#Skin.axp
Answers:
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.. GY: Actually, we're working
on a PXP that derives mesh-based cross-sections from lofted models, because
that's the data structure you need to use in the keyframer.
Q. Is there any provision for creating or displaying them in their true curve
form before creating the patch ? GY: Nope. Just cross-sections before
render-time.
2) By any chance were all the various elements all skinned in one pass ? GY:
They were all skinned at once by five instances of skin.axp. 1 on the body, 2
on the horns, and 2 on the fangs.
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 ? GY: They
were just part of the hiearchy.
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 ? GY: Yup.
5) Is there a provision to reparameterize / remap the patch up or down once
it's created ? (If not, please strongly consider) GY: You can change patch
parameters at any time.
6) Once the patch object(s) is constructed, can it be "seen" & manipulated
with conventional Bend, Taper, Squash, etc.. or are new functions coming ?
GY: Sure they can. They're just mesh objects.
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 ? GY: Yup, like Alias, it makes triangles at render-time.
Note that those frames took 4 minutes per frame on my 486/50 at 320×200.
– G