Pregnancy avoidance
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Take the arc's end and drag it upward. Take a look at the twisted result in the top view. Zorro.rb is a totally diffrent story- the cylinder in the example picture is just a visual aid.
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you would have to rotate it to keep the original radius, what your doing by moving one end is changing the radius.
you could also draw your arc from A to B1 and set whatever radius you need or snap the radius to existing geometry. -
Take a look at this skp file. Hope it'd explain the problematics better then my broken english does.
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like wo3dan said, that's probably helix that you're after.. when you move the vertex of the curve, it stays proportionally correct...
[edit] oh, just saw your latest example.. a little different i guess.
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i haven't tried it but you might want to check out slope edges in the 1001bit suite
http://www.1001bit.com/products/slopeedges.shtml -
@rv1974 said:
Take a look at this skp file. Hope it'd explain the problematics better then my broken english does.
This explains the need much better... nothing that zorro can do.
But if the issue where like you originally posted, then it's a different story.
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Hi mates! As I can see the disscussion went in the wrong direction (mea culpa).
I have no problem to build this damn ramp and the things like that (with at least 2 difftent ways:
1.extrude plan outline->surface tools->loft (more correct)
2.followmeandkeep.rb->interset with extruded plan (less correct))
Both ways take time and efforts. The aim of this thread was to catch some ruby maker's eye to
the neat (IMHO) idea- to move curve's vertexes in a kinda 'interpolation mode' and without plan distortion, or maybe to find
the already existing script.
Sorry for the lack of clarity -
Have you looked on various plugins by kirill2008 or maybe SketchyFFD by CPhillips? I could imagine that those could be used in some degree.
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i was messing around with this and it would appear you need a compound curve to do what you need so you can't very well expect SU to do it, or a plugin unless its very complex. you'll need some 3d reference dimensions and just draw it 1 segment at a time.
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@rv1974 said:
Yes I know. But it's too complicated to build additional surfaces and then clean it.
All I want is to move vertex in distortion free mode .- Fredos plugin is not always work smooth to me:
http://screencast.com/t/M2Q1NTMzZWUt
TOS has currently a problem on closed surfaces.
Try to remove the bottom of the cylinder and it should work.Fredo
- Fredos plugin is not always work smooth to me:
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@unknownuser said:
@rv1974 said:
Yes I know. But it's too complicated to build additional surfaces and then clean it.
All I want is to move vertex in distortion free mode .- Fredos plugin is not always work smooth to me:
http://screencast.com/t/M2Q1NTMzZWUt
TOS has currently a problem on closed surfaces.
Try to remove the bottom of the cylinder and it should work.Fredo
Yeah no worries I've found workaround. And thank you for the TOS once more!
- Fredos plugin is not always work smooth to me:
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This is close to what I want in SU:
http://screencast.com/t/ZjIzMjIzZ
2 main things: interpolation and no plan screwing.
P.S. Even more:
http://www.youtube.com/watch?v=GuXOO-Ofi0Q&feature=player_embedded
You could skip the russian intro and gostraight to ~2.00 -
Those where like sculpting of polygons. Wonder if Sculpt Tools would do the trick? Still for me SketchyFFD sounds like a good option or kirill2008's Control points, did you try those?
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@rv1974 said:
This is close to what I want in SU:
http://screencast.com/t/ZjIzMjIzZ
2 main things: interpolation and no plan screwing.
P.S. Even more:
http://www.youtube.com/watch?v=GuXOO-Ofi0Q&feature=player_embedded
You could skip the russian intro and gostraight to ~2.00If this is just on curves (i.e. not surfaces), then it is relatively easy to do in the same way as the Russian demo.
But easy does not mean quickly...! I need to finish Curviloft first.Fredo
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rv1974,
Now that I've seen both latest attachments, why not simply use the smoove tool on a curve.
(As long as you don't use it when holding down shift for it does not work on edges and exploded curves without faces "attached" to them. In which case you will get a disappearing model that needs to be fixed.)But as I see you just need vertical displacements to sculpture the perimeter. The smoove tool will let you do what is in attachement [1] easily and as for attachment [2], you can get close, if not the same result.
The smoove tool lets you snap to geometry / input exact values / set the radius / preselect part(S) of the curve (see*) to lift to same height with degrading end-lifts.
(*) in this context by curve I mean exploded curves.
The tool may not be as fancy as in the other application but I think here it is underestimated in what you can do.
Wo3Dan
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There's outline of the ramp (plan). Say by design the end (AB) should be at -400. Please make the model of the ramp using FDD or Smoove tool(don't forget about clean interpolation). And good luck!
@Fredo: I swear you was the real target of the topic starter! Gotcha!
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Okay, I've seen the outline. (this one however includes a face (double curve).
How about some extra height info that has to be met?
Only the end at -400 is too simple. (Am I to just lower the end by 400? Guess not.)With the curves you presented in the attachments you (he/she) knew where to go .
So here too you need to specify (in words / data / or side views / or whatever) what the result should look like. I'll try to meet that with SU.
Free style would be to easy.
Nice [attachment [2] in previous post, by the way.Wo3Dan
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@rv1974 said:
....model of the ramp using FDD or Smoove tool(don't forget about clean interpolation). And good luck!
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Well, you got me where I didn't want to go. See what you mean now.
No free style but a constant slope.
(That would be a helix on a cilindrical surface)
It is at these times that I hate not being able to write ruby.The curve needs to be looked at as edges stitched together, (all certain lengths) without taking into account the curvature itself. Each subsequent endpoint along the curve needs to be raised by its distance towards the beginning, but distance along the path.
In the end the whole new sloped curve needs to be scaled (down or up) vertically to meet the desired overall raise.
Right now it would take me forever to write that script. Though the description above fits to make one.
In SU it would take me quite some time (subsequent rotations to flattan the curve > inferencing to lift endpoints with move tool. Not something you would want to do for fun).The scale tool will only raise proportionally when there is some Z difference to begin with.
Wo3Dan
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Astonishing gif! But what's wrong with attachment?
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