
Open Source Seamless3d 2.135 (including French and English versions) is available for download from:
http://www.seamless3d.com/download
To see the new nurbs patch avatar demo, move the mouse to the top left corner of the 3d window and select nurbs patch avatar demo:

The demo shows all the clicks to make a curvy animated avatar out of 3 nurbs patches converted from 3 nurbs lathes.
For a beginner NurbsPatches are very intuitive to use because to learn what they are all about all one has to do is drag the control points.
To make an animated av there is no need to go past operation 23 (Add eyes)
In getting to operation 23, the biggest challenge will be transferring the ownership. There is nothing difficult or complex about any of the concepts used here but it is very easy to make mistakes if one does not pay careful attention to the number of staves and bands used for the 3 patches.
Operation 24 to 27 continues for those who wish to refine their avatar. These operation show how to fuse the arm and leg nurbs patches to the torso so that the limbs join on more smoothly.
Operation 28 to 44 takes the refining further by editing the triangles at the flat stage so that the actual vertices for the arms and legs can be joined to the torso's vertices.
I have not written the tutorial to accompany the demo yet but here is the start:
http://www.seamless3d.com/tut/nurbs_patch_av/
This is perhaps the most important demo I have written yet because it reveals most why seamless3d is designed the way it is and it comes the closest to showing the techniques I used for modelling the seamless avs I made back in 2001.
What was the big deal with these seamless avs I made?
The triangles were edited at the flat stage (for efficient triangle structures) before being curved into shape using polygon independent surfaces and multiple meshes were tangently joined to create very smooth avatars for real time animation.
Seamless3d has come a long way since then when it was necessary to edit a C++ file. Today we have a GUI to perform all of the necessary functions and with the addition of NURBS the whole process has been greatly simplified.
In addition to the demo I have modified the TransferBCyl node to make it easier to import models from other programs that do not use neat rings of vertices at the joints.
The bring to life demo has been updated to take advantage of the new TransferBCyl but the tutorial is yet to be synchronised with it.
I have made it so that if the Alt key is held down while moving a part's pivot point, the children pivot points are not moved.
I have updated the beeline to animation tutorial:
http://www.seamless3d.com/tut/beeline_anim/index.html
Bugs fixed:
Fixed a bug Lilly found which would not let the user change the staves or bands for a TorusBuild
I found that the immediate mirror feature did not work when moving the pivot points so I have fixed this bug.
Many thanks to Lilly for reporting the bug she found.





