Forum: Bryce


Subject: Getting usable models out of POV tree (and arboro)

Kathye opened this issue on Apr 26, 2005 ยท 33 posts


lordstormdragon posted Wed, 27 April 2005 at 12:05 AM

Aye, Danamo, you're correct about the limitations. Bryce 5 merely allows for Treelab trees and Meat-balls, as well... I was only referring to positioning and orienting Treelab trees with some degree of accuracy. The roots might still pose a problem, but we've also created workarounds for that. Every time I open Bryce I'm amazed at the insane possibilities, the nearly limitless chance to create our own unique worlds and SEE them. There are workarounds for just about anything, we merely need harness our creativity. That's what this thread and forum are all about. It's good stuff! SO, here's the workaround for importing mesh objects and placing them via the above method. Do all of those steps, but simply use a cone or pyramid in place of the Treelab tree. Now, select your cone (oriented to Target the second sphere on the -y axis, of course) and "Copy Matrix". Then select the mesh object you want to put there and "Paste Matrix". The matrix in question is the Attribute Panel "Transform" matrix, which includes rotational orientation but DOESN'T include Parenting and Targeting selections... I put all of the torches and flags onto my latest castle using this method, using "placer" boxes in Rhino so that the torches would meet up with the walls precisely, down to the millimeter... And it was much faster for Rhino to export simpel cubes, as well as for Bryce to import all of them. Time lost in duplicating the initial Torch and Flag objects was regained with this method, and of course I only had one instance of the Torch in my Rhino folders instead of all 51 taking up hard drive space in both Rhino and Bryce.