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jol  
#21 Posted : Wednesday, July 02, 2008 5:30:05 AM(UTC)
jol

Rank: Senior Member

Joined: 2/26/2007(UTC)
Posts: 2,156

Tim did a really helpful PDF with regard surfacing about 18 months ago

I learned heaps from it - even after using the tools for 8 years

: |

I can't seem to track it down now .. perhaps someone else has a copy ?
Steve.M  
#22 Posted : Wednesday, July 02, 2008 5:35:26 AM(UTC)
Steve.M

Rank: Senior Member

Joined: 6/18/2008(UTC)
Posts: 978

Hi jol,

jol wrote:
Tim did a really helpful PDF with regard surfacing about 18 months ago
If that is still available, then I am certainly interest.

I am finding it strange at the moment with the surfacing, really due to some of the popups for failure. But will continue on.
jol  
#23 Posted : Wednesday, July 02, 2008 5:43:47 AM(UTC)
jol

Rank: Senior Member

Joined: 2/26/2007(UTC)
Posts: 2,156

I'm sure we can find it between us !

Yep "U's and V's are in the same or opposite directions"

It's been explained to me - but I still dont get it

I think it's a quote from the Dalai Lama
Steve.M  
#24 Posted : Wednesday, July 02, 2008 5:49:35 AM(UTC)
Steve.M

Rank: Senior Member

Joined: 6/18/2008(UTC)
Posts: 978

jol wrote:
I'm sure we can find it between us !
Thanks,

jol wrote:
Yep "U's and V's are in the same or opposite directions"
That I see (at the moment) mainly from imported data and just a need to change the line type.
I will take note of the other popups if/when I get them again.
ttrw  
#25 Posted : Wednesday, July 02, 2008 8:07:29 AM(UTC)
ttrw

Rank: Senior Member

Joined: 4/1/2007(UTC)
Posts: 1,583

jol wrote:
I'm sure we can find it between us !

Yep "U's and V's are in the same or opposite directions"

It's been explained to me - but I still dont get it

I think it's a quote from the Dalai Lama


LOL!!

UVW is the same as XYZ (apparently). It confuses the hell out of me too! Engineering based designers tend to think in XYZ and 3D modellers in UVW. I think in Shark's desperation to find a common ground (about 50/50 'engineer desigers' to 'modellers', sound about right?), both units seem to look if they have been adopted :eek: (I'm probably talking a lot of nonsense again here!! ;) )

Personally I much prefer X,Y and Z. X being side to side, Y up and down and Z , front to back (depth), but until that axis in VC is updated (fattened up and increase in font size), I'm not too sure which way up or down I go half the time! :p :D
Steve.M  
#26 Posted : Wednesday, July 02, 2008 9:27:15 AM(UTC)
Steve.M

Rank: Senior Member

Joined: 6/18/2008(UTC)
Posts: 978

I am surprised that there has been little discussion on surfacing.
It is an area most know about in Viacad without discussion, or is it a case most avoid the tools for this? (all versions)

Regards,
ttrw  
#27 Posted : Wednesday, July 02, 2008 9:49:14 AM(UTC)
ttrw

Rank: Senior Member

Joined: 4/1/2007(UTC)
Posts: 1,583

Steve, this forum isn't that old you know (2007?). If you want to do some surface modelling, and then get back to the forum, with your results, I'm sure you could start thread aplenty. :D

Most of us have been stuck deep in beta testing, so there isn't always enough time for other discussions. But please play away, and if you find any odd behaviour, please get back asap! :)
Steve.M  
#28 Posted : Wednesday, July 02, 2008 10:02:53 AM(UTC)
Steve.M

Rank: Senior Member

Joined: 6/18/2008(UTC)
Posts: 978

ttrw wrote:
Steve, this forum isn't that old you know (2007?).
About 16 months.

I am curious, if possible, to see a reply to the this thread http://forum.punchcad.com/showthread.php?t=471 (post 2) as I see the same problem with Viacad (but not in other apps I use)


Regards,
ttrw  
#29 Posted : Wednesday, July 02, 2008 10:50:06 AM(UTC)
ttrw

Rank: Senior Member

Joined: 4/1/2007(UTC)
Posts: 1,583

16 months? I said it was young :)

I'm sure Tim is aware of your concerns as we speak, but perhaps you could post your findings in the beta thread too?

regards,

Tom
Steve.M  
#30 Posted : Wednesday, July 02, 2008 11:07:15 AM(UTC)
Steve.M

Rank: Senior Member

Joined: 6/18/2008(UTC)
Posts: 978

Hi Tom,

ttrw wrote:
I'm sure Tim is aware of your concerns as we speak,
I was curious of the problem (on that thread), and the fact there has been no reponse after such a long time. I do see the same problem from the model posted, but in another nurbs package the sweep is made without error.
I have made a number of sweeps now myself with similar shape without problems in Viacad, so am thinking Viacad is probably just reacting to the amount of control points at the end of the wing tip on that model posted.

ttrw wrote:
but perhaps you could post your findings in the beta thread too?
I am not using a beta build, I have been looking at Viacad6 and Viacad pro. (I was going to look at shark, but the download was very slow, so will look at that another time.
Should posts concerning full release still be directed to the beta thread?


Regards,

- Steve
ttrw  
#31 Posted : Wednesday, July 02, 2008 11:22:52 AM(UTC)
ttrw

Rank: Senior Member

Joined: 4/1/2007(UTC)
Posts: 1,583

Steve,

The way I see it is that Concepts Unlimited only recently got taken over by Punch! software (last year?). FWIW, I don't envy Tim at all, steering this huge beauty of a beast (the software), but he's doing a grand job, so give him credit. Like such competitors as Solidworks, Shark FX is a powerful ACIS-based CAD suite, but it doesn't have the same cutthroat stealth marketing as Solidworks does.

If there is an error, then there could be a problem with the basic algorithm used to produce this sketch that will need looking at. I'm absolutely positive that Tim will get round to addressing this asap, but like I said, this is a small company, and some things that needed addressing a few years back are only getting sorted out now.

Alrighty? :D

And yes, try the beta forum, because I would imagine that if this is a fault, that it will be something that could also be addressed in the beta.

good luck!

Tom
Steve.M  
#32 Posted : Wednesday, July 02, 2008 11:34:38 AM(UTC)
Steve.M

Rank: Senior Member

Joined: 6/18/2008(UTC)
Posts: 978

Hi Tom,

ttrw wrote:
.......but he's doing a grand job, so give him credit.
No problem from me.

I can now actually make a post/reply to that thread myself.

Regards,

- Steve
tmay  
#33 Posted : Wednesday, July 02, 2008 11:42:40 AM(UTC)
tmay

Rank: Senior Member

Joined: 2/21/2007(UTC)
Posts: 278

Pretty sure that UVW coordinates are specifically used to map 2D textures to 3D surfaces, or to directly create 3d texture on a surface, the surfaces created in XYZ coordinates (though some applications may use UVW coordinates for surface creation). Both UVW and XYZ are orthogonal coordinate systems, so the designations are really just to differentiate purpose, and have achieved convention for that purpose.

tom
jol  
#34 Posted : Wednesday, July 02, 2008 11:58:54 AM(UTC)
jol

Rank: Senior Member

Joined: 2/26/2007(UTC)
Posts: 2,156

I want to know .. practically .. specifically .. what is going wrong with my surface when my computer tells me "the U's and V's are in the same or opposite directions"

To me, it is absolute gobblydigook !!

I did not tell the U's or the V's what to do

.. I need to know what I can do so that the U's and V's do whatever it is U's and V's should do
tmay  
#35 Posted : Wednesday, July 02, 2008 12:28:47 PM(UTC)
tmay

Rank: Senior Member

Joined: 2/21/2007(UTC)
Posts: 278

Jol,

I hardly use surfaces at all, but I'm speculating that this problem is occurring at a surface discontinuity (radical change in surface), or perhaps at an intersection of two or more surfaces.

Is this the case?

tom
jlm  
#36 Posted : Wednesday, July 02, 2008 12:37:20 PM(UTC)
jlm

Rank: Senior Member

Joined: 2/18/2007(UTC)
Posts: 1,054
Man
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jol wrote:
To me, it is absolute gobblydigook !!

To me too.
JL
Steve.M  
#37 Posted : Wednesday, July 02, 2008 1:02:33 PM(UTC)
Steve.M

Rank: Senior Member

Joined: 6/18/2008(UTC)
Posts: 978

From the original model posted, the only problem was the fact that the end points on the intersecting curves where not actually connecting (0.001/0.002 out of position), once those where aligned then I did not receive the UV error.
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