Then, as I said, just select all the Bezier knots and reduce their multiplicity to 1. No worries.

Am 19.06.2013 14:53, schrieb Ponthieux, Joseph G. (LARC-E1A)[LITES]:

Actually it was the opposite. I wanted primarily to fit a CV curve to a Bezier. Converting Bezier to CV was my backup if I couldn't achieve the primary goal.

Thanks for detail! J

--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

Mymic Technical Services

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.

*From:*[email protected] [mailto:[email protected]] *On Behalf Of *Eugen Sares
*Sent:* Wednesday, June 19, 2013 3:28 AM
*To:* [email protected]
*Subject:* Re: bezier -> nurbs

Hi,
to clear the fog a bit more (or thicken it)...

- A Nurbs curve consists of a list of CVs (x0, y0, z0, w0, x1, y1, z1, w1, ...), and a knot "vector" (0.0, 0.0, 0.0, 1.0, 2.5, 4.0 ,5.0, 5.0, 5.0) in which each item always have to be greater or equal than the one before.

- Curves can have degree 1, 2 or 3 in Softimage (in other applications, higher degrees are allowed, but we rarely design ship hulls in Softimage).

- The number of occurrances of a knot value is called it's "multiplicity".
Example: (..., 1.7, 2.1, 2.1, 2.1, 4.0, ...). Knot 2.1 has multiplicity 3.
Maximum: degree of the curve. Such a knot is called a "Bezier" knot - it has "full multiplicity".

- The first and last knot of an open nurbs curve always have full multiplicity. Needn't be, but it's nice when the drawn curve's start/end coincide with the first/last CV.

- Bezier curves, as has been said, are also Nurbs curves. Nurbs are a superset, a generalization of Bezier curves.

- There's one golden rule for Nurbs curves, which under all circumstances must be kept (except you want to provoke a crash):
number of knots = number of points (=CVs) + curve degree - 1
Example: create a curve, in the "eye" menu, turn on "points", select a knot and see what happens when you adjust "Set Knot Multiplicity" - CVs are added or removed accordingly to keep this rule.

- Bezier knots always coincide with a control vertex. Knots with less than full multiplicity do not.

- It's a nice convenience feature of the "move component tool" that you can move not only CVs but also knots. In fact, that tool is very well designed. Unfortunately, other Nurbs curve tools are not, or are missing. Same for surfaces.


Back to your question, if it hasn't been answered already:
If you want to "convert" a Bezier curve to a CV curve, simply select all the Bezier knots (not start and end - you could, but it's useless) and reduce their multiplicity to 1 ("Set Knot Multiplicity").
The curve shape does not change.

Remember the "Create > Curve > Fit on Curve" tool, if you want to "re-sample" the curve.

Too much information? ; ]

Best,
Eugen



Am 18.06.2013 23:19, schrieb Ponthieux, Joseph G. (LARC-E1A)[LITES]:

    Yes! That would be helpful, didn't realize that was still there.

    --

    Joey Ponthieux

    LaRC Information Technology Enhanced Services (LITES)

    Mymic Technical Services

    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.

    *From:*[email protected]
    <mailto:[email protected]>
    [mailto:[email protected]] *On Behalf Of
    *Grahame Fuller
    *Sent:* Tuesday, June 18, 2013 5:16 PM
    *To:* [email protected]
    <mailto:[email protected]>
    *Subject:* RE: bezier -> nurbs

    A Bezier knot is a NURBS knot with multiplicity 3. If you don't
    want Bezier-like manipulation, you can use the old Move Point tool
    (still available on the Modify > Component menu) instead of the
    Tweak Curve tool .

    gray

    *From:*[email protected]
    <mailto:[email protected]>
    [mailto:[email protected]] *On Behalf Of
    *Ponthieux, Joseph G. (LARC-E1A)[LITES]
    *Sent:* Tuesday, June 18, 2013 04:49 PM
    *To:* [email protected]
    <mailto:[email protected]>
    *Subject:* RE: bezier -> nurbs

    Yeah, tried that, except when I set the multiplicity to 3 it
    apparently converts the curve to Bezier control. Kinda defeats the
    purpose as I could just create the curve a Bezier from the get go
    if I wanted that.

    --

    Joey Ponthieux

    LaRC Information Technology Enhanced Services (LITES)

    Mymic Technical Services

    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.

    *From:*[email protected]
    <mailto:[email protected]>
    [mailto:[email protected]] *On Behalf Of
    *Daniel Brassard
    *Sent:* Tuesday, June 18, 2013 4:40 PM
    *To:* [email protected]
    <mailto:[email protected]>
    *Subject:* Re: bezier -> nurbs

    Oops, reverse.

    From the book

    Multiplicity is a property of knots that refers to the number of
    control points associated to a knot. On a cubic curve, a knot can
    have a multiplicity of 1, 2, or 3. On a surface, each knot curve
    has two multiplicities: one in the U direction and one in V. All
    knots along a knot curve must have the same multiplicity in the
    corresponding direction.

    Knots with a multiplicity greater than 1 are sometimes called
    /multiknots/. Multiknots allow for greater control over the trace
    of the curve through the knot, at the expense of smoothness.

    ·A knot with a multiplicity of 1 has C2 continuity (curvature).

    ·A knot with multiplicity 2 has C1 continuity (tangency).

    ·A knot with multiplicity 3 has C0 continuity (position) if the
    three control points are not lined up. It is like a Bézier point,
    with one control point exactly at the position of the knot on the
    curve and the other two control points acting like tangent
    handles. You can manipulate these knots on curves in a Bézier-like
    manner --- see Using the Tweak Curve Tool
    
<http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/files/curves_DrawingandManipulatingCurves.htm#WS20FD922AA9DF2240AD94FFADCE73807F-002F>.

    On Tue, Jun 18, 2013 at 4:36 PM, Daniel Brassard
    <[email protected] <mailto:[email protected]>> wrote:

    Raise the knot to multiplicity 3 (similar to bezier)

    Lower the knots to 2 (curvature) first and second derivative
    continuity, smoother curve.

    Lower the knots to 1 (tangent) first derivative continuity,
    tangent continuity

    Lower the knots to 0 (linear), sharp turns, no continuity between
    knots

    On Tue, Jun 18, 2013 at 4:08 PM, Ponthieux, Joseph G.
    (LARC-E1A)[LITES] <[email protected]
    <mailto:[email protected]>> wrote:

    Its been so long since I've tried this in Soft I can't remember...

    Is there any logic or formula that will allow you to replicate a
    Bezier Knot curve as a CV curve?

    I thought all you had to do was make sure the CVs on a Nurbs curve
    matched the handle points on a Bezier curve and they would align
    perfectly, but the continuity of the Bezier curves is slightly
    different than the Nurbs, almost as though the Bezier is a
    different degree than the Nurbs curve. Is that the case?

    Second, is it possible to convert a Bezier curve to a Nurbs CV
    curve and maintain continuity, bias, etc?

    --

    Joey Ponthieux

    LaRC Information Technology Enhanced Services (LITES)

    Mymic Technical Services

    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.


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