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 moduleooflib.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.