Post by thyme on Mar 17, 2006 22:26:33 GMT
Here shows the duck tail simply made using a single SineTug:
The arrow is the visual aid you see in seamless when a SineTug node is selected. The arrow shows the size and position of the tug. This picture is the first public picture showing how my new control panels look. I have been working on them for most of this year and they are still not ready!
The following picture:
shows the flat triangle structure I have hand edited (the white triangles) for the head at the stage before they are applied to the head surface.
You don't have to hand edit the triangles I have learnt to make models look good but although hand editing triangles can take a few hours to do I find it easy going, something you can do while listening to music and is one of those things that feels satisfying to do.
The ability to be able to hand edit triangles and curve them into shape using a polygon independent surface is a feature I like much about Seamless3d. Having a lot of control over your triangle structures I thought was essential for a VRML modeller. Especially for single mesh skin animation because you need to have triangles not just optimised but structured specifically for this kind of animation. For example at the elbows and knees you want more triangles that in the non bending parts of your arm. Its features like this that makes seamless both a animator and a modeller specifically designed from the beginning for skin mesh animation.
When I played about with rhino3d a few years ago (for a day) I doubted most general purpose 3d editors like this would allow you this much control over the triangles and it was realising that even if your spend a fortune on a program its unlikely to have all the features you will specifically want for your needs. Believing the only way to get tailor deigned features is to write your own program, contributed to me persevering with the development of seamless. Revisiting rhino I see in the help it does mention that a polygon mesh can be applied to a NURBS surface (for real time animation) so it does have at least this feature that seamless has but I am not sure if it had it back then. I will like to try out using this feature in rhino some day soon to see what it is like in comparison to how this is done using Seamless's build nodes.
The arrow is the visual aid you see in seamless when a SineTug node is selected. The arrow shows the size and position of the tug. This picture is the first public picture showing how my new control panels look. I have been working on them for most of this year and they are still not ready!
The following picture:
shows the flat triangle structure I have hand edited (the white triangles) for the head at the stage before they are applied to the head surface.
You don't have to hand edit the triangles I have learnt to make models look good but although hand editing triangles can take a few hours to do I find it easy going, something you can do while listening to music and is one of those things that feels satisfying to do.
The ability to be able to hand edit triangles and curve them into shape using a polygon independent surface is a feature I like much about Seamless3d. Having a lot of control over your triangle structures I thought was essential for a VRML modeller. Especially for single mesh skin animation because you need to have triangles not just optimised but structured specifically for this kind of animation. For example at the elbows and knees you want more triangles that in the non bending parts of your arm. Its features like this that makes seamless both a animator and a modeller specifically designed from the beginning for skin mesh animation.
When I played about with rhino3d a few years ago (for a day) I doubted most general purpose 3d editors like this would allow you this much control over the triangles and it was realising that even if your spend a fortune on a program its unlikely to have all the features you will specifically want for your needs. Believing the only way to get tailor deigned features is to write your own program, contributed to me persevering with the development of seamless. Revisiting rhino I see in the help it does mention that a polygon mesh can be applied to a NURBS surface (for real time animation) so it does have at least this feature that seamless has but I am not sure if it had it back then. I will like to try out using this feature in rhino some day soon to see what it is like in comparison to how this is done using Seamless's build nodes.