CompuServe Thread

#Loft path optimization

8 messages in this thread
#53478From: DONALD NEWLANDSAug 14, 1993 6:11 PM
Hello, We are doing some simple 3D piping in a model, lofting circles along paths containing linear segments and arcs. We want plenty of detail around the arcs, but no path detail in the straight segments. We also want to be able to loft a whole pipe in one fell swoop. However, OPTIMIZATION and TWEEN seem to work at cross purposes. Our straight segments are filled with unnecessary detail and the model quickly grows to an unmanageable size. Is there a combination of Lofter settings that would produce simple lines and detailed arcs along one path? Is the OPTIMIZATION feature bugged? Your thoughts and suggestions would be greatly appreciated!
#53505From: Yost GroupAug 15, 1993 9:59 AM
First of all, Optimize and Tween affect two different parts of the resultant mesh object. Optimize affects the detail around the perimeter of the mesh, based on the curved or straight segments of the shape at each level. If the shape has a curved segment, all of its steps produce mesh vertices, while straight segments produce no intermediate mesh vertices (when Optimize is ON). Tween, on the other hand, affects the number of mesh cross-sections along the length of the lofted mesh — as represented by the path. If you want detail only in the curves of the pipe, and not in the straight segments, turn Tween off, and insert a vertex in every place in the path where you want a mesh cross section. I highly recommend that you go through the four Lofter tutorials where these concepts are discussed. – Jack
#53583From: Michele BousquetAug 16, 1993 10:37 AM
Is Dan Silva around these days? (Always seems to be on vacation when I call… I must have had some offensive perfume on last time I visited Autodesk…) Anyway, I have been wanting to find out for a long time now, how are the vertices in an object numbered? I was told he was the man to ask. I am interested in the numbering for both 3D Editor objects and Shaper/Lofter objects. If this information is too lengthy to type up on the forum, maybe he can fax or mail me something he has already documented on the subject. Let me know if that's what he wants to do and I'll send my current fax/address. Thanks Michele
#53682From: Yost GroupAug 17, 1993 11:18 AM
Dan doesn't work at Autodesk, so there's no way you could _ever_ get through to him by calling him there. Dan and Tom are always totally incommunicado… that's how they stay so productive. Regarding vertex numbering… basically, the first vertex is numbered 0, and the last one is n-1. The numbering order is dependant upon how the object is built. This stuff should be covered in Autodesk's 3DS File Toolkit, which is available from them if you're a registered Multimedia developer (contact Chris Allis for that). There ya go, – G
#53693From: MARTIN G FOSTERAug 17, 1993 12:51 PM
Gary, >> Dan and Tom are always totally incommunicado _Almost_ always. I managed to speak to both for some time at Siggraph – what an honour! They seem to have achieved, probably unintentionally, sort of a folk-hero status in first Atari, now PC circles.
#53700From: Yost GroupAug 17, 1993 2:08 PM
Actually, Dan Silva is most famous for writing Deluxe Paint on the Amiga (later ported to the PC). I think that was the largest-selling paint program of all time. – G PS: You were lucky to get to them at Siggraph. That's the only time of the year that they go public.
#53705From: MARTIN G FOSTERAug 17, 1993 2:58 PM
Gary, that's right. I run into Amiga-heads who've heard of Dan and Atari-heads who've heard of Tom. From the "old days" that is <g>.
#53619From: DONALD NEWLANDSAug 16, 1993 8:35 PM
That's exactly what we ended up doing, inserting verticies manually. Too bad that Optimize doesn't help in reducing path detail… Thanks! Donald Newlands