After straight segments extrusion it was time to play with the rounded stuff.
This Lathe class allows you to rotate 2 or more 3D points arround the axis of your choice or using an offset if needed, you can add more rotations in order to generate springs, phonecords or screws... and like the segment extrude class it supports multiple textures and you can add thickness to the geometry as well. Very handy to show some exploded views of parts, educational stuff... or some melons!
This little technical demo shows the most common use of the class. Press on the model to change the points randomly.
For this one: Lathe+tweek properties+md2 generator = 30 sec work!
If you wonder why there are no forks or spoons in the situation demo, that's because I wanted to use exclusively the Lathe class to build it!
All the objects you see here are just generated with one line of code and an array of Number3D's.
Of course, the idea is to use other forms, models, primitives but.... I just couldn't resist!
More extrudes classes are coming...
PS: Jerome, it was too late to couple it with WoW, will try it in next one!
Note: For some weird reasons, these demo's will play only with the latest player installed on your machine. (9,0,115,0). As soon as I've figured out why, I'll update them.
In order to build a complex scenery and keep it low poly, you need to have good 3D skills and a good modeller. For many that's just too much to ask. As a result, I read threads everyday, on lists and forums, on how to load those elephant xml files...
I think it's just bad practice to build whole scenes that way, specially when it comes to Flash.
And here comes the problem:
Personally I think that's one the biggest challenges, offering tools that helps to reduce loading problems and offer more flexibility to the way we work.
So here's my first contribution in that direction, this demo shows one of the classes I'm working on.
The class allows you to create extrudes from points, like a fence around a house, walls, a city block, charts elevation, some surrounding forest, sky trips or ... a maze! You can define elevation on 3 axis, thickness, add one or more materials per segments, be able to generate one mesh from one or more point definitions, subdivisions per segments so you can control the polygon count, be able to decide if texture(s) covers whole geometry or per segments, you can hide some sides...
Last but not least, this option costed me almost a total rewrite of the class: it respects the thickness no matter the angle of the next segment.
Here is a 2d representation of the algorithm.
And here a little random generator.
Of course one class is not enough... so more are coming!