Group Boolean
16 messages in this thread
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
OW! If you know C, write one and become wealthy! 😉
>> 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.
<< 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.
>> 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?
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
<<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
<< 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.
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.
>>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?
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?
<<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
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..
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.
<<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.
>> 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