Cant make solid with curviloft
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Curviloft makes a group of the new mesh so the cube in your example still doesn't have a 6th face and wouldn't be a solid. Since you won't share your SKP, we'll have to assume it's the same thing.
To correct the face orientation of that blue face, maybe you need to open the group for editing first.
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Thanks TIG. I did reverse the face but it did not make any difference. As I said, just make a cube and group it and it is soild when you click info. Then remove the top face and then use curviloft on the 4 top edges and it makes the top face. Howver the infor does not see it as a solid.
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As Dave says... when CurviLoft makes a surface it's inside a group: you'll need to explode it to merge into other geometry. Simply having a group the original geometry and that surface's group will never be seen as a 'solid'.
By definition, a 'solid' is a group or component-instance that contains only geometry - i.e. faces and edges - and every edge must have two faces - and no fewer, and no more... so that precludes faceless edges, flaps, holes, internal partition-faces with some edges having three or more faces etc, and certainly no nested groups etc...
Had you run SolidSolver on the containing group... it would have told you that there was a nested group inside it, and offered to explode it for you, before trying to tidy up what resulted and make it into a 'solid'... -
Thanks Pilou, Exploding the cube and expoloding the top face and then regrouping it fixed the cube. However the other shape I could not fix. . Thanks TIG, I have posted the SKP in the previous post.
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Thanks guys for your prompt help. What did you do to fix it Dave?
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Wow thanks Gilles, that really helped me. Thanks to all for your help. Much appreciated.
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I just deleted the internal faces and unneeded edges. Probably what gilles showed.
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There are two unneeded internal vertical partition faces and a curved surface 'top', which form the 'internal' parts of the end 'wall' and these need removing.
Edit the group.
Temporarily hide the front wall's face; Select and Delete those three faces/surface, then erase the two faceless edges that are left over.
Unhide the wall's front face.
Exit the group-edit.
The group is now a 'solid'.
Easy as that.
Solid-Inspector shows the problem straight off.
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Thanks Tig. I loaded the Solid Inspector plugin. It worked great. Thanks again.
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how can i make this a solid??? i need help!!!
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@luisfmitren said:
how can i make this a solid??? i need help!!!
A 'solid' object is shown 'solid' in Entity Info...
If it is not a 'solid' then use thomthom's 'Solid Inspector' to see the issues...Ensure that the to-be-solid group/component contains nothing except edges and faces, and that all of those edges have exactly two faces.
So it can never be a 'solid' if it contains :
nested subgroups.
nested subcomponent-instances.
faceless [lone] edges.
holes in surfaces - no matter how tiny >> edges with one face.
flap-faces >> edges with one face.
internal-partition-faces >> edges with three or more faces.
shared-edges - by two otherwise separate volumes e.g. two cubes touching along one shared edge >> four faces on that edge.
overlaid-faces >> more that two faces per edge [this is possible with some weird geometry, where two faces are all-but coincident [and so appear as one face] but an edge can actually have three, not two faces].
any other objects [although guide-pints/guide-lines are allowed].Many of these issues are easily fixable:
by exploding nested objects [so you only have edges/faces].
over-drawing edges to form missing faces [healing holes etc].
selecting unwanted edges/faces, then pressing <delete>.
using a section-plane to see its internal geometry, so that you can delete it as needed.
temporarily grouping some geometry to move it apart, e.g. if there is a shared-edge - remember to explode that group when you are done... -
With curviloft, you will most probably get a group which is separated from the contours (and their "fillings") therefore it must have holes at the two ends. Copy/paste (in place) those ends into the "curvilofetd" group.
(Or post your model, too, so we can have a look).
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