mattd Posted April 27, 2006 Share Posted April 27, 2006 Hi all, I am trying to perform a curve offset as in, ahem, Maya that will use a worldspace vector to use as an up, and the normal of the curve is derivied from the curvature. PeakSOP will perform the offset operation, but I cannot figure out how to get the normal of the curve to follow the curvature. I am guessing there may be a way with pointSOP to calculate the normal, but I am running into a brick wall. The desired effect is something like taking an arbitrary meandering and winding curve and turning it into a flat road, giving me the rail curves in a ready to skin state thanks MD Quote Link to comment Share on other sites More sharing options...
mattd Posted April 27, 2006 Author Share Posted April 27, 2006 got it, a little messy but I projected the windy cuve on a grid with a ray, then used it as a reference object in a sweep, skined that with columns, then I got my two curves (which is what I was after) hope that helps someone, but if there is a better way, I would love to see a different approach MD Quote Link to comment Share on other sites More sharing options...
edward Posted April 27, 2006 Share Posted April 27, 2006 See: http://www.sidefx.com/exchange/info.php?fi...90&versionid=90 Quote Link to comment Share on other sites More sharing options...
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