Recently, while on top secret
assignment for ARP (formerly GSI), I had the opportunity to digitize a number
of free-form curves (more later, as it becomes declassified). This led to the
inevitable question: Beziers or Splines?
While there are general
arguments to be made for either, the question of digitizing would seem to favor
Spline (CV) curves, as they flow freely through points, which can be relatively
widely spaced. It's harder to hit a known curve with Beziers, even though they
are easier to edit. It is difficult to judge whether the parts between the
endpoints in fact follow the curve.
The final factor, however,
was that these particular digitized drawings needed to be imported into Generic
3D, and Splines don't import. So, a digitizing method needed to be developed
which didn't use tones of tiny Beziers to follow the curve.
The following,
then, is the method that I worked out, which makes the digitizing of Beziers
easy.
First, digitize a number of Standard Points along the curve that you
want to trace. Put more where the curve is tighter or more gnarly.
Next, place individual Beziers (BW) at the approximate locations of
the control points by eye. Don't worry if you miss initially, just remember
that a Bezier can have only two significant curvatures. You'll get the hang of
this pretty fast.
Finally, tweak the Beziers
into place using Move Point (MP) and Bezier Edit (BE), using the Standard
Points as markers. This solves the difficulty in visualizing the curve, since
you how have targets on the screen.
When you are done, the
Standard Points can easily be erased by filtering them for layer, color, and
entity type in an Erase (ER) command.
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