[x3d-public] Extrusions, take 3, Replacement with Cylinders, Cobweb needs to be updated in X3D Edit.

John Carlson yottzumm at gmail.com
Fri Feb 19 18:26:46 PST 2016


We might query the H-Anim folks to see if bones or joints already does this, i.e., a two point bone or the two bone joint.

> On Feb 19, 2016, at 9:22 PM, Leonard Daly <Leonard.Daly at realism.com> wrote:
> 
> On 2/19/2016 5:56 PM, John Carlson wrote:
>> 
>> > Having a node that creates geometry between two other Transforms is potentially very useful. I think it is part of the layering component, though I never investigated that.
>> >
>> > Would it server your purpose if the structure was part of X3D V4?
>> >
>> > IOW, something like:
>> >
>> > ConnectingShape {
>> >     end1: DEF-name of one node (probably Transform)
>> >     end2: DEF-name of another node (probably Transform)
>> >     geometry {...}
>> >     appearance {...}
>> > }
>> >
>> > The system would handle the geometry creation and coordinate transformations to keep everything aligned. It might need to be a limited type of geometry, e.g. just a cross-section.
>> >
>> > This would (in essence) be a very simple Extrusion with just the end points and no change in cross section. I think this would solve your problem, but would it be too limiting?
>> I do like this design.  I might apply it to more areas such as stretching a polygon between several points like a physical trampoline, or for forcing physical hubs (joints).  Also SVG extrusions could be implemented this way.  It's too bad webgl doesn't support line width well.  What about surface thickness?   I am thinking of export to PLY and STL for 3d printing.
>> 
> 
> Multiple tie-points changes the structure from a line to a surface. I think something like NURBS might be better, but I don't really know NURBS. Perhaps Vince can comment. 
> 
> I suspect surface thickness is just like lines.
> 
> 
> -- 
> Leonard Daly
> 3D Systems & Cloud Consultant
> X3D Co-Chair on Sabbatical
> LA ACM SIGGRAPH Chair
> President, Daly Realism - Creating the Future

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