[Plugin][$] Vertex Tools
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@thomthom said:
@rv1974 said:
TT could you add 'lock perimeter' feature please?
I have a feature request logged named "Lock Vertices". Would this be the same thing?
Hello ThomThom Fellow Norwegian here.
I am in need of a way to lock a set of terrain mesh vertices(property boundaries), from a larger landscape terrain. I want to do this to be able to manipulate only the terrain with this property line, without affecting the mesh beyond, leaving the correct elevations for the surrounding properties.I have experimented with:
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Grouping a set of "border" faces and edges and then locking these. This kinda works, leaving the surrounding mesh as-is, but it detaches the property mesh from this group and gaps in the faces between are introduced when manipulating the mesh. (This could be corrected by manually adding new faces to close the gap, after the terrain is finsished, but does not cater well for effectively reworking this terrain later)
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Artisan crease, but this locking of edges/vertices does not support vertex editing tools, only smoothing and sculpting
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I like your Vertex Tools2 for manipulating mesh, but locking vertices is sorely missing.
Is this feature on still in your backlog or in development now?
Thank you for great tools!
/arxitekt
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Hello Thomthom
I have a question / bug about Bridge.
When I select 2 vertices and ask for Bridge, VT2 generates 2 quads, surimposed.
Example:
I select vertices (1) and (2) and launch bridge
Then VT generates a double quad (3)
How to avoid this?
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I confirm this happens when you try to bridge 2 edges which are not coplanar.
doesn't happen if they are more than 2 or if they are 2 but still coplnar. -
@panixia said:
I confirm this happens when you try to bridge 2 edges which are not coplanar.
doesn't happen if they are more than 2 or if they are 2 but still coplnar.Thanks!
Ok, so a workaround would be to break/divide the vertices before doing bridge? -
Honestly I wasn't trying to propose a workaround, just trying to better "isolate" the problem to give some more clue to Thomas.
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@panixia said:
Honestly I wasn't trying to propose a workaround, just trying to better "isolate" the problem to give some more clue to Thomas.
Honestly I'm wondering if Thomas actually reads this thread...
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@thomthom @TIG
I love TIG's drop vertice feature when I need to conform a quad web onto a given (usually triangulated) surface below for topography mesh for instance. It works but I lose the quad property of the net.
Is it possible to adapt TIG's code to keep the "quad-ness" while dropping the vertices? -
@optimaforever said:
@thomthom @TIG
I love TIG's drop vertice feature when I need to conform a quad web onto a given (usually triangulated) surface below for topography mesh for instance. It works but I lose the quad property of the net.
Is it possible to adapt TIG's code to keep the "quad-ness" while dropping the vertices?If you triangulate the quadmesh (using the triangulate command in QFT) it will work like a charm.
This trick will work also for artisan brush and some other tools which don't "officially" support quads. -
@panixia said:
@optimaforever said:
@thomthom @TIG
I love TIG's drop vertice feature when I need to conform a quad web onto a given (usually triangulated) surface below for topography mesh for instance. It works but I lose the quad property of the net.
Is it possible to adapt TIG's code to keep the "quad-ness" while dropping the vertices?If you triangulate the quadmesh (using the triangulate command in QFT) it will work like a charm.
This trick will work also for artisan brush and some other tools which don't "officially" support quads.triangulate the quad mesh prior to drop vertices to keep the quadness? interesting
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@optimaforever said:
triangulate the quad mesh prior to drop vertices to keep the quadness? interesting
Yes, exactly.
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@panixia said:
@optimaforever said:
triangulate the quad mesh prior to drop vertices to keep the quadness? interesting
Yes, exactly.
https://www.youtube.com/watch?v=q582fh_r540
You're a genius!
And you can keep the quads while using sculpt brush with Artisan!!! -
@optimaforever said:
Note that my meshes aren't perfectly quadbased; there are sometimes tris. I'm wondering how it will manage that ;D
It will work as expected: will create a proper diagoanl for each quad and will leave any other polygon (triangle or ngon) as it is.
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@optimaforever said:
I've always wondered why thomthom proposed the triangulate quads option. now it makes more sense.
I thought you lose the quad properties when triangulating but apparently not.QuadFace Tools quads can be planar SketchUp quads, or they can be two triangle separated by an edge that is Soft+Smooth+Not Casting Shadows.
It's not intuitive, but it was the only way I could manage to sanely work with quad meshes in SU.@optimaforever said:
Note that my meshes aren't perfectly quadbased; there are sometimes tris. I'm wondering how it will manage that ;D
Quads are not a hard rule. Some times a tri or even n-gon in the right place makes the mesh simpler and easier to work with.
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Thanks Thomas for the reply!
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Super plugin. Thanks
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That's hilarious. I want a 3d print of that!
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LOL
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Wow! This is fantasticality surreal!
How did you manage to turn that profile photo into a 3D head sculpture?
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