algorithmic modeling for Rhino
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Hello Dave,
some ideas:
-have you tried rebuild the curve in GH (rebuild curve component, un curve>utilities). You can set the number of points.
-have you tried rebuild the curve in Rhino (Edit, Rebuild). Again, you can set the number of points for rebuild.
-In case you export via dxf/dwg, the exporter let you choose a Export Scheme, and each scheme let you set the curve definition.
-finally, in Max, you can try Normalize Spline modifier, and reduce the number of points of the curve.
If you are only exporting shapes/splines/curves, Try exporting to Illustrator .ai.
If you are exporting surfaces, use .sat. It will come in to Max as Body objects, a parametric, rebuildable nurbs surface.
The shapes will come through as native Bezier curves. I'm sure they may not be exactly the same as rhino nurbs curves but you're losing that in translation anyway.
by the way, if you are ultimately converting to EditableMesh, as in your image, you will end up with many vertices anyway, regardless of the number of vertices (control points) in the Max Splines. All Max Shapes (Max's equivalent term for Curves) have a Steps parameter in the Interpolation rollout of the base object. It determines how many sub segments there will be per segment, the curves between vertices.
You will not be able to get the side by side, perfect curves as you have in Rhino. Max shapes have the step segments I describe above.
You can solve (most) of that adjacent curve gap issue by increasing the steps on those splines. (see note below regarding plugins)
I know you don't want to hear this, but for that scale, you don't really need that level of accuracy, do you? How big are the gaps? (just sayin') ;-)
Another workflow you might try is exporting as DWG and using Max's File Link Manager to import the lines/curves. As long as your modifiers are simplistic and are not dependent on subobject selections in the shapes/curves, you can make updates in rhino, export to the same dwg and your team can Reload the dwg from the Manage Links dialog. We do this with Revit/FBX.
On another note, look for the free Max plugin called HSpline. It is a modifier that lets you set the segmentation of shape objects as a modifier. It can be handy for controlling that segmentation in the modifier stack.
Interp. Spline is similar but it sets the Steps per segment.
Both are on plugins.de
If you have two shapes designed to fit perfectly together, and after exporting they are very slightly different. Why not just delete one and use the other in both situations?
If I remember correctly the .ai format will flatten your shapes into a 2d space, Which may be problematic for complex forms like what you linked. Its not the end of the world but you may have to do some thinking before exporting with it.
I always think of exporting and importing as a process unto itself, sometimes you have to prepare information to be exported and generally you have to clean it up after it is imported. This is especially true between software designed by different companies.
its may an old topic. but maybe there is another way. More steps an I did´t try it but may it could work:
There is a Plugin for C4D called rhinoIO. With that you can OPEN Rhino files and they stay sync. So If you change something in rhino/gh and you save it, C4D is updating the geometry. I did that recently and it works like a charm, with textures and everything. May from there to 3ds works better?
Just a idea,
good luck
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