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Topic: Dxf import and cap holes  (Read 744 times)

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February 20, 2026, 09:17:50 pm
Hello.
Some questions
If I have 2 dxf splines ....import them in Nvil can I use these as Nvil splines to create an accurate object?
if yes how? attached pic

I made an object in drawmesh, the pushpull...what is the proper way to cap the opening?
attached file.

In drawmesh if I draw a line and at the 2 ends it has the green dots...I cannot duplicate it...
what is happening? because I can duplicate other items...

Tnx!

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February 20, 2026, 09:18:24 pm
attached file for the 2nd question

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February 21, 2026, 02:41:09 am
Quote
If I have 2 dxf splines ....import them in Nvil can I use these as Nvil splines to create an accurate object?

Yes you can. Select the two closed splines you imported > go to vertex mode > Go to Visual Tools and choose loft > set divisions how you like.

Quote
I made an object in drawmesh, the pushpull...what is the proper way to cap the opening?
Select the edges or the opening > Go to Visual Tools & use cap hole + > then set divisions as you prefer

Quote
In drawmesh if I draw a line and at the 2 ends it has the green dots...I cannot duplicate it...
what is happening? because I can duplicate other items...
Select your line > Go to Tranform Option of DrawMesh > Duplicate Line is available there. Alt+Space is the key to duplicate. On my windows system co-pilot fires up instead but you can turn it off in Copilot > Account > Settings. Account is hidden behind the sidebar of copilot.
« Last Edit: February 21, 2026, 10:15:24 am by kevjon »

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March 05, 2026, 12:25:48 am
Tnx I still need some help...
I could not figure out how to loft the imported dxf shapes.

Attach is the dxf and nvil scene what I am trying to do.
In Nvil I made what I wanted in about 2 min so very quick....but I need to be accurate
that is the reason I need to use the dxf lines.

I have probed a few cloud points and into my cad and want to build in Nvil3d upon those measurements.

Tnx!
« Last Edit: March 05, 2026, 12:40:46 am by Noobnvil »

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March 05, 2026, 05:28:41 am
Here is a quick video of how to loft between 2 splines.

https://youtu.be/gOUinlUYVsk

The imported circle has too many points which limits your ability to play with mesh segments after the loft. See if you can adjust your CAD softwares export settings to export a circular spline without so many points or recreate the spline in NVil with the spline Circle/Rect tool.

If you are already use Moi or other CAD software and want precision accuracy, CAD programs are best for that. Polymodeling software like NVil are for visualization purposes (they are faceted).
« Last Edit: March 05, 2026, 10:29:23 am by kevjon »

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March 05, 2026, 04:29:13 pm
Thanks going to try it out.

Maybe if I use another format?
fbx, obj, svg?

I possibly can do it all in Moi or Plasticity.
but with Nvil I can just change the shape/adapt very quickly. for rapid prototype its great.

snapping to the imported shapes and build from there is also an option but I am looking at the manual and video but I am struggling even to make a spline circle...
manual says add point then shift/ctrl + lmb ...I see the text add circle point but nothing is happening...

In Moi you select circle option and then select either center to dia, 2 point or 3 point circle pretty straight forward.

I still need to get used to Nvil features and there are allot.

Tnx


« Last Edit: March 05, 2026, 11:44:03 pm by Noobnvil »

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March 05, 2026, 11:48:11 pm
Download the latest version (4 Mar) of NVil from this thread http://digitalfossils.com/nvil-forum//index.php?topic=5227.0

Istonia has created a new window in this version which gives you access to all NVil's spline tools. View > Windows > Spline Tools Window. Circle/Rect is on the palette. If you still can't get it to work, let me know and I can do a short video on it.

Also look at the help file and search for Spline Loft, there is more you can do than just loft between two splines.
« Last Edit: March 05, 2026, 11:50:47 pm by kevjon »

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March 06, 2026, 12:50:03 am
It is much improved...
but how do you make e perfectly round circle...and are there options ta make it from 2points, 3 points?
and editing after it is made. I am guessing 3 point to be useful to snap to an existing shape?

If you can make a video on how to use these spline tools it would be much appreciated.
I spend half a day today on this and accomplished nothing.

Tnx!

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March 06, 2026, 04:42:13 am
You tap caps-lock to change it from ellipse to perfect 4 point circle. 4 points are required to make a spline circle.
Tap Spacebar key to change it to a rectangle.

When you run streamline circle/rectangle tool the HUD display in the viewport gives you these tips after the first click when starting to draw these shapes.
« Last Edit: March 06, 2026, 04:44:02 am by kevjon »

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March 06, 2026, 04:55:19 am
A perfect circle can be created from two points by using AB spline.
@1:14
https://youtu.be/J6CsvgpuHN4

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March 06, 2026, 06:50:04 pm
Before I waste more time...maybe I am understanding this all wrong.

I imported the dxf and made the item I wanted with draw mesh snapping to it then patching and moving things around until I had the desired outcome.
3 questions before I move on.
1.Is this the way to do it? normally?
2.I see in the manual you can patch splines but I see mostly in the videos the splines are used mostly as guides/ slides instead of object creation is this correct?
3.Is there another file format to import that you can create object from (patching directly)instead of redrawing the lines then patching?

I made this same item in Moi3d, Plasticity and Nvil...all will work ..but again with Nvil I can shape it exactly as I want then this will be send to Moi3d again for exact boolean to exact measurements.

Thanks...my head is spinning about this lol.

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Yesterday at 04:11:22 am
For precision critical area, you need to use CAC software.
It is impossible just importing a bunch of lines then one click to build everything. Imported lines are mainly used reference to create new splines or mesh geometries.

-- When importing lines from dxf file, if the "Put all lines in one spline" is checked, multiple splines are packed into one spline object. This option is provided in case there are too many lines from the file to prevent the possible messy problem in the scene organisation. To break the packed spline, use the "Split" command. You can also remove the unwanted splines in vertex mode while they are still in one spline object.
-- You set the grid interval value here, Edit > Preference > Grid.

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Yesterday at 04:29:50 am
Quote
Before I waste more time...maybe I am understanding this all wrong.

1. The normal way to model is to import 2d images of the front, side and top views of what you want to model. They can be scaled up close to accuracy required for the final model. You then use primitives to create the final shape in combination with sub'd. See Istonias car rim modelling tutorial https://www.youtube.com/watch?v=OgDXUxwrl1Y&t=1210s. For some parts of the model he uses drawmesh but it only comes with modelling experience and practice which tools to use and when.

2. No, on the new spline tools palette is spline surface and spline patch. You can also extrude polygons from a spline or fill a closed spline with an NGon. You can create cylindrical polygon shape with lathe and loft polygons between splines. Most of the help info you need about these tools is in Tool search. These are very similar tools as to what you find in Moi or Plasticity except they generate polygons instead of nurbs surfaces.

3. No.
« Last Edit: Yesterday at 06:42:24 pm by kevjon »

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Yesterday at 10:52:36 pm
Because DXF import of splines is not working correctly in NVil, the workflow you can use between your CAD program and NVil is to model the basic shape in CAD (for accuracy). Then export a mesh out to OBJ format. I recommend exporting a fairly dense mesh as it makes retopology smoother and more accurate. See image below.

Import the OBJ into NVil and retopologise it with drawmesh (keeping it all quads) and add 2 levels of subd. For the example you posted you only need to retopo half and then use symmetry. You can then tweak the retopolised mesh in NVil to your desired shape before importing back to MoI using the subd option where you can do further booleans.

I use this technique all the time when I can't achieve a good result using MoI surfacing tools. Nurbs surfacing tools tend to crease, warp and crinkle easily.

« Last Edit: Yesterday at 10:54:30 pm by kevjon »