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21. Merge the dorsal fin into the back, making sure to accommodate for the future merging of the arms.
As in the flipper attachment, this is a tricky step and it’s a good idea to save now as sharkman8.mb in case you must come back to this point.
First, we’ll frame the section we’ll be dealing with, giving the future merging of the arm plenty of room. Detach two vertical isoparms as in Fig 66. This should allow plenty of room for the arms later.
From here, the steps are practically identical to merging the flippers. We’ll detach four horizontal isoparms, two above and below (Fig 67).
Detach two vertical isoparms, one on each side (Fig 68).
Delete the hole where the fin will merge, and detach the isoparms on the pieces above and below, using the boundary of the hole as a guide (Fig 69).
You may need to rebuild your dorsal fin with more spans in order to have enough to detach with. I’ve rebuilt mine to be 10U-8V. Detach the fin in the four corners where it will meet the four corners of the hole (Fig 70).
Select the two halves of the front of the torso, delete their history, and Hide them (Ctrl + H) to get them out of the way. Select the surfaces that remain (Fig 71) and Rebuild with optimization settings and delete their history.
Next, we’ll check our merging pieces’ number of spans and surface directions. Mine are as in Fig 72, 73, 74, and 75. Yours may vary.
Rebuild and Swap Surface Directions where required to match your surfaces. Use the flipper merging step (Step 15) as a guide if you need help.
Once they match in number of spans and direction, rebuild all with optimization settings and delete their history.
Next are the fillets. Again, the tool I use is the Fillet Blend Tool (Edit NURBS > Surface Fillet > Fillet Blend Tool). Select the isoparm from the bottom edge of the top body piece, and hit the ENTER key. Select the isoparm from the top edge of the top fin piece and hit ENTER. Your fillet may twist, but continue with all four sides in this manner (Fig 76). It may be easiest to enter Wire Frame Mode (“4” key) with the lowest resolution (“1” key).
To repair the twisting surfaces, select the body piece they are attached to, and Edit NURBS > Reverse Surface Direction > Options. In the options, try the V direction. If it does not work, undo, and try the U direction. Do so for both. You should end up with a result similar to Fig 77. Select all, rebuild with optimization settings and delete their history.
Now, we’ll attach the fillets to their corresponding fin surface. Select the two touching isoparms of each surface and Edit NURBS > Attach Surface with “Blend” selected and “Keep Originals” un-checked in the options. Do so for all four sides (Fig 78). Select all of the surfaces in question, rebuild with optimization settings, and delete their history.
Next, we attach the four fin surfaces together in the same manner. To attach the fourth corner, use Edit NURBS > Open/Close Surface > Options, and try the V direction, with “Blend” selected. If the V direction doesn’t work correctly, undo and try the U direction. You should result with something similar to Fig 79 with gaps in all four corners. Select all, rebuild with optimization settings, and delete history.
Lastly, is the Global Stitch. Select the surfaces in question (Fig 80) and Edit NURBS > Stitch > Global Stitch > Options. In the options, choose:
- Stitch Corners: Closest Knot
- Stitch Edges: Equal Params
- Stitch Smoothness: Tangents
- Modification Resistance: 1.0
Apply. Hit Ctrl + A to open the Attribute Editor for the Global Stitch. Watch your model, and slowly edge the Max Separation slider up. Once again, at around a value of .158, my surface merged. If no value on the Max Separation slider gets the results you like, than try checking the “Stitch Partial Edges” box and try it again. If still you cannot get the results you’d like and none of the other options seem to fix it, I can only suggest starting over from your last save. If it worked correctly, you should hopefully result with something similar to Fig 81 after un-hiding (Shift + Ctrl + H) your hidden torso surfaces.
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