编辑4:为了这个目的,我们根本无法提供任何东西。这一切都要做纯粹的几何(生产2d多边形)。这是我最初得到的。
Edit 4: For the purpose of this, we cannot render anything at all. This all has to be done purely geometrically (producing 2d polygons). This is what I was originally getting at.
基于参数曲线和曲面控制的空间变形是重要的几何外形编辑和柔性物体动画实现手段。
Space Deformations controlled by parametric curve or surface are important methods for geometric shape edit and flexible object animation.
添加一下曲面修改,然后我就有了这个几何体。我之所以更喜欢使用样条函数是因为这样速度会比较快和编辑的效率也比较高。
Added a surface modifier and bam, I had the geometry. I prefer to work with splines just because of the speed and editable efficiency.
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