Patch Environment Design Help - Guitar Neck

Patch Environment Design Help - Guitar Neck

oldtbone55
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Patch Environment Design Help - Guitar Neck

oldtbone55
Collaborator
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Hello Out there,

 

I've been working in the Sculpt environment on a guitar neck but ran into some issues and am now trying to design it in the  Patch environment. I'm actually hoping that I can get some of it done in Patch and then switch to Sculpt for the finishing touch's. I've been able to create the surface bodies for most of the neck and headstock but there is an area where they join that needs to transition smoothly and I don't know if it can be done in Patch. The area is on the underside of the neck where the headstock and neck meet (it's called a volute). How should I move forward from here? I've attached my file.

 

@jeffstrater

@cekuhnen

@Anonymous

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133 Replies
Replies (133)
Message 101 of 134

oldtbone55
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@cekuhnen

 

Thank you Claas for that great screencast. Your explanations of what is happening are much appreciated and so understandable even a donkey like me can get it. As usual, I'm overcomplicating things. Less is more with t-splines. I will need to review the screencast a few hundred more times to make it sink in but that's okay. Can't thank you enough.

 

Cheers!

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Message 102 of 134

oldtbone55
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@TrippyLighting

 

Thanks for your input Peter. This is very helpful information to know.

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Message 103 of 134

oldtbone55
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@cekuhnen, @jeff_strater, @PhilProcarioJr

 

Hello Guys, I seem to be running into an issue when I try to insert a t-spline edge into my neck in order to create a loop cut. The problem is that I'm unable to place the t-spline edge where I want it to be. I'm trying to insert the t-spline edge close to the neck end where it joins the head stock. For whatever reason, the t-spline seems to insert itself much farther away than I want, not matter how close I move it to the end of the neck/headstock transition. Am I doing something incorrectly or is this a problem with the program? I've attached my file.

 

Thanks.

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Message 104 of 134

jeff_strater
Community Manager
Community Manager

Hi @oldtbone55,

 

I think that this is just the nature of the TSpline smoothing algorithm.  If you look at it in Box mode, you can see that the edge was inserted where you specified.  

Screen Shot 2017-09-07 at 9.11.53 PM.png

 

However, when the TSpline smooth faces are calculated, you can see that the apparent edge is inserted farther away.  

Screen Shot 2017-09-07 at 9.12.11 PM.png

 

I am not familiar with the math behind TSplines, but I suspect that it is because these faces are so long and narrow.  Short of adding more edges along the length of your neck, I'm not quite sure how to get what I think you want.  Others might have better ideas.

 

Jeff

 


Jeff Strater
Engineering Director
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Message 105 of 134

PhilProcarioJr
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@oldtbone55

"I'm trying to insert the t-spline edge close to the neck end where it joins the head stock. For whatever reason, the t-spline seems to insert itself much farther away than I want, not matter how close I move it to the end of the neck/headstock transition. Am I doing something incorrectly or is this a problem with the program?"

 

No you are not doing anything wrong, the reason this is happening is because of surface tension. The only way to stop this is to add a bunch of edge loops all the way down the neck. This is why if you look at the initial T-Spline model I showed you how to make I had a bunch of them down the neck. Surface tension is the reason most people have trouble with T-Splines because they don't understand it.

 

T-Spline by nature are G2 curvature across the spans (unless you crease an edge) so when you place an edge loop the T-Spline math has to achieve this and the only way to do it is to move the edge loop into the required location. Remember that you are modifying the control cage which works a lot like CV curves. What you are expecting to happen is for it to act like through point curves, but it doesn't work that way. There is no way to gauge how to land a edge loop exactly where you want it with the current tools. This is why I use Topogun because it allows me to do what Fusion can't, but that is a whole other story because retopo also has a steep learning curve.



Phil Procario Jr.
Owner, Laser & CNC Creations

Message 106 of 134

oldtbone55
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@jeff_strater

 

Thanks Jeff, it never even occurred to me to change it to box mode.

 

Cheers!

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Message 107 of 134

oldtbone55
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@PhilProcarioJr

 

Hello Phil and thanks kindly for your reply. I won't pretend I understand the math behind what makes this work or not but appreciate your explanation of what's happening and why. I wind up asking these questions because I can't tell whether it's me or the program a lot of times (mostly me of course) when a problem comes up. I think I'll go back and create more divisions just like you showed me originally. My thinking was that less t-splines would let the program work a bit easier. Also, not having as many t-splines sometimes seems to get the results without overcomplicating things.

 

Cheers!

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Message 108 of 134

TrippyLighting
Consultant
Consultant

Box mode is your T-Spline quality control. If things look smooth in box mode then they'll be fine in smooth mode, but as you've now observed not necessarily the other way around.

 

That's also why you start with not too much geometry and the shape as close as you can. Then when you come across situations like this where you can see that in box mode you have to stretch things too much too far, you'l add edge loops (geometry) to give you a bit more control over the geometry. With that approach you mostly have to fine-tune and edit smaller changes in localized areas and not have to deal with editing all of the now increased numbers of vertices.

 

If you do need to edit a higher number of vertices, try to experiment with "soft modification". But remember, T-Slines want to e treated gently 😉


EESignature

Message 109 of 134

oldtbone55
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@TrippyLighting

 

Hello Peter and thank you for the information. You are certainly correct about making small changes to a small area rather than trying to work on a large one. Start with the simplest geometry and then increase the geometry needed to the areas that require it. Much easier to do than tackling the whole model at once. Someone once asked, "How do you eat an elephant?". The reply was "A small bite at a time." Very appropriate in this case.

 

Cheers!

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Message 110 of 134

oldtbone55
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@cekuhnen@PhilProcarioJr@TrippyLighting@jeff_strater

 

Hello Guys, ran into an issue while trying to perform the "Bridge" function in sculpt mode and I haven't been able to figure out why. I've performed this function quite a bit and have never run into problems but this time I was getting a warning message that wasn't allowing me to complete the function. Attached is a screenshot of the message that came up. If you need to see the file let me know.

 

Thanks.

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Message 111 of 134

PhilProcarioJr
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@oldtbone55

I think it is because you have symmetry turned on. Try removing the symmetry and doing the bridge afterwards. 



Phil Procario Jr.
Owner, Laser & CNC Creations

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Message 112 of 134

oldtbone55
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@PhilProcarioJr

 

Hey Phil, I cleared the symmetry but it still gives me the same warning. I did find several unusual things (duplicate faces) next to where I wanted to perform the bridge but I deleted them. Any other suggestions?

 

Thanks.

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Message 113 of 134

PhilProcarioJr
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Can you share the file?



Phil Procario Jr.
Owner, Laser & CNC Creations

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Message 114 of 134

oldtbone55
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@PhilProcarioJr

 

Sorry for the late response. Here's the file.

 

Thanks.

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Message 115 of 134

PhilProcarioJr
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@oldtbone55

You have double faces all the way down the neck. This is very problematic when working in T-Splines. You have to be very careful when using symmetry or you end up with headaches like this.

You going to have to go through your entire T-Spline model to remove the duplicate faces.



Phil Procario Jr.
Owner, Laser & CNC Creations

Message 116 of 134

oldtbone55
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Collaborator

@PhilProcarioJr

 

Thanks Phil. Can you tell how this would have happened? I did the loft for the neck the same as I've done before and never had this happen. Is it connected to creating the t-splines for heel or the headstock? Enquiring minds would like to know.

 

Best Regards.

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Message 117 of 134

oldtbone55
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@PhilProcarioJr@cekuhnen@TrippyLighting

 

Hi Phil, I went through the entire t-spline model and cleaned up all of the duplicate faces (and there were a lot). I was still having an issue in the same area when trying to perform the Bridge function but I was able to get around that by using the Face function. My problem now is that when I try to change the display mode to smooth nothing happens. There seems to be a portion of the heel portion of the neck that doesn't become highlighted when I place the cursor over the body sub-menu which I believe may be the reason it won't change display modes. I've attached a the file if you get a moment to look at it.

 

Thanks.

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Message 118 of 134

PhilProcarioJr
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@oldtbone55

It's hard to say exactly how it happened, but I have seen this in the past if you turn symmetry on and then model past the center line.

One indicator that you have duplicate faces is when you see a thick black line in the middle of you T-Spline. This indicates an edge that is not connected or creased, so if you see that and you know it is not creased check that area for duplicate faces.

You still have two duplicate faces in your T-Spline body on the bottom of the heal.

I will upload the video as soon as it is ready.



Phil Procario Jr.
Owner, Laser & CNC Creations

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Message 119 of 134

PhilProcarioJr
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Phil Procario Jr.
Owner, Laser & CNC Creations

Message 120 of 134

rumpelstielz
Collaborator
Collaborator
been doing a lot of guitar modeling in Fusion but despite numerous attempts i am still doing my necks in Rhino and then importing into Fusion. Although several techniques described here seem to be valid i'm missing the flexibilty of networked surfaces in Rhino. I am still experimenting with different techniques but have moved to trying to make the neck and bodys as tsplines, mostly by creating the faces manually by using 3d splines as guides. It's not related to Fusion but this Rhino tutorial i found very usefull, most of the techniques he uses could be used in Fusion in a similar manner. Maybe check it out: https://www.youtube.com/watch?v=wLaPAeKPuqA#t=2392.341489
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GENERAL DISCLAIMER: if there isn't a file attached to my posts then there is a reason for it. wherever i can i will attach a file for troubleshooting.If no file is attached i will always try to explain as clearly as possible with illustrative screenshots. when i have an issue that can only be helped by attaching a file which i cannot share publicly i won't ask about it here.
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