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Creating 3D helix
Posted: 14 January 2013 12:20 PM   [ Ignore ]
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Thought I had shown this, but here is a quick (once you know) way to create a 3D helix in Hexagon:-

1:- 2 cylinders just for start/end of 3D helix
2:- Create 3D path. Collapse DG when path in correct position.
3:- Increase number of points on path (I made it approx 500)
4:- Create line at one end of path
5:- Sweep line along path and add twist (I made twist 20000). Collapse DG when done.
6:- Select outer edge_loop of sweep
7:- Copy/paste which leaves new helix path (I have hidden sweep so you can see helix)
8:- add thickness to helix path (add sub_d if needed)

 

 

 

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Posted: 15 January 2013 04:40 AM   [ Ignore ]   [ # 1 ]
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Grazie
m_m_

grin

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Posted: 15 January 2013 06:06 AM   [ Ignore ]   [ # 2 ]
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nicely done Steven thank you

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Posted: 15 January 2013 07:27 AM   [ Ignore ]   [ # 3 ]
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Do you know what my big problem? (in addition to not knowing the exact use of the English language)
Do you know what it’s hard for me? (excluding the exact pronunciation of the English language)
Divide the 3D path with equidistant points.
I tried to create a path consisting of 3d baselines not equal to each other and this creates (to me) problems.
Help…...
Grazie

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“Il principio della scienza della pittura è il punto, il secondo è la linea, il terzo è la superficie, il quarto è il corpo che si veste di tal superficie”
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Posted: 15 January 2013 08:11 AM   [ Ignore ]   [ # 4 ]
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Example:
how do I get a lot of points equidistant without the use of tool “bend”?
Thank you for your help.

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“Il principio della scienza della pittura è il punto, il secondo è la linea, il terzo è la superficie, il quarto è il corpo che si veste di tal superficie”
Leonardo da Vinci

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Posted: 16 January 2013 09:25 PM   [ Ignore ]   [ # 5 ]
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m_m_italy - 15 January 2013 07:27 AM

Divide the 3D path with equidistant points.

There is no tool in Hexagon to do that.

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Posted: 17 January 2013 01:18 AM   [ Ignore ]   [ # 6 ]
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Steve athome - 16 January 2013 09:25 PM
m_m_italy - 15 January 2013 07:27 AM

Divide the 3D path with equidistant points.

There is no tool in Hexagon to do that.

Perfect…....

long face

Grazie.
Bye

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“Il principio della scienza della pittura è il punto, il secondo è la linea, il terzo è la superficie, il quarto è il corpo che si veste di tal superficie”
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Posted: 17 January 2013 01:49 AM   [ Ignore ]   [ # 7 ]
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Hi m_m_italy,

Expand your toolbox by using NVIL (Voidworld)  for making things like cords. http://voidworld.cmcproductions.co.uk/index.php?board=2.0 (currently free )

Quick example from NVIL.

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Posted: 17 January 2013 02:21 AM   [ Ignore ]   [ # 8 ]
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Thanks Steve.
I do not know this possibility.
I downloaded the compressed file.
If you do not create problem, can you explain what should I do?
thanks

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“Il principio della scienza della pittura è il punto, il secondo è la linea, il terzo è la superficie, il quarto è il corpo che si veste di tal superficie”
Leonardo da Vinci

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Posted: 17 January 2013 02:27 AM   [ Ignore ]   [ # 9 ]
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I correct.
I saw.
I do not like a toy.
Thanks for this indication.
We understand little but I try.
Bye

Post scriptum:

Interesting but difficult for someone like me who does not know English.
I am pleased that so many software makes it easy modeling.
Blender, Wings, SU, NVil etc. etc….
But…..
But…..
I, however, I hope this small chance, come sooner or later also inserted in Hexagon.
thanks again

sorry for super strapessimo mio inglese

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“Il principio della scienza della pittura è il punto, il secondo è la linea, il terzo è la superficie, il quarto è il corpo che si veste di tal superficie”
Leonardo da Vinci

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Posted: 17 January 2013 09:46 AM   [ Ignore ]   [ # 10 ]
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Hi Steve:)

Very cunning method - thanks for sharing.

There is no tool to divide a path with equidistant points, but there is a method.

Draw the curve and draw a straight line the length of the curve.  Tessellate the line to the number of points required, then bend it using the original curve.

BTW - how do you get 500 points on the curve?  I have seen a method by E-Z to quickly tessellate a curve, but can’t for the life of me remember - all I can do is repeatedly select and tessellate.  The subdivide tool won’t go above 20.

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Posted: 17 January 2013 10:23 AM   [ Ignore ]   [ # 11 ]
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I did find that using the smoothing tool, under surfaces I could get an approximate equal distance between the points.

(The original curve is in yellow)
But I have no idea on how many points there are.
So that would be by trial and error with the range selector, until one finds something that can be used.

Plenty good enough for making a twisted cord.
And in real life there are always some stretching in a cord like that.

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Posted: 17 January 2013 11:10 AM   [ Ignore ]   [ # 12 ]
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Roygee - 17 January 2013 09:46 AM

There is no tool to divide a path with equidistant points, but there is a method.

Draw the curve and draw a straight line the length of the curve.  Tessellate the line to the number of points required, then bend it using the original curve.

That only works on 2D planer curves, not on 3D curves.

BTW - how do you get 500 points on the curve?

Use the “Vertex modeling -> increase smoothing”  If you hit the smoothing limit and need more, just collapse DG and smooth again.

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Posted: 17 January 2013 11:45 AM   [ Ignore ]   [ # 13 ]
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Varsel - 17 January 2013 10:23 AM

I did find that using the smoothing tool, under surfaces I could get an approximate equal distance between the points.

(The original curve is in yellow)
But I have no idea on how many points there are.
So that would be by trial and error with the range selector, until one finds something that can be used.

Plenty good enough for making a twisted cord.
And in real life there are always some stretching in a cord like that.

 

Metod positivo but no perfetto.
Bye

Post scriptum:
Does not always produce satisfactory results…..
Post post scriptum:
But I try again…..

Grazie

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“Il principio della scienza della pittura è il punto, il secondo è la linea, il terzo è la superficie, il quarto è il corpo che si veste di tal superficie”
Leonardo da Vinci

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Posted: 17 January 2013 11:46 AM   [ Ignore ]   [ # 14 ]
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Steve athome - 17 January 2013 11:10 AM
Roygee - 17 January 2013 09:46 AM

There is no tool to divide a path with equidistant points, but there is a method.

Draw the curve and draw a straight line the length of the curve.  Tessellate the line to the number of points required, then bend it using the original curve.

That only works on 2D planer curves, not on 3D curves.

BTW - how do you get 500 points on the curve?

Use the “Vertex modeling -> increase smoothing”  If you hit the smoothing limit and need more, just collapse DG and smooth again.

Esatto:
“That only works on 2D planer curves, not on 3D curves.”

 

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“Il principio della scienza della pittura è il punto, il secondo è la linea, il terzo è la superficie, il quarto è il corpo che si veste di tal superficie”
Leonardo da Vinci

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Posted: 17 January 2013 11:52 AM   [ Ignore ]   [ # 15 ]
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red face

I pray DAZ:
insert command…...
Thanks.

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“Il principio della scienza della pittura è il punto, il secondo è la linea, il terzo è la superficie, il quarto è il corpo che si veste di tal superficie”
Leonardo da Vinci

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