Dummy Object
4 messages in this thread
I still can't figure out how to create a dummy object for AXP routines and
attach it to a collection of objects. I want to explode a group of meshes that
make up a logo.
Also does anyone know of a bullitin board that has a bunch of meshes on it?
Another couple of things:
How do you keep AME from causing nasty blemishes on surfaces and various odd
errors when imported into 3DS. I have tried everything I can think of(FILMROLL,
smoothing params, etc.) to fix these problems.
Also is there any easy way (second party or whatever) to create organic meshes
like TREX or curvey complex shapes in 3DS or AutoCAD for use in 3DS?
Thanks,
Mark Huppertz.
While not being completely sure of what you are asking, Mark, I'm
gonna take a stab at helping you with some suggestions. I don't have
time to research them completely, so please don't take them as
absolutes (are there any in this business?-:) and just consider them
some things to explore. This is the best I can do right now…
It seems that you are trying to explode multiple objects with a
dummy. Hmmm…While you can use *instances* of AXP objects in the
Keyframer, I think you may have to re-think you strategy here. Simply
use multiple Explode applications (depending on the amount of objects
you need to explode). Now, use your dummy object to control the
*animation* of said objects in the Keyframer, if needed. This, I
think, should work. JackP could address this too, Jack?
While I know of no BBS that is 3D mesh-specific, the new Viewpoint
DataShop v1.0 CD-ROM seems to come pretty close. It's a collection of
locked meshes with a browsing utility. When you find something you
need, you call 'em up and they give you the code to unlock it (after
you pay them, of course!). Simple as that. Give 'em a call at
1/800/DATASET.
I have very little experience with AME, but the "blemishes" you
describe certainly do sound like smoothing artifacts, or vertice
placement problems. I would try AutoSmooth on the object level with
different angle thresholds and see if you can start to make a
difference that way. If you can see co-incident vertice problems in
the Editor, you may try manually welding them, or turning up the
Vertice Weld threshold and some "batch-welding". Then, maybe some
smoothing operations may help. Anybody else out there familiar with
getting AME objects to look good in 3DS?
As far as I know, there is no *easy* way to create realistic, organic
geometry in any 3D modeler, although a good Spline-Patch based
routine is considered a somewhat easier way to go about it than
polygonal by many. You could explore Playmation, which has a decent
S-P sculpt module that you can export variable-resolution
polygon-based DXFs from. Most people probably use various forms of
the Deform operations in the Lofter when using 3DS. I have had some
sucess by Deform-Fitting all the various organic shapes seperately,
and attaching them in the Editor. This can be quite a bit of work,
but you can end up with a pretty good-looking model, once you get the
operations down. Finally, some folks get a hold of a 3D digitizer and
actually "scan" in a model or real-life object. These affairs are
typically expensive and complicated to use.
I said "dummy" but I ment stand in. The IPAS disk no. 4 has some
sample 3DS files on it that exhibit the "explode" routine. They have
a box that is somehow attached to the geometry in the model and the
box determines where the "bottom" is for the gravity effects. In the
"explode" AXP configuration menu you can choose the object or a box
as the "effector?" of the effect. Help!!!!!!!
>>somehow attached to the geometry<<
Pardon me, Mark, but it looks like you need to re-read the explode
docs…