CompuServe Messages

#Skin.axp

    20-Feb-94 16:43:29
Sb: #Skin.axp
Fm: M. G. BATCHELOR 71532,1214
To: Yost Group 76702,413
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