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Rhaven Blaack

!!!THE MAN BEHIND THE CURTAIN!!!
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To be perfectly (and shyfully) honest, I have not seen this anime. However, I like the look of this ship. I like the open jet. I think that the open jet gives it a more "realistic" look. If I were to build this model, I would make it with the jet open.
 

bigpetr

Designer/Master Modeler
Theese rhino artistic views are beautiful.

I "need" models as close as posible to the original, so I vote for open jet.
From the images it seems to me that it would be possible to design it like solid and leave the choice to builder
 
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zathros

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I too think the open jet would look much better. :)
 

Revell-Fan

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It looks like it could fit into the Captain Future universe. :)


Japanese Original


The one and only never forgotten fantastic GERMAN version..! :)
 

goodduck

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A little adjustment with the aft bulkheads. Box beams all good. Longitudinal frames... I keep taking them off but then I keep putting them back. Think I'll leave them on to help keep the hull skin in shape. Few people told me the frame is overkill, waste inks and paper. Well... come to think of it, all my model designs are overkill in strength. Added jet fins, maybe that will help keep the open nozzle in shape.

79.jpg 80.jpg 81.jpg 82.jpg 83.jpg 87.jpg 88.jpg 89.jpg View attachment 170589 View attachment 170589 View attachment 170590
 

Gandolf50

Researcher of obscure between war vehicles...
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WOW!! There are more supports in that, then a complete model I would do... I think you might just be able to stand on that! LOOKS GREAT!
??? Did you boolean slice them using the outer hull? I only ask as I have tried all variations of boolean operations in Rhino for exactly the same thing...with UTTER FAILURE!
 

goodduck

Well-Known Member
Ok, I am not anywhere close to being an expert in Rhino,I'm a novice at best. With that said, I could be wrong but I think Boolean is not a tool to make bulkhead with.
With a simple shape like a fuselage or a ship hull:
1: Surface > Offset Surface > Distance(input your paper thickness, my default is 0.01") > Flip All( if arrows pointed outward) >Hide the outer original skin.
2: (Cut the copy to make a bulkhead)Surface > Plan > Cutting Plan. (With the copied skin selected, cut the cutting plan and delete the copy if you don't need it anymore and what you got is a bulkhead.

For complicated shape I would not use Offset and make a copy, I will Cutting Plan the original to get the bulkhead I need. After I cut the shape, Select the shape:
1: Curve > Curve From Object > Duplicate Border(then delete the shape)
2: (With the new line): Curve > Offset > Offset Cure(Input your paper thickness)
3: (With the new cure I don't use Surface > Patch because Patch doesn't like to patch complicated shape. It will come out all wired. Cut the new 01.jpg 02.jpg 03.jpg 04.jpg 05.jpg 06.jpg 07.jpg 08.jpg 09.jpg 10.jpg 11.jpg 12.jpg cure instead)
Surface > Plan > Cutting Plan. ( delete the outside are of the cure and you got a bulkhead.
 

zathros

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Dumb me, I always make a copy of the main model, the slice it up where I want the bulkheads, Transform/3 directions, bulkhead size, reduce, to compensate for paper thickness, then extrude the border curve to the thickness of the paper, "Cap Planar Holes', and you now have your bulkhead. Gets too confusing any other way, for me, anyways. many ways to do the same thing in Rhino. ;)
 

Gandolf50

Researcher of obscure between war vehicles...
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Yep... Trouble is I have to deal almost exclusively with triangulated meshes... HQ PBR textures can only be done that way, can't even use quads. All those functions have to be quad meshes or NURBS surfaces... a lot of the time I can get away with MESHsplit as long as the one being cut is completely in the one used as a cutting object, if it's not it FAILS or large chunks of the meshes vanish. Converting a mega-sized object to NURBS is just not feasible. Since I deal in meshes that are made up of a multitude of parts, it is almost never that I can enclose one mesh in the other... joining sometimes works, but then using split mesh or explode it is a terrible way to get back to the separate meshes, to keep the UV structure, since the UV'd image has almost always already been made, and is a mandatory requirement.

I use most of these ideas when creating from scratch, but wish I could with commissioned work. Guess that's why for any given project I have to use 4-5 different software, for something that should be a simple part of one. Thanks will mark this page for next personal project!!
 

zathros

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For de-triagulating the meshes, I usually form a curve around from the "Curve" sections by snapping to those points either using "FREE FORM" or "POLYLINE", select "End" in "Osnap" I want and delete the rest. This works well especially in .OBJ files. My objective being to reduce the model. Of course, this is only with paper models, where you wish to unfold, and are dealing with the limitations of paper. When extracting something from a Blueprint, then it's all "Control Points", and "Running Rails" for the most part. "Squish" really does help, and adjusting those with their Control Points really lets you make whatever you want.

The Truncated Cone you showed could have had bulkheads made from the Curve Commands/Duplicate Curve from Objects, and do the rest I described. Duplicating the Curves also works for meshes. Reducing the object to it's simplest form yields much, and gets to the root of the object you are reverse engineering, or making from scratch. :)
 

zathros

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You could make that rectangle first, then slide it to where you (Ortho on) want on the Mesh, and use that rectangle as the part to be shaped, using the Mesh as the Cutting tool. Different ways to do the same thing. Rhino is good because of that. I usually go for the simplest commands. Less errors from the software that way. Bulkheads are usually the only parts where paper thickness becomes an issue, as it has to fit inside the unrolled piece. :)
 

Gandolf50

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Got it to work with multiple objects as a cutter. With multiple objects after you select the plane as the object to be trimmed, I had to use the explode command since the objects weren't joined the plane was still joined to the trimmed section.
Once I did that I was able to delete the outer sections without having to join the sections of the model together. Even a different way from combinations of how you showed, but it worked at least once...

I think some of the problems are when I start to place the cutting plane, 50/50 if I get the options to select 3 points, it just says pick the first point then endpoint and it sticks a plane in...then after that I get the options.
Shame but in this example, it is a complete fail when trying to get one down the center line... OH well Thanks... It worked one way... the first time it has worked at all!
Worked.png
 

Revell-Fan

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One word of advice: You have to consider the thickness of the paper when you design an internal skeleton in order to avoid warping. You can achieve that in two ways. 1st: Unfold the skeleton parts and scale them down to 98 - 95 % of its original size. 2nd: Offset the outline of the skeleton part by about 1 mm to the center of the part. The first way is easier, the second is more precise. Make use of the fact that the internal skeleton only needs to support the outer shape which means that it does not have to be too exact. Its main purpose is to prevent the hull from collapsing if pressure is applied from the outside. ;)
 

zathros

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I have got to the point that I have all but given up on .obj files. Too many damned triangles. I try to find blueprints, and go from there. Then again, I tend to work with real things, not fiction, so blueprints or 3 way Orthogonic views become more difficult. One method I use is to "Group", (after exploding the mesh) the outside edges, then, delete what's left. Go back, Ungroup, and get rid of anything that is not on the edge (outside), and either "Join" the edges, or, to make smoother, connect with "Control Points", then delete the original "Mesh Outline" Usually by the time I am done, nothing of the original mesh is left.. Depends on model. Layers are a must, as is copying different stages and saving, a lot. :)

This sub looks awesome Allen. I have found if you unroll a part, seeing that part's dimension from the "Top", then thickness almost becomes irrelevant, as the Top is what determines the length. It's easier to trim a former to shape, than to add onto it. Dry fitting tells you if the former fits. ;)
 

goodduck

Well-Known Member
Gandolf50, guess I'll never know what you try to do until I actually watch you doing it. My experience with why the Mesh cannot cut the nubs plan is alway because the Mesh object is not watertight. Two none-conjoining objects can't cut plan either. And I never have any cut plan endpoint sticks to object, that's a new one to me. Maybe you can show image of your object and even step by step of what you trying to do.
 

Gandolf50

Researcher of obscure between war vehicles...
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One word of advice: You have to consider the thickness of the paper when you design an internal skeleton in order to avoid warping. You can achieve that in two ways. 1st: Unfold the skeleton parts and scale them down to 98 - 95 % of its original size. 2nd: Offset the outline of the skeleton part by about 1 mm to the center of the part. The first way is easier, the second is more precise. Make use of the fact that the internal skeleton only needs to support the outer shape which means that it does not have to be too exact. Its main purpose is to prevent the hull from collapsing if pressure is applied from the outside. ;)

That's what we did. @goodduck and I took and did an OFFSET from the trimmed mesh and created a smaller skeleton part you can see it in the RED part in my image.;)

Gandolf50, guess I'll never know what you try to do until I actually watch you doing it. My experience with why the Mesh cannot cut the nubs plan is alway because the Mesh object is not watertight. Two none-conjoining objects can't cut plan either. And I never have any cut plan endpoint sticks to object, that's a new one to me. Maybe you can show image of your object and even step by step of what you trying to do.

Yeah, that's what I am guessing since I have a TOP PART and BOTTOM PART in the mesh NOT JOINED. though why it worked in one direction and not the other is a mystery. The trouble is I rarely deal with such a simple mesh as I used in this example, they are usually a multitude of parts that all have individual UV's with 3-4 textures assigned to each part and joining will destroy the UV structure and hours of work...I guess I could try to do this on a mesh copy and join everything, then apply the created skeleton back to the original mesh object, should work fine if it works that is.

Started a NEW THREAD to stop hijacking this one...
 
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