View previous topic :: View next topic |
Author |
Message |
Akahige Member
Joined: 21 Sep 2005 Posts: 17
|
Posted: Mon Feb 27, 2006 10:52 am Post subject: Aligning vertices / double-precision |
|
|
The next version of DeleD is supposed to use that double-precision stuff, so that you can have practically-perfect circles instead of them snapping to the grid after a save, right?
Assuming I got that right, is there a way to align a second object's vertices with the first object's double-precision vertices? I'd like to make a regular hexagon and attach the vertices of other objects to its vertices, but the hexagon must remain in its original proportions (ala double-precision). |
|
Back to top |
|
|
hpesoj DeleD PRO user
Joined: 16 Oct 2004 Posts: 184
|
Posted: Mon Feb 27, 2006 4:17 pm Post subject: |
|
|
Snapping is not the same as float precision. Previously DeleD used integers to store positions, but these integer steps were far smaller than the default grid. Turn snapping off if you want better circles (and besides, cylinders and ellipses are non-snap by default). Floats allow numbers to be stored even more accurately (I believe floats are stored as fractions internally aren't they?). |
|
Back to top |
|
|
Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
|
Posted: Tue Feb 28, 2006 4:45 pm Post subject: |
|
|
I'd say the main problem with approaching a circular shape is the limited number of sides in a polygon, not the rounding-to-integer, unless you are making the circles really small.
Attaching vertices in a situation as you describe, where both vertices have a floating point based description, is made possible by using some error margin when welding the vertices together. |
|
Back to top |
|
|
Akahige Member
Joined: 21 Sep 2005 Posts: 17
|
Posted: Tue Feb 28, 2006 8:48 pm Post subject: |
|
|
Well, now I'm even more confused. I've tried turning snapping on and off, both globally and for individual objects. Yet, for example, when I create a 36-sided cylinder that's twelve grid spaces wide, it re-loads with all vertices snapped to the nearest grid points. Maybe I misunderstood (again), but the double precision stuff in the next build will eliminate that, right?
I do understand that float precision and snapping aren't the same issue, and I also get that no number of sides will actually make a "perfect" circle. I may be 3D-challenged, but I'm not an idiot.
The only thing part of your comments I don't yet understand is about "using some error margin when welding the vertices together". Does that mean there's a setting that determines how far apart vertices can be and still be grouped into the same weld? And perhaps more important to my goal: do both vertices move during such a welding operation, or can you cause one object to remain fixed? |
|
Back to top |
|
|
Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
|
Posted: Tue Feb 28, 2006 9:24 pm Post subject: |
|
|
It means you can't save anything that needs precision greater than 1 point until 1.4 when the floats aren't converted to integers on save. If you have a vertex at 1.2 it becomes 1 on save. _________________
|
|
Back to top |
|
|
Akahige Member
Joined: 21 Sep 2005 Posts: 17
|
Posted: Wed Mar 01, 2006 2:38 am Post subject: |
|
|
That's what I thought about the precision part, but what about the welding part? When v1.4 comes out, will two vertices that are 0.21341562517 units apart weld properly into one? And if so, where does that welded vertice end up, half-way between the originals? |
|
Back to top |
|
|
Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
|
Posted: Wed Mar 01, 2006 6:36 am Post subject: |
|
|
You will be able to specify how many units vertices can be apart. DeleD will determine which vertices can be welded and calculate the average position of these vertices. The welded vertex will be positioned at that location. |
|
Back to top |
|
|
Akahige Member
Joined: 21 Sep 2005 Posts: 17
|
Posted: Thu Mar 02, 2006 12:56 am Post subject: |
|
|
Is there any way to lock an object so that it can't be moved or altered? Is that what "preserve ratio" does? |
|
Back to top |
|
|
mappy DeleD PRO user
Joined: 18 Aug 2005 Posts: 340 Location: France
|
Posted: Thu Mar 02, 2006 7:25 am Post subject: |
|
|
Akahige wrote: |
Is there any way to lock an object so that it can't be moved or altered? Is that what "preserve ratio" does? |
You have an "hide/freeze" tool in the edit menu.
I've never used it myself but this might be what you're asking for (?). _________________ OL. |
|
Back to top |
|
|
Akahige Member
Joined: 21 Sep 2005 Posts: 17
|
Posted: Thu Mar 02, 2006 6:58 pm Post subject: |
|
|
Well, ya lean something new every day! However, in my brief experiment with that, once the object was frozen, I was unable to select its vertices for welding with another object. Thanks, though. It'll certainly be useful in other projects I'm doing. |
|
Back to top |
|
|
Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
|
Posted: Thu Mar 02, 2006 7:07 pm Post subject: |
|
|
Yes, you're experiencing expected behaviour. The purpose of freezing an object is so that it cannot be altered in any way. No moving, no altering of items, nothing. This is useful for those objects that are finished. You can savely leave them in your scene without having to worry that they might get altered in some way. |
|
Back to top |
|
|
granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
|
Posted: Thu Mar 02, 2006 7:27 pm Post subject: |
|
|
Quote: |
This is useful for those objects that are finished. You can savely leave them in your scene without having to worry that they might get altered in some way. |
I'me using this more & more lately .
Dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
|
Back to top |
|
|
|