Hi!
I need your help, please…
Im new to blender, and i need to model a simple plain, which is curved in depth like a sin function… is there an easy way of doing this?
thank you very much!
Hi!
I need your help, please…
Im new to blender, and i need to model a simple plain, which is curved in depth like a sin function… is there an easy way of doing this?
thank you very much!
I’d say model your plane into the shape of a single wave function and then use the array modifier.
Or maybe use a bezier curve and make it the appropriate shape, then bevel a line along that curve. I’m not sure it would work, though. I am no expert myself!
I would create the sine curve using a Bezier Curve, convert that to a Mesh, and extrude it on the depth axis. If you need a mathematically-correct profile to the Curve, I’d be inclined to generated that curve externally as 2D art and use that as a background Image to fit the Curve to.
How about the wave modifier then array mod on a curve or grid to get your shape then apply.
how about a script to do an exact sin function
i can upload this sin function if you need to use it with high precision
how many points you need for this sin shape?
happy 2.6
its called Mesh Extra Objects
and if enabled its under menu:
for Add-Mesh: Extra Objects->Math-Functions->Z-Surface
in the function window replace the function with:
1 - sin(x)
then change the x-range to cover a whole (or more) sinus-wave:
2 * 3.1415
(pi … has more but its enough for me to know this 4 digits)
and
pull up the count of resolution for x, maybe 50 … or more to get a smooth
shape …
because you get a minimum of some depth i y-axis and if you only want
one single mesh-line,
in edit-mode
select none and then select
with Alt-RMB a vertice-loop,
select the inverse (that is all except the one line)
and delete the other vertices.
You may use other math-function to generate fancy stuff … 
i would appreciate the script!
will it work for blender 2.49 and python 2.5.2?
and i need a 1/4, 1/2 and 1 complete sin. function…
and anyone has any idea why does the game engine im usind tottaly ignores curves being turned into mesh, but is fully aware of “original” meshes?
thanks a lot for you answers!
load this up in text editor
and run it it will create a sin function with a few cycles
# Author Rickyblender 1 Nov 2011
import bpy
import mathutils
from math import *
from bpy.props import *
import random
####
def create_Sinewave(tris_name):
global edgeId,medges, mn_type_act, mesh_name
pt1=[]
verts1 = []
vid1=0
edges1=[]
medges1=[]
genr=5.0
medges=[]
edgeId = 0
x0 = -1*pi
x0=0
yoffset=3
cyclemax = 3
N = 0
x = x0
y = 0
xoffset=0
print (' begin function sin Wave')
mn_type_act = 1
mverts = [[x0, yoffset, 0]]
while N < cyclemax:
while x < (2 * pi * cyclemax) + x0:
x += 0.1
y=sin(x)
pt = [x,y+yoffset,0]
verts1.extend([pt])
if edgeId > 0:
edges1.append([edgeId-1,edgeId])
edgeId += 1
N += 1
named1="Sin_function"
mesh = bpy.data.meshes.new(named1)
mesh.from_pydata(verts1, edges1, [])
mesh.update()
obj = bpy.data.objects.new( named1, mesh )
scene = bpy.context.scene
scene.objects.link( obj )
####
create_Sinewave("Sine wave")
have fun with sin