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    Modeling issue: Cloth wrapped around a metal structure

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    • W Offline
      Wildchild
      last edited by

      Hello everyone, I'm a big fan of both SKP and the sketchucation community.
      Sketchup rappresents the main part of my personal workflow, in fact from the 3D model I export the 2D which needs to be very accurate, cuz my goal is to draw nothing or nearly nothing in 2D.

      Most of the times when I have any sort of problem or need a clarification I come over here and find what I'm looking for. This time unfortunately it's just way too complicated to find exactly the solution to this 'cause it's a very specific problem. Therefore I decided to make a video showing exactly what's the issue and what I'm trying to acheive.

      Posted right here.
      http://www.youtube.com/watch?v=kdxZgqCnYY0&hd=1
      [flash=640,390:302fdf2c]http://www.youtube.com/v/kdxZgqCnYY0[/flash:302fdf2c]
      EDIT: I tweaked your code to also add the movie directly to the post. TIG

      I need to be as much accurate as possible, trying to find the BEST way to accomplish this task, possibly in the fastest way possible.

      P.S. in the video I forgot to mention that I already tried to use "allign" and "offset" functions in the profile builder plugin, but since the profile is SO tangled up turns out to be just unusable.

      Looking forward to know what you guys think about it! Thanks

      Eternity is very long, especially towards the end. Woody Allen

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      • Rich O BrienR Offline
        Rich O Brien Moderator
        last edited by

        Hi,

        Maybe upload the cage for members to play with?

        Download the free D'oh Book for SketchUp

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        • W Offline
          Wildchild
          last edited by

          ๐Ÿ˜„


          Added just the volumes to keep file size down.

          Eternity is very long, especially towards the end. Woody Allen

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          • Rich O BrienR Offline
            Rich O Brien Moderator
            last edited by

            Hi,

            Do you have just the line work of the frames? Rather than these lampshade shapes ๐Ÿ˜‰

            Download the free D'oh Book for SketchUp

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            • W Offline
              Wildchild
              last edited by

              Like I say in the video Rich, for compositive reasons I first modeled the "lampshade shapes";) and now I need to model the structure underneath. Turns out that the only linework that I have available is the one I posted, the same that I can't scale to fit in any way possible ๐Ÿ˜ข

              The next attempt I'll try will be to draw in 2d a couple of sections and a top view and then start from there. I'll post the results!

              Eternity is very long, especially towards the end. Woody Allen

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              • Rich O BrienR Offline
                Rich O Brien Moderator
                last edited by

                Your object is achievable if you take a different approach.

                Make an upper and lower ring of the cage using the line tool. Radius the corners with a 4 or 4s arc. Make a copy

                Either handstitch or using one of several lofting tools skin the frame.

                With the copy use line2tubes on the rings. Afterwards scale in red and green direction to suit.

                This then can be tapered or sheared for the other objects so give each a different shape

                Download the free D'oh Book for SketchUp

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                • TIGT Offline
                  TIG Moderator
                  last edited by

                  You have got the tube making working to your general satisfaction ?

                  All you now need is the edges that are used to make the tubes inset by sat 25mm to suit 20mm radius tubes - so that they are wholly within the original distorted form's 'skin' [I suggest they should be inset a little like this, so that you don't get 'z-fighting' where the tube's edges might to be seen through the skin's faces].

                  Incidentally, setting View > Component Edit > Hide Rest of Model removes the rest of the stuff making it easier to see what you are doing...

                  Here's the way I'd do it...

                  Firstly you need to get a tool by Jim Foltz called 'shell' http://forums.sketchucation.com/viewtopic.php?p=292452#p292452

                  Get it and load it before restarting and using my method...

                  Edit a 'distorted-frustum' form.
                  Copy all of it to one side by typing say exactly 10m [so you can move things back later].
                  Work on the copied geometry.
                  Select all of that and make a group.
                  Edit the group.
                  Add additional faces so that the top and bottom ends are sealed and it is 'Solid' [manifold].
                  You can check that it is made so by exiting the edit and selecting this group and Entity Info should now say 'Solid'.
                  Select the group.
                  Use the 'JF Simple Shell' tool and in the dialog enter 25mm.
                  An inner 'shell' group is formed 25mm inset from the original.
                  Switch to Monochrome view mode [with a Style that has a noticeable color difference between default front and back materials] as it'll be easier to see which are the outer and which are the inner faces as you edit...
                  Erase the original outer group.
                  You should be left with the inner shell group [looking at 'back' faces], these are all inset 25mm.
                  Edit that group.
                  Erase the faces and keep the edges [remove any temporary edges that you might have had to add earlier to create the 'manifold' form].
                  Add additional diagonal edges to form the bracing lines etc.
                  You now have a set of edges inset by 25mm.
                  Select this 'cage' of edges.
                  Use whatever tool you prefer to add 'tubes' to them with 20mm radius.
                  Exit the group edit.
                  Move the group along the same axis as before typing in exactly -10m so it's correctly located back inside the original form's 'skin'.

                  Done.

                  Obviously you can adjust the shell dimension to match whatever radius/diameter tubes you are intending to use etc.

                  With tubular structures the 'nodes' are always awkward - one suggestion is to make a sphere component with it's origin at its center, and when the 'cage' of edges is ready place instances of it at each node. It will mask the ends of the tube. If its radius is slightly more than the tubes' it should look better. The advantage of using a component is that you can edit one instance and scale it from it's center [+Ctrl] typing in a new value with a units suffix - say 75mm - and all instances will auto-update...

                  Another tool you could try that gives you rectangular frames is my 'LatticeMaker' tool.
                  It's similar to the latest 'Windowizer', but it allows you choose to have 'no' panes etc.
                  In this case you wouldn't erase the inner shell's faces, but you would need to 'reverse' them all so they face out.
                  This time the shell inset could have been set at say only 5mm as the outer face of the frames is the plane of the selected faces.
                  You specify the frame dimensions etc in a dialog.
                  You will get a set of rectangular frames inset slightly from the original outer 'skin'...

                  TIG

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                  • pilouP Offline
                    pilou
                    last edited by

                    for tubes you have maybe this plug?
                    3DSkeng

                    Frenchy Pilou
                    Is beautiful that please without concept!
                    My Little site :)

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                    • W Offline
                      Wildchild
                      last edited by

                      Sorry guys I've been out of town for a while.
                      Thanks a lot for your precious suggestions (special shout out to TIG).
                      I tried your workflow, TIG, unfortunately there's something wrong either with the plug (shell) or with me ๐Ÿ˜›
                      I followed step by step, but it's giving unexpected results:

                      Althoug it's scaling proportionally, which is great, unfortunately it's not insetting by the same distance all the faces, giving weird results:frames out.jpg


                      frames out2.jpg

                      Eternity is very long, especially towards the end. Woody Allen

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                      • TIGT Offline
                        TIG Moderator
                        last edited by

                        I've compared the Shell offset and JPP both at 150mm and they DO give inconsistent results!Capture.PNG

                        TIG

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                        • W Offline
                          Wildchild
                          last edited by

                          Exactly TIG! so what do you think? is it just a bug or what? How unlucky am I? ๐Ÿ˜’

                          Eternity is very long, especially towards the end. Woody Allen

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                          • TIGT Offline
                            TIG Moderator
                            last edited by

                            Not so much a bug but a limitation of the tools' accuracy ๐Ÿ˜•
                            SimpleShell is very simple it makes a copy of the object and scales it about its bounds.center to suit the entered amount... Therefore there will be cases where the 'offset' [inset?] is not th exact entered amount - that only applied if the face is perpendicular to one of the object's axes...

                            TIG

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                            • W Offline
                              Wildchild
                              last edited by

                              well...I guess I'm gonna have to try a different approach to get the job done...I'll work on that the next days, I'll post the results.
                              If anyone else is listening and knows a possible suitable solution is welcome to share.

                              Eternity is very long, especially towards the end. Woody Allen

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                              • TIGT Offline
                                TIG Moderator
                                last edited by

                                I decided to try and make a true inset shell tool from scratch using a different method...
                                It sort of works but often falls over...
                                When it works we do get all faces inset consistently as specified.
                                I am trying to debug it - if I ever get it working I post it elsewhere on the forum and and link it back to here ๐Ÿ˜’

                                TIG

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                                • W Offline
                                  Wildchild
                                  last edited by

                                  Awesome! thanks dude, can't wait!

                                  Eternity is very long, especially towards the end. Woody Allen

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                                  • TIGT Offline
                                    TIG Moderator
                                    last edited by

                                    After extensive testing I am sad to say that making a constant thickness 'shell' in code is all but impossible. The results I get are no better that scaling about a center [Jim's SimpleShell].
                                    It is possible to combine a vertex's faces' normals to get a vector and make a new face matching the inset one BUT whilst it's easy to do for orthogonal forms other 'apexes' are awkward - you can easily get a 'good' vector for the first pair of faces, then the third face's normal has to be combined with that to make a 'combined' offset, which generates a new point that is then no longer constantly located from the first face[s], you readjust and repeat... disappearing up your own fundament! It IS theoretically possible... but the iterations needed are too much for me... ๐Ÿ˜•

                                    TIG

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                                    • W Offline
                                      Wildchild
                                      last edited by

                                      Oh...I totaly understand TIG, and thanks in any case for taking the time to try and explain.
                                      Hopefully google is listening and will include this feature natively in the next version.
                                      Anyway in this case I have gotten to the result I was looking for, by using the 2D view to set the crossing points and once the paths were traced I used the procedure shownin the video.

                                      I'll stay tuned in case of news.

                                      Eternity is very long, especially towards the end. Woody Allen

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                                      • fredo6F Offline
                                        fredo6
                                        last edited by

                                        @tig said:

                                        I've compared the Shell offset and JPP both at 150mm and they DO give inconsistent results![attachment=0:6uzo4tcl]<!-- ia0 -->Capture.PNG<!-- ia0 -->[/attachment:6uzo4tcl]

                                        TIG, Wildchild,

                                        Thanks very much for signaling this issue in JPP. When angles are really sharp, JPP does not respect the value of the offset.

                                        As you may know there is no exact mathematical solution for the normal at a vertex in the general case, but I have slightly modified the algorithm to better respect the offset distance when you have a situation of polyhedron with large angles.

                                        The fix is published in JointPushPull 1.6.

                                        Fredo

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                                        • TIGT Offline
                                          TIG Moderator
                                          last edited by

                                          Thanks Fredo - whilst it is still not [yet?] 'perfect'... it is greatly improved...
                                          The iterations needed to get a vertex equidistant from a non-orthogonal set of vertex-faces just hurt my brain too much for me to resolve ! ๐Ÿ˜ฎ

                                          TIG

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                                          • W Offline
                                            Wildchild
                                            last edited by

                                            Thank you fredo for taking care of this! I've immediately tried JointPushPull 1.7 as soon as I could and here's the result:
                                            I used one of my shapes in the model above but to show more clearly the results I applied an inset of 50cm.
                                            NOW all the faces of the resulting shape are equidistant from the ones of the original shape! GREAT!
                                            BUT...there's always a BUT, the upper and lower edges are not coplanar anymore.
                                            Of course that is not a big deal, it's just about re-shaping the horizontal edges...but since we're here I pointed it out! Let us know if there's a way to fix it!

                                            Great job anyway fredo! Thanks!

                                            Eternity is very long, especially towards the end. Woody Allen

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