Editing vertices in mesh
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oh right! I forgot about intersecting with model. that would do it. let me try.
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Yay! I used intersect with model. Thank you for reminding me.
I still wish I had more freedom to edit the mesh and vertices. I have exported it into max for heavy-duty editing, but I just want a simple 3d model to trace over for different architectural views, so I was hoping I could edit it all in sketchup.I appreciate your help, thank you.
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Ok I see you posted before I finished this:
Here it is anyway for posterity.
if everything is highlighted, you then need either to right click, edit group--or edit component in the right click context menu.
If you have already opened the group/component and everything is highlighted, you could have a subgroup. Either right click explode the sub or right click edit the sub. Then do the editing/moving.
If unwanted stuff is highlighted then either click out in empty space to unselect, or press Control T to unselect. Then do your selecting and moving. -
For what it is worth, you can navigate/orbit and box select one of the transverse loops of the tube, and simply press the delete key to interrupt the mesh for cutting purposes.
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I will try that. Once again, thank you.
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Thought
Although you can pick a Vertex and Move etc it is often fiddly and difficult to do well...
So would a Ruby that helps be useful - here's the outline...
You Select a mesh surface [or any 3D Surfaces with Vertices for that matter].
You run the new Tool 'Add Markers to Selected Vertices' [Menu or Context-Menu].
Hidden Lines are switched on to help see hidden/smoothed Edges.
Then small but easily see/picked 'Markers' are added to the Vertices in the Selection.
You can then Select these 'Markers' individually or in multiples and Move/Scale them etc as needed.
They are each linked to a Vertex by Attributes and the 'Markers' and Vertices modify together.
You can use other Tools and the 'Markers' remain in place, on their own Layer [VERTEX-MARKERS].
You can go back to them and modify them at any time...
When you are done with them you Select any 'Marker' and right-click context-menu and pick 'Delete All Vertex Markers': all of the 'Markers' are Erased and the Vertices loose the linking Attribute.
Same as deleting the Layer VERTEX-MARKERS and its contents.
Alternatively picking the context-menu item 'Switch VERTEX-MARKERS Layer OFF' could simply put their Layer to 'OFF'. You'd just switch it ON again to see them later...
Erasing any Marker wouldn't affect its Vertex [but the Vertex would have its linking Attribute removed]
Erasing a Vertex [by say Edge Erasing or Vertex combining etc] would also automatically remove its Marker.Any thoughts, ideas etc
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In other softwares, you can edit the mesh in just vertex mode. So no edges or faces can be selected, only vertices. Then there is no need for markers which could be deleted or manipulated per-se. You would just activate the vertex tool, and all vertices would be hihlighted yellow (for example). Then you click and drag a selection windows and all vertices within the window change color to red, meaning they are selected and ready to be scaled, moved, rotated, etc.
That requires making your own set of 3d manipulation tools, which I know you can do (since you whipped out an entire 2d toolset in a weekend I think). Then once you have a vertex selector tool, things like soft selection start coming into the picture. You set a strength that surrounding vertices are considered "selected". So the ones that are selected are 100% selected. ones that are say 100cm away are 1% selected. And the gradient runs all the way between, so 50cm away from the selected vertices are at 50% selected. So them when you move the selected vertices, the other ones that are only partially selected move according to their percent of selection.
This is largely what the BTM sculpt tools were getting into. But a plain ol', true vertex selection/editing tool would be welcome I'm sure
Then throw in these ideas of soft selection and you've got a winner!
Chris
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+1!
this would finally make SU into a full fledged modeling app. -
Yes, TIG:
I like how you guys are thinking.
And while you're at it, go ahead and whip up a floating transform gizmo that can move scale and rotate from wherever it is placed.
Yippee! -
@mitcorb said:
And while you're at it, go ahead and whip up a floating transform gizmo that can move scale and rotate from wherever it is placed.
Yippee!in progress......
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Chris:
I really didn't know if the Transform gizmo was do-able.
But the other concepts that you and TIG were discussing would be great.
A "skin deep" selection method with gradient influence would open up the possibilities of real time mesh deformation. But this would need to be independent, or unlockable from the x,y,z constraints. Perhaps lockable to each of the 3 planes xy,xz,yz, so any vector on the plane. But then, maybe the whole model is so organic that the local axes transform device needs to set its own planes.
Go for it. That is, if you like. -
Chris perhaps you and I need some PMs to agree who's doing what...
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