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"MichaelJF" <mi-### [at] t-onlinede> wrote:
>
> Another idea is to have one (and a second for the rounded version) reference
> mesh and transform the vertices within proper groups due to your desired
> proportions. You can create even an uv-mapping which musn't be changed due to
> the transformations.
>
I forgot to mention that in this case the mesh2-syntax is more helpful. Store
the vertices in an array, transform them and put them out as a mesh2. Once you
have crafted the other entries (faces indices, normals, uv-vertices, uv-indices
and so on) you must not change them.
Best regards,
Michael
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