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Content

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some bug fixes have been made for the prototype release.

please redownload the program from the last post.

  • fixed symmetric bezier gizmo bugs

  • improved replace Boolean operation

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We now have two types of curves in MagicaCSG: Bezier and Spline.

Here are some comparisons between the two:

Bezier

  • has 2D and 3D modes

  • has only C0/C1 continuity

  • can define continuity for each control point

  • can define size for each control point (width== height)

  • no orientation for each control point

  • has only sphere profile shape

  • the curve doesn't pass through control points (C1)

  • large blending factor works for all Boolean operation

  • high quality, relative cheap cost

Spline

  • has 3D mode only, but also has slice mode

  • has C0/C1/C2 continuity

  • can only define continuity for the entire spline

  • can define size for each control point (width != height)

  • can define orientation for each control point

  • has various profile shapes (sphere/cylinder/cube/hexagon/triangle)

  • the curve passes through control points (C1).

  • large blending factor only works for Union operation (except sphere and capped cylinder profiles)

  • has artifacts for self-intersection, high cost

Files

Previews only

Comments

Spacemod

Hi mate! Is there any way to do sweep with custom curves? Every time I hit sweep, the curve returns to its original state with a > shape.

magicavoxel

Hi, sweep mode is very expensive. It currently only supports cube/sphere/cylinder/hexagon/triangle profile shapes.

moat

Sometimes I mess up and make a curve with the wrong order of points (where the first point is placed towards the far end of a limb, rather than the near end) and then I realize what I did wrong, and have to toss it and start over. It gets extremely important when it's time use the "Keep First Control Point At Origin" function. I wish there was a button to reverse the order of these points to save me from myself.