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Posted: Sat Jul 18, 2009 4:17 pm
by jph_wacheski
I also like the idea of simple component based additions to ZGE,. while keeping things open, as much as posible, for more advances scripting for those that have the math understanding to achive it. This component is working well here, although I still am busy with guests and have not had time to really play with it,. here is a little tweek on the above mesh for a shell/horn like structure,.

Code: Select all

ZZDC<?xml version="1.0" encoding="iso-8859-1" ?>
<Mesh Name="Mesh3">
  <Producers>
    <Repeat Count="38">
      <OnIteration>
        <MeshSphere ZSamples="3" RadialSamples="4"/>
        <MeshTransform Name="Mt2" Scale="0.9 0.9 0.9" Position="-0.05 -0.5 0" Rotation="0.08 0 0" Accumulate="1"/>
        <MeshCombine/>
      </OnIteration>
      <WhileExp>
<![CDATA[//this.Iteration=current iteration nr. Return false to end loop.

Mt2.Accumulate = this.Iteration!=0;
return this.Iteration<this.Count;]]>
      </WhileExp>
    </Repeat>
  </Producers>
</Mesh>
I will get to the randomized trees and stuff when I get time,. .

yes, closed meshes would be a great thing too,. perhaps some thing simple like curve revolver (sweeper?) would be a good start for a component to generate these,. there is kattle87's 3d superform as well ;) them perhaps a deformer componenet? then there is the subdivision mesh stiff too, ( like TopMod ) always interesting ideas to try,. . ciao