Dear Blender-Developer-Community I am not sure who I have to contact with this but I found this mailing list in your contact page and so I registered and post it here.
I am not the most skilled 3D modeler and so I often wondered how 3D volume modeling could be done better. I figured out that I can very well shape 2D objects with the Bezier curves and wondered how they can be enhanced to model surfaces and volume. So I took a look at the math and did some first calculations and tests with octave (matlab clone) and wxMaxima (mathematica clone) and the first results look promising to me. Different to the known Bezier surface you can find in the wiki the surface in my approach will not use a grid. It's defined by the corner points and legs like we have it in the 2D case. With it it's possible forexample to create a sphere out of 6 such points. (same leg length value as you have it in the 2D case) -> The 4 points as you have it in your 2D-Bezier circle and an additional point on x (0,0,1) and one on (0.0,-1) building 8 Bezier-surface triangles. In basics the Bezier surface I calculate is a bit a more natural enhancement of the 2D Bezier curve reduced to the really required points only. The math behind it is not too complicated and should be well implementable. Let me know who to contact if you have interest. best regards rad _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
