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Point continuity (also known as g0 continuity) produces a reflection on each surface, with the lines of reflection distributed in discontinuity.
Tangent continuous (also known as G1 continuous) will produce a complete surface reflection with a continuous but distorted reflection line.
Curvature continuous (also known as G2 continuous, Alias can do G3!) will produce complete and smooth reflective lines across all boundaries.
Achieve the conditions of g0, g1, g2 to make smooth surfaces.
Suppose there are curves like this, transverse h1, h2, h3Longitudinal z1, z2, they are connected to each other to form the surface s1, s2 and z1 is a continuous curve.
The situation of Z2 is discussed as follows.
1.z1 and z2 are continuous curves, and there can be g2, g1, g0 between the two surfaces.
2.Z2 has a break (insertion) point at A, and if it is still a spline, it can still be g2.
3.z2 consists of two segments, as long as the connection of the endpoints is tangent and continuous.
S1, S2 dicurves can reach g1
If the connection status of the endpoints is continuous curvature.
S1, S2 dicurves can reach g2
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Lines make up surfaces, and in order for the boundary constraints to be easily changed to tangent or curvature, you need to make sure that your curve constraints are tangent or curvature, which can only be created in the Shape Tools.
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Boundary Surface is a command to make a surface from a curve under the first-level menu, while a sculpting tool surface is a subcommand under the Sculpting command. The difference between the two is that the boundary surface must be selected first in order when making face selection curves.
The curve in the second direction, and the surface of the modeling tool is to choose the boundary curve (no order limit) and the internal control curve to make the surface, which is more flexible than the boundary surface, and I personally think that it is too troublesome to make the line.
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Using the Boundary Blending tool, you can create a boundary blend feature between reference entities that define surfaces in one or both directions. The boundaries of the surface are then defined by the first and last entities selected in each direction. Of course, there can be more than two curves in one direction, as well as many other reference entities, to control the surface, so simply adding more reference elements, such as control points and boundaries, allows the user to define the faceted shape more perfectly.
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I usually use four boundary lines and two internal curves, which I personally think is more accurate. It is mainly used when it is connected with other surfaces
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The boundary mixing of PROE is a common collocation instruction for cultivating the proe curve enclosure of the potato branch family, which is simple to operate and easy to generate surfaces.
But pay attention to the control of boundaries, such as tangent definitions.
The following is a tutorial for recommending proe boundary mixing commands.
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After clicking on the command, select a few closed edges, divide the first direction and the second direction, which is often called the U V line, if the surface can be created, you can automatically preview the surface, if you can't get out, check whether your curves are merged, or whether your boundary conditions are suitable, this command is also very deep, slowly ponder and ponder, the specific operation is like the above.
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Select A1 and A2 in the figure below for the first direction curve, press the right mouse button in the blank space, select "Second Direction Curve", and then select B.
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Blending and boundary blending are two different things, boundary blending is mainly to generate surfaces, and the surface is generated by curves in two sets of directions, which is the most important surface generation feature of PROE, while blending is to generate solids or surfaces through different sections in one direction, but different sections must have the same number of elements.
The Blend feature is in the menu - Insert --- Blend - Surface.
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Hello, please note that this model is not drawn using boundary blending, it is rotated and then scanned for quilt excision. Of course, the boundary blending can also be drawn in this diagram, the specific method is to draw the cross-section in the two directions of x y, the lines of the two sections must intersect, and then the boundary blends into a rugby-shaped model, and then sweep one side to cut off the flat position, and then round the corner.
Hope you go well with your drawing!
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Planar area: It fills a plane within a closed boundary (a special case of filling surfaces can be seen), and since it fills a plane, the boundary must be on a plane.
Fill Surface: As the name suggests, it is to fill a surface within a closed boundary, when there are 2 boundaries, you can use loft, and when there is only one annular boundary, you can only use the filled surface, and the filled surface can achieve the desired result under the action of the internal control line.
Boundary Surface: A boundary surface is a special case of a filled surface that requires that the closed boundary must be a quadrilateral (because 2 directions are required) and the resulting surface quality is higher than that of both the fill surface and the lofted surface.
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Let's talk about my understanding, it's not official, mine is also self-taught to understand, just for reference the plane area is easy to understand, only a line segment or contour line on a plane can generate an area.
The filling requirement is closed.
The boundary does not need to be in a plane, you can add a guide line.
Two strangers, their respective boundaries are independent, and they can't have any interaction with each other. After getting to know each other after contact, there will be a little bit of mutual influence, but it still can't be said to like or hate. After further contact and communication, we have more knowledge and understanding of each other, and the mutual influence will further increase, and at this time, we can judge whether each other can understand and accept each other, and whether there is the possibility of further cooperation. >>>More
There are two possibilities.
1) There is a problem with the proe installation. >>>More
First of all, the limitations of thinking and cognition will lead us to a dead end, and finally the problem will rise to the level of "philosophy" and become a complete paradox. It's as if ancient humans had such a question: If you go all the way along the earth, will you go to **? >>>More
I have all of them, some of them are easy to use, and some of them are still trying them out. Use this one I sent directly.,Don't experiment by yourself.,It's really complicated and you need to save it directly. >>>More
I'm a game company, and I feel that Unity and Unreal Engine 4 have good prospects for future development, but isn't virtual reality very popular now?