Join Pipes Smoothly?
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Yes, the line and follow me with profile builder is how this was built, but that's not the goal, to be able to build it. It's to be able to convert it in to a connected shape when it's not currently.
These are low poly existing models. They need to be converted to higher poly models.
Now, if you could make a plugin that found the centers of each bar... that would be just as good if not better.
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Yeah, I know I can do it manually... I was wanting to attack the problem, as it is common in converting low poly cars to high poly.
here ya go... don't waste too much time on it. It's not a job or anything.
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@unknownuser said:
a plugin that found the centers of each bar
Not sure I understand the center of what?
Refound the center of an arc circle or circle ? This exists by Chris Fullmer
(the inverse draw a perpendicular circle by the extremity of a segment ? This exists by Chris Fullmer )
the center of gravity of something? This exists by TIG
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Center of the pipes by building a line that could then be used to rebuild the pipe.
thanks for Perpendicular Face Tools though. gonna need that.
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If you're talking about whole car bodies, what about using Artisan?
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The bodies I can bring straight over and or easily rebuilt their topography. The roll bars are in the right place, but need to be rebuilt.
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Kris it's all geometry, edges and faces, I think you need to be more specific and tell us exactly what you need to do. To me sorting the car shell would be important and a roll cage something that I could fix in seconds. But is seems the other way for you.
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I thought I had been pretty specific. I need to recreate roll bars with connect geometry. from the simplistic and disconnected ones I have or get.
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Tubes which are linear - like the horizontal parts - can be easily extruded as tubes - that is if those path edges are welded into one continuous curve - perhaps with a transitional arc joining the straight bits.
Like my PipeAlongPath...
If you have an L junction a welded path will also extrude as you hope.
Add a transitional arc at the elbow if you don't want a right-angle mitered bend.
When you have a 'T' of a tube meeting another tube at something like a right-angle, then make the two parts, then use Fredo's RoundCorner tool to make a proper 'filleted' joint - i.e. just like you'd get with a real-world 'weld'...
If the scale of the modeling doesn't warrant such detail, then simply 'intersect' the two parts and delete the unwanted geometry...
You'll need to do some exploding/combining of geometry if parts gets grouped as you make them... -
Just thinking - you could use vertex tools to merge close vertices. That may work to clean up the breaks at each bend in one shot.
Edit: looked at the model - that works only for the smaller bends. For the perpendicular intersections, not much help there.
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That sounds like the labor I had envisioned Tig. I was really hoping for a clickable cure.
Andybot, that did work, but each vert had to be welding 1 at a time. again pretty time consuming.
And all of these work-arounds seem like more work that just rebuilding the roll bars.
I guess that will have to do.Thanks for all the suggestions.
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@krisidious said:
That sounds like the labor I had envisioned Tig. I was really hoping for a clickable cure.
Andybot, that did work, but each vert had to be welding 1 at a time. again pretty time consuming.
And all of these work-arounds seem like more work that just rebuilding the roll bars.
I guess that will have to do.Thanks for all the suggestions.
There's no such thing as a free-lunch !
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Fredo Lines2Tubes
I guess it will do... I wish it were welded though.
Took longer here wrting and answering... But, I'd still rather have a pipe plugin that saw this geometry and knew I wanted 3" pipe in that general shape and welded.
Or am I back to the new Profile Builder?
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rollbar5.jpg is why I put a sphere at each vertex. That eliminates the outside gaps.
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a roll bar is one solid piece and the less pieces the better on the system.
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@krisidious said:
Andybot, that did work, but each vert had to be welding 1 at a time. again pretty time consuming.
I selected all the vertices and used "merge close vertices" with a distance of 0.3 Much quicker than if you do it individually.
It deletes some faces in the back though, but generate faces fixed that pretty easily. Also need to remove inner faces (There's a plugin for that )
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@pilou - Vertex Tools
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