Discussions regarding modelling with SOFTIMAGE©
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Frank1000
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by Frank1000 » 01 Jan 2013, 16:46
Hi, I’m trying to get a neat and regular bevel around a complex objects edges. So far I didn’t find a suitable way and I have created 2 simplified test objects and manually constructed a gap between them that exactly shapes the perimeters of the bevel I want to fill in there, and where those edges have the same amount of points so the edges match.
Now when I use Blend, I was hoping to get the possibility to define the smoothness of the bevel, but yet I see it does not connect the points in the right order:
Pls share if you have ideas / concepts on how beveling on a complex object can be done precisely and where I probably can define the profile of the bevel. I’m sure it’s very possible with ICE, but I’m light years away from being able to handle the ICE engine that way.
Regards,
Frank
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Frank1000
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by Frank1000 » 01 Jan 2013, 19:34
Hi & thx for reply.
the mia_roundcorner is an interesting shader, though in my case i have here right now I actually need the resulting model for physical 3D-printing / CNC drilling. So need to get the bevels modeled.
Regards,
Frank
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Bullit
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by Bullit » 01 Jan 2013, 19:49
You could try:
1-merge without making new polygons
2-select edges and bridge edges
3-add with smooth edge loop tool(snapped to midpoint) to new polygon created by bridge edges.
move this first edge to better position if necessary, add more to new formed edge midpoint.
Another alternative is to extend both surfaces until when you merge you get a 90º angle and then give bevel.
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Frank1000
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by Frank1000 » 01 Jan 2013, 20:33
Hi Bullit,
thx for sharing. I still havethe problem that the order of connecting the points is not as meant to be, it creates cross connections where they should not be.
also I didnt see a "without creating polys" option in create/polymesh/merge ...
Frank
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Frank1000
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by Frank1000 » 01 Jan 2013, 22:01
Question, how would one bevel a cube so all corners become rounded (sphere-part shaped) ?
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Bullit
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by Bullit » 02 Jan 2013, 01:06
also I didnt see a "without creating polys" option in create/polymesh/merge ...
With range/distance(don't remember correct word) 0(zero) there is no new polys when you merge two objects.
Do you to turn a cube into a sphere? i think only with bevels+increasing subDs
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csaez
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by csaez » 02 Jan 2013, 01:20
Bullit wrote:also I didnt see a "without creating polys" option in create/polymesh/merge ...
With range/distance(don't remember correct word) 0(zero) there is no new polys when you merge two objects.
Or just uncheck the blend parameter

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Frank1000
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by Frank1000 » 02 Jan 2013, 01:22
k, did it but yet the order of connecting remains not to be as expected / desired. Also it wouldn't offer to load a profile for the smoothness.

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Frank1000
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by Frank1000 » 02 Jan 2013, 01:25
for the cube edges, beveling a 3 way corner should form something like a 1/8th of a shere I think ... is there a function ? I beveled a whole cube at once, but then no bevel appears. With subdividing, that makes a ball out of a cube, but not a cube with smooth edges.
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rray
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by rray » 02 Jan 2013, 01:27
You could try the grow option there. You have to select 2 edges first (2 matching edges on opposite sides). Then Check "grow" and set the distance slider high. If it's too many new polygons, just delete them
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Bullit
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by Bullit » 02 Jan 2013, 01:53
Sometimes in this kind of software we must sometimes give it some guidance: a direct bridge edge of just one extreme and all others might fall in place with a another bridge this time a broad one. If not, bridge in the other side another edge and give broad one for the edges between them.
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Frank1000
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by Frank1000 » 02 Jan 2013, 14:21
hmp ... that one i didn't get
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Bullit
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by Bullit » 03 Jan 2013, 00:55
Didn't you understand what i said?
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Frank1000
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by Frank1000 » 03 Jan 2013, 02:14
ya, I was wondering about what you meant with the direct bridge edge of one extreme, and with a broad bridge.
thx,
Frank
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Bullit
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by Bullit » 03 Jan 2013, 02:35
Ok, another way to explain. Select two edges that you think should be connected and bridge them. This is to give the program an idea of what edges should be connect to. After that relation is established then select the remaining edges and bridge them too.
Last edited by Bullit on 03 Jan 2013, 02:39, edited 1 time in total.