#Metaball Generator
3 messages in this thread
I feel like a real BONEHEAD!!!
I spent so much time trying to learn IPAS programming and implementing
the metaball code that I didn't realize that I was going about it the
wrong way!
I had figured that to create a model in the editor, I should use a PXP
and to alter that model frame-by-frame, I should use a KXP. So I
diligently set about creating my metaball generator in PXP form and
then came to the realization that I couldn't use a KXP to do what I
wanted.
Only today did I figure out that I should have been creating an AXP
all along!!! It should allow me to create the object and modify it
frame-by-frame all in one routine!
Man, can I be BLIND or what!
Anyhow, enough of this self-admonishment. I've got an AXP to write!
(At least I've put a big chunk of the learing curve behind me. <g>)
TTYL,
Danny…
Yup, AXP's are pretty durn powerful. Now that I've been using
skin.axp, I don't think I'll ever go back to using unskinned
objects. Eventually I could imagine a slew of axp's representing all
of the objects in your scene, with none of them actually rendering as
mesh geometry. Get back to work!
> Get back to work!
CRACK!!
Uh oh, there goes Gary with that whip again! <g>