Go
New
Find
Notify
Tools
Reply
  
-star Rating Rate It!  Login/Join 
Member
Picture of Paul Gausden
Posted
A couple of small questions Richard....

1) can we now code:
     if  face1 is face2 then ....

2) does

object.SetCreaseFactor object.GetCreasefactor

re-crease the object like GenerateNormals ?

ta

Paul
 
Posts: 1063 | Location: Surrey, UK | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
Member
Posted Hide Post
1) Unfortunately not. I plan to put that in one of the 6.x releases. The API will be revised so that it is the same API both internally and externally. At this point the external API is a layer on top of the internal API.

2) No, it is just a storage location for the current "default" creasing factor. You still need to generate normals. Also, it looks like this function is broken in the 6.0 Beta. So any plug-in that uses it is also broken.

Richard
 
Posts: 2378 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
Member
Picture of Paul Gausden
Posted Hide Post
Hi Richard,

(when it's fixed) - how does the crease factor relate to the crease angle ?
 
Posts: 1063 | Location: Surrey, UK | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
Member
Posted Hide Post
The Creasing Factor is a number 0 to 100. It is the object properties slider value. 0 = crease everything with angles greater than 0/100 * pi radians. 100 = crease everything with angles greater than 100/100 pi radians. This is how you would typically use it:

Object.GenerateNormals Object.GetCreaseFactor / 100 * 3.14

Richard
 
Posts: 2378 | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
Member
Picture of Paul Gausden
Posted Hide Post
oops, I missed the reply.

Many thanks for this Richard, I'll update my plugins accordingly so they should all be ready for your final release.
 
Posts: 1063 | Location: Surrey, UK | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
Member
Picture of Paul Gausden
Posted Hide Post
After noticing that this conversion was not working properly I have since worked out that the true relationship is actually:

Object.GenerateNormals PI - Object.GetCreaseFactor / 100 * PI
 
Posts: 1063 | Location: Surrey, UK | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
Member
Picture of Amabilis Support
Posted Hide Post
Hmmm. Confused

Richard
 
Posts: 1412 | Registered: Thu November 06 2003Reply With QuoteEdit or Delete MessageReport This Post
Junior Member
Posted Hide Post
Hello Richard,

Pauls Formula definitly produces on my models the same result as manual creasing. I have an example where the difference is obvious.

Roman
 
Posts: 95 | Location: Germany | Registered: Fri November 07 2003Reply With QuoteEdit or Delete MessageReport This Post
Member
Picture of Amabilis Support
Posted Hide Post
I'm sure he's right. I got it backwards somewhere.

Richard
 
Posts: 1412 | Registered: Thu November 06 2003Reply With QuoteEdit or Delete MessageReport This Post
 Previous Topic | Next Topic powered by eve community  
 


© Amabilis Software 2003-2007