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View Full Version : Re-ordering points for Shifer?



raw-m
06-10-2010, 03:18 AM
Hello everyone

I'm trying to use this rather clever extruding plugin - Px_Bezier 011 (http://www.pictrix.jp/?p=3740) (it works on a Mac!!) on a custom shape in combination with DPs Shifter node. I'm getting some very strange jumping when the shifting is taking place. After a bit of research I think it has something to do with the order in which the point ids are created by PX_Bezier.

Is there a script out there that is clever enough to re-order the names of each point (as if my custom shape was rail extruded rather than Px_Beziered)?

dpont
06-10-2010, 04:14 AM
I tried Px_Bezier 08 on a PC,
both Tube and Extrude modes,
as I see, points are correctly ordered
you can easily verify this with the
Modeler info panel,
I got also the result object
working with Shifter,
I just removed the base shape
since it is placed on the same
layer.

Denis.

raw-m
06-10-2010, 06:01 AM
Thanks for your response Denis.

I've attached the result I'm getting on a simple extrude - mid-shift. I've been using Px_Bezier 11 and Px_Bezier 14 with the same results. LW and Px_Bezier extrudes don't match so I wondering if there is some fix I could run?

dpont
06-10-2010, 06:55 AM
I tried also the Px_Bezier 014 but still PC,
same correct point index alignment,
the 6 faces per segment is made with 'Tube'
the other 4 faces Bezier extrudes with a
quad shape.
Couldn't say if this comes from your settings
(I used very basic) in the Modeler Tool
or from the UB version.

85539

Denis.

dpont
06-10-2010, 08:02 AM
Ok I didn't tried the Extend mode,
wasn't in the '08' version,
and point index order change,
even reversed in some cases,
this is not important for building
polygons just annoying for
animating for Mac and without
Fertilizer, may be fixable by
Pictrix but don't know.

Did you tried the Extrude mode
with a polynormal Z- oriented?

Denis.

raw-m
06-10-2010, 11:44 AM
Denis, I'm so happy!!!! I got it to work Extrude mode, as you suggested. Got to be careful not to go too mad with the "twist" option, as well. For more predictable results I'm finding that merging all the polys that make up your shape into one poly also helps. Thanks again.