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: > > > > > > > > > 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: > > >>> 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?
