Bevel-n-Drill prob

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Bevel-n-Drill prob // New Users

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Post by LongWolf // Jan 11, 2009, 2:34pm

LongWolf
Total Posts: 62
I'm having trouble making a hole in an object I've beveled.

I think it may be in one of the steps I took, so I'll list them


1. drew a rectangle with rounded corners.

2. used sweep and adjusted the thickness

3. moved to top view

4. chose bevel and clicked each edge around the obj.

5. right clicked to stop beveling.


Here I got stuck for a while.

The wire frame shows the bevel, but the part I wanted to get rid of still shows too.

I finally just deleted the unwanted vertexes one at a time.

Is there better way?


Well, it gave the shape wanted, so here where the next steps.

6. made a drill obj.

7. positioned it, making sure it passed all the way thru the 'plate' I'm making.

8. clicked the plate

9. clicked 'object subtraction'.

10. clicked the 'drill' obj.

11. right clicked to exit the tool.


Now the wire frame shows that there's a hole.

But when rendered, the hole is covered over.


When tried with an un-beveled plate, the subtraction works fine.

Post by Breech Block // Jan 11, 2009, 3:51pm

Breech Block
Total Posts: 844
pic
Hi LoneWolf. To get better help on this, it would be best to post a couple of screen grabs to show members the problem more clearly. And for future ref, it also helps to say what tS version you are using. And if its 7.6, then whether its Workspace or Model side. Often, different versions have differing soloutions.


Can't fathom your exact problem (without a screenie), but it might be a case of you having to use the Delete Face tool where you have tried to make your hole. HTH.

Post by LongWolf // Jan 11, 2009, 4:53pm

LongWolf
Total Posts: 62
k, it's the Model side of tS 7.6.

The first pic is the 'plate' just after using the bevel tool.
You can see that the waste areas are still there.
There is a vertex selected, ready for deletion using the 'Erase Vertex' tool.

I'd like to know if there's a better way to get rid of the unwanted portions.

The second pic is the plate with the 'drill' obj in place.
Ready to use the Object Subtraction tool (circled at the bottom)

The third pic shows the wire frame after the subtraction.

And the forth shows the render.

Post by LongWolf // Jan 11, 2009, 5:02pm

LongWolf
Total Posts: 62
oh, I've also tried drilling the hole before applying the bevel.

That works, but when the bevel is applied, the hole skins over.

Post by kena // Jan 11, 2009, 5:21pm

kena
Total Posts: 2321
pic
ah... that is a know issue with the Model side. Try using the tool in the Workspace side to see if that works better for you. As tools are ported over to Workspace, I use them because they usually don't have the same issues as the legacy ones.

Post by LongWolf // Jan 11, 2009, 5:30pm

LongWolf
Total Posts: 62
thx kena, i'll try it out.


In the mean time I tried Breech Block's idea.

Deleted the faces over the hole, both top and bottom.


Looks good in wire frame, but the render.....


Kinda neat on it's own, but not quite what I was after, LOL

Post by spacekdet // Jan 11, 2009, 6:15pm

spacekdet
Total Posts: 1360
pic
I'm a little confused, as you bevel faces, not edges.

I suspect the problem is coming from errors introduced by drawing the original rounded rectangle. If the NURB handles overlap, it can create some funky geometry that only gets worse when you sweep it.

What I would do is start with a simple cube, scaled to your liking.

Right click/Point edit and select the four vertical corner/ edges while holding Control key.

Click the Fillet Tool.

Adjust via the widget.

Now you have a clean rounded cube.

Right Click again and select the top face.

Click Bevel, drag to adjust amount.

To continue with more bevels, immediately click on Point Edit Face, then bevel again, then PE Face, etc, back and forth until you have the top edge rounded. You can also use the PE scale during Bevels to help smooth things out.

Next, create the drill object and move it into position.
be sure it protrudes all the way thru the object.
right click on the Boolean Subtract Icon and uncheck the 'Delete Edges' box.
Boolean Subtract the drill from the rounded cube.
That more like it?

17550

Post by LongWolf // Jan 11, 2009, 6:40pm

LongWolf
Total Posts: 62
spacekdet, I'll give it a try.

I hope you did all that on the model side.


In the mean time...

I hadn't tried the workspace side before.

All the tutorials I've looked at seem to be for the model side.


Workspace has me completely lost.

The base obj didn't come across.

Can't seem to open any of the obj's I've made.

Can't find 'zoom'.

Can't find 'reset view'

Several tool bars seem to be missing.

Clicking a tool bar handle doesn't open them up so you can view all it's tools.

When I made a cube, right clicking doesn't bring up the tools.


Sorry to wine, but I was just starting to get a handle on the Model side :)

Post by LongWolf // Jan 11, 2009, 7:41pm

LongWolf
Total Posts: 62
Thx spacekdet,


After checking your info I realized I'd misnamed another tool.

I had used the Filet tool to get the rounding to the face.

Still don't know why it didn't remove the unwanted parts.


Love the way you made the rounded cube, much better than drawing and sweeping!


I added some extra steps to what you showed.

Made a copy of the rounded cube, moved it out of the way, made it larger, but kept the thickness.

Added the Bevel to the 1st cube, slid the copy under it, subtracted it.

That left just the beveled section.

Then finally punched the hole.


Looks great!

Thx again!


Now, it should have two screw heads at either end of the slot.

But I need to keep the poly count down.

Should I just use a texture with screw heads?

Post by kena // Jan 11, 2009, 10:28pm

kena
Total Posts: 2321
pic
To keep poly count down, you will indeed have to do it with textures. If you don't care about poly count, then doing it with Booleans would be your best option.

Post by TomG // Jan 12, 2009, 2:36am

TomG
Total Posts: 3397
A couple of quick thoughts - getting used to the Model side can cause this problem when moving to workspace side, it's why we suggest actually starting with the workspace side. That way you will be familiar with the latest and greatest tools, and unfamiliar with the old legacy tools, rather than the other way round. You'll miss out on a lot if you ingrain the old, out of date, trueSpace6.6 modeling approaches only in your mind and habits ;)


Another thing is if this object were to be exported, the top face would need triangulating, possibly manually. That triangulation might have helped with your original boolean too, ensuring that there was enough data to avoid the hole being "skinned over". Faces with holes in them can be tricky beasts to work with (as can faces with complex numbers of vertices defining them).


HTH!

Tom

Post by spacekdet // Jan 12, 2009, 5:33am

spacekdet
Total Posts: 1360
pic
With all due respect Tom... the 'latest and the greatest' Workspace fillet tool is located in what non-pin-openable flyout again?

Where are my WS Point Edit Tools when I right click?

Not immediately visible and grouped close to hand right next to what I'm working on, no, they're still hidden away in flyout land, or worse, buried in the stack, behind a tab, beneath an arrow, under that text flyout. Click,click,click.

I'm sorry, but Workspace has a ways to go before it attains the ease and grace and full functionality of Model.

I'll make an analogy between an old jacknife and a brand new Gerber Multi Tool. (http://www.gerber-tools.com/images/Gerber-Diesel-multi-plier-large-1470.gif)
They both cut a piece if twine or open a letter, but the new multitool is sort of big and chunky, you have to unfold this and then open that, the blade you want is always folded up in the other handle, etc.

The old jacknife, I barely notice that I'm carrying it, the blade is unmistakable and flips open with the touch of a fingernail, does it's job and stows away just as easily.

The multitool may have all kinds of fancy gadgets buried in it, but as you can guess, it's the old jacknife that gets to ride around in my pocket.
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