|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hi folks... long time no see. (Sorry)
I'm finally getting back into POV-Ray after a long series of largely
unproductive distractions. The project I'm starting with would go much easier if
I knew more about the best way(s) to "bend" an object created with CSG. I
started to do a bit of online research and came across a reference to "Object
Bender" by Chris Colefax. The link was, of course, broken. As is often the
case with looking up info on POV-Ray, there is quite a bit to sort through (a
task I shall return to immediately upon posting this). In the meantime, I'm
hoping some kind person might point me toward the best and most current info on
the topic.
Is "Object Bender" by Chris Colefax still the way to go?
Can it still be found, and if so, where?
What alternatives should I be aware of?
Many thanks in advance for all replies.
Best Regards,
Mike C.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> Hi folks... long time no see. (Sorry)
> I'm finally getting back into POV-Ray after a long series of largely
> unproductive distractions. The project I'm starting with would go much easier if
> I knew more about the best way(s) to "bend" an object created with CSG. I
> started to do a bit of online research and came across a reference to "Object
> Bender" by Chris Colefax. The link was, of course, broken. As is often the
> case with looking up info on POV-Ray, there is quite a bit to sort through (a
> task I shall return to immediately upon posting this). In the meantime, I'm
> hoping some kind person might point me toward the best and most current info on
> the topic.
>
> Is "Object Bender" by Chris Colefax still the way to go?
>
> Can it still be found, and if so, where?
>
> What alternatives should I be aware of?
>
> Many thanks in advance for all replies.
>
> Best Regards,
> Mike C.
>
>
>
>
Many dead links refered to the buried geocity. Take a look at the
objects collection.
Object Bender is still, to my knowlege, the only sane choice.
It don't realy bend your CSG object, but a mesh equivalent.
Alain
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Alain <aze### [at] qwertyorg> wrote:
> Many dead links refered to the buried geocity. Take a look at the
> objects collection.
Found it... many thanks
> Object Bender is still, to my knowlege, the only sane choice.
> It don't realy bend your CSG object, but a mesh equivalent.
"This is another fine mesh you've gotten us into!" ;-)
Best Regrads,
Mike C.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 07/29/2010 12:59 PM, Mike the Elder wrote:
> "This is another fine mesh you've gotten us into!" ;-)
LOL ... good one!
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
It would be cool if there were a "bones" macro library that works like
armitures do in Poser/Blender. Ideally one that supports
interoperability with these programs to some degree, so that I can tweak
things in POVray itself instead of having to open and load the other
programs and perform an export every time I need to make a change.
--
http://isometricland.com
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
SharkD <pos### [at] gmailcom> wrote:
> It would be cool if there were a "bones" macro library that works like
> armitures do in Poser/Blender. Ideally one that supports
> interoperability with these programs to some degree, so that I can tweak
> things in POVray itself instead of having to open and load the other
> programs and perform an export every time I need to make a change.
>
>
> --
> http://isometricland.com
Have a look at the messy code bundle in the "Advanced users" section under "I
had to post it here".
Kinda my take on the Character Studio from 3DSMAX but done in POV.
Possibilities could be endless if anyone wants to take up the torch.
I was thinking that you could use the bone structure to translate objects or -
more bravely - set up a mesh-skin and weight vertices to each bone a la 3DSMAX.
I might give it another go myself, but not now. The pub beckons!
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |