
i don’t have the project file anymore, but these are the rendered layers.
as you can see, some of the strings go really wild.

i don’t have the project file anymore, but these are the rendered layers.
as you can see, some of the strings go really wild.
Hi, Uwe
Don’t worry and don’t rename something from German to English, that’s not a problem. You posted prj, all other is our affair. Thank you
Finally we came to conclusion. We’ve 2 news: bad and good. Let’s say bad first:
It’s NOT for Scrim. The “straw style” requires careful and numerous PATH’s building, then that paths are transformed into simple straw units. That’s exactly vice versa to where lofting is powerful.
Ok, now the good one: that’s very suitable for one of next 2 modeling plug-ins 
That’s all
Well then Igors, I guess that is good news 
So I had a play…
Scrim crashes EI when you select ‘by array’ and WM is a child (accidentally discovered).
Examples… The first is a plant, the second and third a torus. Very ‘arty’.
I noticed the animation channels and I’ll try animate something tonight!
Ian
Hi, Ian
Oh, yes, Scrim is crashed when “by array” + single child only. That’s fixed, we’ll send new beta tomorrow (together with banner)
We don’t understand why “plant + torus” is a first what’s checked
Why not “torus + scaled torus”?
Edit: for example: “push” one geodesic with WM. Push/scale another one geodesic in a bit different way. Pass these 2 WMs to Scrim’s array. Add more childs, deforms etc. You’ve fully controllable and predictable results. In other words: final shape’s complexity can be implemented with a sequence of simple operations with very simple source data.
WireMaker is really a great addition to make lots of strange things. A question so. Wouldn’t it be possible to make the ID readable by Xpressionist to animate objects construction for example, or create parts of objects depending on a sound music. All types of great animations could be controled by this way. No?
Yeah, very cool… So animate the ID from ‘1-2’ to 1-1000’ or whatever…
I thought about this yesterday but my thinking was more along the lines of an animated ‘u’ channel - like in revolver, for revealing a surface.
Ian
Hi, Stephane, Ian
Our goal was a lot of usable things 
It depends from you, not from us. If you show us your cool examples with WM (or with Scrim + WM) and say “Igors, I’ve an idea of a cool movie, gimme XP abilities”, then we answer “sure, Stephane, here they are”. But now we can answer only “we’ve no enthusiasm to create an “abstract” feature that maybe would be usable, our plug-in is not a collection of ancient relics”
Scrim Beta 8 cosmetic changes:
In Trestle, select a point or a group of points and use the Lock UV button. All the points colors are changing from Black to Purple. Press again the button, nothing is changing. The points colors should be changed from Purple to Black as if you use the “SHIFT + L shortcut”.
Igors,
I really have pain to texture a Scrim object. See the project linked. I try to make some cables using UV to apply my cable texture on them in one time but the fact that Scrim doesn’t do real “Uniformed Steps”, my texture isn’t well applied. It stretchs at the top and bottom. See Camera View and World Side view. Any idea why when you want uniformed divisions, Scrim puts more steps at the bottom and top of objects?
Trestle Beta 5: implemented recent requests of Uwe and Ian (we hope nothing is forgotten
)
Hi, Stephane
Yes, “invert selection” is a standard way. But in this concrete case “set UV flag” does NOT restore UV value before “clear UV flag” - instead a new U value is assigned. Thus let these operations will be not in same style and let a little more activity *shift + L" is needed to kill existed UVs.
Hi, Stephane
Will be fixed in next beta (or in final release), but only for “opened” segments (that have no neighbors). Generally any spline doesn’t promise a regular step.
Wow!
Trestle is really starting to feel complete now (version 1 anyway). It has a good feel, more then one way to do some things in order to suit personal preference which is a good touch… and I really like the roaming end point.
Command-Scale is a nice touch too, thanks 
Time to finish off all my half done models!
Ian