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talking about form

talking about form

2004-05-12       - By Ben Kilgore

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Reply:     1     2     3     4     5     6     7     8     9     10     >>  

There is the volume scaling option in your transform panel...wont help much
with deforms though.

This started me thinking about a deformation option that would take the
vector of a movement of some vertices and deliver that to the rest of the
geometry, either uniformly or with a definable falloff (originating at the
center of the vertices, perhaps), with the target of maintaining object
volume from before the points were moved.  The percentage of maintenance of
course would be easy to allow the user to control as well.

Implementing this as an operator or property would be interesting, too.  As
a geometry operator, you'd see it when you moved some vertices...as a
property, you could see it in the difference between two shapes, or
deformations.  For example, you have a default shape and another shape.
This property would take the vectors by frame, and apply that maintenance to
the geometry with similar user controls as the geometry operator.

Forgive me if my terminology is not correct.  I am neither a developer nor a
programmer.  But, this is pretty interesting to me.

Ben

-- -- Original Message -- --
From: "B&B" <bb@(protected)>
To: <XSI@(protected)>
Sent: Wednesday, May 12, 2004 8:52 AM
Subject: talking about form


>
> but part of my question, not being specific to my scenes with fishnet,
wires and strings etc. etc.
>
> if you make a cylinder, and check its volume.
> edit>info selection (shift enter)
>
> and then you deform it with a lattice or envelope.
> and check its volume again, then you can see that it has changed.
>
> the form has decreased or increased in volume.
>
> sometimes it would be cool that i didnt  ;)
>
>
>
> FB
>
>
>
>
>
> --
> B&B <bb@(protected)>
>
> ---
> Unsubscribe? Mail Majordomo@(protected) with the following text in body:
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