I need help with another tricky blend!

Perhaps I’m not cut out for this whole modeling thing! I can get this modeled in poly software, but I need polysurfaces in Rhino and it’s really kicking my butt.

This is a hammer for an antique pistol and I can’t seem to figure out how to blend the two. The extrusion is flat and I think a simple filleted edge would suffice, but I can’t figure out how to merge it smoothly with the cylindrical sweep.

Looks like a kitchen faucet, which I feel like is something I couldn’t model even if Delta had a gun to my head!

I suck at life.3dm (128.5 KB)

I really do appreciate the help.

What exactly do you mean with “blend”? Fillets? Transition surfaces? A square-to-circular transition? Do you have sketches or mock-up photos of what you want this to look like?

I’m not exactly sure if I’m using the right terminology. Here is a photo of the part, but I’ve put some colored lines over it to demonstrate what I’m trying to explain. The red part is mostly a flat extrusion, in which I want to bevel the edges a bit. So when the thumb goes over the top part of the hammer it’s flatter and easier to pull back. And the blue part is a round pipe like shape, I initially made with just a sweep. The yellow part where the two converge.

These could be just an extrusion and a sweep with a union, but the problem is they’re the same width, so the sides are flat.

I hope that makes sense! Also, it’s solely just a display replica, no moving parts or any functioning parts haha.

That whole thing looks rater soft though, the top spike seems like a “wavy cone”, judging from the crude photo’s highlights, unlike a blocky 2D extrusion. If all you have is that low-res 2D scan from a book, probably SubD should do the job nicely.

Yeah, I was thinking that was probably what I should do. But, I’ve never used any of the subd tools in Rhino yet. Also, do they interface well with Polysurfaces? For example, I will need to make a slightly larger outer wall to do a difference with the part this attaches to, so I can have a bit of tolerance to snap the two peices together.

splitting the pipe shape into 4 surfaces then blendsrf to the square element.. you’d need to create some space between the pieces in order to have room for the blend to happen, but as Lagom said, I think that will not yield the shape you are looking for…

Now is a suitable opportunity to use them. With the ToNurbs command, you can then convert your SubD surfaces to NURBS surfaces for further refinement.

Hi @Jordan_Miller
Here’s @theoutside’s “paper doll” video, which is a great introduction to this type of modeling. Sub-D’s aren’t hard (but takes a little getting used to), especially if it doesn’t need to be exact to 0.001mm. Here’s my two-minute try. I’m sure someone more proficient could make a better layout, but maybe you can use it as a starting point :slight_smile: The flat face is the original face layout prior to extruding/adjusting. Notice that I’ve used SubDCrease to create the edges at the rear low of the hammer.

I suck at life_JN.3dm (278.6 KB)

HTH, Jakob

i would suggest a different typology for the initial subd befor paperdolling it:
(see second row)

  • have a central star-point and 2 face loops for each “arm”
  • do a more “sphere like” cap at the tip
  • use _reflect to add symmetry (@theoutside : the non-constant ( no constant fixed pixel width) red shiny symmetry-indicator is so annoying …)

I suck at life_JN_TP.3dm (3.4 MB)

happy modelling - kind regards - tom

I assume that is the same as RH-87298 Symmetry line thickens with z height

No - answered in the original topic

The picture you posted doesn’t show the whole shape. Another view would be nice.
Here is how I would model this percussion hammer.
hammer.3dm (549.4 KB)

well done!

beautiful solution

@jim That’s heresy. You used multi-span degree 3 surfaces, not single span degree 5 or degree 7. :slightly_smiling_face:

Heresy?

Well, not that it matters for a small 3D printed (?) object, and likely continuity wasn’t the objective here, but it shows.