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Comments
When using get ani | save ani in Organic or Particles, a layout file is automatically saved with it.
See also
general menu, options
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Usage
Activate the spline to be converted. Click the convert button. A selection box will pop up displaying the tags of the objects to which the selected spline can be converted. The conversion sets the skinpoints of the active spline to match the shape of the selected solid. The conversion works like a 3D scanner, it scans around the object in a circle for each row. This means that holes and other details might be lost in the conversion process. The rows and cols fields are used to determine how many skinpoints are computed on the solid. For a better approximation of the solid shape by the skin, increase these values. The global orientation of the solid affects the way the skin points are computed. Complex shapes will be approximated. If the solid is a free-form patch, the skin will become a copy of the patch's control points. In this case the rows and cols are not used.
Comments
The conversion sets the position of the skin points. If the number of rows and cols does not change, subsequential conversions can be fixed as key frames and animated as morphs of one solid to another. For example, a spline can be converted to look like a sphere in frame 1, a cone in frame 50, and a complex imported model in frame 100: the animation will then morph the spline-skin from sphere to cone to complex model. The only restriction is that the number of rows and cols in the skin should remain the same throughout the animation. After conversion, the original solid can be safely deleted without affecting the shape of the spline-skin.
See also
rows, cols, fix, play
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Usage
Click the rows input box to activate it. The value can now be changed. A change takes effect the moment the spline is converted.
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Usage
Click the cols input box to activate it. The value can now be changed. A change takes effect the moment the spline is converted.
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