• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Boolean problem

Messages
334
Country
france
Hello

I use FSDS 3.5 to create a kind of circular bed of flowers.
To create the surronding curb, I used a tube radius 14m, length 0.15m, 32 sides, and a second "tool" tube radius 13.7m... . So, with boolean operations, I got a ring radius 14m, with square section 0.15m x 0.15m.
I keep tube_bool1 (external ring), and tool_bool2 (internal ring), and join them. No problem to texture this ring, and add a disk inside with grass texture, ...

Now, to create more complex forms, I need to use only part of this ring (half or quarte or circle). I tried to apply boolean operations to the ring (as object), with a box as tool (see pic), to get a half-ring.
Unfortunately, it doesn't work. I got following message:
Errors:
- part is not orientable
- part is self intersecting
- boolean operation failed

Can anybody help me ta create a half ring, Maybe with an other way?
Pierrot - FMEP
 

Attachments

  • half_ring.jpg
    half_ring.jpg
    6.6 KB · Views: 502
Hi Pierrot

I think instead of making your half ring with the boolean tool (makes to many polygons)
I would use the tube with four or more sides and just bend it into a half circle.

Farfy:D:D
http://farfyscenery.katuu.com/
 
Last edited:
Thanks for answer.
The section is a square; so, I would have to create a beam and bend it to follow a given curve (=half circle.
I don't know the way to bend an object.
Thanks for help.
Pierrot - FMEP
 
Hi, I do like a problem!
Solution to yours.
Create a tube 32 sections is the most you can have. Then create a sphere with at least 25+ sections - choosing an even number is best - (latitude and longitude) that is the correct radius etc of your 'curb'.
Now working in the Top view.
Using the sphere as the template and in point mode for your tube spread out the tube so that it is elongated - i.e. that there is plenty of space in between the points, this will help you to select them. Take each one column of points and rotate and move them until they are over the sphere 'spokes' - in top down view it looks like a wheel! Line up the points so that they lie along the spokes, with the top point on the edge of the sphere.
I managed to do part of it quite easily.
See the pic below.
Delete the sphere when you have finished of course.
Try it!

Warmingham
 
Last edited:
Hello!
Thanks for all answers.
Quite satisfied to find a link with FSDS tutos!
I tested to bend a square section beam to a 90° quarter of circle.
It works; it only needs some adjustments for starting dimensions and scaling to get final result.

Pierrot - FMEP
 
Hi Pierrot, you managed to post a reply before I could show you another idea! Never mind.:)
Here it is anyway. Someone else may use it.
Using a sphere as the template as explained before.
Make a box 2w x 1h x 1d. Clone it 5 times both ways then join it all into one object.
You can then move the individual points of the new object to match the 'spokes' on the sphere.
This method will give you a flat topped curved box which would be acceptable as a curb.
The red object is the first trial and the blue section is a copy - saves time in making another box.

Warmingham
 
Last edited:
Thanks for all answer.

I finally succeeded in creating a bent beam, along given curve, or circle with given radius.
For instance, a 10m radius: I create a 10m radius polygon with 24 sides. One quarter of circle is divided in 6 parts (15° each) with 7 points: A0:0°, A1:15°, A2:30°, ..., A6:90°.
Then, I prepare a straight beam, square section (15cmx15cm), with 6 sections.
The beam owns 7 square sections from start square #0 to end square #6.
I select every square and move its axes to the points of circle: #1 to A1, #2 to A2, ... , #6 to A6.
Endly, I rotate every square section to give its "heading": #1 15°, #2, 30°, ..., #6, 90°.

So, you can exactly adjust the beam to a given cirve without any scaling (sometimes with umpredictable results!). For any curve more complex then circle, the rotation angle would be given by the heading of the normal to curve.
I just give the example with 6 sections; you can use more sections for more precise work.

Pierrot - FMEP
 
Hi Pierrot,
It is always a good idea to ask for help but above all to show what you have done. Throwing ideas around is how this forum succeeds.
I had not thought about curbs because I have a library with some curbs that are ready-made by someone else. But I do like to make my own objects, so I will use what has been discussed to brighten up my scenery. Perhaps a flower bed in front of the terminal?
I already have my own set of trees - 80+ in all, so I will need to make some plants/flowers now! Another project to add to the list!
Good Luck with your designing!
 
Hello

Concerning circular curbs, I was on a quite wrong way with extrusion! The easiest way (only for circular, whole or part) is with "Sweep" mode.
I create a vertical square template (15 cm x 15 cm) , position 10m from vertical axis; then sweep with given angle: 360 for whole circle, 180 for half... and with a number of points adapted following angle and radius.

However, to get a more precise work, is it possible to edit template points in an other way than dragging with mouse; how to enter precise numbers, if possible, as for polygon vertex?

Thanks for answers.
Pierrot - FMEP
 
However, to get a more precise work, is it possible to edit template points in an other way than dragging with mouse; how to enter precise numbers, if possible, as for polygon vertex?

Thanks for answers.
Pierrot - FMEP


Yes, it is possible.

In point mode (<F8>), go to point properties (<F2>) and edit the point coordinates precisely. Note that the point coordinates are given with respect to the PART axis center as reference, not as the GLOBAL coordinate reference.

If you need to precisely MOVE the point, you can also go to the TRANSFORM->Translate menu and enter the precise values that you want to move the point.
 
Thanks!

That's precisely what I would do, but it doesn't work.
I want to edit template vertex before using it.
Those points may be selected only in template mode; in point mode, nothing can't be selected from a template (brown line).

F8 / F2 work only on the part resulting of extrusion, sweep, and it needs then to edit too many points . I want to edit on template before applying sweep, extrusion...

Thanks for help.
Pierrot - FMEP
 
Thanks!

That's precisely what I would do, but it doesn't work.
I want to edit template vertex before using it.
Those points may be selected only in template mode; in point mode, nothing can't be selected from a template (brown line).

F8 / F2 work only on the part resulting of extrusion, sweep, and it needs then to edit too many points . I want to edit on template before applying sweep, extrusion...

Thanks for help.
Pierrot - FMEP

Create a structured cylinder. Choose one section, edit the points on that cross section, then convert that section to a template you can then sweep/extrude.

I rarely create a "freeform" template anymore. For that matter, you can even create an "inactive" model page and create your throwaway "template-form" cylinder there. Save the template, and load it to your main model page.
 
Back
Top