skin imported mesh
05-Oct-94 14:03:54
Sb: #127225-skin imported mesh
Fm: M. G. BATCHELOR 71532,1214
To: sanford kennedy 73201,1374
I still think that a lot of people are still missing the point with Skin &
Slice. Except for situations requiring avoiding morphing, such as skeletonal
control in the Keyframer, you don't need to slice a mesh. You can use
rotations, transformations, F/F Deformations, etc. along with vertex-level
editing for the morphing. If your pre-built object is not constructed with the
proper techniques producing interpretable vertex ordering for Skin.axp, Slice
probably isn't going to help you.
The hull is the lattice for the B-Spline surface. Specifically in this context,
it's the actual polygonal mesh in 3DS…. But you have to look at it
differently. If you want a smooth cylinder for instance, you just construct an
enlongated cube, and let Skin worry about the curved surface. Apply this
concept to more complex geometry. Create a circle in the Shaper with a step
level of 5-10. Now reduce the steps to 0. What do you end up with ? Think about
that when constructing your hulls.
Another 3D/CAD program is likely to produce Skinnable entities if it makes
sense. That is, you're not going to have success if you try to import say
trimmed surfaces, boolean operated-on objects, digitized objects, etc.. But if
you have objects which were created with a grid-like U&V structure, then it's
entirely possible that the vertex ordering may be useable by Skin.axp.
And last & as I said before, if you think about it for a while you'll see that
there are many ways to use problem objects as references for quickly
constructing native 3DS geometry for the B-Spline hulls. This can be as simple
as just using 3D-Display as an aid,…. to literally slicing up (not the PXP)
the mesh and deforming pre-built cross-sections to match. (see my other message
in this section)
BILL