skinExtrude == a series of Number3D's defining a profile [[profile],[profile]]
you define this line as base then make a loop where you for instance increase the z so you have say 2 series, the start and end, then set subdivision to 5 (or whatever you like) and generate no scale needed here... but if you want to, there is a scaling props as well. Take in account the corners, where some z variation would help weld perfectly in corners to avoid overlap. A piece of paper does wonders for this :) You can cover the entire room as long as its not intermittent (doors) basically by playing with offsets, you should be able build it all. you could even build the walls as well with it.... but its too late now. Fabrice On Apr 26, 2010, at 5:13 PM, Reinorvak wrote: > 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. >> >>>>>> -- >>>>>> Subscription >>>>>> settings:http://groups.google.com/group/away3d-dev/subscribe?hl=en
