Re: Converting Nurbs to Polygons

2016-02-05 Thread David Saber

Hi Joey
We'll test what you suggested. In the meantime I kept on testing MOI and 
even with more complicated mesh, the IGES to polygon object converter 
gets me quite good results. The meshes are not clean but they have far 
less problems than with the Maya converter.

Thanks again for this load of great info!!
David


RE: Converting Nurbs to Polygons

2016-01-29 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
David,

Did you modify any of the Convert NURBS to Polygon Options? Use the option box 
for the command if you have and try different settings. It will take a little 
experimentation to get the hang of it. But I doubt that’s your problem. 

So. about Solids to Nurbs to Polys. This has always been a difficult 
process. Used to do a lot of this kind of stuff from ProE to Soft 3D. This is 
one of the areas though where Maya is well suited because it imports such a 
high number of CAD formats natively. The problem as you describe it is likely 
starting at the Solidworks side. Heres why:

If you created the geometry as a solid, as with any application that generates 
these kind of objects, ProE, Solidworks, that kind of thing, Solids are not 
like Nurbs. They are mathematical representations which are geared towards 
creating watertight assemblies that can be sent to a 3D printer. There can be 
no unsealed objects in this path to the printer. The closest crude 
approximation or analogy I can give is that they are more similar to 
"booleaned" polygon primitives. But that is a severe oversimplification. 

When you convert a solid to Nurbs, the solids modeler has to figure out what to 
do with it. A solid of a sphere doesn’t translate to a nurbs sphere, so when 
you export it as IGES the software goes through all soft of machinations to try 
and figure out how to make b-spline surfaces out of it. Generally what happens 
most often, as was the case with ProE at least it would create surface 
approximations of a topology it could understand and then trim off the surfaces 
where they intersect. So for example, a solid sphere might get converted into 8 
nurbs surfaces that are trimmed off to form 8 semi quadrants of the sphere. Not 
very efficient when in maya all we need is a single NURBS surface. Create any 
complex topology and it will just keep breaking it down further and further 
until it’s a shape it thinks is reasonable for a spline surface and then trim 
off any excesses. I converted a solids generated iges of an airplane once into 
Soft 3D this way it took several hours to load on a massive Onyx SGI. It 
contained thousands of surfaces and multiple trims per each surface. It was 
insane.

Dependent upon the detail given to the original solid and whether its been 
shrinkwrapped or not, results will vary. But suffice it to say, solid to Nurbs 
to polys is not the best of paths. What you want to do is convert the solid to 
a mesh inside Solidworks. I don't know Solidworks so I am thinking you'll want 
to send an STL out of Solidworks. Look into "shrinkwrapping" it can also help 
the process. We used to have to do that in ProE, but don't know what its 
equivalent might be in SW. Then read the STL into Maya. There may be some 
cleanup but it should be mostly deleting stuff you don’t need and sealing edges 
where necessary. Generally an STL is a "poly mesh" but dependent upon the 
tolerances and granularity of the original solid they can be very course or 
very fine, think similar to render tesselation on NURBS, but for a "mesh" (not 
really a mesh, that’s why its called a solid). Once out of Solidworks though it 
can't be changed anymore so you have to manage the tolerances from the solids 
modeler side. 

After looking at what is currently supported I see Maya DirectConnect supports 
something called SW so I'm going to guess it might be able to read native 
Solidworks in directly? Never tried it so not sure but that would be worth a 
shot as well. Search Maya help for SW_DC. When dealing with a solid it always 
best to stay as close to the native formats as possible, but exporting as Nurbs 
(iges) from a solids modeler is not something I would recommend.



--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not 
represent the opinions of NASA or any other party.


> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-
> boun...@listproc.autodesk.com] On Behalf Of David Saber
> Sent: Friday, January 29, 2016 4:45 AM
> To: softimage@listproc.autodesk.com
> Subject: Converting Nurbs to Polygons
> 
> Hello list!
> 
> I need to convert Solidworks IGES nurbs to polygons.
> In Softimage, the IGES import fails and creates nothing more than a null. So
> I'm testing Maya to achieve this. In Maya, the function is available in 
> Modify >
> convert > nurbs to polygon. This works well, but I don't understand why the
> resulting object has too many faces, has corrupted geometry and inverted
> faces. Nurbs object are always simple, grid-like surfaces, that are just 
> given a
> shape, so why aren't they translated into similar polygonal objects?
> After this conversion, I export as FBX and import into Softimage where I
> spend too much time cleaning the mesh. Is there a 

Re: Converting Nurbs to Polygons

2016-01-29 Thread David Saber

Hello Joe,

Thanks for your very informative answer, much appreciated. I hope you 
don't mind I've forwarded your post to my co-worker who is operating 
Solidworks here.


To answer some of your questions :
- In Maya, I have played with the Convert NURBS to Polygon Options but 
didn't find any statisfactory settings. Do you know some good settings 
to get a clean mesh?
- I didn't know Solidworks was producing these "solid" meshes. I heard 
of them before but I didn't get what they were exactly. Now with your 
explanations I understand better. I thought Solidworks was just a nurbs 
modeller. it would be great to find a way to convert from solid to 
polymesh from within Solidworks, we'll try that.
- Is DirectConnect installed with every new Maya installation? Last time 
I checked, I didn't find the Solidworks format in the import dialog. But 
here is what I read in the Direct Connect PDF at 
https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/ENU/123112/files/directconnect-html.html 
, in the SolidWorks section:
"Type of data imported : The software imports NURBS for this file format 
and maintains the following information on import: Precise geometric 
surface and topology information, Data organization, Tolerances and 
unit, Colors"
So perhaps DirectConnect translates solid to nurbs at import time, and 
in that case, it's the same as exporting an IGES from Solidworks in 
order to import it into Maya (our current workflow).
- In another answer in this thread, I said I got nice results with MOI, 
but the nurb object I tested was simple, I'll have to test with another, 
more complex object.


Thanks again and see you!
David



On 2016-01-29 15:09, Ponthieux, Joseph G. (LARC-E1A)[LITES II] wrote:

Maya DirectConnect


Re: Converting Nurbs to Polygons

2016-01-29 Thread David Saber

Howdy
Thanks for the tip about MOI. I ran the trial and the nurbs to poly 
conversion is even better than Rhino's. I didn't try all the export 
dialog options yet, but with the default settings, the result is very nice.
I never heard about this application before. Its interface is very 
simple but it seems nice for quick modelling tasks.

Have a great weekend all!
David



On 2016-01-29 11:57, toonafish wrote:


Yep, the MOI converter is very good, I used it a lot.  Just give the 
30 day trial a test-ride.


-Ronald


On 29 Jan 2016, at 11:52, Leendert A. Hartog > wrote:


Haven't tried this myself in a long time, only took their demo "for a 
spin" way back,
but MOI ("Moment of Inspiration" - http://moi3d.com/) advertises with 
the following:
"The icing on the cake is MoI’s unique polygon mesh export that 
generates exceptionally clean and crisp N-Gon polygon meshes from CAD 
NURBS models." and is way cheaper than Rhino.


Sent from Mailbird 



On 29/01/2016 11:09:55, David Saber > wrote:


Thanks, I will test Rhino as well!

On 2016-01-29 10:51, Enter Reality wrote:
> I strongly suggest you to try Rhino for nurbs conversion and poly
> optimization/cleaning, since there are some builtin features in order
> to do that.
> Then from there you can export in FBX and have a clean mesh rather
> then wasting time in Maya or do the cleanup in Softimage.






Re: Converting Nurbs to Polygons

2016-01-29 Thread Leendert A. Hartog
Haven't tried this myself in a long time, only took their demo "for a spin" way 
back, 
but MOI ("Moment of Inspiration" - http://moi3d.com/) advertises with the 
following:
"The icing on the cake is MoI’s unique polygon mesh export that generates 
exceptionally clean and crisp N-Gon polygon meshes from CAD NURBS models." and 
is way cheaper than Rhino.

Sent from Mailbird 
[http://www.getmailbird.com/?utm_source=Mailbirdutm_medium=emailutm_campaign=sent-from-mailbird]
On 29/01/2016 11:09:55, David Saber  wrote:
Thanks, I will test Rhino as well!

On 2016-01-29 10:51, Enter Reality wrote:
> I strongly suggest you to try Rhino for nurbs conversion and poly
> optimization/cleaning, since there are some builtin features in order
> to do that.
> Then from there you can export in FBX and have a clean mesh rather
> then wasting time in Maya or do the cleanup in Softimage.


Re: Converting Nurbs to Polygons

2016-01-29 Thread toonafish

Yep, the MOI converter is very good, I used it a lot.  Just give the 30 day 
trial a test-ride.

-Ronald


> On 29 Jan 2016, at 11:52, Leendert A. Hartog  wrote:
> 
> Haven't tried this myself in a long time, only took their demo "for a spin" 
> way back, 
> but MOI ("Moment of Inspiration" - http://moi3d.com/) advertises with the 
> following:
> "The icing on the cake is MoI’s unique polygon mesh export that generates 
> exceptionally clean and crisp N-Gon polygon meshes from CAD NURBS models." 
> and is way cheaper than Rhino.
> 
> Sent from Mailbird 
> On
>  29/01/2016 11:09:55, David Saber  wrote:
>> 
>> Thanks, I will test Rhino as well! 
>> 
>> On 2016-01-29 10:51, Enter Reality wrote: 
>> > I strongly suggest you to try Rhino for nurbs conversion and poly 
>> > optimization/cleaning, since there are some builtin features in order 
>> > to do that. 
>> > Then from there you can export in FBX and have a clean mesh rather 
>> > then wasting time in Maya or do the cleanup in Softimage. 



Re: Converting Nurbs to Polygons

2016-01-29 Thread David Saber

Thanks, I will test Rhino as well!

On 2016-01-29 10:51, Enter Reality wrote:
I strongly suggest you to try Rhino for nurbs conversion and poly 
optimization/cleaning, since there are some builtin features in order 
to do that.
Then from there you can export in FBX and have a clean mesh rather 
then wasting time in Maya or do the cleanup in Softimage.


Re: Converting Nurbs to Polygons

2016-01-29 Thread Enter Reality
I strongly suggest you to try Rhino for nurbs conversion and poly
optimization/cleaning, since there are some builtin features in order to do
that.
Then from there you can export in FBX and have a clean mesh rather then
wasting time in Maya or do the cleanup in Softimage.

2016-01-29 10:45 GMT+01:00 David Saber :

> Hello list!
>
> I need to convert Solidworks IGES nurbs to polygons.
> In Softimage, the IGES import fails and creates nothing more than a null.
> So I'm testing Maya to achieve this. In Maya, the function is available in
> Modify > convert > nurbs to polygon. This works well, but I don't
> understand why the resulting object has too many faces, has corrupted
> geometry and inverted faces. Nurbs object are always simple, grid-like
> surfaces, that are just given a shape, so why aren't they translated into
> similar polygonal objects?
> After this conversion, I export as FBX and import into Softimage where I
> spend too much time cleaning the mesh. Is there a faster way to do this?
> Thanks,
> David
>


RE: Converting Nurbs to Polygons

2016-01-29 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES II]
David,

Every import will behave differently regarding the nurbs to poly conversion 
options. It's all dependent on the objects size, its general UV makeup, its 
topology etc. The options make it easier to adapt to the topology but not 
easier to convert. Back in the day we would be attempting to convert each 
surface individually so we could make the UVs of two adjoining surfaces match 
as close to possible at the NURBS to Poly conversion. But this matching is 
dependent upon a U or V length. Dragging a model down like this, as I think you 
already know can be quite time consuming.

My explanation regarding Solids is rather old and traditional I'm afraid. This 
might prove to give you a better sense of the Solidworks paradigm. 

https://books.google.com/books?id=99YzrOr7Hd8C=SA2-PA1=SA2-PA1=solids+modeling+primer=bl=jKS0rLrcUN=PN88V3rDHyCONe0nOKGLzr3rugg=en=X=0ahUKEwj51dLApM_KAhVBlx4KHZU6CCAQ6AEIRzAH#v=onepage=solids%20modeling%20primer=false

Apparently Solidworks has its own surface/solid methodology that’s not as 
exclusive to solids as the older applications. As I said, I'm not as familiar 
with SW as say ProE or Ideas and I don't have access to these apps anymore. 
I've been wanting to learn SW recently for something totally unrelated to 3D 
but haven’t had the chance.

Still, my guess is that you're having the difficulty because you are putting 
IGES into the mix. IGES is an open standard and is notoriously unforgiving 
sometimes. In fact, we have seen multiple flavors of IGES over the years due to 
its open nature and it's never quite clear how one app is going to adapt to one 
flavor of IGES. But to get to IGES you have to reduce the core data to stuff 
that the IGES standard can understand. My point is I think IGES would be many 
levels below a Solidworks definition. I've often likened IGES to being similar 
in theory to VRML, IV, or even OBJ. There are countless ways you can forge any 
of these files and if you use some of the more obscure stuff in them you can 
make the files unreadable by some importers. I don't think that’s the case in 
your situation, but I do think that to get it to IGES its potentially reducing 
the data to a limited surface subset.

DirectConnect is installed with Maya, though you may have to go into the plugin 
manager and turn the plugin on. 

Reading CAD data has traditionally been one of Maya's strengths due to it close 
relationship with some of the Alias design products. DirectConnect has been 
around for almost as long as Maya has. But you have to know the order or 
precedence of some the conversions dependent upon the source and targets. Not 
everything can go in a linear one-step conversion.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES II)
Science Systems and Applications Inc. (SSAI)
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not 
represent the opinions of NASA or any other party.


> -Original Message-
> From: softimage-boun...@listproc.autodesk.com [mailto:softimage-
> boun...@listproc.autodesk.com] On Behalf Of David Saber
> Sent: Friday, January 29, 2016 9:50 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: Converting Nurbs to Polygons
> 
> Hello Joe,
> 
> Thanks for your very informative answer, much appreciated. I hope you
> don't mind I've forwarded your post to my co-worker who is operating
> Solidworks here.
> 
> To answer some of your questions :
> - In Maya, I have played with the Convert NURBS to Polygon Options but
> didn't find any statisfactory settings. Do you know some good settings to get
> a clean mesh?
> - I didn't know Solidworks was producing these "solid" meshes. I heard of
> them before but I didn't get what they were exactly. Now with your
> explanations I understand better. I thought Solidworks was just a nurbs
> modeller. it would be great to find a way to convert from solid to polymesh
> from within Solidworks, we'll try that.
> - Is DirectConnect installed with every new Maya installation? Last time I
> checked, I didn't find the Solidworks format in the import dialog. But here is
> what I read in the Direct Connect PDF at
> https://knowledge.autodesk.com/support/maya/learn-
> explore/caas/CloudHelp/cloudhelp/ENU/123112/files/directconnect-
> html.html
> , in the SolidWorks section:
> "Type of data imported : The software imports NURBS for this file format and
> maintains the following information on import: Precise geometric surface and
> topology information, Data organization, Tolerances and unit, Colors"
> So perhaps DirectConnect translates solid to nurbs at import time, and in that
> case, it's the same as exporting an IGES from Solidworks in order to import it
> into Maya (our current workflow).
> - In another answer in this thread, I said I got nice results