[Bf-committers] Surface and Volume modeling with new developed Bezier-Surface math
rol at solnet.ch
Thu Oct 3 20:31:51 CEST 2013
You were correct. My example was too simple. Indeed I get sharp edges
instead smooth ones for general objects.
Here are my first results:
I believe I know how to correct it however it means the still rather
simple calculation becomes a lot more tricky.
I like that Blender-Python scripting capability. Allows me to do changes
and directly see the results.
p.s. given I have 2 vectors and store them in python with: a = (2,3,4)
and b=(4,5,6). Does Python have vector operation for this "things"
(addition, dot multiplication, scaling.. etc)? Didn't really want to use
or create a class for just 3 coords. :/
On 21.09.2013 22:09, Brecht Van Lommel wrote:
> In your example it seems you have 6 regular vertices with nice
> matching handles, but if you want to do more complex shapes, things
> aren't so simple anymore. If a vertex doesn't have 4 neighbours, what
> happens then? The tricky thing is extending such a method to arbitrary
> topology, while still keeping the surface smooth.
More information about the Bf-committers