#Splines vs. Polys
04-Jan-95 08:13:20
Sb: #2787-#Splines vs. Polys
Fm: Richard Clifton 100025,2103
To: Michael S. Flynn 74551,142
Michael,
Thanks for your reply. Basically I agree with everything you say. I suppose
my frustration stems from the fact that I am more interested in directing
action than in 3D modelling.
Consider a live-action film director. He is an artist too and he doen't build
his props from scratch, he buys (or borrows or steals) them – or hires a
carpenter. He doesn't build his actors either, unless his name is
Frankenstein, he hires them.
I agree with you about uploads. Just as soon as I have modelled anything more
interesting than a bouncing potato, I'll upload it. I wonder if it is possible
to implement a one-for-one or kbyte-for-kbyte upload/download policy in a CIS
forum? Then maybe the Hash boys could throw in some of their (obviously very
precious) spline models to get things going.
I still think a polygon editor would be a good idea for the next A.M. It
seems such a shame to waste all the good 3D data there is around. I think
sensible conversion to splines needs human input. The interface would be
similar to SCULPT, but the left window would be for the DXF (with FAST polygon
handling), the right would be for the SEG. Users would select a series of
points in the DXF window representing what looks like a good spline path. A
button would convert this to a spline in the SEG window using some kind of
best-fit routine. I know it's laborious but so is any kind of definitive 3D
modelling. The result would not be the best use of splines but would be
infinitely better than the big heap of two-point splines you get with the
current import or the DXF2SEG converter. (If I was any kind of programmer I
would take a shot at it myself).
Nothing would promote A.M. better than more (good) ready-made spline models.
Richard