CompuServe Thread

#coincident poly sides?

4 messages in this thread
#124180From: Carlton NewtonSep 16, 1994 5:57 PM
(Note to Jonas: Thanks for the earlier reply, but since it was the weekend I thought I'd repost with a different description of my problem. I'm desperate for an answer. (g)) In the shaper I'm using a complex multifaceted 3D editor object as a template to trace over. I want to create a group of 2D polygons that will look much like a complex geometrical jig-saw puzzle. These 2D polys will all be different shaped and share sides with each other, and thus each poly will have vertices and segments that are coincident (as close as possible or exactly the same) with 4 or more contiguous neighboring polys. I can trace the first poly O.K. but I'm finding it hard to have the subseqent polys as snug and contiguous as I want them to be. If I could snap to existing vertices I would be in good shape but all I seem to be able to do is zoom in to visually try and get as close as possible, make my subsequent poly and then adjust and re-adjust with vertex/move several times untill it looks good. Often assign/check shows my poly is self intersecting and I have to adjust and re-adjust some more. (Please remember, I want these different shaped polys to appear to share the same perimeter segments but 3DS to treat each one as a separate object.) Are there any work arounds out there that might be similar to snaping to vertex? Thanks, Carlton
#124198From: Yost GroupSep 16, 1994 8:24 PM
Have you tried using the Boolean functions in the 2D Shaper? For example, make a quad as one spline, then make a jigsaw piece as a second. Duplicate the jigsaw piece, place a copy so it overlaps the quad, and then subtract it to create a perfect jigsaw cutout. If you set all this up with Snap on, it should be a snap. – Jack
#124226From: Michael WendellSep 17, 1994 1:47 AM
Reuse you coincident segments, after lofting one set of "puzzle pieces", just join them differently to create the adjacent ones. m.
#124309From: Carlton NewtonSep 17, 1994 6:03 PM
Thanks to all for the ideas. I'm ending up using snap, freezing each poly after making it, and then snapping my next poly to the snap grid points. Carlton