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- In article <3nn8dq$fuu@news.primenet.com> krishna@primenet.com (Glenn Saunders) writes:
- >Path: news.primenet.com!krishna
- >From: krishna@primenet.com (Glenn Saunders)
- >Newsgroups: comp.graphics.packages.lightwave
- >Subject: smooth/round
- >Date: 27 Apr 1995 05:00:42 GMT
- >Organization: Primenet
- >Lines: 32
- >Message-ID: <3nn8dq$fuu@news.primenet.com>
- >NNTP-Posting-Host: usr2.primenet.com
- >X-Newsreader: TIN [version 1.2 PL2]
-
-
-
-
- >I'm having the darndest time getting the kind of objects I want.
-
- >There has to be an easier way to do it. Heretofore the only good way
- >I've found to create smooth objects is to create custom curves and then
- >latch cyllinders or build patches.
-
- >But if I want something which is EASY to make with hard edges, but is
- >difficult to build piece by piece via these methods with smooth edges,
- >the problems begin.
-
- >I first started trying to build patches next to eachother but not only
- >was this time consuming, the polygons won't necessarily line up so up
- >close there might be "gaps" between patches. It's got to be a seamless
- >mass of polygons.
-
- >But I haven't been able to just, for instance, take a cone and push and
- >pull at it until I have the smooth organic shape of a fighter fuselage.
-
-
- >What I'd like to be able to do is just build a blocky object and then use
- >some function to smooth it out. Bevel isn't going to cut it, it's got
- >to essentially take every edge and slide it into a curve of some sort,
- >adding polygons to do this, but only as many as necessary. It would be
- >overkill to multiply the object into a seies of tiny triangles if
- >everywhere except the edges was petty much flat.
-
-
- >What is the trick?
-
- METAFORM does EXACTLY what you want. I'm suffering brain fade and am away
- from the Amigas and LW for intel hasn't arrived yet so you are gonna have to
- look it up. A few months back I built a glove for a cartoon character. I
- slaved on it and it still was only barely acceptable. A couple weeks ago I
- needed a cartoon hand. I used Metaform and whipped out a superior model in
- easily 1/10th time.
-
- I made a crude hand outline (50 or so points for the entire hand), extruded
- it, manually "beveled" the top and bottom sections simultaneously. Metaformed
- it. Actually, I fiddled with the "bevel" and Metaform back and forth a few
- times to get the shape the way I wanted it. Way cool!
-
-
-
-
- _________________________________________________________________
- Walter (Jay) Turberville |wturber@primenet.com wturber@aol.com
- Phoenix, AZ |http://www.primenet.com/~wturber
- ...........................|ftp.primenet.com/users/w/wturber
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