ALGORITHMIC SURFACE MODELLING + ANIMATION
![이미지](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOr9RHM0-GxN_t42tR1Cb5_30EdUDJDOtdE3BAd7h3hBjsz3ehvTUBW-VhuYO9bHf7LipER8B3DEZhhuDcZlXpFQSX3YzVx8T3LB9nxYj08ncqHyUP2i_UQiMIhyphenhyphenjkXl5WebVpcQOWJlAkqZy0MWPkhsGB7rEA-yO_hHdL90ft8QnXTOSzsyFqKObnLBQ/w320-h640/ezgif.com-reverse%20(1).gif)
This week, we are assigned to use algorithmic surface modeling, using surface morph, brep, divide domain square and extra. Process While finding tile examples, I found this peacock feather pattern and built line work based on it. And I made a brep, using a star shape with 16 lines, that are rounded. I used "loft" to make shape, and gave a bit of twist. And found out that my surface morph is not happy with something. So, I tried to give bit of volume to my line work, and couldn't satisfy it. I tried to fix problems, now my divide domain square was not happy either. I thought maybe it is because of the twisted shape and made another brep, with no twist, and finally it was happy. I came back to the surface morph's problem and check what is bothering it. It seemed that my reference line work being flat is causing the problem. I thought my instructor showcased making pattern with line work, however it didn't work with my line work. At first, I tried to pipe the lin