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distortion
07-03-2005, 02:10 AM
building a spline car...

FIRST ever project using splines - usually just poly model

few questions... how do i 'sharpen' a point without splitting it into two curves?

any way to limit the 'curveyness' of one point in the middle of two others? not sure how to explain that one

finding splines very very cool compared to poly modelling for cars - though blueprints are essential for me!

thanks for your help

IgnusFast
07-03-2005, 11:45 AM
building a spline car...

FIRST ever project using splines - usually just poly model

few questions... how do i 'sharpen' a point without splitting it into two curves?

any way to limit the 'curveyness' of one point in the middle of two others? not sure how to explain that one

finding splines very very cool compared to poly modelling for cars - though blueprints are essential for me!

thanks for your help

As far as I know, you *have* to add additional points.

That would be slick, if you could adjust the angle of a vector as it passes through a vertice, as you can with a bezier curve in something like Illustrator. But I don't think Newtek's sub-d/curve technology is anything near that advanced.

Silkrooster
07-03-2005, 09:22 PM
First question, think of a flat box. If it had 4 points it would be round. Now if each corner had two points the closer the points are to the corner the sharper the corner, the further away the smoother the curve is.
Second question, Check out weight maps, they will change the smoothness of the corner.
When you look at the list of weight maps in the lower right hand part of the screen, you will find a default weightmap (ver 8) by changing the value of this weightmap, you will see the sub patched object change from sharp to smooth. By creating weight mapsfor sections you can change the smoothness of each point.
Hope this helps
Silk

distortion
07-04-2005, 12:10 AM
First question, think of a flat box. If it had 4 points it would be round. Now if each corner had two points the closer the points are to the corner the sharper the corner, the further away the smoother the curve is.
Second question, Check out weight maps, they will change the smoothness of the corner.
When you look at the list of weight maps in the lower right hand part of the screen, you will find a default weightmap (ver 8) by changing the value of this weightmap, you will see the sub patched object change from sharp to smooth. By creating weight mapsfor sections you can change the smoothness of each point.
Hope this helps
Silk


i tried weight maps for my points - doesnt seem to work for my splines? maybe im doing something wrong.

i know i can add more points to smooth or sharpen, i was wondering if there was another way - not sure i want to add lots of points to my splines - the simpler the better for me ;)

thanks for your help!

Silkrooster
07-04-2005, 02:38 AM
Perhaps I was getting a head of you on modeling the car. Once you patch the splines then you can use weightmaps on the subpatched car. As for working with splines, you can either split the spline or add more points.
Take Bezier curve for example, when you create a 90 degree angle for the spline, it ends up being 2 splines. If you select both splines and merge them together, you end up with a small curve in the corner. How tight the curve is depends on how close the points are to the corner.
I guess this is where you need to make the final decision on how many points you really need as the more points, the more polys, which result in larger file sizes and longer render times.
Silk

Surrealist.
07-04-2005, 02:57 AM
Have you tried Bezier Curves?

The bezier curve tool is a little more intuitive than just creating/splitting curves etc.

1) leave the default to 16 points for editing

You drag out your curves, they remain connected. You edit the contol points (beginning and ends of the curves) with bezier spline type controls.

2) Set the point level you want the curves to be.

Do this by entering in a new number rather than using the slider. This will maintain the shape of the curve that might otherwise shift as you were to cycle through the numbers.

Hit enter. Now you can select all of the curves and Shft Z to merge polys to make them one curve.

Or

3) continue to edit witht the drag tool. You can also set beginning and end control points to mess with it a llittle that way too. Detail/Curves (turn them off before you merge polys)