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	<title>Comments on: Lathe modifier by Campbell Barton</title>
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	<link>http://www.blendernation.com/lathe-modifier-by-campbell-barton/</link>
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		<title>By: blenderbender</title>
		<link>http://www.blendernation.com/lathe-modifier-by-campbell-barton/comment-page-1/#comment-429227</link>
		<dc:creator>blenderbender</dc:creator>
		<pubDate>Mon, 15 Dec 2008 12:10:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/22/lathe-modifier-by-campbell-barton/#comment-429227</guid>
		<description>You can go to edit mode and use spin with Degr 360 to get the same result... I think thats the reason why this modifier is gone.</description>
		<content:encoded><![CDATA[<p>You can go to edit mode and use spin with Degr 360 to get the same result&#8230; I think thats the reason why this modifier is gone.</p>
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		<title>By: blendmaster</title>
		<link>http://www.blendernation.com/lathe-modifier-by-campbell-barton/comment-page-1/#comment-366217</link>
		<dc:creator>blendmaster</dc:creator>
		<pubDate>Fri, 15 Aug 2008 17:59:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/22/lathe-modifier-by-campbell-barton/#comment-366217</guid>
		<description>whatever happened to this? is it still in development? it would be a great addition to 2.5</description>
		<content:encoded><![CDATA[<p>whatever happened to this? is it still in development? it would be a great addition to 2.5</p>
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		<title>By: Charlie</title>
		<link>http://www.blendernation.com/lathe-modifier-by-campbell-barton/comment-page-1/#comment-351893</link>
		<dc:creator>Charlie</dc:creator>
		<pubDate>Sat, 12 Jul 2008 13:11:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/22/lathe-modifier-by-campbell-barton/#comment-351893</guid>
		<description>Picked this old thread link up from the recent post about Voumetrics (2008).

I wondered what happened to this modifier?</description>
		<content:encoded><![CDATA[<p>Picked this old thread link up from the recent post about Voumetrics (2008).</p>
<p>I wondered what happened to this modifier?</p>
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		<title>By: Freakydude</title>
		<link>http://www.blendernation.com/lathe-modifier-by-campbell-barton/comment-page-1/#comment-124785</link>
		<dc:creator>Freakydude</dc:creator>
		<pubDate>Sat, 30 Jun 2007 07:10:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/22/lathe-modifier-by-campbell-barton/#comment-124785</guid>
		<description>I like spin/spindup, I use it all the time when modeling mechanical things.... well pipeworks and all little nuts and bolts etc...

You make some good points Matt, but why are those tools lumbering dinosaurs? the alternative is stacking up piles of modifiers. if you don&#039;t want them you can apply and keep applying. are the modifiers, really interchangeable(i mean you can change the order and applying them without it distorting other modifiers such as edgesplit or subsurf or or, armature?</description>
		<content:encoded><![CDATA[<p>I like spin/spindup, I use it all the time when modeling mechanical things&#8230;. well pipeworks and all little nuts and bolts etc&#8230;</p>
<p>You make some good points Matt, but why are those tools lumbering dinosaurs? the alternative is stacking up piles of modifiers. if you don&#039;t want them you can apply and keep applying. are the modifiers, really interchangeable(i mean you can change the order and applying them without it distorting other modifiers such as edgesplit or subsurf or or, armature?</p>
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	<item>
		<title>By: poked</title>
		<link>http://www.blendernation.com/lathe-modifier-by-campbell-barton/comment-page-1/#comment-123425</link>
		<dc:creator>poked</dc:creator>
		<pubDate>Tue, 26 Jun 2007 14:32:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/22/lathe-modifier-by-campbell-barton/#comment-123425</guid>
		<description>brilliant stuff , I hate spin duplicate and all that ,its too confusing a simple modifier is great</description>
		<content:encoded><![CDATA[<p>brilliant stuff , I hate spin duplicate and all that ,its too confusing a simple modifier is great</p>
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		<title>By: atm-matt</title>
		<link>http://www.blendernation.com/lathe-modifier-by-campbell-barton/comment-page-1/#comment-122540</link>
		<dc:creator>atm-matt</dc:creator>
		<pubDate>Sun, 24 Jun 2007 21:48:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/22/lathe-modifier-by-campbell-barton/#comment-122540</guid>
		<description>I am able to do all that with the basic revolve but having it parametric is amazing!!!

nice tut.</description>
		<content:encoded><![CDATA[<p>I am able to do all that with the basic revolve but having it parametric is amazing!!!</p>
<p>nice tut.</p>
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		<title>By: Matt</title>
		<link>http://www.blendernation.com/lathe-modifier-by-campbell-barton/comment-page-1/#comment-122131</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Sun, 24 Jun 2007 02:54:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/22/lathe-modifier-by-campbell-barton/#comment-122131</guid>
		<description>Freakydude: The advantage of having a specific modifier is that it&#039;s much simpler, quicker and easier to use. Most of the time, when you&#039;re just trying to get work done quickly, it&#039;s much nicer to draw the shape add the modifier, then boom- it&#039;s all set up with no fuss, no adding empties, no hunting for object names, no trying to accurately set up the right rotation.

One of the other advantages of things like the modifier stack or node trees, is that&#039;s it&#039;s not just monolithic big tools that try to do everything - you have smaller tools that you can assemble yourself in interesting ways.

And yes, Spin/SpinDup and friends are horrible old lumbering dinosaurs and should be cast into the tar pits when this modifier is in.</description>
		<content:encoded><![CDATA[<p>Freakydude: The advantage of having a specific modifier is that it&#039;s much simpler, quicker and easier to use. Most of the time, when you&#039;re just trying to get work done quickly, it&#039;s much nicer to draw the shape add the modifier, then boom- it&#039;s all set up with no fuss, no adding empties, no hunting for object names, no trying to accurately set up the right rotation.</p>
<p>One of the other advantages of things like the modifier stack or node trees, is that&#039;s it&#039;s not just monolithic big tools that try to do everything &#8211; you have smaller tools that you can assemble yourself in interesting ways.</p>
<p>And yes, Spin/SpinDup and friends are horrible old lumbering dinosaurs and should be cast into the tar pits when this modifier is in.</p>
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		<title>By: Gustav</title>
		<link>http://www.blendernation.com/lathe-modifier-by-campbell-barton/comment-page-1/#comment-122068</link>
		<dc:creator>Gustav</dc:creator>
		<pubDate>Sat, 23 Jun 2007 23:34:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/22/lathe-modifier-by-campbell-barton/#comment-122068</guid>
		<description>Great! Can&#039;t wait to try

Just a quick note to your max&#039;s vs blender&#039;s lathe comparison 

In 3ds MAX you CAN set the axis with an object, if you go down to the axis-sublevel you can rotate, move, align or even link the rotation-axis to anything in the scene. You can also also animate the rotation axis (everything is animatable in 3ds max, with a few exceptions).
 
It&#039;s not possible to add lathe to 3d objects do (only works with 2d shapes) =)

Keep it up</description>
		<content:encoded><![CDATA[<p>Great! Can&#039;t wait to try</p>
<p>Just a quick note to your max&#039;s vs blender&#039;s lathe comparison </p>
<p>In 3ds MAX you CAN set the axis with an object, if you go down to the axis-sublevel you can rotate, move, align or even link the rotation-axis to anything in the scene. You can also also animate the rotation axis (everything is animatable in 3ds max, with a few exceptions).</p>
<p>It&#039;s not possible to add lathe to 3d objects do (only works with 2d shapes) =)</p>
<p>Keep it up</p>
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	<item>
		<title>By: epat</title>
		<link>http://www.blendernation.com/lathe-modifier-by-campbell-barton/comment-page-1/#comment-122060</link>
		<dc:creator>epat</dc:creator>
		<pubDate>Sat, 23 Jun 2007 22:56:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/22/lathe-modifier-by-campbell-barton/#comment-122060</guid>
		<description>@Ideasman42:
Just a thought - but it might be more useful for animations if &quot;no. of steps&quot; was changed to &quot;angle between steps&quot; - that way (and if the &quot;degrees&quot; button was able to be IPO&#039;d), we could do sorta &#039;autolathing&#039; effects in animations. With the current controls sceme, we would have to do some complicated pyDrivers calculation and adjustment of &quot;no. of steps&quot; at the same time as increasing the degrees of rotation or the animation would look inconsistent since the mesh resolution gets worse when &quot;degrees&quot; is increased if the number of steps stays the same.

HQ normals looks quite useful btw...
-epat. ;)</description>
		<content:encoded><![CDATA[<p>@Ideasman42:<br />
Just a thought &#8211; but it might be more useful for animations if &#034;no. of steps&#034; was changed to &#034;angle between steps&#034; &#8211; that way (and if the &#034;degrees&#034; button was able to be IPO&#039;d), we could do sorta &#039;autolathing&#039; effects in animations. With the current controls sceme, we would have to do some complicated pyDrivers calculation and adjustment of &#034;no. of steps&#034; at the same time as increasing the degrees of rotation or the animation would look inconsistent since the mesh resolution gets worse when &#034;degrees&#034; is increased if the number of steps stays the same.</p>
<p>HQ normals looks quite useful btw&#8230;<br />
-epat. ;)</p>
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	<item>
		<title>By: Ideasman42 (Campbell Barton)</title>
		<link>http://www.blendernation.com/lathe-modifier-by-campbell-barton/comment-page-1/#comment-121998</link>
		<dc:creator>Ideasman42 (Campbell Barton)</dc:creator>
		<pubDate>Sat, 23 Jun 2007 17:56:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.blendernation.com/2007/06/22/lathe-modifier-by-campbell-barton/#comment-121998</guid>
		<description>Freakydude - thats an option, 

The array tool that the modifier was based on,  wrote in python and that supported skinning.
I intended the one in C to do that also, but artificer didnt get around to it.

Skinning in the array modifier could be nice all the same... 2 reasons NOT to make this a part of the array modifier are...
1) Not discoverable. Users probably wont find it, seems kind of hidden functionality.
2_ even though it would work, youd need to do some math to get a full revolution so as to rotate the empty 2deg for 180 slices for instances.
3) Array is already a fairly large C function, This would make it a lot bigger, of course they could be made into 2 functions accessible by the same UI. but again, if they are 2 tools, no reason to lump them into 1. merging into the array modifier could also loose some of the optimizations that are possible when its separate

We know the modifier UI will need to be Modified to cope with more.. dont worry..

btw, I have working implimentations for a slice modifier
http://members.optusnet.com.au/cjbarton/test__.png
http://members.optusnet.com.au/cjbarton/test_.png

as well as some more that are working but not finished 100%, wire modifier, blur, fakeAO and..

HQ Normals, 
http://members.optusnet.com.au/cjbarton/normal_algo.gif</description>
		<content:encoded><![CDATA[<p>Freakydude &#8211; thats an option, </p>
<p>The array tool that the modifier was based on,  wrote in python and that supported skinning.<br />
I intended the one in C to do that also, but artificer didnt get around to it.</p>
<p>Skinning in the array modifier could be nice all the same&#8230; 2 reasons NOT to make this a part of the array modifier are&#8230;<br />
1) Not discoverable. Users probably wont find it, seems kind of hidden functionality.<br />
2_ even though it would work, youd need to do some math to get a full revolution so as to rotate the empty 2deg for 180 slices for instances.<br />
3) Array is already a fairly large C function, This would make it a lot bigger, of course they could be made into 2 functions accessible by the same UI. but again, if they are 2 tools, no reason to lump them into 1. merging into the array modifier could also loose some of the optimizations that are possible when its separate</p>
<p>We know the modifier UI will need to be Modified to cope with more.. dont worry..</p>
<p>btw, I have working implimentations for a slice modifier<br />
<a href="http://members.optusnet.com.au/cjbarton/test__.png" rel="nofollow">http://members.optusnet.com.au/cjbarton/test__.png</a><br />
<a href="http://members.optusnet.com.au/cjbarton/test_.png" rel="nofollow">http://members.optusnet.com.au/cjbarton/test_.png</a></p>
<p>as well as some more that are working but not finished 100%, wire modifier, blur, fakeAO and..</p>
<p>HQ Normals,<br />
<a href="http://members.optusnet.com.au/cjbarton/normal_algo.gif" rel="nofollow">http://members.optusnet.com.au/cjbarton/normal_algo.gif</a></p>
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