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Tarquin's Extruder Tutorial
Part 2
The path in relative terms
By: Tarquin
[email protected]
Tarquin's
UT
Preliminaries
Use the
latest build of the extruder (currently 080).
Make sure
your red builder brush is reset.
Read part
1 of this tutorial!
Example 2.1
We'll start by making an archway, similar to the one I left as an
exercise at the end of part 1. Check your red builder brush is reset,
and the grid size is 64. Make sure the ShapeSource property to pSquare, and both Factor properties are set to 64. Enter
the following path points and press build.
PathPoints[0] = ( 0 , 0 , 0 ) PathPoints[1] = ( 0 , 0 , 2
) PathPoints[2] = ( 2 , 0 , 6 ) PathPoints[3] = ( 6 , 0 , 6
) PathPoints[4] = ( 8 , 0 , 2 ) PathPoints[5] = ( 8 , 0 , 0 )
The diagram shows the front view. The path points are marked in yellow,
starting at the origin and going up, across and back down to the
x-axis.
Example 2.2
Now let's suppose we want to make our arch wider by 128 units. We could
of course use vertex editing, but we're going to re-build our brush with
different parameters. We want points 3,4 and 5 of the path to move to
the right — in other words, we want the x co-ordinate of those points to
increase. Because we're working with PathFactor set to 64, all the
vectors we're entering into PathPoints get multiplied up by 64. So
128 units is 2 x 64, which means we want the right-hand side of the arch
to move by two grid squares, so we want to add 2 to the x co-ordinate of
the vectors for points 3,4 and 5. However, we're not going to do
this, because there's an easier way.
Relative Paths So far, each vector we've entered
has represented a point measured from the origin. Another way of putting
it is that each time we're counting from the origin, giving instructions
like this:
Point zero is at the origin. Point 1 is 2 North from
the origin. Now go to the spot that is 6 North and 2 East of the
origin... etc
There's another way of doing this. Think of treasure maps. The best
ones usually say something like:
Start at the origin (okay, so the pirates were
mathematicians!) Go 2 North. Now go 4 North and 2 East... etc
This type of instruction tells you how far to go on from
where you currently are. So the path for the arch we've built in
the previous example could be written in relative vectors like this (don't
type these in!):
PathPoints[0] = ( 0 , 0 , 0 ) PathPoints[1] =
( 0 , 0 , 2 ) PathPoints[2] = ( 2 , 0 , 4 ) PathPoints[3] = ( 4 , 0
, 0 ) PathPoints[4] = ( 2 , 0 , -4 ) PathPoints[5] = ( 0 , 0 , -2 )
This says: start at the origin. Go up, go up & across, go across,
go down & across, go down. When looking at the grid and trying to work
out what to type in for points, this format is easier because there's less
counting involved. To make this arch wider all we would need to
do is change the number 4 in PathPoints[3] — that says 'go across' — to a
larger number. We're not going to type in all the path points
all over again in the new relative form though! This would be terribly
tedious, and so we're going to let the Extruder convert them for us...
The Command Module
Scroll down the list of
properties until you find _COMMAND. This property lets you give
special commands to the builder. Set this to
C_ConvPath: this command converts the vectors in the
PathPoints list from absolute to relative and vice-versa, and
completely bypasses the building process. Check that PathSource is
still set to
Vect_Abs
— the command module looks here
to find out which format you are currently using. Press build. The
following things will happen, though note that the properties window
doesn't redraw itself until you make it active.
-
The red builder brush will not change
-
The vectors in the PathPoints list will change to look like
the list given earlier in this example.
-
The PathSource property will change to Vect_Rel. This is as a convenience, so you don't need to
remember to change it.
-
The _COMMAND property will reset itself to C_None — the command module is back to neutral and will
not be called into action next time the build button is pressed.
Now find PathPoints[3] and change the x value to 6, then press
build.
Note that as well as describing the point's position relative to the
previous point, you can also think as the first vector as describing point
zero, and then the other vectors describe the sections of the
path. From now on path points will be given as relative vectors, unless
stated otherwise. I'll return to the command module in a later part of
this tutorial.
Example 2.3
We're still not happy with this arch. We want to change the sloped
bits. Change the following:
PathPoints[0] = ( 0 , 0 , 0 ) PathPoints[1] = ( 0 , 0 , 2
) PathPoints[2] = ( 2 , 0 , 2 ) PathPoints[3] = ( 4 , 0 , 0 ) PathPoints[4] = ( 2
, 0 , -2 ) PathPoints[5] = ( 0 , 0 , -2 )
Note that with build 078 or later, you won't get the glitchy diagonal
line that you can see in this screenshot in the horizontal section of the
arch. These pics were made with an earlier build and I really can't be
bothered to do them again.
Example 2.4
...except now it's too short! To make it taller, we change the first
and last sections. Those are given by points number 1 and 5:
PathPoints[0] = ( 0 , 0 , 0 ) PathPoints[1] = ( 0 ,
0 , 4 ) PathPoints[2] = ( 2 , 0 , 2
) PathPoints[3] = ( 4 , 0 , 0 ) PathPoints[4] = ( 2 , 0 , -2
) PathPoints[5] = ( 0 , 0 , -4 )
Conclusion
Like bad television, we end with all the characters having a jolly
jape. Like bad kids' television, we clumsily fit in something
educational or moral. The list of path points in the Extruder
properties can represent an absolute path or a relative path. The Extruder
doesn't know on its own which type you are using, you need to tell it by
setting the PathSource property. Absolute vectors are simple
point vectors. Each tells you how to get from the origin to the
point. With a path described by relative vectors, the first vector
gives the position of the first point from the origin. The 2nd vector
tells you how to get to the 2nd point from where you curently are, and so
on.
Suggestions and comments about this tutorial, and screenshots of things
you've extruded for a gallery page are welcome: [email protected]
© Tarquin 17 April 2001 |