I should have explained that I found the XNurbsHelp.chm.
The installed folder path is:
C:\Program Files\Common Files\McNeel\Rhinoceros\5.0\Plug-ins\XNurbs for Rhino 5 (random ID)\
I should also have explained that I am asking for an explanation of the Dialog and Rules page. I understand writing manual is a pain for developers, but you have a tool here that seems like it will solve a lot of problems for a newb like me, so an explanation of the fundamental concepts is essential.
How can a surface be defined by a point? Never come across that before…
Xnurbs obviously can handle complex surfacing but what about the trivial example above (pics) This is a simplified version of a set of 3D curves I want to surface resulting in a surface that extends to extents of all curves beyond the ENCLOSED area that I actually want surfaced.
Perhaps Rhino can surface these equaly well with curve network, in which case, a more experienced user would know that this example is not for XNurbs. Does that mean that a Rhino generated surface will butt against an XNurbs surface an Zebra will be happy? Somehow I think no.
Perhaps a more exoerienced user would understand that after generating a lrager than required surface, it must be trimmed. (I have never trimmed a surface. I do not know how this affects the boundaries of that surface)
Perhaps a more experienced user would trim the curves in some clever way (like the aerofoil) and solve this problem that way. (there was no audio on the aerofoil example and I could not understand WHY he was doing the things he as doing)
With respect to the Dialog page inthe help file, I am not able to select CONTACT, TANGENT or CURVATURE in all cases. two are greyed out. I am not understanding why.
Keep U/V isocurves perpendicular… what is U and what is V… I know what X.Y and Z are. When i search the Rhino manual I find RebuildUV, No help there. Perhaps this is a basic explanation in the first chapters I missed. I am sure its not complicated, but I am a newb looking for a tool that saves me 3yrs of CAD school. XNurbs might be that tool so explain these things. Assume I am 4yo.
U- and v-directions:
Every surface is roughly rectangular. Surfaces have three directions, u, v, and normal. You can display the u- and v-directions and the normal direction with the Dir command.
The u- and v-directions are like the weave of cloth or screen. The u-direction is indicated by the red arrow, and the v-direction is indicated by the green arrow. The normal direction is indicated by the white arrow. You can think of u-, v-, and normal-directions as corresponding to the x, y, and z of the surface.
Trim the Generated Surface: Specify whether or not to trim the generated surface (Obviously, if you select Quad-Sided Surface , this option is ignored.). Not obvious. Why would it not trim a quad sided surface??
In this case, you can first create an untrimmed surface with a minimum number of constraints, and then draw/extract curves from the generated surface and trim the surface manually.
Need a video example of that for sure !!
G0, G1, G2 … These are the boundaries as defined by curves of points I assume?
Perhaps a little explanation of what this is all about.
For the left image below, the points in…
I think this explanation is about creating a curve within the external boundary that matches EXACTLY with a curve that connects to the boundary curves.
I understood the concept that a curve cannot be a boundary curve and an internal curve. Presumably this is what the two curves in the aerofoil are about but:
HOW do you make a partial curve that conforms EXACTLY to a full curve defined by the bounadry curves??? Need a video on that.
by adding two boundary point constraints… Need a video on that. I cannot understand how to do that from the diagrams.
For complex surfaces, e.g., the following aircraft wing tip, you may need to add more internal curves. This video needs to start with a blank document and needs step by step build WITH voiceover !! The video you have assumes too way too much knowledge.
There also needs to be a chapter on Mixing Rhino generated surfaces with Xnurbes surfaces, or is it assumed that ALL surfaces in a model must be one or the other?
XNurbs mainly handles open surfaces (like a sheet of paper). For closed surfaces, e.g., a cylinder that is closed in one parametric direction and a sphere that is closed in both parametric directions, you should split such a surface into two surfaces.
If XNurbs would show a surface but it were unable to trim the generated surface as expected, it would generally mean that the “Boundary Constraint” checkbox is not correctly specified. (You must correctly specify the “Boundary Constraint” checkbox for each constraint.
Need some examples of correct and incorrect please.
Also, an overview of surfacing concepts for large objects with many surfaces like the bumper. Why did he start surfacing where he started? why did he choose the cirves he chose? What is the concept? start with big surfaces and move to smaller ones? How do you approach surfacing objects like that?
Finally, please ignore the posts that are not polite. There are petty people and trolls in all forums that love to throw mud and will never create anything. You have created something, more than 99% of people will ever do, and we all accept that it is a work in progress and a great leap forward.