let's start with something pretty boring...
Code: Select all
// A tipped square
Aspc=1
ConB=1
Num=1
Stps="5"
A0="2 * PI"
A1=".7"
C0="A1 * cos( A0 * s )" // x Front
C1="A1 * sin( A0 * s )" // y
X0="C0"
Y0="C1"
LWdt="1.5"
Pen="1"
Meta="reactive=4 detail=3 density=3 morphable=4"
Vers=400
Okay... let's put things in the proper orientation:
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// A Square
Aspc=1
ConB=1
Num=1
Stps="5"
A0="2 * PI"
A1=".7"
C0="A1 * cos( A0 * (s-(1/8)) )" // x Front
C1="A1 * sin( A0 * (s-(1/8)) )" // y
X0="C0"
Y0="C1"
LWdt="1.5"
Pen="1"
Meta="reactive=4 detail=3 density=3 morphable=4"
Vers=400
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// Rotating planes
Aspc=1
ConB=1
Num=2
Stps="5"
A0="2 * PI"
A1=".7"
B0="t/4"
C0="A1 * cos( A0 * (s-(1/8)) )" // x Front
C1="A1 * sin( A0 * (s-(1/8)) )" // y
B1="A1 * (-1^Id) * cos(A0/8)" // z [ sqrt(2)/2, hmmm?!? ]
// Rotate around the y axis
C2="C0 * cos( B0 ) + B1 * sin( B0 )" // x'
X0="C2"
Y0="C1"
LWdt="1.5"
Pen="1"
Meta="reactive=4 detail=3 density=3 morphable=4"
Vers=400
Code: Select all
// Rotating Cube
Aspc=1
ConB=1
Num=4
Stps="5"
A0="2 * PI"
A1=".7"
B0="t/4 + (Id > 1) * (Pi/2)"
C0="A1 * cos( A0 * (s-(1/8)) )" // x Front
C1="A1 * sin( A0 * (s-(1/8)) )" // y
B1="A1 * (-1^Id) * cos(A0/8)" // z [ sqrt(2)/2 ]
// Rotate around the y axis
C2="C0 * cos( B0 ) + B1 * sin( B0 )" // x'
X0="C2"
Y0="C1"
LWdt="1.5"
Pen="1"
Meta="reactive=4 detail=3 density=3 morphable=4"
Vers=400
Code: Select all
// Spinning Cube - Different Approach
Aspc=1
ConB=1
Num=4
Stps="5"
A0="2 * PI"
A1=".7"
B0="t/4 + (Id > 1) * (Pi/2)"
C0="A1 * cos( A0 * (s-(1/8)) )" // x Front
C1="A1 * sin( A0 * (s-(1/8)) )" // y
B1="A1 * (-1^Id) * cos(A0/8)" // z [ sqrt(2)/2 ]
// Rotate around the y axis
C2="C0 * cos( B0 ) + B1 * sin( B0 )" // x'
C3="B1 * cos( B0 ) - C0 * sin( B0 )" // z'
// Rotate around the x axis
C4="C1 * cos( t/4 ) + C3 * sin( t/4 )" // y'
X0="C2"
Y0="C4"
LWdt="1.5"
Pen="1"
Meta="reactive=4 detail=3 density=3 morphable=4"
Vers=400
Have fun!
My favorite definition If you ask how I stumbled upon it, I plead the fifth
V-V- * Cute * -V-V ... jrm