animating hard edge crease value parameter WAS: Bezier curves in 4.0 ?? 2004-04-29 - By Ben Kilgore
Back Graham, I dont know if you noticed before, but I have been unable to locate an animatable parameter for hard edge crease value (as stated in a previous thread). Softimage support has been silent since the query was posed to them. The only way to control it right now is with a SCOP. So, this would be an even more exciting task now--gazillions of SCOPs to build for those Gazillions of non-animatable hard edge parameters. With sliders. Maybe they corrected this omission in 4?
Ben
> Like the useful feature of direct point control on SubD surfaces, > I see 4 handles on SubD points effecting underling layers and crease > weight as being useful too. This may seem obscure to some of you but for > detailed organic modeling where one normally has to deal with silly > amounts of overlapping points and edges, bezier type of control on subDs > would be more intutive and far easier to change and animate IMO than > gazillions of parameters in gazillions of hard edge PPGs. > > -- ---- ---- ---- ---- ---- -- > http://www.grahamdclark.com > 2nd hand TD > > > > > -- --Original Message-- -- > > From: owner-xsi@(protected) > > [mailto:owner-xsi@(protected)] On Behalf Of Luc-Eric Rousseau > > Sent: April 28, 2004 8:11 PM > > To: XSI@(protected) > > Subject: RE: Bezier curves in 4.0 ?? > > > > > > > -- --Original Message-- -- > > > > > -- --Original Message-- -- > > > > > lofting, extruding, path constraints, merging > > > > > > > > > > I see absolutely no point to that... I can't think of one > > > > > example when you'd > > > > > want to loft, extrude etc. you Beziers. > > > > > Keep in mind that in Beziers, all points have influence over > > > > > the whole shape > > > > > of curve (or surface). So moving one point would move > > > > > something on the other > > > > > end. Not too user friendly. Also, Beziers can get really slow > > > > > if they have many point (i.e. not just a patch). > > > > > > > > that's silly, when people ask for bezier they mean > > > > piecewize cubic bezier/ > > > > > > Luc, could you elaborate on your comment ? > > > > sure, I'll elaborate. > > > > People who ask for bezier curve ask for what the see as > > bezier curves in application they use, not what the > > mathematical definition is. In theory you can have beziers of > > any degree but the vast majority of applications implement > > only cubic ones. > > > > Cubic means it's degree 3 (exponent 3 = cubic) which in turns > > means it has 4 control points. (the degree is number of > > control points minus one) > > > > The way you make a bezier curve with more points is with a > > completely non mathematical (Andre Foisy would say 'hack') > > method were simply make the UI show multiple segments of 4 > > control points as one curve. > > > > As argued in lenght in this group, the actual implementation > > of it all doesn't matter, what matters is what Joe User > > wants. What Joe User wants is to import logo, graphics, from > > Freehand as pretty much the same curves, modify them, extrude > > them, or create new curve and have handles that react in a > > way he can guess and quickly work with. This is not > > happening with standard NURBS control points. With cubic > > bezier, two of the control points are directly on the curve, > > and the other two control the bending of the curve. it's > > very to get the shape desired. It's all user interface, > > manipulators; in 3D it would be best done on a NURBS implementation. > > > > > > > > --- > > Unsubscribe? Mail Majordomo@(protected) with the following > > text in body: > > unsubscribe xsi > > > > > > > > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi
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