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How to find this point in space?


Michael Emo
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I've got some walls that are happily at 45 degrees to each other. Looking at the top view, I've applied to my rectangles:

 

Convert to Editable Spline

Extrude (6") Modifier

Edit Mesh Modifier

 

Now, I would like to join the walls perfectly at the intersecting points, but I can't figure out how to snap to that exact point. Sure I can get the geometry close just from 'eye-balling' but it's not perfect.

 

Any ideas on this? What am I missing? I've tried all kinds of snap combos and nothing seems to snap to that intersect.

 

Thanks!

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those things used to puzzle me a lot until I gave up and decided to just re-draw as a spline and then extrude. I know...I should've kept investigating, but I just wasted too much time trying to figure out those things. If some has the answer, as dumb as it may be, please share it!

Good luck, sorry I couldnt help!

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Do a move/copy of the three walls that create the two corners as shown in your diagram. Do a boolean subtract that leaves the middle wall trimmed with the angles you have highlighted in red. Reposition the newly booleaned object to where it was orginally. Move vertices of your walls to where you want them and then delete the boolean object when finished.

 

You are basically making a template shape and then discarding it so you have clean meshes to work with when you are done.

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Hi all First time posting here... :)

 

My Solution..

After you convert your rectangle to edit spline, apply an edit mesh modifier, attach all the wall together and weld vertex. All you need now it's a shell modifier with the straighten corners option on

 

Sorry for my poor english...

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Trace it with a spline in 2.5 snap, attach them together and then in the spline modifier, trim them to one another. Now you have a place to snap to.

 

 

That's exactly what I do if I need to find the point at which two lines intersect. Draw splines along the edges (in the case that the spines do not already have an intersection, i.e. they are too short, I scale them up at the spline sub-object level) and trim the end of one of the splines - doesn't matter which. You then have a vertex positioned at the intersection of the two lines.

 

It's a bit convoluted, but it saves reopening autocad

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