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A T-Spline shape is one surface.
The surface is made of multiple faces.
Each T-Spline face contains all the info needed to describe itself.
To convert to ZW3D it would break up the surface into multiple faces.
So, can the two live side by side in the same modeling environment?
How readily is T-Splines integrated into a NURBS modeler?
Is T-Splines the only NURBS compatible free form option at present?
Is NURBs modeling characteristics set in stone or can it be enhanced to become more like T-Splines?
I've got more questions but maybe they vanish one these are answered... TIA
Message 7 of 8
It is probably better to think of a t spline as the smooth analog of an stl file. Control mesh elements need not be quadrilaterals. They can be
triangles. So just one surface patch, via editing and knot insertion can be used to construct all kinds of crazy stuff. For instance I think you could
make three fillets and a vertex patch from one surface and one face...that also interpolates the boundaries. We currently use four because of the limitations
of traditional patches.
NURBS are, I think, a subset of t-splines, so if you have t-splines you have NURBS. But adding t-splines to a traditional NURBS
modeler would be an overhaul.
Message 8 of 8
Originally posted by: JonBanquer
What are they good for?
Why would I need them in ZW3D?
San Diego, CA
They are absolutely awesome!!! I use Tsplines in Rhino for all my surfacing. It has easiily paid for the investment with the savings. You don't have a history but in the organic modelling world that's a good thing. ZW handles them just fine. I throw Tspline models in to ZW for mold design.