Is there anyway this skinExtrude can be used effectively with scaling
models and do you have an example of this?

Trying a few different things with it at the moment and its not really
replicating the model to scale.

On Apr 26, 10:25 am, Fabrice3D <[email protected]> wrote:
> then go for skinExtrude
> cause you can controle the overlaps in corners...
>
> PathExtrusion is unfinished on that point...
>
> Fabrice
>
> On Apr 26, 2010, at 4:07 PM, Reinorvak wrote:
>
> > In the last week of development so can't really change to use the BSP
> > although I am interested in see how these work.
>
> > I'll give a shot at the Path/Skin extrudes.
>
> > On Apr 26, 10:02 am, Fabrice3D <[email protected]> wrote:
> >> Sorry, there are kinda lot of mails pouring in :))
> >> I do try answer as much as I can, but I have also to focus on my own 
> >> work...
>
> >>>> What I have here is, lets say I have a room, and inside that room we
> >>>> have molding that runs around the edges. Well instead of making pieces
> >>>> for each and every possible room, why not just make a standard segment
> >>>> and scale it to reach the corners every time.
>
> >> well, here is the problem, you get elongated triangle susing scaling, they 
> >> conflict with the tris behind.
> >> --> use either PathExtrusion or Skinextrude to define your moldings (if 
> >> not entire wall with molding)
> >> this way you can ensure the surface subdivision fits the mesh behind.
>
> >> also the new BSP could fix all these issues...
>
> >> Fabrice
>
> >> On Apr 26, 2010, at 3:24 PM, Reinorvak wrote:
>
> >>> Bringing this back up since it seems to have been overlooked.
>
> >>> On Apr 23, 4:28 pm, Reinorvak <[email protected]> wrote:
> >>>> Greetings again all,
>
> >>>> I've run into another fun little problem with trying to scale an
> >>>> object after it has been loaded.
>
> >>>> What I have here is, lets say I have a room, and inside that room we
> >>>> have molding that runs around the edges. Well instead of making pieces
> >>>> for each and every possible room, why not just make a standard segment
> >>>> and scale it to reach the corners every time.
>
> >>>> Problem being, whenever I scale the object, no matter which way I
> >>>> choose (x, y, or z), it decides to render behind the room. Even if I
> >>>> move the objects to be in the center of the room so there is no
> >>>> possible way they could be accidentally getting too large and going
> >>>> behind the room.
>
> >>>> All objects currently have ownCanvas and pushback set to true to try
> >>>> and retain some form of rendering order.
>
> >>>> Not sure exactly whats going on here, but it'd be nice to get this one
> >>>> solved.
>
> >>>> --
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