yeah, true it did seem a little growly. i thought that after posting. my appologies. you did nothing to provoke the devil w/i me! i really mean no harm either!
(thats why i did bother, to mention that i wouldnt bother saying things i was saying anyway!
).
regarding the stupid nit picky pedanticness on the use of words, i was just reading your :
" then from the hole left from the trim, use it's isoparm to loft onto another nurbs circle?"
and i wanted to point out that isoparms are distinct from trim edges, i guess i shoulda said just that! isoparms being the edge to edge fellows that do a whole surface direction at same paramater value (iso, same), a trim edge being a curve that exists in the surface's UV space (an underworld). thats all. whilst you may alredy know this, and it was just a slip in terminology, i bring it up only because i think it worth while to get things straight for yourself, and we can all help educate each other!
there are plenty of threads on this forum that will talk more about the reasons why people generally stay away from trims, jsut do a search on trims and you'll be surprised.
the basic problem being that they dont respond well to deforming animation of the surfaces w trims on them (often the case for characters, unless they are robots), this is due to the manner in which a trimmed nurbs surface is tesselated into polygons for rendering. if you turn on 'display render tesselation' for a trimmed nurbs surface, you'll see how the triangles are layed out around the trimmed edges...play w the different settings and see how you can make it fit a little nicer, then pop, say, a lattice on the surface and animate the pnts on it a little, or just drag 'em around, and watch how the tesselation flips around the place ...imagine that on a seams of a character. notice how slow it is to claculate.
trims more of a place in hard, static models. so how do you go about using nurbs then? how do you join an arm to a place where there are no openings (poles), no nice isoparms to connect onto? this is where the idea of patch modelling comes in. a technique that is used to overcome the inherent problem w nurbs, that they are four sided. search that one up too, probably already familiar w the idea, if anything by reading tutes beaker posted!
i hope this has been of some value to you!
you'll find heaps of details if you search the archive. also do check out the tutes here on this site, especially the nurbs tesselation one when you start getting into patching your models.
good luck! and merry vibes! 