Subject:
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Re: Skeleton Torso: Attn Steve Bliss
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Newsgroups:
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lugnet.cad.dat.parts
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Date:
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Tue, 12 Sep 2000 14:07:32 GMT
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Viewed:
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1008 times
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In lugnet.cad.dat.parts, Steve Bliss writes:
>
> Just glancing at it (in L3Lab (the spine looks particularly cool in
> transparent/non-dithered mode)), the only thing that leaps out is the
> cylinders that make the base of the shoulder-pegs should be shorter -- they
> intrude into the balls on the ends of the pegs.
Travis Cobbs created the lines for the cylinders. To be honest, it was over my
head. But I will study the explaination he gave and will try to shorten the
cylinders.
> Then again, unless someone starts making transparent skeletons, the cylinder
> ends won't make any difference.
>
> Did you run the file through L3P -check?
Yes. And I had to edit 99% of my quad lines for 'bad vertex sequence'.
Fortuanatly, a lot of the code is mirror co-ordinates and I all I had to do was
correct 150 lines and then copy/paste/replace.
>
> Don't forget to send it to partsref@home.com, if you want to contribute the
> part to the next parts update.
I will
>
> > Steve, I originally volunteer to do the skeleton arm as well, but my
> > priorities have changed and I will not be able to to it.
>
> OK. I'll go back to work on the arm, unless someone else wants to do it.
>
> Steve
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Message is in Reply To:
| | Re: Skeleton Torso: Attn Steve Bliss
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| (...) Just glancing at it (in L3Lab (the spine looks particularly cool in transparent/non-dithered mode)), the only thing that leaps out is the cylinders that make the base of the shoulder-pegs should be shorter -- they intrude into the balls on the (...) (24 years ago, 11-Sep-00, to lugnet.cad.dat.parts)
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