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Thibaut Jonckheere wrote:
> Jim Charter wrote:
>
>> Thibaut Jonckheere wrote:
> Thanks for the tip !
>
Welcome. Another thing I do, btw, combines Bill's suggestion of using
trace() with the Wings' ability to export selected polys. That is, I
use the information captured from the .obj file to define a spline which
rides above the mesh surface along a path I want. I then use the spline
as a set of "launching" points for the trace() function. That way you
only have to manually capture (export) a relatively small number of
polys to determine the path for a spline, then walk the spline and use
trace() to get as many surface points as necessary for a smooth animation.
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Thibaut Jonckheere <tua### [at] yahoo fr> wrote:
> This couple of seconds interests me ! Can you say if it is because of a
> "technical"problem (image too dark, not enough contrast,...), or because
> it is due to the complexity of the object shown ?
Nothing so ominous - just a mental stumble on my part; I simply wasn't
expecting it. I could see the knot form quite clearly from the thumbnail,
and mentally filed it as a belt or ribbon before I'd opened the full
version. Then I noticed the headlights... :)
It worked a bit like a joke punchline.
Bill
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> You might check out my knotsplines macro, where I describe how to get a
> spline from the povray-exported bicubic patch done by KnotPlot.
In fact, I took a look at your macro before starting my image. It looks
really powerfull. But I decided to go this time with a non-mathematical
way of doing the thing: I just saw a relatively simple way (although a
bit tedious) to get what I wanted with Wings, the only guide being the eye.
Thibaut
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Jim Charter <jrc### [at] msn com> wrote:
> Welcome. Another thing I do, btw, combines Bill's suggestion of using
> trace() with the Wings' ability to export selected polys. That is, I
> use the information captured from the .obj file to define a spline which
> rides above the mesh surface along a path I want. I then use the spline
> as a set of "launching" points for the trace() function. That way you
> only have to manually capture (export) a relatively small number of
> polys to determine the path for a spline, then walk the spline and use
> trace() to get as many surface points as necessary for a smooth animation.
Jim, that's brilliant!
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