Oh? I'd like to see your demo. Is it on your website?

On May 14, 12:28 pm, Fabrice3D <[email protected]> wrote:
> Well I did a long ago a demo using only Lathe and this class called : Temple. 
> Zero models loaded for the scenerie. Very low kb.
>
> Fabrice
>
> On May 14, 2011, at 19:15, Choons <[email protected]> wrote:
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> > ah I see, thanks Fabrice. I'll be interested to see the creative uses
> > it is put to. The automatic UV mapping is certainly a nice feature
>
> > On May 14, 5:37 am, Fabrice3D <[email protected]> wrote:
> >> It is made for bridge like principle when there is 2 entries. It also 
> >> allow you to generate any complex shapes in ribbon like principle.
> >> To give you an example of use, look at a frame around a door on a wall. 
> >> Lets take the left one. On the lowest part the profile is paralel to 
> >> floor, the same profile continues to top, except you find out that the 
> >> profile has then a 45 degree angle to be connected to the top part of the 
> >> frame. The top has left  -45 and right sides a 45 degree angle.
> >> This class will build for you this complex shapes and even uvmap them.
>
> >> Fabrice
>
> >> On May 14, 2011, at 3:31, Choons <[email protected]> wrote:
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> >>> Just checked out the SkinExtrudeTest example and I'm scartching my
> >>> head as to why it is made the way it is and what a practical use for
> >>> it is. The description in the class-
> >>> "Class SkinExtrude generates (and becomes) a mesh from a
> >>> multidimentional vector of vector3D's" - is clear enough, but not what
> >>> I was expecting for a method called SkinExtrude. I thought I might
> >>> find some kind of extrusion utility that would modify an existing
> >>> mesh. So just curious why the developers made it, and how users may be
> >>> using it?

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