CompuServe Thread

Group Boolean

16 messages in this thread
#154731From: James FranssenFeb 21, 1995 2:39 PM
Is there a way to Boolean bunch of objects in one step? A union join? I am just trying to find a quicker way of joining about 20 different objects to each-other to make one big mesh. Any ideas? Thanks. -James Franssen
#155453From: Dick . CouronFeb 24, 1995 10:34 AM
OW! If you know C, write one and become wealthy! 😉
#155489From: James FranssenFeb 24, 1995 12:22 PM
>> OW! If you know C, write one and become wealthy! 😉 << Hmm.. wealthy? I think I'll go out to my bookstore now and find a book on C. What is the learning curve like? 🙂 I am half-way serious, do you think I should take a course in C programming, or would it be a waste of time? I don't know the first thing about C. Thanks.
#155492From: Jonas Ruikis [ADESK]Feb 24, 1995 12:27 PM
<< I am half-way serious, do you think I should take a course in C programming, or would it be a waste of time? I don't know the first thing about C. Thanks. >> If it's for 3DS work, I suggest TSE instead.
#155541From: James FranssenFeb 24, 1995 5:08 PM
>> If it's for 3DS work, I suggest TSE instead. << Hmm.. TSE, a new religion? This will let you know just how much I don't know about programming.. what is TSE?
#155596From: Jonas Ruikis [ADESK]Feb 25, 1995 1:01 AM
Hi James, << What's TSE? ..>> Download the following…and also note the files in the scripts section of the lib.. File Info for TSEREL.TXT Section: Index and Info Contributor: 74664,2144 Size: 6499 Submitted: 1/31/95 Type: Text Accesses: 192 Title: Press Release — The Script Extension ships Keys: PRESS RELEASE SCRIPT EXTENSION TSE SHIPPING Press release — The Script Extension for 3D Studio Release 4 ships
#155732From: David GouldFeb 26, 1995 11:35 AM
<<If it's for 3DS work, I suggest TSE instead.>> But TSE has the limitation that it works only in the Keyframer and therefore doesn't allow you to create objects in the 3D Editor. BTW, why was BASIC chosen as the language since, if the goal was for beginners to use it, a script language similar to HyperTalk or OpenScript would have been better suited. David "BASIC lynch mob" Gould
#155758From: Jonas Ruikis [ADESK]Feb 26, 1995 3:28 PM
<< But TSE has the limitation that it works only in the Keyframer..>> TSE is The Script Extension from KUB that implements PXP, IXP, AXP, SXP functionality through scripting. It is *not* the KeyScripter that shipped with R4. The TSE PXP also allows for the creation of keyframes thus you could create objects and animate them. I think that becoming familiar with the rich assortment of available data structures is more important right now, for someone that wants to enter the world of 3ds programming, than the language one uses. I think that the TSE can help someone become successful sooner in trying to verify code for an effect.
#155785From: Yost GroupFeb 26, 1995 6:36 PM
See, that's the problem with acronyms. All this time I thought everyone was referring to one-half of a two-winged African fly that's found just south of the Sahara desert.
#156021From: Michele BousquetFeb 27, 1995 10:04 PM
>>Tse tse Gosh, Jack, that's why they pay you the big bucks. You just know *everything*. Michele <in ardent admiration> PS. I just finished up a set of character animation videotapes with Digimation. On the second tape I explain that horrifying beast known as the Transformation Matrix in great detail, using several photographs with a circle and a paragraph on the back of each one, if you know what I mean. Perhaps you would like to see it?
#156127From: Yost GroupFeb 28, 1995 9:31 AM
The Transformation Matrix is second only to the tse tse fly in instilling fear in those adventurers exploring the vast unknown south of the Sahara. I'd love to see the tape, if it'll clarify the TM. I have one question, however. Based on your description, is the paragraph on the back of each circle or the back of each photograph?
#155985From: David GouldFeb 27, 1995 7:16 PM
<<TSE is The Script Extension from KUB that implements PXP, IXP, AXP, SXP functionality through scripting. It is *not* the KeyScripter that shipped with R4. The TSE PXP also allows for the creation of keyframes thus you could create objects and animate them.>> OK, bien compris. How is the scripting used by TSE different from the KeyScripter? Does it use BASIC syntax and an interpreter or something else? David "Script Extending KeyScripter" Gould
#156015From: Jonas Ruikis [ADESK]Feb 27, 1995 9:08 PM
Hi David, << How is the scripting used by TSE different from the KeyScripter? >> The KeyScripter is for *.KXP functionality and KXP data structures. The Script Extension allows you to access the other IPAS data structures and behave like an IPAS. Have you seen Ed's animations in the Script section that demonstrate many PXP/KXP script opportunities. << Does it use BASIC syntax and an interpreter or something else? >> KUB wrote them all. Martin hangs out in the Script section and had a major role in writing them all. Come over and start a dialog with him..
#155771From: Ron Ruvalcava Jr.Feb 26, 1995 4:22 PM
Daivid TSE works as PXP, SXP, AXP, IXP, and KXP. I think your confusuing it with the rel.4 included Keyscript, which is only one module.
#155731From: David GouldFeb 26, 1995 11:35 AM
<<I am half-way serious, do you think I should take a course in C programming, or would it be a waste of time? I don't know the first thing about C.>> I would strongly suggest you learn C++ instead. It contains all the functionality of C in addition to object-oriented programming which is truely the way of the future. After writing in C++ I never used straight C again.
#155530From: Forcade & AssociatesFeb 24, 1995 4:31 PM
>> Is there a way to Boolean bunch of objects in one step? A union join? I am just trying to find a quicker way of joining about 20 different objects to each-other to make one big mesh. Any ideas? Thanks. -James Franssen << [Someone will have probably responded by now but here I go anyway] Hide all objects except the ones you want to join. Choose Select/Face/Quad and select all the objects. Choose Create/Face/Detach and use Selected. 3DS will ask you for a new object name. Give it a new name (not the same as one of the joined object) Voila, the objects have now been joined into one object. Easy if not obvious. Terry Gilbert Forcade & Associates