#Deform|Fit
4 messages in this thread
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
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
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
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