It would not be in Away if complicated :) Principle is simple. you define a profile with Number3D's in Lathe, from there you just need to pass a rotation value, and adjust the x,y,z of the resulting mesh in PathExtrusion, the profile is repeated along the path definition.
example of a bucket using lathe (just saw this request this morning) make 3 Number3D's defining a "L" pass these to Lathe class and build. here you go, a nice custom bucket in 2 sec. the higher the subdivision, the nicer the rounding of the shape. Fabrice On Jul 13, 2010, at 7:50 AM, FDD wrote: > Will look into it, I hope it isn't too complicated. Thanks > > On Jul 11, 9:24 am, Fabrice3D <[email protected]> wrote: >> Look on tutorials pages, classes names/imports might be different for >> 3.5 version but principle remains same. >> >> Sent from an iPhone without Flash >> >> On Jul 11, 2010, at 17:43, FDD <[email protected]> wrote: >> >>> Hi Fabrice, >> >>> Thank you for responding! I'm having some trouble using the Lathe and >>> Path extrusion classes... can you please show me an example how I can >>> generate a rounded wall? >>> Much appreciated! >> >>> FDD >> >>> On Jul 11, 4:58 am, Fabrice3D <[email protected]> wrote: >>>> Lathe would allow the rounded walls, PathExtrusion as well (you can >>>> test in Prefab and even export the data or meshes). >>>> If you have the vertexes shared per point on 2 extrusions, due to >>>> roundings, they might differ, causing a flickering. Use the Grid >>>> class >>>> to snap them. Then depending on your project use Merge, Weld. You >>>> should then have a very large amount of artefacts fixed, if not all. >> >>>> Fabrice >> >>>> Sent from an iPhone without Flash >> >>>> On Jul 11, 2010, at 11:48, FDD <[email protected]> wrote: >> >>>>> I'm trying to make one or two walls curved, while the other walls >>>>> straight (yes from top view), but i can't seem to find a way to do >>>>> it. >>>>> I found a fix for the flickering triangles. i found out after some >>>>> extensive googling that the issue is called "z fighting".. my issue >>>>> got fixed by either Renderer.CORRECT_Z_ORDER (slow performance), or >>>>> checking all sides/mesh and make sure bothsides isn't set to true >> >>>>> On Jul 10, 11:05 pm, Rujia Liu <[email protected]> wrote: >>>>>> what's the curved wall problem? you mean, the "top view" of your >>>>>> room >>>>>> contains curves? >> >>>>>> to prevent flickering/disppearing triangles, you may try >>>>>> FrustumClipping (I >>>>>> assume you're using RectangleClipping) >> >>>>>> On Sun, Jul 11, 2010 at 1:53 PM, FDD <[email protected]> >>>>>> wrote: >>>>>>> Hi Jerome, >> >>>>>>> Thanks for responding! I did consider using a 3d app to make the >>>>>>> different room shapes, but I need the user to be able to modify >>>>>>> the >>>>>>> dimensions (or the curvature of the rounded walls) , so I guess >>>>>>> making >>>>>>> the meshes at runtime seem more sensible (and faster, performance >>>>>>> wise). The app wont need complex texturing anyway. >> >>>>>>> Any other suggestions, please do let me know.. A the moment I am >>>>>>> using skin extrude for the floor, and lineExtrusion for the >>>>>>> walls.. >>>>>>> looks right, but I notice some edges 'flicker'. How does one >>>>>>> prevent >>>>>>> that flickering/disappearing triangles behaviour (sorry, I don't >>>>>>> know >>>>>>> how that behavior is called). Aside from that, I still have the >>>>>>> curved >>>>>>> wall problem.. any help/suggestion is greatly appreciated. Thanks >> >>>>>>> FDD >> >>>>>>> On Jul 9, 6:49 am, elguapoloco >>>>>>> <[email protected]> >>>>>>> wrote: >>>>>>>> The example I have seen using Extrusion were pretty complex. >>>>>>>> For a >>>>>>>> room like setup I would probably model it in a 3D App and then >>>>>>>> import >>>>>>>> in Away3D. This will also allow you UV map your textures, bake >>>>>>>> the >>>>>>>> shadows and lighting, etc... >> >>>>>>>> ath. >> >>>>>>>> Jerome.
