Odd Cuts in Faces Using Move Tool on the Z
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Hi everyone,
I'm trying to build a simple, enclosed ramp/u-turn kind of hallway. In order to do so, I use the curve drawing tool to create some semi-circles. Once I have the hallway as I like it on the same Z-plane, I select the lines and surfaces at one end, and raise them up along the Z. The result is almost as I want it, except for some strange breaks in the faces on the lower side of the curve. The picture attached should help illustrate my problem.
The circle areas are problematic. Notice that the breaks in the surface to do occur on the "left" side. If I try lowering the right instead of raising the left, the same thing happens in the same place...
I've tried increasing the segments per semi-circle, along with a few other attempts, but nothing seems to get rid of that little anomaly. Any tips?
Thanks!
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If you turn hidden geometry on, you will see that there are much more new lines, which are soft and smooth. You can use the eraser tool + CTRL to hide your "strange" lines too.
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Unfortunately, SU does not triangulate some meshes very nicely (regularly) when using autofold. You can always use the "Flip edges" tool from the sandbox however to make minor corrections.
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I think as we discussed recently in regards to pulling up concentric circles...
http://sketchucation.com/forums/viewtopic.php?f=15&t=47798&start=30#p428745
Using Drawing / Sandbox / From Contours on the ceiling (and clean out the center part) and copying that down to replace the floor gives you triangulation to work with--before making the move. Beyond that there are other ways to make a ramp that might be more realistic to the geometry as it would be built.
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@Cotty: Thanks for your reply! Perhaps I'm missing something in there, but in using your solution, I simply end up hiding the lines rather than fixing the geometry.
@Gaieus: I'd never used the sandbox tools before; I'm quickly starting to realize how useful they can be. Unfortunately, it seems like some of the more critical lines cannot be targeted by "Flip Edges." Is there a reason for this? I seem to get so close to fixing my problem with this.
@Peter: Going through that thread helped me understand the importance of proper triangulation. Embarrassing to admit, but I had never known about the "show hidden geometry" option before now. I can properly triangulate the space between my curves when they're on a flat Z plane, but I run into a problem. When I try to raise one end of the shape after it's been triangulated, it only raises the very last lines and the immediately connected triangles. How can I smoothly slope the whole shape? Also, as far as realism goes, this is for a project that isn't steeped in real architecture, so a little bit of silliness is allowed.
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Well, if some are not "flippable" (as it can be mesier than in my "luky" screeshot), there's nothing much you can do but delete some of those messy edges and redraw them in a more regular fashion.
Most of the times it's just a matter of a couple of seconds, really. The easiest way of course would be to pre-triangulate those faces before distorting the ramp with the move tool but in this case you are likely to explode the curves so it means that only the last segment will move. You could of course try to weld them back but that's even more of a manual work.
Finally, as was suggested by some-one above, you can even delete the faces prior to distorting and later generate a mesh with either the Sandbox > From contour tool or any of the multitude of plugins like Curviloft for instance.
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@joerosion said:
I can properly triangulate the space between my curves when they're on a flat Z plane, but I run into a problem. When I try to raise one end of the shape after it's been triangulated, it only raises the very last lines and the immediately connected triangles. How can I smoothly slope the whole shape?
a. soft an smooth the triangles
b. turn off hidden geometrie
... move as before -
Joe,
As Cotty says. Actually the edges are already soft when you use Sandbox. You needed to turn on View Hidden Geometry to clean up the face--to just what you want. When you are done you can Turn VHG OFF so all you see is the smooth faces. Then SU will treat it as one surface again when you make the move. IF VHG is ON SU relates to the visible edges and bends abruptly there.
Do yourself a favor. Set View Hidden Geometry to a hot key.
Peter
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@pbacot said:
Do yourself a favor. Set View Hidden Geometry to a hot key.
PeterFor me it is "h" because hand (the original "h") is obsolete (middle mouse button functionality)...
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