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_callbackin moduleooflib.engine.IO.skeletonmenu -
Parameters:
skeleton- Type: The path to an existing
Skeletonobject. modifier- Skeleton modifier to apply. Type: An object of the
SkeletonModifierclass.
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.



