Hello You were correct. My example was too simple. Indeed I get sharp edges instead smooth ones for general objects.
Here are my first results: http://abload.de/img/biezervolume1dys7h.jpg http://abload.de/img/beziervolume2d6b07.jpg I believe I know how to correct it however it means the still rather simple calculation becomes a lot more tricky. I like that Blender-Python scripting capability. Allows me to do changes and directly see the results. regards rad p.s. given I have 2 vectors and store them in python with: a = (2,3,4) and b=(4,5,6). Does Python have vector operation for this "things" (addition, dot multiplication, scaling.. etc)? Didn't really want to use or create a class for just 3 coords. :/ On 21.09.2013 22:09, Brecht Van Lommel wrote: > In your example it seems you have 6 regular vertices with nice > matching handles, but if you want to do more complex shapes, things > aren't so simple anymore. If a vertex doesn't have 4 neighbours, what > happens then? The tricky thing is extending such a method to arbitrary > topology, while still keeping the surface smooth. > > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
