OOF2: The Manual

Name

OOF.Skeleton.Modify — Modify a Skeleton in various ways.

Synopsis

OOF.Skeleton.Modify(skeleton,modifier)

Details

  • Parent Menu: OOF.Skeleton
  • Callback: function _modify_callback in module ooflib.engine.IO.skeletonmenu
  • Parameters:

    skeleton
    Type: The path to an existing Skeleton object.
    modifier
    Skeleton modifier to apply. Type: An object of the SkeletonModifier class.

Description

The Modify command applies a modification operator to a Skeleton. The available operations are listed in the SkeletonModifier class.

A good Skeleton must be (1) a faithful representation of its Microstructure and (2) composed of well-shaped elements. An element's quality is measured by its homogeneity and its shape energy. Modifications to Skeletons naturally aim at either better adaptation to material boundaries (homogeneity), or better element shape (shape energy), or both.

OOF2 provides various tools to help adapt a Skeleton to its material boundaries. Unfortunately, these tools are not magic wands that you can swing to automatically create perfect Skeletons. These tools work best with careful intervention and, therefore, users should learn the basics of each modification tool. Fortunately, once a sequence of operations has been found that works well on one Microstructure, it's likely to work well on other related Microstructures. See the SkeletonModifier reference page for more information.

To apply a SkeletonModifier to only part of a Skeleton, either use an Active Area or the tools for pinning Nodes in the OOF.Skeleton.PinNodes menu.