How do you do something like Radiate Surface - but in 3d?

Discussion in 'SolidWorks' started by predrag.balorda, Nov 8, 2006.

  1. You know what radiate surface looks like? It basically offsets edges by
    a specified amount and then creates a surface between outer and inner
    edges/sketches. But it does something that offset doesn't/can't do - it
    deals wonderfully with splines. Try and create a body with some faces
    containing splines and then offseting all faces - sometimes it will
    work and sometimes it won't - due to minimum curvature or similar
    problems.

    Radiate always works by somehow dealing with those issues. Is there
    something that will do radiate but in 3 dimensions rather than just 2?
    I.e. offset a set of surfaces by a specified amount and if it
    encounters problems with spline faces deal with them like radiate does
    rather than just giving up due to minimum curvature or somesuch?

    Thanks in advance.

    If you know how to do it with API even better!

    P.s. yes I know I can use scale but scale doesn't really offset
    surfaces and I need surfaces to be offset by a certain amount.
     
    predrag.balorda, Nov 8, 2006
    #1
  2. It would be so much easier to explain if I could post a picture of what
    problems I'm having and what I'd like to do...
     
    predrag.balorda, Nov 8, 2006
    #2
  3. predrag.balorda

    Muggs Guest

    So why don't you take a screen shot and upload your pic on ImageShack
    (http://imageshack.us) and then post a link.

    Muggs
     
    Muggs, Nov 8, 2006
    #3
  4. predrag.balorda

    pele Guest

    doh!

    ok here's the first image that shows trying to offset surfaces (and
    failing)
    http://img182.imageshack.us/img182/3716/untitled1copyxv1.jpg

    the second image shows why it failed
    http://img477.imageshack.us/img477/4426/untitled2copypi5.jpg

    and the third image shows what I would want it to do
    http://img477.imageshack.us/img477/4227/untitled3copyrr1.jpg

    I've even tried Offset Entities in a sketch but that messes up on
    splines as well.

    I hope it's a bit clearer now. So like in picture 3 but in all 3
    dimensions, not just 2. Thank you!
     
    pele, Nov 8, 2006
    #4
  5. predrag.balorda

    That70sTick Guest

    Look into "Ruled Surface" feature. I think it will do what you need.
     
    That70sTick, Nov 8, 2006
    #5
  6. predrag.balorda

    pele Guest

    nope, that doesn't do what I need. think offset surface, but "better",
    as in "radiate surface" kind of better.
     
    pele, Nov 8, 2006
    #6
  7. predrag.balorda

    matt Guest

    The curvature being pointed to in the third image isn't why it's
    failing. What you point to is an outside radius and when offset is
    getting bigger. Failures are caused by the radius offsetting smaller
    past zero. I would be willing to bet the failure has to do with that
    feather edge to the right of the arrow. When SW has to offset a very
    shallow angle, it has to extend edges, and when it extends spline edges,
    they get unpredictable and may not intersect the other side. In the
    first image, you can see the offset faces are almost parallel in that
    area, and the extension to make them intersect is going to be long. In
    the second image, you make a little arc out of the edge which is great,
    but SW won't do that for you automatically.

    Also, its not clear at all where the 3D curvature in your part is or
    what you are wanting to do in 3D. You shouldn't be so fast to dismiss
    Ruled surface functions, they are the improvement on radiate.
     
    matt, Nov 9, 2006
    #7
  8. predrag.balorda

    ed1701 Guest

    I suspect that this is not the part you are actually trying to offset
    surfaces from. If it were, then the solution would be a piece of cake -
    use radiate (or ruled surface - at the core they are the same thing),
    convert the outer edge, extrude, and you have the offset surface you
    want.

    The reason that offset surface doesn't always work on more complicated
    samples is something you probably know intuitively from your experience
    mowing your lawn.
    When you mow your lawn, you are in essence offsetting the perimeter of
    your lawn with each pass of the lawnmower. At first you have a single
    curve around the perimeter, but with each pass the inside corners get
    tighter and the outside corners get rounder. At some point, the inital
    smooth curve on the inside corners turns into a sharp corner - offset
    surfaces (and shells - same thing when you get down to it) have to deal
    with that when the minimum radius of curvature on an inside curve
    exceeds the shell/offset distance.
    That is why the minimum radius of curvature tool is only partly useful
    - if that minimum radius is an 'outside curve' it gets bigger and
    bigger and becomes less of a problem as the offset/shell thickness
    becomes larger. The only minimum radius of curvature you have to worry
    about are inside curves (for instance, rounds instead of fillets).

    In general. SWx isn't as smart as you are when you mow your lawn. It
    doesn't generally like to split a single face into two faces (the sharp
    corner you create with your lawn mower after a few passes around an
    inside curve). However, SHELL has had some special exceptions coded
    into it that will allow this sort of thing to happen - often
    accompanied by a yellow exclamation point on the SHELL feature that
    won't go away (see part two of my Curvy Stuff presentations at last
    years SWx World - at www.dimontegroup.com)

    To get through this, sometimes we have to take the bull by the horns.

    In the sample you showed, you could offset those faces that you can,
    then use your superior brain to make the faces that SWx CAN'T figure
    out itself and trim them together. Its not fun, but it gets the job
    done. Just last week I had to build multiple shells on a job by hand -
    its actually quite easy when you get the hang of it (same goes with
    offset surfaces - after all, shells are just offset surfaces). There
    are also samples of that on my website from old SWx World
    presentations, though I don't give any warranty for those old files
    working in the current SWx. However, the principle is still valid -
    offset what you can, make what you can't.

    Ed

    BTW - radiated surfaces are ruled surfaces, and are simple - just
    imagine the spines sticking out of a porcupine. That's what a ruled
    surface is - a bunch of spines sticking out of the porcupine that get
    linked toeghether into a single surface .I am not sure how SWx deals
    with the spines sticking out from an inside curve where they would
    overlap - that's kind of cool, but it is a 2D (sort of) problem.
    Turning it into a 3D problem (offset surface) is wayyyy more
    complicated and currently seems to take a human intelligence to solve -
    that's why we make them ourselves.
     
    ed1701, Nov 9, 2006
    #8
  9. predrag.balorda

    pele Guest

    I'll try and describe what I'm trying to do. Look at the preview in the
    first picture. That's what offset faces would do and that's what I'm
    trying to achieve - i.e. offset all faces by 3mm. But offset fails
    because of the face pointed to by the arrow. Yes it's to do with the
    inside radius on one of the points on the spline getting past 0 where
    the spline begins to intersect with itself. Now what I'd want it to do
    is following: if a face is going to fail because of that then create a
    face that follows the edge as created per radiate surface.
     
    pele, Nov 9, 2006
    #9
  10. predrag.balorda

    pele Guest

    I have gone through your presentation about the yard problem and it
    pretty much hit the nail on the head but only in 2D. How to do
    something like that in 3D? I have thought of intersecting the model
    with several planes in all 3 dimensions, doing a radiate on the
    resulting edges/faces but then the geometry doesn't line up at all.
     
    pele, Nov 9, 2006
    #10
  11. predrag.balorda

    pele Guest

    pele, Nov 9, 2006
    #11
  12. predrag.balorda

    ed1701 Guest

    What I guess I didn't convey very well is that the problem exists in
    every 2D section through a 3D surface. Take an angled slice, parallel
    slices, kattywompass slices - in every slice, it still applies. The
    net of all those slices is your 3D surface. Just like the point of
    every spine on the porcupine makes a 3D shape, even when those spines
    overlap or intertwine. Porcupines can do this easily - SW, not so
    much.

    Fortunately, every sample you've posted is a simple planar problem.
    Paul's post works, but again because it was a simple planar problem.
    The important thing to note is that even in a simple planar problem the
    route to a solution is to build the offset ssrface yourself (like Paul
    did by converting the edge of the radiated surface and extruding it).
    You can do this in 3D when necessary, usually throuhg more
    construction, but it can be done and a lot of times it takes less time
    than you would ever suspect. Usually, you only have to make a patch or
    two. My rule is offset what you can, build what you must.

    To your point, why can't SWx figure it out? I dunno. I lack the math
    skills - its pretty complex stuff.
    I just know from years of building plastic models as a kid that the
    inside was often sort of 'muddy' or 'soft' looking, where the toolmaker
    couldn't make a pure offset of the outside (presumably with a
    pantograph) so they just sort of filled in material (by grinding away
    the tool walls manually) while keeping that wall section as consistent
    as possible. They did it by hand, I do it by hand (my hand, of course,
    on a mouse).
     
    ed1701, Nov 10, 2006
    #12
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