CompuServe Thread

#Deform|Fit

4 messages in this thread
#194101From: Glen PriceOct 4, 1995 11:26 PM
Hello All! I'm a new user of 3DS4 and I'm having problems getting the shapes I create and define in the 2D Shaper to maintain their original shapes after placing them manually at measured distances along the path and then lofting them with the Deform\Fit… command. I'm trying to create a mesh of the P-51 Mustang using the bulkhead shapes for the cross sections. When my lofted mesh shows up in the 3D Editor, however, the shapes have changed shape… or are not present at all. Has anyone in the forum experienced — and solved — such a problem? I have little doubt that the problem is (as usual) between my own ears so I would dearly appreciate any tips, hints, cheats, or suggestions that would boost me over this little hump. Thanks. >>>Glen
#194114From: Stephen C. LevyOct 5, 1995 1:21 AM
Glen, From your description, it sounds like you're placing your bulkhead cross-sections on a path, then hitting the deform/fit button. That ain't how deform works… What are you using for fit shapes? SCL
#194236From: Glen PriceOct 5, 1995 9:17 PM
Stephen: Thanks for your quick reply. For the X fit shape I'm using the top view of my P-51 fuselage. For the Y fit its the left side view. For the shapes I "Pick "and "Get" the individual cross sections (the bulkheads) manually to the Path after moving the topmost Path Vertex up to match the length of the plane's fuselage… and after inserting verteces at the points along the Path where I want the cross sections to change the fuselage's profile. I can "Make " the Object alright but when it arrives in the 3D Editor some of the cross section shapes have changed from my original design to an upright rectangle with a bowed bottom segment. I end up with a good P51 rear end, but a front section that looks more like a WWI Spad than the sleek nose of a "Mustang". >>>Glen
#194265From: Stephen C. LevyOct 6, 1995 2:38 AM
OK, Glen, I'd assume you want cross-sections where the bulkheads are. This is going to be a bit of a sticky wicket for you because it sounds like you aren't hitting the deform/fit/gen path command, which is why it's coming out misshapen. When you do that, your path vertices are going to be the number and position that 3DS wants them, based on the locations of the vertices in your fit shapes. If, after you generate the path that 3DS wants, you were to go in and manually insert your bulkhead shapes, you should have it. Let me know how it comes out! SCL