Jason Davisson
Jul 18 2007, 07:43 PM
I am pretty big on Geometry and Math. My questions for this posting are largely hypothtical.
To
what extent can I control where a point is placed. I mean to say that
some of the objects I want to create will need to have exact control of
where i place my points. Of course, You always know where a point will
be placed, but I don't want to import some object from another software
which uses all kinds of parametric modelling to create a rather
abstract shape. Would it be easier to do that than to right some
intense formulas for point creation within actionscript? I would like
to be able to do object modeling such as offsetting planes, placing
lines at intersections of planes, and the3 same for points. Can I use
graphing formulas to calculate intersections in actionscript?
That
leads me to my next question. Is there any way to move a reference
point to a given location my world orientation instead of position from
the center of the object. Also, is the center referred to as 'center'
actually at the object center or the center of the bouding box. That
can be a huge difference. I suppose I could request the position of the
point so that I can move it a certain distance, but I want to simply
move a point or reference point using the world coordinate system
instead of local. How can that be achieved?
I plan to create
objects in loops while changing the positon and rotation of the object
based on grouping them and following the same pattern all the way up a
heirarchy structure to the top level. Should i then be able to control
each subgroup in turn by using the Dot Notation from the top level all
the way down to the Object3D itself? My aim here is to be able to
manipulate an object to the degree of a skeleton system, but I will not
be using it for this purpose.
Thank you for any help or inspiration you can give me.
zeusprod
Jul 18 2007, 10:14 PM
If I want to move something, I wrap it in a translation tranform, then set the position of the translation transform.
Petit's tutorials show how to do this in Sandy 1.1.
I'm
using Sandy 1.2. It may differ in other versions, but I think 1.1 and
1.2 are the same in this regard. I don't know about Sandy 3.0.
Rafajafar
Jul 18 2007, 10:52 PM
QUOTE(Jason Davisson @ Jul 18 2007, 07:43 PM)

I am pretty big on Geometry and Math. My questions for this posting are largely hypothtical.
To
what extent can I control where a point is placed. I mean to say that
some of the objects I want to create will need to have exact control of
where i place my points. Of course, You always know where a point will
be placed, but I don't want to import some object from another software
which uses all kinds of parametric modelling to create a rather
abstract shape. Would it be easier to do that than to right some
intense formulas for point creation within actionscript? I would like
to be able to do object modeling such as offsetting planes, placing
lines at intersections of planes, and the3 same for points. Can I use
graphing formulas to calculate intersections in actionscript?
That
leads me to my next question. Is there any way to move a reference
point to a given location my world orientation instead of position from
the center of the object. Also, is the center referred to as 'center'
actually at the object center or the center of the bouding box. That
can be a huge difference. I suppose I could request the position of the
point so that I can move it a certain distance, but I want to simply
move a point or reference point using the world coordinate system
instead of local. How can that be achieved?
I plan to create
objects in loops while changing the positon and rotation of the object
based on grouping them and following the same pattern all the way up a
heirarchy structure to the top level. Should i then be able to control
each subgroup in turn by using the Dot Notation from the top level all
the way down to the Object3D itself? My aim here is to be able to
manipulate an object to the degree of a skeleton system, but I will not
be using it for this purpose.
Thank you for any help or inspiration you can give me.
You
can do anything you want that is possible in actionscript. You may have
to extend the core, but you havent listed anything that requires that
yet.
For instance, manipulation of points on a plane? Check this out!
http://www.onlinekarma.net/flash3d/index.p...&id=16&Itemid=1See the examples.
I hope this answers your question. If not bounce back and I or someone will clarify.
Jason Davisson
Aug 1 2007, 06:29 PM
I do have some questions about the point reference. If I understand it
so far, you can only move this from object center using locl
coordinates? You cannot use the world coordinates at all?
So,
what is considered object center? Is the absolute center mass
considered the center or is it the center of the bounding box?
Is
it possible to connect the point of reference to a vertex by name,
effectively moving the reference point in a free form object? Would you
have to actually write formulas to calculate the offset of the center
to you reference vertex so you can move the reference point?
After
all that is figured, can I group and move, group and move, group and
move? I mean here to building something of a hierarchy and transform
the groups, not the objects. Can I do that ,too?
I just thought of another type of question. Can you animate the vertex points of an object in real time?
zeusprod
Aug 1 2007, 08:49 PM
QUOTE(Jason Davisson @ Aug 1 2007, 02:29 PM)

After
all that is figured, can I group and move, group and move, group and
move? I mean here to building something of a hierarchy and transform
the groups, not the objects. Can I do that ,too?
I'm not sure if this is what you're asking, but....
Yes,
you can group two objects together by making them children of a
transform group. Then any transform you apply, such as a translation,
causes both objects to move in unison. I imagine you could do this in a
hierarchy, but I haven't tried it.
Jason Davisson
Aug 1 2007, 09:03 PM
thank you for your input!
what do you know about the reference point question or animating the vertex points?
zeusprod
Aug 1 2007, 09:22 PM
QUOTE(zeusprod @ Aug 1 2007, 04:49 PM)

I'm not sure if this is what you're asking, but....
Yes,
you can group two objects together by making them children of a
transform group. Then any transform you apply, such as a translation,
causes both objects to move in unison. I imagine you could do this in a
hierarchy, but I haven't tried it.
Each
object has a different "center", known as its registration point, which
is not the geometric center. For pyramids, I think it is the bottom.
For other objects such as spheres, I think it is the center.
You can move an object in the world using a Transform Group to translate it in space.
See
Petit's excellent tutorials for more info.
Jason Davisson
Aug 2 2007, 12:03 AM
QUOTE(zeusprod @ Aug 1 2007, 04:22 PM)

Each
object has a different "center", known as its registration point, which
is not the geometric center. For pyramids, I think it is the bottom.
For other objects such as spheres, I think it is the center.
I
knew that the pyramid had a reference point in the the center base. I
modified the primitive to build part of my model (wedge unit).
QUOTE(zeusprod @ Aug 1 2007, 04:22 PM)

You can move an object in the world using a Transform Group to translate it in space.
See
Petit's excellent tutorials for more info.
I
know about the object translations. My interest lies more with the
registraion point. Since the center base of a pyramid is neither center
mass or center of the bounding box, is the registration point
specified? When I modify a Pyramid primitive, can I place the
registration point at the tip. Will that point always be at origin?
Doesn't that conflict with saying that the reference point is center
object by default?
I only want to be able to place my reference
point where I want to, no matter what the shape I make. I also want to
be able to move the reference point of groups, but I am still unclear
as to which center you mean for reference point defaults.
kiroukou
Aug 2 2007, 09:32 AM
I think I can add this centerPoint property at the primitive generation!
That my be a nice new feature.
going to check that, and hopefully implement it quite soon

++
zeusprod
Aug 2 2007, 12:02 PM
QUOTE(kiroukou @ Aug 2 2007, 05:32 AM)

I think I can add this centerPoint property at the primitive generation!
That my be a nice new feature.
going to check that, and hopefully implement it quite soon

++
If I understand correctly, it should be the registration point property, not the center point.
Of
course, the registration point might default to the center point, but
if the registration point is settable, it should be called regPoint,
not centerPoint. Of course, you might want both properties in cases
where they differ.
The center point would be read-only, based on the geometry.
The
registration point would default to the center point (or some other
logical choice, depending on the object) but be read/write.
For example, for text fields in Flash, I think the reg point is the upper left, but for movie clips, I think it is the center.
Bruce
kiroukou
Aug 2 2007, 12:05 PM
Yes Bruce, I meant that.
To
be able to change the center of rotation of the shape to clarify. As
you clarified this, I would name it the registration Point, unless
there's a more appropriate name english that that I don't know hat fits
better.
Jason Davisson
Aug 2 2007, 12:50 PM
So, is this a feature now, in verison 1.2? Text feilds and MovieClips
have registration points. I believe I know what you mean. When I create
a button in Flash, I can set where I want that point to be for
placement. How does that work with Sandy and 3D. Is there a 3D
registration point that I can use for this effect, and I do know that
the center point is fixed. My questions about that are related to the
where the center is located. Is it center mass or center of the
bounding box of an object? The two of those can be quite different.
Thanks for any help.
kiroukou
Aug 2 2007, 12:54 PM
Well the center point if generally the mathematical one. I must say
that when I created primitive with symetry I choosed the center (you
can consider this as center of bounding box), but for those that are
not symetric, the center isn't very clearly positioned. Simply because
I don't have the feeling that there's a better place than another.
If I introduce the registration position thing, it would allow to change it in order to fit your needs! That's the good point.
I'll do that for 3.0 and 2.0 versions, still in development, but it would be easy to port back, if somebody wants to.
Best,
Thomas
Jason Davisson
Aug 2 2007, 01:34 PM
Currently, version 1.2, where is the center point placed? From what you
mentioned, the center point is defualted to the center of the bounding
box and is considered fixed. It's the registration point that is
movable. So, would that actually be the reference point or are the
different as well? Where do I specify the registration point? If the
reference point is linked to the center point, can I move it to the
registration point by name reference so that I will know where it is
exactly to move it where I want? Is that too confusing?
kiroukou
Aug 2 2007, 09:11 PM
Well you can't change it easily, that's why I would like to add this feature.
For
the moment, you'll need to apply a transation to the object. The
traslation can be interpreted as a registration modfication if you use
it correctly.
Thomas
zeusprod
Aug 3 2007, 02:16 PM
I believe you can also set the axis of rotation, which effectively changes the center point about which an object is rotated
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