲

        Gai...

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        • Wo3DanW Offline
          Wo3Dan
          last edited by

          Unfortunately I have not found a solution for this problem in general (i.e. rotate/snap by pure construction), see attachment below.
          For special cases like the one presented here by fruitjelly (a tetrahedron) there always seem to be good workarounds. So next question: How would you solve the rotation in the attached model to get the one and only edge AB?
          (We had this discussion before about creating the perfect buckyball but that's also a special case)


          RotateSnapProblem.skp

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          • GaieusG Offline
            Gaieus
            last edited by

            Ah, Wodan,

            I remember this challange. I even have a "no-solution" version of this among my models at the WareHouse: http://sketchup.google.com/3dwarehouse/details?mid=8075be6a6da45be3d2f8fef8fa52eceb

            Actually the exact same problem as here...

            Gai...

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            • F Offline
              fruitjelly
              last edited by

              Jim's image so far best illustrates the easiest way to for that shape. Then again, if ultimately, we want a equilateral triangle with for example 1m on each side.... We have to use maths, such as pythagoras theorem, but the weird never ending figures simply will not produce an accurate shape.

              So do you guys think its ok to say that, as far as complicated geometry are concerned (especially with arcs and curves), sketchup ain't that useful when dealing with accuracy.

              Modeling this tetrahedron had been a real pain, but turns out the solution is a damn cube....

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              • jujuJ Offline
                juju
                last edited by

                It's a known fact that SU accuracy isn't the best around, but then again it isn't meant for creating geometry smaller than the feet of a dust mite.

                Save the Earth, it's the only planet with chocolate.

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                • AnssiA Offline
                  Anssi
                  last edited by

                  @fruitjelly said:

                  Then again, if ultimately, we want a equilateral triangle with for example 1m on each side.... We have to use maths...

                  No we don't - we use the Tape measure tool. Make a triangle of any size, measure the side, and type the length you want, and press Enter. SU asks if you eant to resize the model, click OK, and you are done. If you have other things in your model that you don't want resized, group the triangle, and do the trick inside the group.

                  Anssi

                  securi adversus homines, securi adversus deos rem difficillimam adsecuti sunt, ut illis ne voto quidem opus esset

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                  • R Offline
                    remus
                    last edited by

                    Even the cube method isnt entirely accurate, see my previous post.

                    http://remusrendering.wordpress.com/

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                    • jeff hammondJ Offline
                      jeff hammond
                      last edited by

                      @remus said:

                      Even the cube method isnt entirely accurate, see my previous post.

                      really? i did the cube method 3 times and it always worked out perfectly.. every edge was the same length.. or maybe i'm not understanding something?

                      dotdotdot

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                      • R Offline
                        remus
                        last edited by

                        Hmmm, perhaps i made a mistake when i did it, i'll give it a go when i get home.

                        http://remusrendering.wordpress.com/

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                        • V Offline
                          Voder Vocoder
                          last edited by

                          As long as we're looking things up on Wikipedia, we can see that it gives the dihedral (included angle between two adjacent faces) of a tetrahedron as 70.528779°. That gives us the following very simple construction:

                          http://saveimage.eu/showoriginal-35/tet.jpg

                          ~Voder

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                          • jeff hammondJ Offline
                            jeff hammond
                            last edited by

                            @voder vocoder said:

                            As long as we're looking things up on Wikipedia, we can see that it gives the dihedral (included angle between two adjacent faces) of a tetrahedron as 70.528779°.

                            i think the challenge is to build the shape entirely using sketchup tools and locks.. the cube method makes this possible.. your solution uses math (albeit you went straight for the answer but 70.52....deg is a solution for an equation)..
                            here's an easy method for drawing an equilateral triangle without entering any numbers... [edit] - using this same method should work for for the entire shape but i'm having weird snap to problems.. i'll mess around with it tomorrow.. goodnight..


                            triangle.skp

                            dotdotdot

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                            • R Offline
                              remus
                              last edited by

                              I must have been doing something weird when i tried that cube method originally, works like a charm now.

                              http://remusrendering.wordpress.com/

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                              • Wo3DanW Offline
                                Wo3Dan
                                last edited by

                                @remus said:

                                I must have been doing something weird when i tried that cube method originally, works like a charm now.

                                Okay Remus, a beer or two now for you or anyone else with %(#FF0000)[a correct method 💭 with only SU, no math, to solve the problem attached to my previous post. No trial and error though,] I did that already.

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                                • V Offline
                                  Voder Vocoder
                                  last edited by

                                  Wo3Dan, by what means did you place the guide point? What do you mean by "this could be endpoint A"?

                                  ~Voder

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                                  • BepB Offline
                                    Bep
                                    last edited by

                                    Jims wikipedia way to contruct the piramide. 👍construct piramide.skp

                                    greeting,

                                    Bep van Malde

                                    "History is written by the winners"

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                                    • Wo3DanW Offline
                                      Wo3Dan
                                      last edited by

                                      @voder vocoder said:

                                      Wo3Dan, by what means did you place the guide point? What do you mean by "this could be endpoint A"?

                                      ~Voder

                                      Voder, interested in the beer, right?!! 👊
                                      I just placed a guidepoint (A’) on the vertical line, measured A’B and moved A’ up and/or down till I got the right length AB= 2102,833625??? mm From now on A’ is called A.
                                      So this was done by trial and error, so to speak. And A is “only” accurate 6 decimals. Thereby it could be THE point A, the one I'm after.

                                      I want the red and yellow plane dimensions unchanged after rotation while they now have a common edge length AB=2102,833625xxx mm

                                      But to be honest, I’m not really interested in being this precise. What I’m after is a decent
                                      way to do a rotation/snap in any situation, something SU unfortunately seems to lack.
                                      So a rotate/snap solely for the reason of better/easier 3D constructing.
                                      Not everything is as regular as a tetrahedron.

                                      Wo3Dan

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                                      • jeff hammondJ Offline
                                        jeff hammond
                                        last edited by

                                        @unknownuser said:

                                        But to be honest, I’m not really interested in being this precise.

                                        if you don't need super precision, you can use a heavily divided radius and it will get you pretty damn close if not right on the money..
                                        2000 segments per circle here and the radii do in fact intersect..


                                        RotateSnapProblem_jh.skp

                                        dotdotdot

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                                        • V Offline
                                          Voder Vocoder
                                          last edited by

                                          @wo3dan said:

                                          Not everything is as regular as a tetrahedron.

                                          True, including me, I'm afraid. But that's for a different forum.

                                          @unknownuser said:

                                          if you don't need super precision, you can use a heavily divided radius and it will get you pretty damn close if not right on the money.
                                          2000 segments per circle here and the radii do in fact intersect.

                                          Jeff, I have taken your previous admonition to heart and agree that the purpose of these construction exercises is not just to get the job done by whatever means, but to work within the constraints of SU's tools and, by applying them in an ingenious and elegant manner, solve the construction problem. The tetrahedron-in-the-cube is such a solution, although no one here can take credit for it beyond finding it in Wikipedia. On the other hand, using a 2000-segment circle is not particularly elegant; rather, it's more of a brute force approach, wouldn't you agree?

                                          Wo3Dan's problem is indeed vexing.

                                          ~Voder

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                                          • V Offline
                                            Voder Vocoder
                                            last edited by

                                            Update: Acknowleding that it's really the same kind of brute force approach as the 2000-segment circle (and with a nod and smile to Jeff), dividing the vertical edge containing point A into 1000 segments yields fairly accurate results with the Rotate tool (although you have to Zoom way in to see the best fit). Rotate doesn't seem to have any problem with inferencing an endpoint to another endpoint, only to On Edge.

                                            ~Voder

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