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On 09/04/2011 7:57 PM, Alain wrote:
>> I obviously did not make myself clear. Putting a single object in a
>> union is a workaround because Bishop3D does not have a local axis and if
>> you want to rotate the object around a point, that is the only way to do
>> it.
> Not at all.
Not at all, what? That I not make myself clear or that it is the only
way to do it in Bishop3D?
>
> POV-Ray also don't have "local" axis, only 1 set of global axis.
>
I'm probably using the terminology used by Moray that is confusing you.
> If the object is named, then there is NO need to use union.
> Whenever you find yourself placing a single object in an union, use
> "object" instead.
>
I take it that you've not used either Moray or Bishop3D much. In case we
are talking at cross purposes. My last post was in reply to a suggestion
that Christian made about Bishop3D
> You wrongly suggers this:
> union{
> union{Object1 translate Radius rotate<x,y,z>}//NOT correct
> union{Object2 translate Radius rotate<x,y,z>}
> ...
> rotate Global_Union_Rotation
> translate Global_Object_Location
> }
>
No, what I meant was this:
union {
sphere { // Sphere0
0.0, 1.000000
translate <0.0,0.0,14.0> // Radius of revolution
} // end Sphere0
rotate <0.0,27.0,0.0> /* Required rotation about the centre of
revolution*/
translate <-10.0,0.0,10.00> // Centre of revolution
}
> Anyway, it's usualy beter to model all objects around the origin, scale
> and rotate them as needed, then to translate them to the desired location.
Yesss, but when using a modeller you do that then leave them where they
are and use the method I described. Moray is different as it gives you
an extra degree of freedom and you don't need to use an extra union.
--
Regards
Stephen
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