Original Assignee Hewlett Packard Co Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.) Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.) Expired - Lifetime Application number US08/658,914 Inventor Stefan Freitag Current Assignee (The listed assignees may be inaccurate. #Blend edges of surfaces millumin pdfGoogle Patents Method for blending edges of a geometric object in a computer-aided design systemĭownload PDF Info Publication number US5615317A US5615317A US08/658,914 US65891496A US5615317A US 5615317 A US5615317 A US 5615317A US 65891496 A US65891496 A US 65891496A US 5615317 A US5615317 A US 5615317A Authority US United States Prior art keywords edge vertex edges blend geometric object Prior art date Legal status (The legal status is an assumption and is not a legal conclusion. Google Patents US5615317A - Method for blending edges of a geometric object in a computer-aided design system The way NURBS surfacing works in general (for a variety off stuff including Loft, blend, etc.) it can make a result that follows the shape of your input curves and doesn't necessarily just try to connect one control point to another control point.US5615317A - Method for blending edges of a geometric object in a computer-aided design system You mean the number of control points in the curves? That's actually one thing that you don't have to worry about - there can be any number of control points in those edges, including a different number for each one. > So maybe all that's left is making sure that the curve Then also like Steve mentions above, you have to pick the edge object and if you have some construction curves still hanging around those can pretty easily be overlapping the surface edges and get in the way, so hide or delete any of the original curve objects that were used to construct the surface to get them out of the way. If you try to blend to an edge that is a joined edge where 2 surfaces meet, it will just pick one of those 2 surfaces to make the blend smooth to. It's also a good idea to delete any connecting faces (like for example the end cap of a cylinder) so that the blend surface has one clear orientation to come off from that edge. Yeah actually they will both need to be surface edges in order to generate a surface blend result. > be surfaces first, or at least one does. > I presume that the objects being joined need to actually Here are a couple of recent posts on this subject: So yes if you want to generate a surface blend result then you'll need to be doing the blend between 2 surface edges and not between 2 curves. If you have 2 closed curves like 2 circles, then there aren't any open endpoints to connect between them so nothing is generated in that case. Yeah if you have 2 curves selected, then Blend will try to build a curve blend which is a smooth curve connecting between the endpoints of the 2 open curves you have selected. > Doh! OK at least part of the problem in my experiment So maybe all that's left is making sure that the curve points are equivalent? I presume that the objects being joined need to actually be surfaces first, or at least one does. Any advice? Is there a different workflow I should be using with moi, vs Rhino?ĭoh! OK at least part of the problem in my experiment was that I was only using 2 curves. If I select both and try and run the blend command, no dice, nothing seems to work. Then I ran the rebuild command, using the points option to give both curves 20 points. Is there a set of rules that Moi uses to determine if 2 edges can be blended? At first I thought that the issue was the two curves didn't have the same number of points, so I tried created 2 curves, one as the tutorial shows with overlapping circles, and filleted corners, then a second curve made by an ellipse. I was trying to follow along this tutorial:īut ran into some hiccups when trying to blend between the edges in page2/step3 of the tutorial.
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