Trimming Angled Parts

[BLOCKQUOTE class=’ip-ubbcode-quote’][font size=’-1′]quote:[/font][HR] I believe that you mean Franklin and South Manchester, by George Selios, Peabody Massachusetts. His work was actually inspired by John Allen’s Gorre and Dafetid. [HR][/BLOCKQUOTE]
Yes, thats the one. A fantastic model builder.

In a recent house move I managed to mis-lay the magazine, so couldn’t remember his name.
Thanks

Bazza

All,

Is there a way ?

I have a number of angled parts that need to be trimmed to end at the same point… Each part is a different length – however – they still need to stop on the same plane…

In the included drawing all the beige parts protrude through the yellow bottom frame… I need them to attatch to the yellow frame without sticking out the bottom…

I have tried the following…

Scale – when I attempt to scale the part – it moves both ends and I then need to re-adjust each part that I spent hours trying to get right…

Move Face – I have selected the end face and attempted to move it to the correct length… This works well when the parts are horizontal or verticle – but – since they are angled – the move distorts the dimensions…

Boolean Substract – This appears to work on only one part at a time – I have to drop a new cube – size and position – subtract – then repeat for each and every rung… Also – the subtract creates a higher poly shape…

This seems like a simple task… I am relatively new at this and maybe I am missing something… Is there a better way to handle this ???

Regards,
Scott

You could try this…
First change to ‘Edit using Object Coordinates’
Then when you select the end face it will move ALONG the OBJECTS axis.

OR
Try and bribe Deanville or Paul into writing a cowcatcher plug-in. <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

AND
Remember to remove all underside faces on something like this.
The way I do this, is to build the loco first with all faces intact, just incase I need a low angle screenshot for some reason.
I then save the 3DC file as say LocoLite and remove all the underside faces.
So I end up with both versions…complete and lite.
A sort of ‘belt and braces’ approach. <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Bazza

Object operations, the button with xyz on it.
The upper end of the left and right parts of the catcher is something about 1.1m y value, all upper parts share the same upper z value ( they are mounted /welded on the plate ) all parts at the bottom share a y-value of 0.1.
With that tool you don’t need to fiddle endless, but you need to figure out which values you need (blueprint or best-guess)

All,

Thanks guys… Appreciate the suggestions… I will give them a try… It still seems there is not an ‘easy’ way to accomplish what I am trying to do…

<!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Regards,
Scott

Scott,

Maybe this will help.

A – merge the beige bars together with the merge operator.
B – clone the yellow part with zero offsets and paint it a different color (red in this case).
C – shift the ends and bottom of the red part so that it encloses ALL the end of the beige part.
D – subtract the red part from the beige part.

Good luck!

Hey Deanville,

Appreciate you taking the time for the illustrated instruction… Makes sense and seems ‘easy’… No substitute for experience… <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

I think I can handle that…

Thanks,
Scott

All,

The process Deanville outlined works well – but – the subtract seems to fracture all the rods way more than necessary… The middle rung was the worste – by far… Poly counts went through the roof… Seems like we need an ability to ‘subtract’ – however – when working with a cubes – to subtract and still keep the original shape in tact… The ends should be cleanly cut and parallel to the remaining end… I believe that would minimize the use of polys on the resulting shape… Just my opinion – not sure if it is even possible to do…

Appreciate everyone’s help !!!

<!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Thanks,
Scott

I tried it by first changeing to ‘Edit using object coords’ and then selecting the end face. Then move the face along the y axis, it worked ok, and no extra polys.

Bazza

Hi Bazza…

Not sure if I misunderstand what you are saying… I think I tried the same…

For example – I selected the bottom most face of each rod – locked the X and Z axis – then attempted to slide the face up to merge it into the yellow part… What I found was that as I slid the face – because the parts where angled – it distorted the the original shape of the cube… If it was perfectly square to start – it would be a rectangle after the move… The more I slid it – the worse the distortion became… When the part is horizontal or verticle – this process works like a champ – and I use it regularly…

<!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Thanks,
Scott

Maybe it’s me thats got the wrong end of the stick. <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>
I’ve just tried it again and as long as I am in
‘Edit using object coordinates’ mode the bottom face moves along the objects y axis without any distortion to the bar. See pic.
Is this what you are trying to do or have I got it all wrong again. <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Bazza

Hi Bazza,

Thanks for your patience… It is probably me… I may be missing the point on ‘Edit using object coordinates’… Is this different than the normal mode… I usually select the second button down on the right hand navigator… This tool allows me to select a face, edge, or point… I will see if I can find any info on ‘Edit using object coordinates’… Thanks again – sorry it takes so much explaining…

<!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Regards,
Scott

Next to the XYZ at the top you have…
Edit using standard coords
Edit using screen coords
Edit using world coords
Edit using object coords

Select object coords and then move the face, it works with points also.

Bazza

<!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

Thanks Bud – I’ll give it a shot tonight !!!

Regards,
Scott

Our posts are crossing. <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>

It is ‘tonight’ here.

Bazza

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