I'd like to create a circular half stage like this image (not the legs, just the base). Can one do it with Gescon, and if yes how? I was thinking creating it from a cylinder primitive, but no idea how.
I'd like to create a circular half stage like this image (not the legs, just the base). Can one do it with Gescon, and if yes how? I was thinking creating it from a cylinder primitive, but no idea how.
Thanks in advance.
Yes.
Create two cylinder primitives, with different diameters. Do a difference operation to cut the larger cylinder with the smaller one. Then, do another difference operation between the first result and a cube of the proper size to get the half stage.
You can also do the difference operations in one step by selecting first the larger cylinder as node "A" and then the other cylinder and the cube as "B".nodes.
I'd like to create a circular half stage like this image (not the legs, just the base). Can one do it with Gescon, and if yes how? I was thinking creating it from a cylinder primitive, but no idea how.
Thanks in advance.
Yes.
Create two cylinder primitives, with different diameters. Do a difference operation to cut the larger cylinder with the smaller one. Then, do another difference operation between the first result and a cube of the proper size to get the half stage.
You can also do the difference operations in one step by selecting first the larger cylinder as node "A" and then the other cylinder and the cube as "B".nodes.
Thank you. I tried it, and ended up with a mess. This is what I want, may have to try something else.
I hate it when someone bumps an old thread and I see something I must buy immediately. Damn... take my money and thanks for all of your must have tools!
I hate it when someone bumps an old thread and I see something I must buy immediately. Damn... take my money and thanks for all of your must have tools!
Difference between two cylinders, then shaded the inner wall, lots of distortions. Is there any way to create a cleaner UV?
Before doing the Gescon operation, rotate the two cylinders so their lateral sides are vertical (like in the image). Then select the Cylindrical UV map projection and do the operation. The projection depends on the orientation of the objects.
Yes, that works indeed, thanks. I have a hard time grokking the overall concept, could you illustrate -- a quick sketch suffices -- the projection types a bit?
One other issue: today I bought "Street of Tondo", the main street is a closed mesh consisting of several meshes fused into one object. I wanted to poke a hole into the street, but no matter what I do, creating the difference by first selecting the street prop, then the cylinder results in those blobby leftovers as seen in the pics.
I tried various projections and precision/adaptivity values and am not getting anywhere. Appreciate some help.
When using large objects, the maximum precision value (12) might not be enough. In this case, try to scale down the object before doing the operation (later, you can resize the result).
If this doesn't work, please upload a screenshot of the Scene pane and another of the viewport using the Wireframe DrawStyle.
Comments
I'd like to create a circular half stage like this image (not the legs, just the base). Can one do it with Gescon, and if yes how? I was thinking creating it from a cylinder primitive, but no idea how.
Thanks in advance.
Yes.
Create two cylinder primitives, with different diameters. Do a difference operation to cut the larger cylinder with the smaller one. Then, do another difference operation between the first result and a cube of the proper size to get the half stage.
You can also do the difference operations in one step by selecting first the larger cylinder as node "A" and then the other cylinder and the cube as "B".nodes.
Thank you. I tried it, and ended up with a mess. This is what I want, may have to try something else.
Try this:
Create three concentric cylinders:
Move the internal cylinders like in the image:
Create three boxes of the same height as the cylinders. Position them like in the next two images.
Select the gray cylinder and click on the Difference button.
Click on the Difference button again (with nothing selected). The plugin will ask for the B nodes. Select all, except the gray cylinder.
Click in Accept to get the result:
In my example, the settings in the Gescon Pane were:
The remaining settings were the default. You can change the settings to your needs.
Attached is a duf with the arrangement of the primitives.
Thank you very much!
I hate it when someone bumps an old thread and I see something I must buy immediately. Damn... take my money and thanks for all of your must have tools!
You're welcome!
Thank you.
Difference between two cylinders, then shaded the inner wall, lots of distortions. Is there any way to create a cleaner UV?
Before doing the Gescon operation, rotate the two cylinders so their lateral sides are vertical (like in the image). Then select the Cylindrical UV map projection and do the operation. The projection depends on the orientation of the objects.
Yes, that works indeed, thanks. I have a hard time grokking the overall concept, could you illustrate -- a quick sketch suffices -- the projection types a bit?
One other issue: today I bought "Street of Tondo", the main street is a closed mesh consisting of several meshes fused into one object. I wanted to poke a hole into the street, but no matter what I do, creating the difference by first selecting the street prop, then the cylinder results in those blobby leftovers as seen in the pics.
I tried various projections and precision/adaptivity values and am not getting anywhere. Appreciate some help.
When using large objects, the maximum precision value (12) might not be enough. In this case, try to scale down the object before doing the operation (later, you can resize the result).
If this doesn't work, please upload a screenshot of the Scene pane and another of the viewport using the Wireframe DrawStyle.