#Vertex number order?
9 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?
(For example in a letter "A" is it clockwise from the 1st vertice..or ?
(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? ….or does it become the new number 2?
Is there any way to find out the numbering sequence of the vertice
in a 2D shape? In this way I can get vertex 2 to morph with vertex 2 of the
new morph target…
ThanX GH
<<Is there any way to find out the numbering sequence of the vertice in a 2D
shape?>>
In the 2D Shaper use Display/First. This will show you the first vertex in the
2D shape all the remaining vertices follow. So line up the two black, as shown
by Display/First and the rest will follow. There is also a command to pick
which face you want as the first.
DaviD "morph by numbers" GouID
Hi DAVID,
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???
CU GH
>> 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". <<
Garry, before you knock yourself out trying to pull this off, I just want to
say that morphing is not going to work. It's not a matter of matching the
vertices, there are also the faces to worry about. The faces that are used for
an "A" are not going to work for a "B" even if the vertices are the same.
Consider the steps need to make an "A" into a "B". Now there are many ways to
do this, but what comes to mind immediately is the left side of the A going
vertical, the top right of the "A" bows out, and the bottom right leg of the
"A" bends and curves into to form the bottom loop of the "B". You're not going
to get that to happen with morphing.
Experiment with animating cross sections with Yost Skin or even Tuber2.
Metareyes might also give the effect you want.
I once did a morphing sequence of S->L->E->M->K. After failing miserably
using the shaper, I hand constructed the geometry. I still used morphing, only
I hand constructed a lot of the intermediate shapes. The M->K sequence
involved making the letters out of cube primatives and moving them around in
the keyframer. I actually did the L->E in reverse, because it was easier to
make the vertical bars of the E shrink into the L.
Think about the intermediate steps it takes to go from one letter to another
and animate those, don't waste your time trying to make vertex counts match in
the shaper.
-Grant Blaha [ADESK]
Hi Grant,
Hummmm, it did work at all or just didn't look any good?
I thought if vertices counts where equal 3ds would do what ever is possible to
take the vertice 1 of of one shape and move it to
the position of vertice 1 in the other shape.
I'm takin' about full 3d meshes, not just a 2d imported into the editor.
Second line of defense is welding vertices or tessalating to get counts the
same….The A to a B thing could be any letter. Obviously some letters will
work better than others? Are you saying the meshes will not even be valid
morph targets?
CU GH in OZ
Garry,
Reread Morphing & Animation. There's a whole thing on morphing between numbers.
This should help.
Michele <you ought to be ashamed of yourself>
Hi <M>
>>>Reread Morphing & Animation. There's a whole thing on morphing between
numbers. This should help.
Michele <you ought to be ashamed of yourself><<<
Actually Morphing & Animation is what stated this discussion? Mike Gibson
tried to do your morphing different shapes to find the formula
does'nt work! Is it possible he/we have an old copy of the book – one with
mistakes still in it? Was it revised?
Hope Moscow was cool <g>
CU GH
Mistakes in my book! Impossible!
Yes, an old edition (a very old edition!) had a mistake in the formula. I
actually ended up taking that exercise out completely because it's really not
the best way to morph.
I meant, look at the exercise where create 2D shapes of numbers with the same
number and orientation of vertices. Loft them with Optimization off, with
always the same path, same steps etc. This creates decent morphable numbers. I
found it actually worked best when I created an intermediate shape for each
morph, eg. an intermediate 2D shape between the 1 and the 2, the 2 and the 3,
etc. This avoided all the funny business that happens when you morph to a
dissimilar shape.
You can probably get Susan to send you the newest ones, but I don't think that
exercise has changed much from one edition to the next.
So put that in your pipe and smoke it 🙂
Michele
PS. I'll be down in a month or so to walk you through the exercise if you still
can't get it. (Oh boy I am really being obnoxious today)
PPS. How is the cute little on these days?
Hi M,
Mistakes? What mistakes….yeah I should try and get the updated version . I
think it would take some intervention by the author to get a freebee
My original question was based around how does 3ds number it's vertices. CW or
CCW from the first AND what happens if you refine a segment.
ie: if you insert a new vertice between 1 and 2, does the new vertice become 2
and 2 become 3?
I believe this is how 3ds works…..see it wasn't a dumb question after all –
just misled by incorrect DOC's – 🙂
PS: you didn't tell about your USSR trip – meet any nice ruskies?
CU GH in OZ