Deformation transforms
Hi there!
I''m try to develop a set a simple modelling transforms
(taper, twist, bend etc) for use on basic polyhedra
via matrices.
With the taper transform, I want to be able to enter a
value between 0 and 1 and the object will be tapered
along a set axis (let''s say the Y-axis) with the
scaling proportional to the value. So a value of 0
will turn a cube into a pyramid; a value of 0.5 will
taper it to half it''s x-scaling and a value of 1 will
have no effect. I''ve tried modifying the taper
components of the matrix directly. This tapers the
object, but scales it as well so that the base is
proportionally enlarged. This is not what I want.
Could anyone provide me with a matrix-formula or pseudo-code
to show me where I''m going wrong? If I taper an object
along the y-axis, the base of the object should remain
unchanged (assuming the object is at the world origin
of course).
Thanks!
Toasted Yams are Yamtastic!
Toasted Yams are Yamtastic!
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