sketchucation logo sketchucation
    • Login
    ℹ️ Licensed Extensions | FredoBatch, ElevationProfile, FredoSketch, LayOps, MatSim and Pic2Shape will require license from Sept 1st More Info

    Smoothing issue?

    Scheduled Pinned Locked Moved Newbie Forum
    sketchup
    20 Posts 7 Posters 2.3k Views 7 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • GaieusG Offline
      Gaieus
      last edited by

      Well, actually any circle can do that provided you split izt up at the midpoint not the endpoints. I remember a thread about this but simply cannot find it any more (funny though - I mostly know about everything that's going on here...) 😄

      Gai...

      1 Reply Last reply Reply Quote 0
      • chippwaltersC Offline
        chippwalters
        last edited by

        I don't understand what your saying. Of course any circle can be used this way, but only circles with the number of faces = odd number *2 can create the smooth seam on the front of the cylindrical surface WHILE the object is still a component. If you explode the mirrored components, then of course the seam can be smoothed.

        The formula works only when you create a circle by clicking first on the center then next on a point which is 90 degrees from where the intended seam is to be. The trick, as explained above (and in my skp file), is to make a circle so that the front seam polyline HAS to be divided in half.

        I hope I'm making myself clear...perhaps I'm not? Sorry...

        Currently working with Cross-Reality technologies

        1 Reply Last reply Reply Quote 0
        • GaieusG Offline
          Gaieus
          last edited by

          Well, see the attached cylinder, based on the default (24 segmented) circle.


          cylinder.skp

          Gai...

          1 Reply Last reply Reply Quote 0
          • chippwaltersC Offline
            chippwalters
            last edited by

            That skp doesn't use the component mirror example, which is the question at the top of this thread.

            Currently working with Cross-Reality technologies

            1 Reply Last reply Reply Quote 0
            • GaieusG Offline
              Gaieus
              last edited by

              Ah yes, that's tru. Sorry I went off-topic in this case totally forgetting what the original issue was. 😄

              But anyway, the idea is still the same. In your example you have also split the geometry at the midpoint of the polygon. This is possible and the resulting, mirrored geometry will look smooth because the matching faces are coplanar (not like when you split something at an endpoitnt).

              See these two cylinders here. One was split into half from endpoint to endpoint an then mirrored; you can see the seam. The other one from midpoint to midpoint; there is no seam.


              cylinder2.skp

              Gai...

              1 Reply Last reply Reply Quote 0
              • chippwaltersC Offline
                chippwalters
                last edited by

                Exactly. You have to divide at a midpoint. My example shows the same. Thanks 😄

                Currently working with Cross-Reality technologies

                1 Reply Last reply Reply Quote 0
                • chippwaltersC Offline
                  chippwalters
                  last edited by

                  You should try repeating my example (using the cube as reference) and the default number of sides for your circle, and I think you'll see where I'm coming from. It's much easier to 'snap' to the end of the side of the cube using my equation.

                  Currently working with Cross-Reality technologies

                  1 Reply Last reply Reply Quote 0
                  • S Offline
                    SchreiberBike
                    last edited by

                    Since the trick is to split along a flat surface, it doesn't really matter exactly how many surfaces a cylinder has. If it has 24 sides, and while making the cylinder the radius used was along one of the axes, rotating the cylinder 7.5° makes the face perpendicular to the axes line which you will probably use to halve or quarter the circle.

                    On an unrelated note. All even numbers = any whole number*2. Just a bit of mathematical trivia.

                    1 Reply Last reply Reply Quote 0
                    • Jean LemireJ Offline
                      Jean Lemire
                      last edited by

                      Hi folks.

                      If you want your splitting plane to be parallel the any standard plane (red-green or red blue or green-blue), you may rotate the circle (before extrusion) or cylinder (after extrusion).

                      Use 7.5° if the circle has 24 segments.

                      The formula is 180 ÷ number of segments.

                      Just ideas.

                      Jean (Johnny) Lemire from Repentigny, Quebec, Canada.

                      1 Reply Last reply Reply Quote 0
                      • chippwaltersC Offline
                        chippwalters
                        last edited by

                        @unknownuser said:

                        If you want your splitting plane to be parallel the any standard plane (red-green or red blue or green-blue), you may rotate the circle (before extrusion) or cylinder (after extrusion).

                        Use 7.5° if the circle has 24 segments.

                        The formula is 180 ÷ number of segments.

                        Exactly...and that is what my skippy (and formula) are about. The whole idea is using the formula:

                        number of sides of circle = any odd number * 2

                        is so that one doesn't need to rotate the circle after creating it. See the skippy example and you'll see.

                        best regards,
                        Chipp

                        Currently working with Cross-Reality technologies

                        1 Reply Last reply Reply Quote 0
                        • 1 / 1
                        • First post
                          Last post
                        Buy SketchPlus
                        Buy SUbD
                        Buy WrapR
                        Buy eBook
                        Buy Modelur
                        Buy Vertex Tools
                        Buy SketchCuisine
                        Buy FormFonts

                        Advertisement