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Fillet 2 bodies
Posted by Tom Slattery on June 27, 2007 at 6:29 pmI am trying to join perpendicular bodies with a fillet in the resulting seams. Hyper NURBS doesn’t seem to pick up on that.
See the file as it is now, as well as a photo of the real thing here:
https://www.tangentdesignlabs.com/L1900.zipAny ideas are much appreciated.
Thanks!
~TPSTom Slattery replied 18 years, 10 months ago 2 Members · 5 Replies -
5 Replies
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Brian Jones
June 28, 2007 at 1:15 amBuild it differently. Subdivision surfaces (HyperNurbs in C4D) can give you the fillet it’s just a matter of making a cage that does what you want in a minimum of points. In this case not that hard since it’s really just a couple cylinders. This was fairly quick so it’s not exact but hopefully you get the idea.
https://homepage.mac.com/bdjones/.public/L1900SDS.zip
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Tom Slattery
July 4, 2007 at 5:33 pmThanks so much! That helped a lot just to see and example.
Thanks!
~TPS -
Tom Slattery
July 5, 2007 at 2:51 amNow that I tinkered with it a little more, I’m wondering how you joined the two cylinders together before the nurbs operation. I tried cheating with a boole using the ‘create single object’ option, but that’s getting muddy results.
Thanks!
~TPS -
Brian Jones
July 6, 2007 at 7:17 pmit’s easier at times to not join things, particularly if the shapes are simple. I extruded everything from one cylinder with no caps and used a boole to cut the hole to extrude upward. The boole could be used as you did to create it all at once but even if it’s all set up to make a clean mesh you still get different results (sometimes odd) if the caps are turned on or not. As I said, easier to extrude as long as the shapes are fairly simple.
To make the mesh clean I reduced to two height segments for the horizontal cylinder (has to be two to make the boole cut clean, at least in this case) and only one for the vertical. The two cylinders need to have the same number of rotation segments so the edges all line up. Finally they are lined up so the bottom of the vertical cylinder is exactly at the center of the horizontal one.
I uploaded a new version with the partial build as a boole and the initial poly before extrude.
https://homepage.mac.com/bdjones/.public/L1900SDS.zip
If you don’t already, use the extrude shortcuts, particularly Shift while extruding to change the extrude angle on the fly.
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Tom Slattery
July 6, 2007 at 9:26 pmIt all makes sense now. That’s going to help a lot down the line.
Thanks again!
~TPS
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