Primitives attributes define properties and appearance of the geometry that is being generated on a patch. Use thewindow to edit the , , , and attributes.
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Controls the kind of primitive that the description generates.
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primitives are curves made up of two or more segments. Use Splines for fur and other simple stiff shapes to more complex
ribbon shapes like long or curly hair.
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primitives define a sphere with controllable length, width, and depth.
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primitives define a NURBS patch that is attached to the patch at the center.
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primitive uses the generic attributes to define a bounding box that is filled with a specified read archive file. Your archive
file should define a piece of geometry that fits within a unit cube with its base centered at the origin. For Primitives, the X values range from -0.5 to 0.5, the Z values range from -0.5 to 0.5, and the Y values range from 0 to 1.
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Sets whether Attributes or control the grooming of this description. Groomable Splines are controlled by Attributes and image maps created by the grooming
tools.
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When selected, guides control the placement and shape of the primitives. Guides use an interpolation algorithm to calculate
the placement and shape of associated primitives. See Guides .
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Controls the length of each card along one of its dimensions.
When is set to , this value sets the primitive length. When is set to , scales primitive length based on the guide length.
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Controls the width of each card along one of its dimensions.
When is set to , this value sets the primitive width. When is set to , scales primitive width based on the guide width.
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Tilts primitives away from the surface normal. 0 is no tilt, and 1.0 is a 90-degree tilt.
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Tilts primitives away from the surface normal, but at right angles to .
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Controls how much each card is bent in the U direction. 0 is no bend, and 1.0 is a 90-degree bend. Cards bend in two places.
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Controls how much each card is bent in the V direction. 0 is no bend, and 1.0 is a 90-degree bend.
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Controls where the card bends in the U direction. 0 is at the center of the card, and 1 is at the edges.
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Controls where the card bends in the V direction. 0 is at the center of the card, and 1 is at the edges.
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Rotates the card around its local normal vector. This vector is affected by , , or .
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Magnifies how much the primitive tilts away from the surface normal by and . If and are 0, then has no effect.
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Rotates the primitive orientation around the surface normal. This vector is not affected by , and .
This has no apparent effect until the splines are bent or tilted with , , or.
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Turn on to make each card rotate so their flat side faces towards the camera as much as possible.
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