It is funny, my second post was about the same question! and it was in 2006!
You cannot. Curve shape depends on neighbor points and its relative positions. It is the way Moho (Anime Studio) construct its curves. The tangent direction of the point is unique (only one tangent direction and the same for each side of the curve around the point) and defined by the neighbor points positions. Only the tangent size (defined by the curvature channel) can be modified. With the curvature you can adapt a little the shape of the curve but not drastically.
It is in this way to allow easy modification of the points under the influence of the bone (skeleton).
-G
I wonder if it will every be possible to do this. Perhaps in a newer version.
Bye for now.
Paul.
Genete wrote:It is funny, my second post was about the same question! and it was in 2006!
You cannot. Curve shape depends on neighbor points and its relative positions. It is the way Moho (Anime Studio) construct its curves. The tangent direction of the point is unique (only one tangent direction and the same for each side of the curve around the point) and defined by the neighbor points positions. Only the tangent size (defined by the curvature channel) can be modified. With the curvature you can adapt a little the shape of the curve but not drastically.
It is in this way to allow easy modification of the points under the influence of the bone (skeleton).
-G
Split curve works just fine as long as all the points of the circle are selected. Or you can do this -- just create the circle (which by default ends up with all points selected) and before you turn it into a shape run the split curve script and then do a create shape. Voila! You end up with a perfect circle with tons of vertices.
In general Genete's information about how AS works is correct, but the split curve script takes this into account and will preserve the correct relationships among all curves and not alter the shape as long as you've selected it all.
(BTW, you can get some nice geometric shapes this way by splitting a circle into many vertices and then selected, say, every other one and doing a scale. Or select every fourth one and rotate. Kind of like a spirograph).
(BTW, you can get some nice geometric shapes this way by splitting a circle into many vertices and then selected, say, every other one and doing a scale. Or select every fourth one and rotate. Kind of like a spirograph).
Yup -- I note you used some scripting for that. I'm fairly sure the script does the same thing at some point as split curve (namely, divide up a geometric shape with more verts for manipulation).
Now -- as to why the add point tool can't do this I'm not sure. Graphics programming is not my strong point, but I suspect you could take the normal add points tool and combine it with the logic in split curves and make it behave the same way (i.e. if you add a point it maintains the curve). The only problem I see is "knowing" what points are at either end of the addition. Split curve doesn't have to figure this out I guess, because it works on selected points (although it would still have to know the order of the points. Or maybe not).
If I wasn't in the middle of twelve things I'd be willing to give this a try (seems like it would be a logical thing for the add points to do anyway, unless the math involved will slow things down too much or unless there just isn't any way of finding those two ends).