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animating hard edge crease value parameter WAS: Bezier curves in 4.0 ??

animating hard edge crease value parameter WAS: Bezier curves in 4.0 ??

2004-04-30       - By Graham D Clark

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Reply:     1     2  

Another way (at your own risk) is In the C3DPolyMeshSetEdgeCreaseValueOp
spdl make the parameter Animatable.
So far no issues here but not sent thru pipeline test yet.
-- ---- ---- ---- ---- ---- --
http://www.grahamdclark.com
2nd hand TD



> -- --Original Message-- --
> From: owner-xsi@(protected)
> [mailto:owner-xsi@(protected)] On Behalf Of Ben Kilgore
> Sent: April 29, 2004 5:50 PM
> To: XSI@(protected)
> Subject: Re: animating hard edge crease value parameter WAS:
> Bezier curves in 4.0 ??
>
>
> 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.
> > >
> > >
> > >
> > > ---
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> > >
> > >
> > >
> >
> >
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