Ta da
After, I don't know 1.5-2 years of messing around with this, I've finally got a working method for creating these surfaces I need to the quality I desire.
It's G3. It's beautiful.
The scene:
Next, I'll make an infinite line that captures the side profile of the front of the nose
I want 16 evenly spaced points from 350 to 2200
I only need the first and last 4
Make a series of lines from the first four points up to the infinite line in the zx direction
Hide infinite line, put a point at then end of each of these lines
Hide the support lines. Draw one line from the first control point to the last one
Hit control points, this will create a new line. Right click on the number of control points, change this to 16. There are now 16 evenly spaced control points.
Hide the old line and control points. We'll use the Manipulators snap to constrain this control point to the point earlier created
Select the first point
Snap to this point
Should look like this:
Repeat
For the points at the top - right click on the control point and select Edit position
Change the y position
Repeat for the top 4 control points
1) Select Grid mode
2) Set translation to something reasonably large
3) Use the handle to move the points only in the y direction
Start moving the control points to approximately the line we intend
Curve is getting there. Now change the translation distance to something finer to start fine tuning the curve control point by control point
Here is my result. Some of the control points have to be pulled way out to get the desired spline shape.
Select all points
Right click on any of the points and select Keep all points
Hide everything but these points. We've now got all the control points necessary to replicate this spline
Lets do it all again from a side view
Infinite line
Points on lines
Line with 16 control points
Snap manipulators, edit points
Adjust curve using control points, keep all points
Make a point using the first control point as a reference at y=200. Do the same for the last control point
Then make two more points using these points as a reference at z=200.
Make a 4-point patch using these points
Make this surface symmetrical across the zx plane
Blend. G3
Hit control points, make this blend have 16 control points in the v direction. This is our magic surface.
Hide the support surfaces, unhide the side view points we're going to snap to
I'll apply a material and paint it blue as well, so it's easier to see the support we're working with
Working with control points, make symmetry across the zx plane and highlight the first set of control points as shown in the box
Select this control point
Snap to this point we created
Snap the rest of them
Want a surprise? Check it out from the top
Unhide the top view points and snap the control points again
So far so good
So lets say we've got one dimension completed. The y direction
Let's work on the next dimension. Z
I'll make a 3d curve representing approximately what I want to accomplish in the z direction
Select the 3d curve and click on Distance Analysis
Select our surface, change the Measurement Direction to z, and change Display Options to Full Range of Colors
Now I can see how far off I am.
Before I start going crazy adding control points u direction, I think it's worth understanding how the distribution of control points effects the shape of a curve.
Here is a G3 curve created by blending two straight lines using a tension of 1.
I'll set a target of how high I want it to look in the center
Here is what it looks like with a "Linear Law" adjustment
Concave Law, notice the effect of not evening spacing the control points
Convex Law
Bell Law
Comparison of all four
So before I start adding control points in the U direction on this surface, I'll try to get as close as possible to the shape that I want by using the appropriate spacing of the existing control points.
So maybe first things first. Use linear law adjustments to get the surface as close as possible in my distance analysis, remembering to maintain G3 continuity at the start and the end.
Alright, that looks pretty nice. I know that the there is a lot of red, but that is simply the "min/max" showing me the points where things are out the most. We can see that it's all within 1mm tolerance. Good enough.
So lets say for a moment that 2 dimensions are now done. Y and Z
So what's left is the shape of this surface. Here: (all the way through the model)
This is going to be pretty subjective.
I know about these lines in 2 dimensions
So I'll project them onto my surface to help as guides
Another trick here; create an offset plane
And calculate the intersection of the surface and the plane
I've got this set at the mating point between the nose and the monocoque
But I think this should be much more "convex" than it is now
So I no longer want these CV evenly spaced in the z direction
Something more like that
Makes a "rounder" curve here
Which makes more of my projections fit
Biggest issue is going to be here
At this point I'm going to introduce two more control points in the u direction
I think that's pretty much going to do it.
All my guide lines fit up pretty much perfectly
So why go through all this work?
Extrapolate the side
Go through and edit all the bottom points to be z=0
Something like that
Extrapolate the top of the nose
Then the side of the nose
Around the cockpit
Run a connection checker analysis
It's all perfectly G3. Meaning I have all these great surfaces I can use to build the next features