CompuServe Messages

SCULPT4D question…

    25-Nov-91 20:13:35
Fm: John Pendergrass 76246,676
To: George S. Roland 74030,231
George, here's how I *think* it works…. Success in tweening in Sculpt depends on you keeping a 'one-to-one' relationship between the different points/objects. For instance, imagine a hemisphere with 60 points. The points of the hemisphere are numbered (internally) by Sculpt in the order they are entered. Say the outside circumference is created first, hence its points get assigned 1,2,3,4,etc. Now imagine a flat rectangle 10 points wide by 6 points tall. (60 points) It's point are numbered row by row (ie. row 1 gets points 1,2,3…10; tow 2 gets 11,12,13, etc). You want to morph between them. If you load the hemisphere in keyframe #1, and the rectangle in keyframe #2, then Sculpt will do what you want, but it sure will look weird! Sculpt would move point #1 in the hemisphere to the position of point #1 of the rectangle, gradually over the frames. It would do the same for points #2,3,4…60. Imagine how the points are laid out…. it would be a mess. Points would be crossing in front of others, mixing up, etc… The solution is to not create a new rectangle, but instead *modify* the original object (the hemisphere). Move each point of the hemisphere to a position on the rectangle, where it *makes sense*. Don't cross points over the top of each other, etc. If you always *modify* the original object, then *you* have control over how it will morph, rather than Sculpt having to guess (incorrectly usually). This holds true no matter how many objects you have. If you delete an object in keyframe #3, and add another, Sculpt will get all mixed up re the point positions, and what points to move where. You need to recognize that adding/deleting points during a morph anim can be real difficult; maybe you should just move it offscreen and be done with it that way? That's what I usually did. Hope this helps. –jp–seattle–