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Ken,
I have to agree that the lathe object definitly looks better on columns! thanks
for the hint. I will still indent most code but the coordinates will be in
columns.:)
My problem is I used ACTUAL measurements of a round sitting here at the computer
with a dial caliper. why do I need to double the height values? shouldn't the
lathe take real numbers and render a 'real' looking object?
Ken wrote:
> Mark Palmquist wrote:
> >
> > I am working on a model of a .223 Caliber bullet, when I use 1 povunit =
> > 1 inch I get a weird 'squatty' bullet. If I scale by <1,2,1> it looks
> > 'right' why would I not get a correctly porpotioned image without
> > scaling it? the image source below will generate 2 objects, left is
> > using actual measurements the right is scaled.
>
> A look at the results and then a look at the lathe objects revealed
> your scaling problem. The aspect ratio you choose for width vs. height
> was off a factor 2:1. I basicaly increased the numbers in the right column
> by twice their value for added height and adjusted the translation of the
> projectile and it came a lot closer to what it should look like. This
> was all quick shot in the dark changes and you will need to correct
> a couple of niggly little steps I left in the code below before it will
> look good.
>
> Sorry about the non indented script. I Can Not read a lathe or any other type
> of multi point object withouth having it in columns. It adds clarity
> to my perseption.
>
> lathe {
> linear_spline
> 10,
> <0.373, 0.000>,
> <0.373, 0.081>,
> <0.325, 0.082>,
> <0.327, 0.120>,
> <0.372, 0.220>,
> <0.349, 2.436>,
> <0.248, 2.580>,
> <0.248, 2.760>,
> <0.247, 2.760>,
> <0.247, 2.580>}
> texture{T_Brass_4B}}
>
> lathe {
> linear_spline
> 7,
> <0.222, 0.000>,
> <0.222, 0.463>,
> <0.223, 0.464>,
> <0.170, 0.800>,
> <0.060, 1.210>,
> <0.020, 1.200>,
> <0.000, 1.200>
> texture{T_Copper_2B}
> translate<0,2.75,0>}}
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
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