#Loft path optimization
8 messages in this thread
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!
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
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
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
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.
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.
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>.
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