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How to stretch a object

 
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feejo
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Joined: 29 Aug 2008
Posts: 19

PostPosted: Wed Oct 01, 2008 5:41 pm    Post subject: How to stretch a object Reply with quote

How to stretch a object.
My question #2 is what is the difference between: mesh, primitive, object, limb, model. I see those words in different softwares with differents meanings.
Question #3, is it possible to rotate, but having a different point of pivot than the center?
Question #4, when we do a scale is it possible to see the actual WHD of the object, I would like to add a ruler on side of each windows to help out.

Thanks
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Martialdu44
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Joined: 01 Oct 2008
Posts: 8

PostPosted: Wed Oct 01, 2008 6:17 pm    Post subject: Reply with quote

hi, i hope it can be usefull :

mesh : many vertex who make a shape...
primitive : a mesh witch can be created immediatly by the soft, like a brush
object : a mesh who can have many proprieties (vertex color, texture,shader,position in a 3D world,...)
limb : a mesh who make a part of an object, usualy welded to it, like a real limb....
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Mr.Fletcher
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Joined: 07 Aug 2004
Posts: 1772
Location: Germany

PostPosted: Wed Oct 01, 2008 6:24 pm    Post subject: Reply with quote

Quote:
My question #2 is what is the difference between: mesh, primitive, object, limb, model. I see those words in different softwares with differents meanings.

Those are basically synonyms. Perhaps there are little technical distinctions but in that case, you can ignore them completely.

Quote:
Question #3, is it possible to rotate, but having a different point of pivot than the center?

Currently not, no. You will have to move it to the right spot afterwards.

Quote:
Question #4, when we do a scale is it possible to see the actual WHD of the object, I would like to add a ruler on side of each windows to help out.

You can view the dimensions such as width, height and depth of each object in the object inspector.
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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Wed Oct 01, 2008 8:05 pm    Post subject: Re: How to stretch a object Reply with quote

feejo wrote:

Question #3, is it possible to rotate, but having a different point of pivot than the center?


This is our TODO list. Do note that our new animation system involves rotating parts of an object around multiple pivotpoints (the joints of the skeleton to which the object is assigned). So, we already got code written for this, but it has to be adapted to serve in a more general (non-animation) sort of way.
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Mr.Fletcher
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Joined: 07 Aug 2004
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Location: Germany

PostPosted: Wed Oct 01, 2008 8:11 pm    Post subject: Reply with quote

Hey, that's nice!
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Starnick
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Joined: 28 Jul 2007
Posts: 611

PostPosted: Wed Oct 01, 2008 10:09 pm    Post subject: Reply with quote

Pivotpoints sound nice, will there also be "dummy objects" (a la 3ds max) too?
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Paul-Jan
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Joined: 08 Aug 2004
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PostPosted: Thu Oct 02, 2008 9:36 am    Post subject: Reply with quote

Any pointers to a good description of what those "dummy objects" are? Are they just geometry instances that mark a pivot point for a group of objects? Or are they more like "entities", having custom properties and whatnot?
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Starnick
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Joined: 28 Jul 2007
Posts: 611

PostPosted: Thu Oct 02, 2008 10:34 pm    Post subject: Reply with quote

Paul-Jan wrote:
Any pointers to a good description of what those "dummy objects" are? Are they just geometry instances that mark a pivot point for a group of objects? Or are they more like "entities", having custom properties and whatnot?


Best definition I've found is in these tutorials:

http://codeidol.com/graphics/3ds-max/Traveling-Through-Space-Warps/Helping-You-Out/

http://www.sektor-41.com/forum/showthread.php?t=393

My only true experience with dummy objects have been in multiverse, which are used to create sockets. Ie you have a character model, a dummy object is created inside the character's hand, then you rotate the dummy object in such a way of how you want whatever can be attached to your model be oriented (this of course means that the dummy object has its own local axes. or something like that). So, if you attach a sword to that character, it'll be oriented to resemble the dummy object's orientation. Below is a Multiverse link to a tutorial describing this:

http://update.multiverse.net/wiki/index.php/Platform_Tutorial_Importing_Animated_Models#Creating_the_sockets

I've been thinking of applying something like this to what I'm currently doing in jMonkey and DeleD, but using a small plane (and its center) as the pivot point, and its face normal as its "up" orientation.
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