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Array substraction

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Array substraction // Bugs

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Post by Wigand // Dec 9, 2006, 10:22am

Wigand
Total Posts: 462
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I tried an array subtraction


1. Flat cylinder

2. Many arrays of cylinders

3. Subtract all the arrays (after automatic converting into group objects) from the first cylinder

4. In Wireframe you see all the holes.

5. In solid mode there are problems to see them all.

6. Try to render the scene with different renderers.


Now, please tell me where are all the holes gone.


(Object has 1.72MB)



ps. It is not only an array problem :-(


My PC has 2GB 2.8MHz

Post by prodigy // Dec 9, 2006, 12:20pm

prodigy
Total Posts: 3029
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No.. its a bolean problem..... I reconstruct your scene and when i try to substract the circles the faces be corrupted ...

Post by prodigy // Dec 9, 2006, 12:35pm

prodigy
Total Posts: 3029
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There is the scene... Maybe somebody from caligari team can solve.. i


I have this problem some times... but i never report...


Good luck... :rolleyes:


3341

Post by Johny // Dec 10, 2006, 12:52am

Johny
Total Posts: 672
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You must forgot to click here :D

Post by Wigand // Dec 10, 2006, 5:42am

Wigand
Total Posts: 462
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You must forgot to click here :D


Thank you, but it helps only a little. If I try it with my scene, I can only see

about 10 holes.

What is the reason for this behaviour, and what can I do to see all of the holes?

Post by stan // Dec 10, 2006, 5:59am

stan
Total Posts: 1240
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for cylinders you right click and drag up on the red middle part of the magic ring to create the triangles on top and bottom..glue your arrays into one object..delete edges off.. then you will get a proper boolean

Post by prodigy // Dec 10, 2006, 8:03am

prodigy
Total Posts: 3029
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Yup. you are rights stan.. Veri complicated to a simple thing.. but its a workarround...


the simple way its:


3355


Select the top face.. press the right click over the tip tool, and mark the z value to 0.. then use the Tip tool over the face.. and to the same with the bottom face of the cylinder... and repeat the 0.0 value to the Z axis because its not saved the last value..


3356


Now right click over "object Substraction" and on the bolean menu mark

Identity to 1.


Then substract the smal cylinders... thats work fine..


Thanks Stan... I hope the new bolean methods be more simple. :cool:

Post by stan // Dec 10, 2006, 8:25am

stan
Total Posts: 1240
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using the magic ring is easy..
if you do it when creating your cylinder :)

Post by Wigand // Dec 10, 2006, 9:58am

Wigand
Total Posts: 462
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Many thanks to you Stan and Prodigy. You both helped me a lot. :banana:

Now I can say; The shortest way to make many holes in my cylinder is:


1. Change all small cylinder-hole-arrays into group objects

2. Group them all together.

3. Select the upper face of the big cylinder

4. User the tip tool to create sectors (height=0.0)

5. Do the same for the bottom

6. Put the big cylinder and the small cylinders to the right position

7. Select parameters for boolean: identity=1, Delete Edges=no, Keep Drill=no and so on..

8. Subtract the two objects


At least I think TS should do it without that complicated way.

Someone must know many of the ways how TS works, to find these answers.

Post by prodigy // Dec 10, 2006, 5:26pm

prodigy
Total Posts: 3029
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I WIN!!! YEA!! hahahaha its a joke.... :p
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