Hi Anto,
> From my understanding, if NURBS grid is attached to arbitrarily shaped, quad like mesh structure, it acts like "uniform".
I'm not sure if this is what you mean, but yes a totally regular quad mesh structure using sub-d modeling will behave the same as a uniform NURBS surface.
But I don't really understand why you wouldn't just use sub-d objects for these various things that you mention, like hair styling for example.
The main area where NURBS surfaces have benefits compared to sub-d meshes are when it comes to booleans and cutting operations. But you're probably not using stuff related to booleans when doing hair styling... ?
Just in general MoI itself is not focused on generating things for squiggly jiggly type stuff, it's more about building mechanical man-made objects (where booleans and 2D curve driven modeling is very useful) which are usually just animated with movement and rotation, not arbitrary squashing around.
- Michael
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