#morphing – vertice count
7 messages in this thread
Hi Guys,
I am morphing some text into another piece of text (dissimilar shapes)
so the vertices count should be the same. Whilst the first vertex is easy
to choose, how are the other vertices numbered?
(ie: If there is say 15 vertice in a 2D shape (letter A) and you
"refine" a segment between vertex 1 and 2 is the new inserted
vertex number 16?)
Is there any way to find out the numbering sequence of the vertice
in a 2D shape?
If say vertex 2, of the first shape, morphs to vertex 16 of the second shape –
there will be gliches in the resultant geometry…plus it will look pretty poor
(technical term) <g>
ThanX GH
In the Shaper, in Display/First, there are some controls that let you show or
hide the first vertex of each shape, as well as specify which vertex you want
to become the 'first vertex'. when you show the first verticies, they show up
as black ticks in your shape.
you can get some more detailed info on pages 5-63 to 5-65 in your 3DS reference
manual.
-Kyle
Hi Kyle,
ThanX for the response…however I may not of explained myself enough?
Try this..we want to morph from say a letter "A" to a letter "B".
I, in the 2D shaper, we use NEWBLD.FNT we will get: an 11 vertex "A" and a 15
vertex "B".
Now we know first vertices should be in line, however we also know that
the two shapes should start out with the same vertice count (this will help the
resultant lofted mesh morph better – keeping the path a constent). So we need
to add 4 vertices into the letter "A".
Move the letter "A" over on top of letter "B" – lineup and choose
first vertices – but vertice number 2 of the "A" will want morph to
vertice 2 of the letter "B".
All I'm saying is how do you know the numbering system of the vertices?
What clock-wise 1 to 11?
AND IF YOU REFINE letter "A" (to have 15 vertices – add 4 more) do these new
vertices become vertices 12, 13, 14 and 15 ? or because you refined (inserted)
new vertices inbetween vertices 1 & 2 does the vertices count reset ? (ie: 1
becomes 1, 2 becomes 3 and the added vertice (refined) becomes 2
……??????????
Long winded I know???
PS: I like the metaball stuff you did in PS
CU GH
become
Garry,
Well, first off, changing a shape with one hole into a shape with two holes is
going to be tricky anyway – What you'd probably want to do is create a letter
A, then add some (not necessarily 4) verticies to it via Modify/Segment/refine
– then make a copy of your letter A and create a letter B – freeze the letter B
and move the letter A over the B – then manually (ugh!) move the vreticies to
match up with the letter B – You'll have to take the two bottom peices of the A
and wrap them underneath to 'fake' a new hole in the geometry – it's a
workaround anyway you look at it –
The main problem is not numbers of verts, but creating spaces in the geometry
from nothing (or the illusion of nothing)
Note also that morphing is simply a rearrangement of the verticies in an object
– each polygon is still defined by the same three verticies.
I've got a few other ideas . . .let me take a bit and play around with it –
I'll get back to you.
-Kyle.
BTW, glad you liked the metaballs stuff . .
Hi Kyle,
The line up and freeze method is what I've been trying…if I refine
what number in the vert' count is that…BTW it doesnt have to be a
A -> B I'm just trying stuff out 🙂 thanX for the input
CU GH in OZ
Hi Garry,
>>If there is say 15 vertice in a 2D shape (letter A) and you
"refine" a segment between vertex 1 and 2 is the new inserted
vertex number 16?<<
I had a lot of experience in morphing on extruded text in another with
different font. It is quite simple:
Vertices are numbered sequentally beginning from the first defined one. Then it
goes CW or CCW, I don't know exactly which one, but it's always the same for
any shape, say mirroring in 2D Shaper doesn't change direction as it does in 3D
Editor.
So when you insert a vertex between 1 and 2 the new one becomes 2, the former 2
becomes 3, 3 becomes 4 and so on.
The only thing that can go wrong is with shapes that form a hole in the object.
Then the order of creation is important. So when you create an "O" outer shape
first and then the inner shape and want to morph that in another "O" created
vice versa your morph will be inside out.
I had that problem importing my text as AI files, where the order is given in a
quite chaotic way. Solution was to clone each shape in corrosponding orders and
delete the originals. Mostly the only way, 'cause you can't tell in which order
the shapes are in the font files. Another way is to control that in a 2D
Graphics software as CorelDRAW or FreeHand, where you can put shapes up and
down.
Hope that helped,
Murat
ThanX Murat,
That's just what I was looking for…
GH