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AlexisB

Make Spline Capsule shape

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Hey guys,

 

I've imported this Spline from Adobe Illustrator, I want it to be modelled according to "Capsule"'s shape as attached.. So for it all to be smooth and rounded like the Capsule, but following the Spline's shape... 

 

How can i do this?

 

Thanks!

Untitled.png

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Use a Sweep with Fillet Caps.  You'll have to play with the Z position of some of your points so they don't intersect on some of those loops.

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  • I added both the Spline and Capsule under the Sweep as per the attached, i still didn't get the result.. What am i doing wrong?

     

    thanks

    2.png

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    where you have the capsule you need to place a circle spline

     

    Deck

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    This is with an n-Side radius of 2cm.  I like to use an n-Side instead of a circle because it's so easy to control the number of subdivisions, but you can use almost any shape you like.

    image.thumb.png.9baf9d2cdcb1863abfa75f121e80b8e7.png

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    Guys, a sweep is all well and good, but not when you have a spline that has junctions along it, surely ? One of the first rules of splines is that we can't have a 3-way junction, and OP's source spline has several of those, so slightly confused as to how anybody is expecting that to work... wouldn't it be full of horrible intersections, if it works at all ?

     

    CBR

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    5 minutes ago, Cerbera said:

    Guys, a sweep is all well and good, but not when you have a spline that has junctions along it, surely ? One of the first rules of splines is that we can't have a 3-way junction, and OP's source spline has several of those, so slightly confused as to how anybody is expecting that to work...

     

    CBR

    No, it won't work out of the box, but I thought it was a good starting point.  @AlexisB I don't really know what you're trying to achieve- like a neon sign look where the spline bumps up/down on Z to avoid intersections?  Or does the spline need to stay perfectly flat?

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    Yeah, sorry Nate - don't mean to be contradicting you, and I certainly agree some of it could be fixed by altering Z position, but not a lot of what's going on the right hand side...

     

    1598788658_splineno.jpg.f0bf6a080ff553cd5a8eb4edf17fefe2.jpg

     

    If we sweep this, the yellow bits will intersect most of the way up those peaks, in a singularly unattractive way and in the red bit, that would have to be another sweep / spline entirely, as we can't split a junction like that in single spline. But I think there are probably other things to try first...

     

    For example, one ridiculously easy / fast way if you didn't need actual geo would be render it with hair.

     

    And fortunately, as is usually the case, where automated means fail, if we do need it true 3D, good old proper poly modelling can save us.

    Let's look at the concave peaks first. The ideal topology for those isn't obvious, but should look something like this....

     

    965306431_concavetubes.thumb.jpg.30a9435f04b33eb41f6114d696c77b28.jpg  551220014_concavetubes2.thumb.jpg.aac5678ec24bb6412a414d5ce1d7446f.jpg  274821833_concavetubes3.thumb.jpg.6c18f083c17a4cd1d2bdc01f0246a7da.jpg

     

    Note how beautifully sharp and defined the peak is under subdivision, using a bare minimum of polys, and all of them quads.

    I made this in seconds using the Clip Symmetry tool from the HB modelling bundle, but it is equally feasible to make it by hand (double symmetry your friend here) if you have seen the topology you are aiming for. Ask if you're not sure how. In the next post, we'll use a similar / related technique to solve the split branch highlighted red above...

     

    CBR

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    Ok, here's how we can make that split junction I highlighted red in the post above, and while we're at it, the circular bit above that...

    This is one of those situations where a boole can come in quite handy, and as long as we take the 30 seconds required to clear up after it, this is a perfectly legitimate use for one.

     

    95759412_SplineObliqueJunctions.thumb.jpg.f2a7e2b820f32484f02dfd7531158edd.jpg 541020572_CircletoTube.thumb.jpg.69f2b2e36f948b943b14bc292280657d.jpg

     

    1. I started by making 2 sweeps, (along the lines Nate originally suggested), using carefully aligned path splines, and 8 segment n-side profiles (interpolation Linear)

    2. Caps were turned on initially in both sweeps, so we have solid volumes to use with the boole we can place both sweeps within, set to Union Mode, with all option boxes ticked.

    3. Now we can make the Boole editable, which, if we set our options right, will give us a single mesh when we do so. First order of the day is to weld all the coincident and near-coincident points, which I like to do manually so I choose which point they weld to. Now we can go on to adding the 3 knife cuts (Line Cut, visible only off, orthographic view) that will make this quads...

     

    A quick side note about these cuts, which you'll see are straight in my example, rather than following the flow of the intersecting branch, which would be technically more correct if those loops were to function strictly as controls. But by making them straight, we blur their functionality between control loops, and simple linear breaks, and we get a softer, arguably more pleasing result from doing so. My point is that this is a creative choice so you do what looks best for each case.

     

    4. Back to the plot ... now we have quads, it will play nicely under an L3 subdivision surface, giving us an attractive, artefact-free divergent split (despite the 6 point poles). We can also delete the caps at this point, so we have a section suitable for joining to others via Stitch n Sew...

     

    In the rightmost image, here's some suggested topo for your remaining circular bit, made in almost exactly the same way, but from a cylinder and a (rotated 22.5 degrees) torus in my initial boole...

     

    So, with the 2 techniques above you can make each section of the spline you need then simply combine them all together to get your completed 3D model.
    The last step would be to stitch half-spheres onto each end, which will give the impression that the whole thing could have been a stretched capsule. Think I showed you that in a previous topic.

     

    Hope that helps

     

    CBR

     

     

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  • Guys, i simplified the text so i can figure it out. Attaching references, i've imported this shape from Illustrator and i added it with N-Side to Sweep, the outcome looks incomplete and not rounded well..

     

    Screen-Shot-2019-05-21-at-9_13.08-AM.thumb.png.e155f773484bfbad79b954585cfce9f7.png

     

    The shape that i want is somewhat similar to what you could get from Volume Builder/Volume Mesher, only neater and more perfectly rounded. Attaching what i could do,

     

    matjann.thumb.png.0e001ef4fcf2f10768b4d14400553503.png

     

    but ideally i want it to look 100% clean like @Cerberareference 

     

    m.png.35f6d8fd1b07b6be8c6d53f3d6b53174.png

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    6 hours ago, AlexisB said:

    Guys, i simplified the text so i can figure it out. Attaching references, i've imported this shape from Illustrator and i added it with N-Side to Sweep, the outcome looks incomplete and not rounded well..

     

    Screen-Shot-2019-05-21-at-9_13.08-AM.thumb.png.e155f773484bfbad79b954585cfce9f7.png

     

    This isn't going to be the proper way to model this part if you're looking for what Cerbera did, but I'm guessing the problem here is you need to check "Close Spline" in your Spline settings.

    Follow Cerbera's instructions and poly model these problem areas.  Chop up your original spline into chunks and use Sweeps where they work, poly model where they don't work.  Then combine with a Connect object or make your Sweeps editable and connect them up with the Bridge tool or Stitch and Sew.

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    8 hours ago, AlexisB said:

    the outcome looks incomplete and not rounded well..

    As well as checking for Closed Splines, you need to turn off Parallel movement in the Sweep.

     

    CBR

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