buggy
11-17-2007, 01:13 PM
Hello,
I am wondering if anyone is using powerNURBS to create designs for production of physical objects, specifically injection molding of plastic parts? If so, any guidance from someone with experience in this regard would be great. A tutorial would be ideal. Basically I envision creating a hollow model, shelling it to the required thickness and setting up drafts (how can this be done with PowerShell since it sets a uniform thickness?), then creating the negative mold of it (with powerBoolean?) and then splitting it along separation lines, and building in channels for the plastic to flow and also sliders to make holes and undercuts, etc.
Related to this, I would like to model some objects that are organic in nature and wonder if PN is a good choice for this? I see examples of creatures and characters in the Rino web site gallery but not for PN. If so, can we see a few examples and tutorials? It doesn't have to be a whole character -- just something like say a hand would be good. Surface features such as wrinkles would have to be modeled since material maps wouldn't produce results in a physical mold.
I haven't used PN much since I purchased it (still on V 1.82) but would like to get into it more if I can get a better handle on it and if it looks like it is suited to the task. I have been building objects using polys and export to STL for rapid protyping, but as soon as I want to go to CNC machining or send it to solidworks engineers I run into a wall. Is there a straightforward process for converting a poly object to NURBS? It would be great if one could conform or slump a NURBS cage over a poly model and have it approximate the shape. . .
Thanks,
James
I am wondering if anyone is using powerNURBS to create designs for production of physical objects, specifically injection molding of plastic parts? If so, any guidance from someone with experience in this regard would be great. A tutorial would be ideal. Basically I envision creating a hollow model, shelling it to the required thickness and setting up drafts (how can this be done with PowerShell since it sets a uniform thickness?), then creating the negative mold of it (with powerBoolean?) and then splitting it along separation lines, and building in channels for the plastic to flow and also sliders to make holes and undercuts, etc.
Related to this, I would like to model some objects that are organic in nature and wonder if PN is a good choice for this? I see examples of creatures and characters in the Rino web site gallery but not for PN. If so, can we see a few examples and tutorials? It doesn't have to be a whole character -- just something like say a hand would be good. Surface features such as wrinkles would have to be modeled since material maps wouldn't produce results in a physical mold.
I haven't used PN much since I purchased it (still on V 1.82) but would like to get into it more if I can get a better handle on it and if it looks like it is suited to the task. I have been building objects using polys and export to STL for rapid protyping, but as soon as I want to go to CNC machining or send it to solidworks engineers I run into a wall. Is there a straightforward process for converting a poly object to NURBS? It would be great if one could conform or slump a NURBS cage over a poly model and have it approximate the shape. . .
Thanks,
James