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ViperThreat
Poster
14 Posts
Meshing?
Posted 16-Nov-2007 12:57 AM

Most all of my models have been mainly solids with mesh filling in those special curves, my question however is if there is an easier way of meshing rather then drag and drop. For example, this design is mainly all curvature, and i woul like to mesh it all, however manually it would take days, and we would be talking about 3500 points id have to set one by one. is there some form of boolean or command that im missing here? or any quicker way to model this into a solid/mesh?

http://www.viperthreat.net/jet1.JPG

any help is greatly appreciated.

-Richard





Eddie T
Advanced Poster
314 Posts
RE: Meshing?
Posted 17-Nov-2007 5:08 AM

What is it supose to be a fish
ViperThreat
Poster
14 Posts
RE: Meshing?
Posted 18-Nov-2007 1:31 AM

I get asked that alot by the people who have seen this picture. No, its actually  the basic shape of a feusalage ive been working on. Its a little funny looking because im going for an amphibious business jet.

Allot of my projects have turned out to look alot like some animal, one of my jets was compared to an eagle. One to a raven, and now a fish. Well all i can say is millions of years of evolution have produces the most aerodynamic creatures possible, who would fight that?








 

anti_television
New Poster
8 Posts
RE: Meshing?
Posted 15-Dec-2007 11:55 AM

First thing you need to do is devide the shape in half (assuming this fuselage is simetric) to make it simpler for the pc to calculate and you can always mirror it again at any point.
You can do this by using the 'break at point' command on all the cross sections along the intersections at the top and bottom.

The next step is the 'loft' command, this is a powerful meshing command that can create any surface that any other of the other mesh commands can and more, I tend to use this all the time as it is a lot more 'thicken' friendly than the normal mesh commands.
Here is the trick though, because your first cross section (the nose tip) is only an intersection you have to use the cross sections as 'guidelines' and the ventral and dorsal lines as the 'cross sections in lifting order' instead of the obvious visa versa.

If this operation gets discarded  with the message 'objects are invalid' on your command line it means one or more of the cross sections aren't touching or intersecting the dorsal or ventral lines.
This you can check by only having the 'intersection' or 'apparent intersection boxes' ticked in your 'object snap settings' and then hovering your mouse cursor over the intersection points while in 'line' command. If a snap point doesn't appear then it means the lines aren't touching even though it appears to be.
You can either redraw the line (manually) or drag the end of the line away using the grip edit points that appear when you click on the lines when you are not in a command process, and the placing it back again.

If it still tells you that the 'objects are invalid' then repeat the last process but only have the 'intersection' box ticked in your 'object snap settings.'

After you've done this it must work unless your pc's processing power is too low.
The lofting operation will then be discarded without any message on your command line. Try again by only using half the amount of cross sections. This time it MUST work.

Don't forget to select 'smooth fit' in the lofting dialogue box to give it a smooth shape.

If you want to make it a solid you can 'thicken' it but only to the outer direction because the object is going to intersect itself at the nose tip.

This should cut your 'days' work down to an hour at the most, 3 minutes if it morks first time around.

Hope it flies :)
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