#Skin.axp
Hi Gary,
Here I go again with a barrage of questions w/r/t to your skin.axp. However,
unlike my last barrage of questions, I believe these can be generally yes/no
type of answers thus not imposing on your time too much. I can only imagine how
busy you must be. Hopefully these are intelligent questions which may be of
interest to others as well. If you don't mind, here goes:
1) It appears from your Skinning.gif that the .axp takes cross-sections or
3D definitions in their CONTROL HULL form, which I assume are created
conventionally in the 2D Shaper & Lofter, etc..
Q. Is there any provision for creating or displaying them in their true curve
form before creating the patch ? (If not, please consider)
2) By any chance were all the various elements all skinned in one pass ?
3) Were the Ortho Sweep type objects (e.g.-horns) concatenated with the CS –
Swept object (body) ? I don't think so here, but can they be ?
4) If a non-patch object was heirarchially attatched to a DEFORMING (as opposed
to TRANSFORMING) patch object, would it still maintain proper position and
orientation as well ?
5) Is there a provision to reparameterize / remap the patch up or down once
it's created ? (If not, please strongly consider)
6) Once the patch object(s) is constructed, can it be "seen" & manipulated
with conventional Bend, Taper, Squash, etc.. or are new functions coming ?
7) The Skinning.fli APPEARS to be parametrically rendered, although I doubt it
for various reasons – therefore I ASSUME conversion to a zillion polys at
render time.
Q. Is this true, and if so, can I assume traditionally long render times for
a zillion polys ?
The examples look great, I can't wait, and thank you very much if you can find
time to answer these questions.
Regards,
Bill – MEDIA MAGIC
p.s. – For my sake anyway, you can just respond with -> 1) – Yes/No, 2) – Yes/
No, etc.. to save time and effort. THANKS