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Ingo suggested that I look at his mesh macros in my question on p.g. for making
pants or turtleneck sweaters-type structures in the context of character
modeling.
http://code.google.com/p/mmgm/
His code *is* brilliant, but I think that the "MMGM" include is more directly
applicable towards the practical construction of a figure than is the "coons"
routine he suggested. Here's hot close I think it might be able to get me.
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I've been thinking more about the problem, and this is where I am.
I think I can eventually make a smooth torso by piecing together four v-neck
shaped pieces. Now I just need to modify his code to make the transitions smooth
along the border between them, and consistent with a flat normal to the whole
chest. This shouldn't be too hard, as they are a well-designed set of macros.
The image below is putting together two V-necks, one for a neck and one for a
sleeve.
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Progress to date:
I didn't even have to modify the msm.inc one bit! I just carefully defined the
input splines, and got this far. it's four instances of the macro. I'm just
wondering if there's a way to make the curvature perfect-- right now you can see
a seam.
Ideally, I'll want to change the diameter of each of the neck, torso, and arms.
But this is the closest I've got to a four-hole sweater solution to the problem.
I'm also thinking about possibly pulling the four parcels apart at the center
and putting a diamond-shaped coons.inc there.
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gregjohn wrote:
> I didn't even have to modify the msm.inc one bit! I just carefully defined the
> input splines, and got this far. it's four instances of the macro.
Looks find to me.
> Ideally, I'll want to change the diameter of each of the neck, torso, and arms.
Either that or use it to clothe some severly cross-shaped aliens ;)
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