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Thumbweight Blends - I love them, but ...
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Thumbweight Blends - I love them, but ...
Something's wrong with the Inspector Panel here !!
Is this another Mac - only issue I wonder ?
Is it a metric issue ?
Steps to repeat ...
- Make a solid block
- Go to the Variable Blend >Thumbweight setting in the pull-down
- Set your rad size to 5mm and your bulge to 1.2
(Remember, you have to 'enter' to get these settings to 'stick')
- Now radius one of your block's edges
- Go to your Inspector with the object selected
- In your Data tab ... settings for this blend are rad size 10mm and bulge factor 0.197
It's just all wrong !
Can somebody please confirm ?
Many thanks !
Jol
Edited by user Sunday, November 11, 2018 7:54:02 AM(UTC)
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... and when can we have thumbweight blends that can vary 'by position' or 'linear' ?
Now that would be terrific !!
Jol
Edited by user Sunday, November 11, 2018 7:54:42 AM(UTC)
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I think it's correct on the PC, .197 is about 5mm, and setback is 1.2mm.
Your other post on splines is out of my league.
Larry
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Many thanks Larry ... then perhaps it's only broken on the Mac If anybody else - perhaps someone on a Mac can try this - I'd really appreciate it Cheers, Jol
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Jol, Is "thumbwheel" functionality only on a Power Pack install?
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Sorry - I'm an idiot Gonna blame autocorrect here :P ThumbWeight Blend It's in Shark It's not in VC, I don't believe I love it - gives radius blends with lead-in and lead-out Very powerful Only wish we could also vary them 'linearly' or 'by position' ... then I'd be in surface detailing heaven !
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OK - corrected my idiot mistake Nobody will ever know : ) Jol
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Originally Posted by: Jolyon Sorry - I'm an idiot Gonna blame autocorrect here :P ThumbWeight Blend It's in Shark It's not in VC, I don't believe I love it - gives radius blends with lead-in and lead-out Very powerful Only wish we could also vary them 'linearly' or 'by position' ... then I'd be in surface detailing heaven !
Ok...I thought I was missing out on some magic. But...
I don't know Jol. As far as can tell, Thumbweights only give a G1 boundary condition and it's pretty limited to "Bulge" value only and it's applied on both boundaries. I guess for non-aesthetic stuff it's okay but what would really be the cat's ass is if Variable had the ability to specify G2 on both boundaries independently with a control (via value) back to just before the G3 node. That would cover 99.99% of everything that would ever need creating. A lot of new codes have this now. Then if real G2/G3 stuff was needed, old rules and methods can always be used. I have to keep reminding myself that I am not going to create a Ferrari in Shark.
Edited by user Sunday, November 11, 2018 1:28:35 PM(UTC)
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Thumbweight blends are the best new feature in v10 and v11 in my opinion. Advanced surfacing and modelling are the areas I would like to see Shark improve and catch up with other CAD packages. Jol and NeuTechFLA are right about the poor controls and very poor controls over G3 curvature. For many situations mesh modelling can give some close to the desired organic shape but we need nurbs accuracy and precision in many situations. If we could get at least have controls over tangency and curvature like Rhino it would be a start. I hope to stick with Shark for it's general ease of use for CAD concept modelling but I can see why many people have drifted away over the years to other packages. It would be great to get some feedback and a rough roadmap from Tim about this area. Nick Robinson
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