TYPE: SOP
TITLE: Sweep SOP

Sweep primitives in the Cross-Section Input along Backbone Input primitive(s), 
creating ribbon and tube-like shapes. The X-Section primitives are placed at 
each point of the backbone at a tangent to it.  If a Reference Point input is
given, each primitive will be oriented to aim at its corresponding reference
point.

Parameters:
    X-Section Group   - Primitives to use as cross section.           /xgrp
    Path Group        - Primitives to use as backbone.                /pathgrp
    Reference Group   - Points to used to the primitives.             /refgrp
    Cycle Type        - How to sweep the primitives.                  /cycle
    Angle Fix         - Attempt to fix buckling twists.               /angle
    Fix Flipping      - Fixes flipped normals.                        /noflip

    Remove Coincident Points on Path - Removes overlapping points.    /skipcoin
    Use Vertex        - Uses vertex number of cross section.          /usevtx
    Connection Vertex - Specific vertex to connect to backbone.       /vertex
    Scale             - Uniform scale of cross section.               /scale
    Twist             - Cumulative rotation of cross sections around  /twist
                        the backbone.
    Roll              - Non-cumulative rotation of cross sections     /roll
                        around the backbone.

    Create Groups     - Creates a group for each backbone.            /newg
    Sweep Groups      - Allows naming of the sweep groups.            /sweepgrp
    Skin Output       - /skin
	Off   	      - No skinning.
	On    	      - Skin each set of swept cross sections.
	On with Auto Close - Skin each set and close if the underlying
			path is closed.
	On with Preserve Shape - Like "On" above, but ensure the swept
			curves are fully encased in the resulting surface
	On with Preserve Shape and Auto Close - Skin with "Preserve
			Shape" and "Auto Close" put together

    Fast Sweep        - More efficient skinning. Use when the input   /fast
                        geometries maintain the same topologies
                        between cooks and each cross section has
                        the same number of points.
    Output Polygons   - Outputs meshes as polygons rather than meshes./polyout

Local Variables

    PT                - Current vertex.
    NPT               - Total number of points.
    PATH              - Path primitive number.
    PCT               - Percentage along backbone (path).

See also: Rails, Skin
