<p dir="ltr"><br>
> 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.<br>
><br>
> Would it server your purpose if the structure was part of X3D V4?<br>
><br>
> IOW, something like:<br>
><br>
> ConnectingShape {<br>
> end1: DEF-name of one node (probably Transform)<br>
> end2: DEF-name of another node (probably Transform)<br>
> geometry {...}<br>
> appearance {...}<br>
> }<br>
><br>
> 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.<br>
><br>
> 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?<br></p>
<p dir="ltr">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.</p>