#more boolean wierdness
5 messages in this thread
Have a problem understanding why this boolean will not work. Have a solid
object, not a box, more like a simple water glass. Flat on the top and tapered
towards the bottom. Duplicate the object and scale it a bit. Place it inside
the 1st object and move it up to outside the top of the original object. I am
trying to hollow out the first object and it seems reasonable that this should
work..it starts but cannot complete the boolean function. The first object was
created in 2D shaper and lofted to 3D editor. Am trying this function in the 3D
editor. BUT if I make a tube (in 3D editor, that is half the size of the first
object, the boolean works. What am I missing in this. I would think that
duplicating the first object and scaling it down a bit would hollow out the
first object. Any help or pointers appreciated.Jane
The experts will probably set you straight, but I do know that booleans have
trouble with long thin faces, and it's quite possible that's your problem here.
If I were doing this, I'd make sure that the object I lofted had Optimize
turned off and enough vertices throughout the middle to avoid these long faces.
Mike, you could be right about that. Will check it out. Am trying different
ways of doing this..Of course I can simply 2D shape an open U type and see how
that works. Am just beginning to learn this program and so far at least know
where everything is. Thanks
What you REALLY want to be doing here is lofting (sweeping) a cross-section of
your "glass" using the 2D-Editor/Lofter. Your boolean idea won't really work,
as all it will do is cut a hole in the "solid" flat top plane. Mesh objects
aren't "solid" in 3DS (ie they are hollow objects made of an infinitely thin
membrane. You could do what you describe with a package that supports
solid-modeling, like AME (for AutoCAD) or AutoCAD r13's ACIS solids, but that's
an expensive way to go, if you don't have a LOT of use for it.
Look at the tutorial of creating the chalice — this is what you want to do.
Dave
Dave, yes that is what I want..Will go back and look at that again. Because the
meshes always look so solid when you render them, you tend to forget they
really are not. The boolean has worked so well with what I have attempted so
far that it just seemed it would work well for this….Back to the
manual..Thanks………………….Jane