algorithmic modeling for Rhino
Hi there,
I've been working on some wing root blending for the last few weeks, and I did it in a classic rhino way with the blend surface command. It was a real pain in the neck, adding and adjusting"shapes" in the right way. And the results were not great, it's difficult to guess the right shape with such complex morphology.
I also used Create and Apply UV curves tu help fairing the fuselage trim curve, so I figured : Why not do the blending in UVW space and then remap it?
I gave it a try and it gives sensible results,
as you can see there is some imperfection in the mapping, one way or the other!
So I have a couple questions for the nurbs masters here. There seems to be a trick about how the geometry is rebuilt when morphing, that I haven't managed to reproduce.
Plus the rhinocommon sdk looks quite complicated and obscure regarding to this topic...
Is this method capable of doing this?
How does the surface morph component sample imput geometry and how does it rebuild it?
Is there a way, using the sdk, to make a "reverse surface morph" component? Do I need to go there or can I go on with simple coordinates mapping?
Any advice on wing root blending would be appreciated.
Fred.
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Hi Fred, interesting question, it reminded me of my Polikarpov I-16 project from several year ago, which I canceled then because of this problem area. I took a new look and now came up with this (see attachment).
I know it doesn't answer any of your questions, but I hope it somehow might contribute. I'm really interested to find out what your question is going to result in!
Kind regards, Pieter
Doh! just noticed that I forgot to adapt the definition it to work with the tapered wing I used this time, the definition I posted was made using a straight extruded wing... sorry. But I know you'll get the idea anyway.
Thanks Peter. But as you said it won't help!
For one, the fuselage trim is unknown. Try a high wing configuration with a more cambered foil and you'll see how hard it is to find it!
The "reach" of the blend on the fuselage depends a lot on the local angle and curvatures, and it must vary along the chord. Smaller radius in the middle and bigger at leading and trailing edges. And the trailing edge blend is tricky too, you might have to "offset" it in a way...
It's hard enough to get that last part right in respect to the wing so I figured let's have the morph thingy take care of the fuselage part.
But I'm not sure it's doable.
I'll try to post a file soon for those interested.
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