[Bf-committers] GSoC 2014 Aspirant: Implementation of a Pyramid Primitive in Blender

Alberto Torres kungfoobar at gmail.com
Sat Mar 15 23:42:02 CET 2014


I usually select the 4 top vertices of the cube and merge them. Then press
GZ=-2+(desired height here)


2014-03-15 22:16 GMT+01:00 Gaia <gaia.clary at machinimatrix.org>:

> What about adding preset buttons to the mesh primitive operators ?
> Once the preset buttons are in place, users can add their own presets as
> they like.
> Maybe that could be a useful improvement over what we have by now ?
>
> And then we always could add some default presets where they make sense,
> for the Cone maybe something like:
>
> (Pyramid = vertices:4, Depth:sqrt(2), Rotation:45)
> (Tetraeder = vertices:3, Depth:sqrt(2), Radius1:sqrt(2/3))
>
> Just a thought though :)
>
> cheers,
> Gaia
>
> On 15.03.2014 21:50, Eugene Minov wrote:
> > To create a cone one must enter a radius.
> > To create a pyramid one must enter size/sizes.
> >
> > Visually you can create pyramid from a cone but you would have trouble to
> > set exact size, i.e. you must calculate it manually using sin/cos, etc.
> > Also you can't create non quad pyramid.
> > Also cone-pyramid will be positioned with 45 angle on Z axes.
> >
> > All these obviously can be changed manually after but it's not very
> > practical and takes extra time.
> > Just my 5 cents.
> >
> >
> > On Sat, Mar 15, 2014 at 8:15 PM, Harley Acheson <
> harley.acheson at gmail.com>wrote:
> >
> >>> A pyramid has a polygonal base with n-sides, n=3 or n>3...
> >> Yes, but as Campbell mentions, we get exactly that if we add a cone but
> >> change the vertices to three or four? As shown in this
> >> image<http://www.pasteall.org/pic/show.php?id=68305>
> >> :
> >>
> >> [image: Inline image 1]
> >>
> >> Harley
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