T-spline to solid trouble (fun project though)

T-spline to solid trouble (fun project though)

Vintagetunes
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T-spline to solid trouble (fun project though)

Vintagetunes
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Hi y'all!

 

I've been slowly trying to improve my T-spline modeling, so I took on this giant boot project at my job.  I was hoping to create a solid from the volume of this, then use Slicer For Fusion to create a quick crosslock structure for the inside.  The boundary fill tool seems to work a bit differently than I thought (I've only attempted using a couple of times in the past), and after converting the closed T-spline to bRep, I didn't seem to get an actual solid.

 

If anyone felt like taking a look at it, I'd be grateful.

 

Thank y'all!

 

P.S.  The Thicken I did on this was only for an early render for work.

Giant Boot Mk1 v15r2.png

 

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jhackney1972
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If I am understanding you correctly, you wanted to create a solid body of the boot.  If this is correct you will be better off using the boot surface to create a Boundary Fill.  Simply close in the top and bottom of the boot and the Boundary Fill will work for you.  I will admit the top of the boot is a bit of a challenge to get a surface patch in but using Include 3D Geometry command it is possible.  Please note the gap between the boot and the sole.  Model attached.

 

Hole Between Boot and Sole.jpg

John Hackney, Retired
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Vintagetunes
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Thank you!  I will give those a try!  I'll have to do a bit of reading up on Include 3D geometry, as I'm not sure that I've ever used it

 

As for that bottom gap, I just noticed it myself after I posted this. I'm not sure if I moved that, or if maybe the Match didn't fit the sketch as closely as I'd thought

 

Thanks again!

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jhackney1972
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I am attaching a better model.  I removed some of the gap in the sole.

 

If this answers your question, please select the "Accept Solution" icon on my post. If you have further questions, please ask.  I will be happy to supply a video on my process if you require it, including the use of Include 3D Geometry.

 

 

John Hackney, Retired
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TrippyLighting
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I would approach that very differently!

When I see a new user using T-Splines, the first thing I check is the model in Box view mode. It is paramount that the model in box view mode somewhat closely resembles the desired shape. 

Then, I'd modify the T-Spline to intersect the sole and ... just watch the screencast 😉

 

 

(view in My Videos)

 


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