T-Splines
T-Splines

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3/07 Carl Bass reintroduces T-Splines for Rhino Register
6/21 Transitioning from NURBS to T-Splines View
12/07 Footwear modeling with T-Splines 3.3 for Rhino View
11/29 New T-Splines reverse engineering tools View
10/28 How T-Splines changed my aproach to making jewelry in CAD View
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Question/wish

A support and feedback forum for Autodesk T-Splines Plug-in for Rhino users.

Question/wish

Postby Curt Roth » Thu Sep 13, 2007 3:27 am

Dear T-splines team,

I have a question about shelling, I'm trying to shell my T-spline object and this goes great for about 90%.
As you can see in the screenshots I'm shelling inwards, now the shell that is created is almost good but not quite, as you can see here there are still a few naked edges.

Now my question, is it possible to create a watertight shell? if so how do I do this?
If this is not possible than this would be my strong wish for you guys to create / refine this function.

Screens:
Image


Image






Thanks Guys!!!!
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Naked edges on a closed mesh

Postby Adam Helps » Thu Sep 13, 2007 11:26 am

Try it again with today's release, please. This looks a whole lot like something I fixed last Friday :-).
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Postby Curt Roth » Thu Sep 13, 2007 11:46 am

Hehehe, I will, thanks so much Adam!! :)
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Postby Curt Roth » Thu Sep 13, 2007 2:06 pm

Hi Adam,

It looks like it's the same as before, here are the steps I followed (of course my approach might be totally wrong :wink: ):

I started with a clean Mesh:
Image

Converted it to T-Splines:
Image

Used the Offset Surface command to shell inwards:
Image

Image

After that I used the Join command ( to join the inner shell ) :
Image

There are still naked edges:
Image

I hope this helps to nail this problem :)
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Postby ricardo » Thu Sep 13, 2007 6:27 pm

Hi Curt!

The usual mind blowing modelling....

May be You've been told, but have you tryied dealing with starpoint smoothness? Could help.

Cheers,

Ricardo
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Postby TomFinnigan » Thu Sep 13, 2007 7:22 pm

I think the crux of the problem is that the surfaces aren't G2, especially at the star points. Increasing the smoothness will give you better results, and you might be able to increase it until you hit tolerance.

We are working on making the star regions G2, but that's still in the research phase. We did have some ideas about making the star regions flat, which would be G2, but might look bad. Hmm..

Is there a mesh offset? That might give some decent results, but the wall thickness isn't guaranteed to be uniform.
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Postby Curt Roth » Fri Sep 14, 2007 1:10 am

Hi Ricardo,
Thanks!! excellent suggestion :D that gives an almost ( fixable )watertight result! 8)

Hi Tom, offsetting my mesh before converting indeed works even better, it only needs little tweaking before converting but gives a watertight result in an instance! 8)

After this weekend (I'm away this weekend) I'll post the result :!:
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Surface quality after offset

Postby Adam Helps » Fri Sep 14, 2007 3:49 pm

Yeah, there's only so much I can do about it after you're outside of T-Splines :-). The T-Spline itself should never have naked edges, but once you start playing with offset surfaces, things can get a little hairy.

I agree that you are probably seeing issues with star points that aren't smooth enough. We have some ideas on better ways to improve the surface, but for now 'tsSetStarSmoothness' does a pretty good job, as long as you don't mind a heavier model.
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Postby Curt Roth » Sun Sep 16, 2007 4:47 pm

Cheers Adam!! :-)

Here it is, first offsetting the mesh 2mm and than converting it to T-Splines, and back again to nurbs without using "star-point smoothness" this gives a mush cleaner result in nurbs ( less surfaces )
Btw, it's a grip :wink:
Image
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Postby Matt Sederberg » Mon Sep 17, 2007 2:30 pm

Curt,

Great work! BTW, I'm curious...does this workflow (offsetting the mesh) generate an accurate enough model for your purposes?

Matt
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Postby Curt Roth » Tue Sep 18, 2007 2:46 pm

Hi Matt, Thanks!!

Although there is a slight variation in thickness it's perfect for what I need
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