Same approach as Michael, maybe you should go for a curve that does have the 
specificity of passing through every point (e.g. Catmull-Rom, kind of a 
simplified version of hermite, both light and super easy to implement - the 
wiki page has everything you need ). From there, you can try to approximate a 
nurbs curve out of it (doing it the other way around seems pretty straight 
forward : 
https://forum.libcinder.org/topic/creating-catmull-rom-spline-from-the-bspline-class).
Likewise, I'd advice you create your own nurbsCurve object with only what you 
need, and not necessarily use the maya tools. Again, the wiki page about NURBS 
has the exact formula (https://fr.wikipedia.org/wiki/NURBS =p ), you just need 
to translate it into python (basically a cox-deboor recursive algorithm, the 
internet is full of examples and tutorials about it)

Alternatively, if you work in cpp, you can find pretty much everything you need 
with open source libs for generating curves, converting curves, etc... 

Finally, depending on your needs, maybe you don't even need to stick to a NURBS 
curve, and can go for much lighter curves ? (again, catmull-rom for instance ! 
) ?


Le jeudi 29 novembre 2018 20:19:36 UTC-5, Michael Boon a écrit :
> You might try Cardinal splines, which are kind of Hermite splines. They're 
> not NURBS; they're more like the splines used by animation curves. I've 
> implemented these in 3D just by considering each axis separately, defining 
> each axis as a function of some made-up parameter, which is the distance 
> along the curve.
> 
> This site is pretty good: http://cubic.org/docs/hermite.htm
> 
> 
> If you specifically want NURBS, or something more like NURBS (eg Beziers), 
> maybe this site will be useful: 
> https://nccastaff.bournemouth.ac.uk/jmacey/RobTheBloke/www/opengl_programming.html#3
> 
> On Thursday, 29 November 2018 23:52:52 UTC+11, Rémi Deletrain  wrote:
> Thank you for the book angelo. I will see if my company wants to buy it.

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