"Paul Salvador" wrote in message news: snipped-for-privacy@verizon.net... : David, : : I do not agree with this because Pro/e is not a solids only package, : most of all my (and most users I know) designs where created with : curves/surfaces in Pro/e, and parts do not have to solid to be : created/manufactured. : True, true, people use, or try to use whatever tools they can get their hands on and whatever ones they know, to do the job they're faced with. For example, in support of what you're saying, I interviewed at a boat building place that used Pro/e surfaces for hulls and decks, but had one guy who knew Rhino to do the styling. It didn't hurt a thing since they exported everything to iges so they could machine the molds from foam. The Rhino guy just modified the iges files to add the styling.
: Rhino (nurbs based has just as good or better accuracy than Pro/e, : solids, surfaces, wireframe, 2D..), Max (has nurbs), Maya (has nurbs), : Cinema4D(has nurbs), Realsoft (has nurbs), TrueSpace3D (has nurbs) or : even LightWave (mesh only) can and do produce real physical 3D parts. : Anyhow, if it is meshed at a high resolution or within an acceptable : tolerance for the process or depending on the process (like STL's), it : is really not a issue. Those programs don't just create movies and : they can and do physical produce props (mesh or nurbs and if they need : the mesh data to be nurbs, they may be reproduced back into nurbs : surfaces (with some work)). : As with many questions we answer here, we are playing detective when someone doesn't tell us what they are doing with the software. I was just guessing what someone would be doing with AutoCAD and Rhino/3dsmax. The choice had nothing to do with accuracy, but what the intended outcome is. And, while 3dsmax may be capable of enough accuracy for plastics modelling, it doesn't seem to have the tools built in for guaranteeing curvature continuous suface blends. While Maya/Studio Tools and Rhino, also nurbs based as you pointed out, can be used for animation and certainly are, they aren't limited to that, IMO, principally because they are much more concerned with surface continuity. They have the tools to deal with it. Max, though, seems, to be focused heavily on gamer type animation with built in processes for particles, easy creation of articulated human forms with joint definitions, animated human motion sequences in fully rendered scenes and much more that seems like it was designed specifically to produce game type animation. That's not to say that no one uses it for product design, just that they will come up against the same kind of limitations that are faced by SolidWorks users who are trying to do class a surfacing with a product never meant to do them. And while you may be able to 'trick' the software into giving you what you want, you've got to breathe a sigh of relief and give yourself a big pat on the back when it works because, more often than not, it doesn't. In other words, it's not something you can count on.
: Rhino3D is more than capable of producing high accuracy parts for : manufacturing. : : Bottom line is Pro/e animation is too rigid and time consuming compared : to other render/animation tools so most of us export our models into : more productive packages like the ones above. : Bottom line is no one could or would use Pro/e for gamer type animation; in Pro/e, parts get animated, not features of a model. And even then, smooth, fluid movement of a human assembly model would be so monumentally difficult, so mathematically intensive in a Mechanism Design situation as to make practically impossible. Design Animation is somewhat easier because it intepolates movement between frames and extremes of position, but is still so awkward and the result so unsatisfactory that no one would think of using it for things that Max does effortlessly. Point being that a lot of things get called animation these days, but there are different types related to different intended results. My original post generalized, overly so, as Paul has pointed out. But the distinction I originally made between different types of animation and different intended uses and audiences for the animation are still, IMO, valid.
David Janes