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> On 11/2/2012 10:26 PM, John VanSickle wrote:
>> I'm scheming a scene which is going to have a bunch of computers at
>> desks, and here's the keyboard.
>>
>> The chief problem with this model is that it contains 2152 scene-level
>> objects. There are ways to lower this, but that'll take some work.
>>
>> (It won't animate, either, but I'm not planning an shots where that will
>> be an issue.)
>>
>> (And I'm sure some of you would prefer a different color.)
>
> To answer some of the questions:
>
> * Yes, the key board base should have a cut-out area around the keys. I
> was getting to the point where I wanted to post something.
>
> * The texturing is done with object patterns based on text objects. That
> way the detail is there at any magnification.
Just use a scale statement.
>
> * Why, yes, there are no OS keys. That is deliberate.
>
> * I was thinking of texturing the F13-F15 keys with the usual text like
> the keyboard I'm typing this on, but I got lazy there. It's not hard to
> change. I might also make a full row of function keys, going to F20.
That would make it a "special purpose" keyboard... If that's the case,
why don't you go overboard and make TWO rows of 20, or more, Fn keys? :P
>
> * I might replace the caps lock key with something else. It will
> probably be security-related because the intended scene is a military
> command-and-control center.
Something like a "Launch" key...?
>
> * The final version will use meshes for the keys to cut down on the
> object count (each key contains 21 CSG primitives). It will also
> support animating the keys so that they move when pressed.
>
> Regards,
> John
Using a mesh for the generic key would greatly help here.
Another possibility would be to use a height field with a water level
used to cut off the bottom part.
You could create an image of all the keys' marking and apply it to an
union of meshes composing the complete keyboard. This should support
some animation as the keys movment is parallel to the axis of the image map.
Alain
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