T-Spline subdivision oddity (bug ?)

T-Spline subdivision oddity (bug ?)

TrippyLighting
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Message 1 of 47

T-Spline subdivision oddity (bug ?)

TrippyLighting
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Consultant

I am trying to add edge loops along the length of the object.

But somehow Fusion subdivides three of the selected sides as intended and the 4rth one in the opposite direction. 

 

 


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Message 21 of 47

cekuhnen
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@TrippyLighting

 

Uhhm ok what happened here? Not sure.

 

You mentioned some issues with TS. I further elaborated on that given the fact that I am with TS since it came out

and having observed that in the field this technology got very accepted and widely used.

 

However sub-d is not sub-d. So I did a quick comparison with highlighting some negative parts

but in majority wise more positive parts about TS.

 

So for sure not Fusion bashing on my side.

 

This was more a reflection on some of your comments about TS in general.

 

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

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Message 22 of 47

PhilProcarioJr
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@cekuhnen

"I know T-Splines since it was in Maya then Rhino. It is a fantastic tool but the speed and inability to extrude edges only faces makes it often not very usable in my point of view"

 

I'm not sure who told you that you can't extrude edges but they were mistaken......

If you build your T-Spline models completely inside of Fusion performance is pretty good. I have some pretty complex models that perform perfectly fine.

 

 



Phil Procario Jr.
Owner, Laser & CNC Creations

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Message 23 of 47

cekuhnen
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@PhilProcarioJr

 

 

grrr English ...

 

I did not mean extrude an edge out as a face - I meant extrude a cv into an edge.

 

this limitation is often for me a roadblock making certain adjustments much slower in TS than in any other poly modeler

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

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Message 24 of 47

PhilProcarioJr
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@cekuhnen

"I meant extrude a cv into an edge."

 

Show me what you mean in an app that has this ability. I'm curious.



Phil Procario Jr.
Owner, Laser & CNC Creations

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Message 25 of 47

cekuhnen
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@PhilProcarioJr Never used Maya Modo Blender C4D and others?

 

TS is based on faces because in the end the TS face will be converted into a BREP.

TS has it's origin also in Maya that is also a little stiff in the way how it treats vertices edges and faces.

 

So the difference is how easy you can model a wireframe you then mesh (add faces) compared to being

main only able to extrude edges into faces or faces into new faces.

 

It is a question of a workflow. In the end you can get the same probably done - question is how fast.

 

Specifically when you want to change the topology and reroute edge flows this will show the impact then.

 

https://drive.google.com/file/d/0Byzv_NlyKp_2NTlieTVNTFZGLVU/view

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

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Message 26 of 47

PhilProcarioJr
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@cekuhnen

I see what your getting at, but knowing what I do about T-Splines I can see new users trashing their meshes constantly working that way. 

But the points you bring up here are exactly why I use sketches to build my T-Splines and if I am just testing forms I model in Maya or Lightwave and bring the meshes into Fusion and convert them.



Phil Procario Jr.
Owner, Laser & CNC Creations

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Message 27 of 47

TrippyLighting
Consultant
Consultant

@Anonymous wrote:
@TrippyLighting

I assumed my post was self evidenced. @cekuhnen and his clear explanations, his helpful youtube vids, and basically argumentative comments make me want to learn more from him. Especially how he thinks as a designer. You post made him share his knowledge herte and that's why I commented.

 

That I am perfectly fine with and enjoy these discussions. However, I've seen a number of threads that started with this good intention take a turn for the worse.

That I'd like to prevent!


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Message 28 of 47

kb9ydn
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@TrippyLighting wrote:

What purpose would a comparison of Fusion 360 with two applications serve that are so solidly inaccessible for 90% or more of the Fusion 360 audience.

 

What I would like to head off with this question - whatever the results of such a comparison might be - is a bashing of Fusion 360 by folks that mainly don't have to pay for the sophisticated software tools they have the priviledge to be provided with by the organizations they work for.

 

If the basis of this question is simply out of curiosity I am with you!


 

 

The purpose would be to see how well Fusion does against high end modelling programs in order to find areas where Fusion could be improved.  I don't think the intent would be to bash Fusion at all, in fact quite the opposite.  Even suggesting that it could possibly compete software that is orders of magnitude more expensive would be high praise indeed.

 

 

C|

Message 29 of 47

TrippyLighting
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@cekuhnen

My comment was not directed an any specific post or person and I enjoy comparisons for the purpose of education and learning. But you knew that already 😉

 

 

 

 


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Message 30 of 47

cekuhnen
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@PhilProcarioJr TS east everything fine as long as you feed it good quality mesh. It doesn't really matter where it is created in.

however I have to say modifying mesh with exploring different topology layouts is not something TS is very good at.

and the lack of custom orientations and such just makes the sub-d like modeling in fusion less flexible and controllable than actually blender.

 

actually the main reason I use blender is not because it is free but because it has modifiers is object based and can save custom orientations. Maya is also object based but has no modifiers or custom orientation stuff.

 

lightwave I don't know have not used it since 2001.

 

fusion is not object based and cannot save custom 3D widget orientations.

 

the only advantage modeling wise fusion has where it trumps seriously everything else is the ability to insert loop cuts like isoprams on a NURBS surface

adjusting the rest of the mesh afterwards.

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

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Message 31 of 47

cekuhnen
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@TrippyLighting Ah ok text is sometimes hard to understand. All cool!

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

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Message 32 of 47

PhilProcarioJr
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@cekuhnen

Maya has both modifiers and custom orientations and it has Mel scripts thousands of them.......



Phil Procario Jr.
Owner, Laser & CNC Creations

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Message 33 of 47

TrippyLighting
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I know what Modifiers are (in Blender) and make frequent use of them. However I am not familiar wit the term "custom orientetions" .

 

Could you elaborate ?


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Message 34 of 47

PhilProcarioJr
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@TrippyLighting

IT allows you to put your transform, scale and rotate widget along any edge, face or vertex. It can be constrained to normals too for precise manipulation of faces, edges and vertices. 



Phil Procario Jr.
Owner, Laser & CNC Creations

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Message 35 of 47

cekuhnen
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@TrippyLighting

 

Custom Transformations (sorry used the wrong term grrr bad English again)

 

https://drive.google.com/file/d/0Byzv_NlyKp_2QlV5aVBTQ2JEMGc/view

 

 

@PhilProcarioJr

 

Where and since when does Maya has modifiers like Blender or Max? I just worked in Maya today ?!

 

Blender also has a dramatic set of python scripts for modeling tools UI as well ...

 

Maya traditionally makes use of the design history into which the idea of modifiers in that way like in Max Blender does not fit in well.

Am I missing something?

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

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Message 36 of 47

PhilProcarioJr
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@cekuhnen

All over the app, some are under animation, some polygon set.

The real power of Maya lies in the Mel scripts and node editor. All Maya users know that.Smiley Wink

Stuff like this:



Phil Procario Jr.
Owner, Laser & CNC Creations

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Message 37 of 47

TrippyLighting
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Ahhh...prego. That I understand.

 

The beginnigs of that are in Fusion 360 as well, if I understand the teminlogy correctly. You can select a face, change the manipulator to "Normal" and then move the face along it's normal direction.


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Message 38 of 47

PhilProcarioJr
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You expect them all to just be part of the app but the community has been making modifiers for years....



Phil Procario Jr.
Owner, Laser & CNC Creations

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Message 39 of 47

cekuhnen
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@PhilProcarioJr

 

 

I think you are referring to how Maya structures internally the data in the node editor.

Maya follows a somewhat different approach than Max or Blender.

Maya is more following the way how Houdini does it. While Modo and also Blender jump onto the node wagon as well.

 

Generative modeling is interesting and has many benefits it can also make it a lot more complex to deal with.

Just look the amount of data points Maya creates for a cube.

 

 

 

 

2.PNG1.PNG

 

 

There are also equally thousands of add-ons for Blender and Modo - I don't expect everything build in.

However hard coded functions trump scripted functions specifically when the mesh manipulation gets bigger.

 

I would still say that Max Blender is close to the feature modeling philosophy Fusion has than actually Maya.

 

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

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Message 40 of 47

cekuhnen
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or here another example of the simplicity in Blender and how Maya structures the data entry modifications via commands (bevel - boolean)

 

Capture.PNG

 

 

@PhilProcarioJr I have some brain problems today ahahaha.

 

So basically what I meant with modifiers is a UI that allows a workflow to quickly add functions or turn them off without much work.

As stiff as the modifier stack is one mouse swipe and many eyes are off for the exporter.

Make a python script and turn off all sub modifiers if needed since mirror and such I often use and want to export.

 

So yes Maya has modifiers if one wants to say so - I was more referring to the way how you can design in Blender because it is closer to Fusion that Maya is to Fusion.

 

However I am curious how they will do the modifier nodes and if that turns into a Grasshopper for Blender.

Claas Kuhnen

Faculty Industrial Design – Wayne State Universit

Chair Interior Design – Wayne State University

Owner studioKuhnen – product : interface : design

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