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		<title>K-3D Forums &#187; Tag: cutaway - Recent Posts</title>
		<link>http://www.k-3d.org/forums/tags/cutaway</link>
		<description>Seven Degrees of Freedom</description>
		<language>en-US</language>
		<pubDate>Fri, 10 Feb 2012 12:10:02 +0000</pubDate>
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			<title>dsmatthews on "Tube Meshes ,Slicing in degrees or percents, and Splines"</title>
			<link>http://www.k-3d.org/forums/topic/tube-meshes-slicing-in-degrees-or-percents-and-splines#post-2765</link>
			<pubDate>Mon, 21 Dec 2009 18:48:29 +0000</pubDate>
			<dc:creator>dsmatthews</dc:creator>
			<guid isPermaLink="false">2765@http://www.k-3d.org/forums/</guid>
			<description>&#60;p&#62;Sweep a nurbs circle along a path then convert to polygons to get a poly-tube.&#60;/p&#62;
&#60;p&#62;We have boolean operations for polygons, now, and Bart and I have discussed calculating the intersection of nurbs surfaces. You may also be able to create a slice with a clipping plane in the renderer or by using a custom shader in the GL viewport. The GL camera also has settings for near and far planes that are passed to the renderer.&#60;/p&#62;
&#60;p&#62;Everything in K-3D has points and these already have many types of &#34;x,y,z space-distortion&#34; type nodes, even function based ones that take user properties as input, so they are fully parametric!&#60;/p&#62;
&#60;p&#62;For splines we have nurbs curves and there is an SVG importer that can take drawings from Inkscape in a way that causes an update if you change your .svg file.
&#60;/p&#62;</description>
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			<title>Kronoes on "Tube Meshes ,Slicing in degrees or percents, and Splines"</title>
			<link>http://www.k-3d.org/forums/topic/tube-meshes-slicing-in-degrees-or-percents-and-splines#post-2759</link>
			<pubDate>Sun, 20 Dec 2009 23:18:45 +0000</pubDate>
			<dc:creator>Kronoes</dc:creator>
			<guid isPermaLink="false">2759@http://www.k-3d.org/forums/</guid>
			<description>&#60;p&#62;It would be nice to have a Tube Polygonal/Primitive. Also to have a slice Node Properties/plugin for all the Polygonal/Primitives. gmax has this, it's a good way to make cutaways of electric motors. Say you want to make a turbine and cut it in half without the cut being permanent. You can do this in gmax and after you are satisfied you make the mesh(Polygonal/Primitive) editable. You could do this with buildings and all kinds of things. When I design I usually never make the mesh(Polygonal/Primitive) editable, I save it under a different name, (exp: e for editable and u for uneditable. Twist and Rotation would be good Node Properties/plugin for Toruses as well as for the other Polygonal/Primitives. Splines simulate wires really well and thats in gmax too. You can use splines to create the thread of a screw bolt or nut, springs, and wires for electronics and for coils.
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