posted 06-23-2002 12:41 PM
quote:
Originally posted by LarzBritsh:
http://www.geocities.com/cyber_delphi/strpix3/ponytail.html Remap the vertices, follow Turbo's instruction's carefully, i took me a while to figure this out, and nobody in this forum took the time to help me out when i cried for help.
Maybe is because this is a technical stuf, most teenage don't understand what a vextex is or how most 3d model store the data.
Vertex = each point or corner used for draw a polygon, a rectangle use 4 vertex (corners), a triangle use 3 vertexs.
Each vertex is defined using 3 values called x,y,z.
All different vertices used in the model are stored in a table called the "vertice table", for example:
1.- (0.2 , 1.1, -0.3)
2.- (0.7 , 9.0, 1.2)
3.- (0.5 , 31.6, -0.6)
.
.
.
etc.
Then the info used for draw each poly's corner are defined using the index order in the vertice table instead the actual values, for example:
poly #1 = 9,4,7,2 mean draw a poly using the coordinates found in the vertice table at indexes 9,4,7,2.
Each time that strpix3 import a DXF the vertice table is created from scratch and the order index for all vertices could be at different position from the original.
The ponytail problem come becouse the ponytail movable is attached at hardcoded index position in the vertices table, for example at index 37,38,39,40 but after a DXf is imported those indexes stored now different values.
The solution is to find out at which index position the ponitali is attached BEFORE start editing the head, then after editing and imported the new head find out at what position are the ponitail now attached.
Once you have the BEFORE and AFTER index position in your new model head, then you have to use the REMAP option found in strpix3 for put back the original index position so the ponytail will work correct.
I am so sorry if this post sound too technical.
good luck.
tp.