The following image shows the new exciting NURBS based BendyLathe
node developed for 2.128:
Open Source Seamless3d 2.128 (including French and English versions) is available for download from:http://www.seamless3d.com/download
To get acquainted with the new BendyLathe
node, create a new seamless file, select the part node and click on the BendyLathe
icon from the horizontal toolbar and then play with the bendy lathe by dragging the control points.
When the showRingControlPoints is checked, the control points that define the lathe shape (except for the length and bend) are displayed and when unchecked the control points that bend and stretch the lathe are displayed.
When the ring control points are displayed, only the control points for the selected ring will be displayed but any ring can be selected by clicking on any ring's corner (typically a ring will actually be a rectangle).
A ring can be slid along the central bendy curve by dragging the yellow control point that is displayed in the centre of the ring.
Don't worry if this sounds horribly abstract to understand because you will learn best how to use the bendy lathe node by playing with the different control points while showRingControlPoints is checked and while showRingControlPoints is unchecked. See what happens when you click on any of the rectangle ring corners when showRingControlPoints is checked.
can be converted to a BendyLathe
by right clicking on the node's icon in the scene tree window and selecting "convert to bendy".
Same as for a NurbsLathe
, a BendyLathe
can be converted to a NurbsPatch
by right clicking on the node's icon in the scene tree window and selecting "convert to patch".
Also it is now possible to convert a BezierLathe, SphereBuild, TorusBuild, ConeBuild, CylinderBuild, RectangleBuild or a, BoxBuild to a NurbsPatch by right clicking on the node's icon in the scene tree window and selecting "convert to patch".
Converting a specialised build node to a NurbsPatch not only allows for models to be further tugged to create more interesting shapes, it also allows shapes to be textured and allows for the triangles to be structured more efficiently.
The ColorSweep node at last now has control points which makes it much easier to see where a color begins and ends in the color list. The control points apply to both straight and spherical modes.
A new field named "add" has been added to the stem node. When checked the stem node adds the triangles it generates to a part without deleting any triangles that are already contained in the part. This can allow for a sequence of stem nodes to add triangles to a single part node without needing an extra temporary Part or any extra build nodes (such as CopyParts) to perform the procedure.
Thanks to Bumpy's help the memory leaks that showed up in some of the demos have been fixed.
A number of other bugs have been fixed too