|
![](/i/fill.gif) |
> Hello, one and all. I have a problem I was wondering if some one could help me
> with. I have three objects, 2 spheres and cylinder. One end of the cylinder is
> rotated around the sphere, I want to place the second sphere at the opposite end
> of the cylinder after the rotation. I do not know how to retrieve the x,y,z
> information of one end of the cylinder after rotation. Help!
>
>
What I would do to do that:
Create an union of the 2 spheres and cylinder.
In that union, one of the sphere is located at coordinate <0, 0, 0>
I would then rotate that union as a single object.
If it's not suposed to reside at the origin point, I then translate it
so that the first sphere goes to the desired location.
Sample:
union{
sphere{0, 3} // Sphere number 1
cylinder{0, 20*y, 1} // The connecting cylinder
sphere{20*y, 3} // Sphere number 2
texture Your_texture
rotate Some_Rotation
translate Somewhere
}
Here, the cylinder extend to the center of the spheres. It causes no
problem as long as the objects are opaque.
You can individualy apply a texture and finish to any element if you want.
If you are using a transparent pigment, you should replace "union" by
"merge". It will remove the internal surfaces.
If you need a chain of cylinder connected spheres, you can have an union
inside another:
union{
sphere{0, 3}
cylinder{0, 20*y, 1}
union{
sphere{0, 3}
cylinder{0, 20*y, 1}
sphere{20*y, 3}
rotate Some_Rotation
translate 20*y // Place it at the end of the first cylinder
}
rotate Another_Rotation
}
Alain
Post a reply to this message
|
![](/i/fill.gif) |