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I would like to convert the frames of this cool dymaxion projection animation to
meshes, like .obj or similar format:
http://www.westnet.com/~crywalt/unfold.html
The .povs are in 3.5 or 3.6 format. I've tried 3DWin, pov2mesh command line and
Bishop3D, but no luck. With Bishop3D, I commented out stuff in the includes that
were causing errors (like quadric), but the final error was in the actual .povs:
clipped_by.
Any suggestions?
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On 30/10/2011 1:44 PM, Beluga wrote:
> With Bishop3D, I commented out stuff in the includes that
> were causing errors (like quadric), but the final error was in the actual .povs:
> clipped_by.
>
> Any suggestions?
With Bishop3D I comment out the things that B3D does not support as
well. Then use a difference and comment out the clipped_by (and the
closing brace)
#declare Facet = object {
sphere { <-0.000000,0,-0.000000>, 5.004698 }
clipped_by {
plane { <0,0,-1>, 0 }
object {
plane { <0,0,-1>, 0 }
rotate x*-108
rotate z*-31.75
}
object {
plane { <0,0,-1>, 0 }
rotate x*108
rotate z*31.75
}
}
}
Becomes:
#declare Facet = difference {
sphere { <-0.000000,0,-0.000000>, 5.004698 }
// clipped_by {
plane { <0,0,-1>, 0 }
object {
plane { <0,0,-1>, 0 }
rotate x*-108
rotate z*-31.75
}
object {
plane { <0,0,-1>, 0 }
rotate x*108
rotate z*31.75
}
// }
}
--
Regards
Stephen
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Stephen <mcavoys_at@aoldotcom> wrote:
> On 30/10/2011 1:44 PM, Beluga wrote:
> > With Bishop3D, I commented out stuff in the includes that
> > were causing errors (like quadric), but the final error was in the actual .povs:
> > clipped_by.
> >
> > Any suggestions?
>
> With Bishop3D I comment out the things that B3D does not support as
> well. Then use a difference and comment out the clipped_by (and the
> closing brace)
>
> #declare Facet = object {
> sphere { <-0.000000,0,-0.000000>, 5.004698 }
> clipped_by {
> plane { <0,0,-1>, 0 }
> object {
> plane { <0,0,-1>, 0 }
> rotate x*-108
> rotate z*-31.75
> }
> object {
> plane { <0,0,-1>, 0 }
> rotate x*108
> rotate z*31.75
> }
> }
> }
>
> Becomes:
>
> #declare Facet = difference {
> sphere { <-0.000000,0,-0.000000>, 5.004698 }
> // clipped_by {
> plane { <0,0,-1>, 0 }
> object {
> plane { <0,0,-1>, 0 }
> rotate x*-108
> rotate z*-31.75
> }
> object {
> plane { <0,0,-1>, 0 }
> rotate x*108
> rotate z*31.75
> }
> // }
> }
>
>
>
>
> --
> Regards
> Stephen
Thanks for the advice, although Bishop3D's interpretation of the mesh is quite..
imploded: http://imgur.com/f0cpY
3DWin and pov2mesh remain unable to do anything.
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On 30/10/2011 7:20 PM, Beluga wrote:
>
> Thanks for the advice, although Bishop3D's interpretation of the mesh is quite..
> imploded: http://imgur.com/f0cpY
> 3DWin and pov2mesh remain unable to do anything.
>
>
>
I've never been able to get pov2mesh to work satisfactorily. But when I
did a quick test of the first object in the first file it looked okay. I
will to do proper test tomorrow. In the past I replaced the (clipped_by)
plane with a box in the difference. It seemed to work okay in my test.
2nd thought. Did you evaluate all objects? Commands > Evaluate all scene
objects.
And as for B3D you might get additional support on the forums as
StephenS is more active there. http://www.bishop3d.com/forum/index.php
Regards
Stephen
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Stephen <mcavoys_at@aoldotcom> wrote:
> I've never been able to get pov2mesh to work satisfactorily. But when I
> did a quick test of the first object in the first file it looked okay. I
> will to do proper test tomorrow. In the past I replaced the (clipped_by)
> plane with a box in the difference. It seemed to work okay in my test.
>
> 2nd thought. Did you evaluate all objects? Commands > Evaluate all scene
> objects.
Yes, you are right: evaluation fixes the mess. But I can't save, because the
unregistered version has a limitation of max. 10 objects per file.
Pov2mesh for me throws a parsing #include error: unexpected end of file
I have all the needed .inc files and the texture file in the pov2mesh directory.
Maybe I'm overlooking something with the includes and where they need to be?
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From: Stephen
Subject: Re: Dymaxion projection .povs to meshes conversion
Date: 31 Oct 2011 16:50:00
Message: <4eaf09f8@news.povray.org>
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On 30/10/2011 10:29 PM, Beluga wrote:
> Pov2mesh for me throws a parsing #include error: unexpected end of file
> I have all the needed .inc files and the texture file in the pov2mesh directory.
> Maybe I'm overlooking something with the includes and where they need to be?
As I said. I've never been able to get it to work. Sorry I can't help there.
--
Regards
Stephen
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