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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 |
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Member |
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 |
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Hi Richard,
(when it's fixed) - how does the crease factor relate to the crease angle ? |
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Member |
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 |
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Member![]() |
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. |
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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 |
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Member |
Hmmm.
Richard |
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Junior Member |
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 |
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Member |
I'm sure he's right. I got it backwards somewhere.
Richard |
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3D Canvas Community
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Plug-In Development and Scripting
Canvas 6 API questions
