#2D shaper
6 messages in this thread
Hallo Robert. I have found the solution of the error message "invalid shape" by
my self. With modify/vertex/weld I could quit all overlapping Verticies!
Checking validity of the Shape was correct. But do you know how to reduce the
amount of verticies without losing the outline information?
Anselm
Anselm:
You've been busy today! You can delete any number of vertices from your
outline but your outline may be effected when you do so. Of course if you find
vertices which simply break up a straight line segment into smaller co-linear
segments then those extraneous vertices can be deleted without having any
effect on your outline.
– Bob Ritger
I have deletet few verticies and than lined the segments, so I reduced the
amount of steps.
Yeah, I did it before reaching your message. I have solved the problem by my
self.Yeah!!
But thank you very much. Anselm
Anselm:
Success is what we were shooting for so I'm happy to hear your news. Hey,
what are you working on?
– Bob Ritger
Ok. Let me tell.
It is my first 3D job. Before I was working only as advertising photographer.
Than I started with digital Imaging. But I think it is the best in the future
to be able to create images in all the ways.
I the moment I work for a scientist who was lokking for matchings between
things and living things about the last 15 years.
For him I worked on the compi with my Picture Publisher together with a docter
of geographie about 600- 700 houres to reconstruct the whole world of 200 mio.
years ago.
Now I have to build this new born continents in 3D to confirm it's to a sphere,
to be able to move this continents on the globe. That means I'm building
"Pangea".
When I finished this part we will reconstruct the movements of the continents
during mio.s of years.
But to get a propper outline of the curved pathes (.ai path) is quite
difficult. The problems I have had with using the unmodified pathes ……. you
know. I had to line up a lot of phantastic shaped segments. It's a pitty. I
had to reduce my verticies for each continent from about 1600 down to 826. OH
that's bad, and I had to reduce all wonderful steps to one.
The boolean operations I need to get a better grid of faces. That means the
faces that 3DS creats run from the one side of the shape to the other. This
kind of faces I cannot tessellate without getting slivers. I can't confirm
that kind of very long faces to a sphere. They do not curve.
Ok. With boolean operation I stamped the shape of the continent into a plane
objekt created in Imagine. Imagine creates meshes with right angled faces. So I
have a perfect mesh surface. The "confirm to sphere" command I also proceed in
Imagine, it seems to be the one program that is able to bend an objekt around a
sphere with having numerical control.
I could not find this operation in 3DS/4. But may be there is a solution I do
not know.
Imagine has problems with large objekts. It can't adress more then 64 MB RAM.
Ok. I will let you know what's happening from time to time if you are
interested.
Sorry about my english!!!!
Have a nice time , Anselm
Anselm:
Your description of your work is quite interesting an your english is not that
bad at all. Could you break down your continents into smaller pieces in order
to get the detail into the masses as you desire? Once you have created the
objects you could link them together in the Keyframer to make sure they drift
together as one. It sounds to me like 3DS MAX couldn't come too soon for your
type of application. One reason is that it has been noted by Gary Yost that
the 64k face barrier will be history. Keep me posted on your progress, love to
see a sample of your work.
– Bob Ritger