UPDATE (9/11). Includes some m3a, m3p start points, and the m3f files you need for the m3a and m3p files... has the cephalopod, and the lol menger animations...

https://drive.google.com/open?id=0B0EcJQ49B_yOeUMwTkZwN29KM2c Newest twistbraid has a couple of presets, and uses the other 2 formulas in that directory. Sort of neat.

With Sierpinski tetrahedron:

Look at the dates of the formulas for latest releases... in the future I might organize them better. Scroll down for the link... a couple of bug warnings first:

Twistbraid v3.3 is the direction I took the spinbobber formula, and it

**crashes if you set splits=<0. ** I did NOT fix that part yet. I'm removing some of the functionality and updating other parts (removing the polygon transform, and then need to re-add twist start which I removed, add smooth split start, fix split code for non integer splits (that will be a pain in assembly.. yeah!!!)).

MengerIFSv2.0 is a Menger with a couple of added transforms, and allows you to select positions in the calculation at which you apply transforms. I haven't done a thorough analysis of it yet, and since I was working on many things, I'm not sure if certain variables will crash it or not (

**I don't think I put checks into the polyhedral "sides" variables (yet) to make sure they are constrained to >1...**).

Ok, apparently some of the prototype functions I wrote are

~~redundant~~. UPDATE: or not. Boxtiling doesn't have the cyclical nature of the accordion function (which is only on the x axis, so rotate it to use on different axes). The accordion function goes up and down, and has a smooth "last cycle" length, boxtiling is a lot simpler, and can introduce discontinuities where this function does not.

Boxtile, cycle length of 1.

x 0-->1 = 0-->1;

x 1-->2 = 0-->1;

x 2-->3 = 0-->1;

Accordion function, start at x=0, cycle length of 1.

x 0--> .5 = 0-->.5; // goes up til middle of cycle

x .5-->1 = .5-->0; // goes down til end

x 1-->1.5 = 0-->.5; // goes up

x 1.5--2 = .5-->0; //goes down ... til end cycle which is smoothed too.

I just didn't know about the equivalent functions in M3D (boxtiling.... polyfolding, etc.). So... anyway, still introducing sin waves is pretty cool, although undoubtedly there is a function for that too. So... nothing really new here (polygonal smooth transforms are new though!), but it was new to me since I'm not familiar with all of the formulas in M3D. Ok. Some of these are old formulas, updated so you can do smooth transitions from 0 to 1 iteration.

I updated the circle to polygon transform, so that you can smoothly change from one to the other and back. Also, a couple of the old transforms also work quite well as smooth transforms, so basically you can go from 0 to 1 iteration smoothly.