On 03.10.2013 23:48, Michael Fox wrote: > let me see if i understand this correctly, does this mean you can have a > bezier surface point that can have more than 2 handles? (btw, i can > barely see whats going on because of the handles ;) ) >
Yes. There are classic meshes as core for now. The vertices become the bezier points and for each edge of the vertices you get a handle. The handles are auto-calculated and lay on an autocalculated tangential plane of vertices. Since I can't create an editor from scratch I have to start with what we have. And editable classic meshes is what we have. My idea is to use those handles later for "quick" 3D Modeling of curved objects. I pretty much like what you can do with the Bezier-Path in 2D. I learnt to know and value them by useing SVG drawing tool like Inkscape. So I would like to have the same system for 3D volume modeling more or less. With all the already existing methods I still have a very hard time to get a shape that meets my expectation. Sure there are some extremely good sub-surfacing tools and the results look really really good and smooth but it never is the shape I liked to have and I somehow fail to tune it into the shape I want. I even have a hard time with the sculpting tool. There is only one other system/tool next to the bezier path thing I can well work with and that's what ShapeShop does. You draw the shape in 2D and in blews it up into a volume. Very easy to use and it keeps your drawn shape exactly. Did my very first animated object with this. I will see how far I get with my Bezier Surface/Volume thing. I already see that it requires a lot more. But that's fine. Would be boring otherwise. @Brecht: thank you for the link _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
