[Plugin] QuadFaceTools
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@3dbybrunolopes said:
Bit I canΒ΄t change the number of segments for the connect edges tool :S
Type in the number of segments, the VCB will update as you type. Then hit Enter to apply. The on screen UI doesn't update as you type. it's just there so you can choose to adjust either number of segments or pinch.
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Thanks
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A while ago we debated how best to deal with the odd triangular facets needed to complete a manifold surface that is otherwise 'quads'.
Lying in bed this morning I realized that the Art-Deco inverted hemisphere leaded-glass lampshade above my head was made entirely out of quads
Here's how [applied to an entire sphere]...There are two solutions, depending on the quads' hidden/soft/smooth edges - the right-hand one with lines of latitude hidden/soft/smooth is the 'most even' type...
This is of course with lines of latitude equally spaced which distorts the quads nearer the 'poles' - if they are adjusted the quads get nearer to 'squares'... The 'flower' at the poles can never approximate a square no matter how small you make it as the angle if subtends at the pole is fixed by the number of segments the lines of latitude have - the more segments the less square the 'petals'...quadsphere.skp -
Bug Alert
I just discovered an issue where the Hidden property of triangulated quads might get lost when you copy / import a quad face mesh into a model with existing scenes. In some cases the mesh can be recovered by using the Sandbox To Quads and then updating the scenes - but there is a potential for losing the Quad definition of the mesh.Issue logged at: https://bitbucket.org/thomthom/quadface-tools/issue/57/hidden-property-is-lost-when-activating
Will find a solution to this. Might end up reverting back to the old way of defining Quads. Sorry for the inconvenience this might cause.
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this plug-in deserves three thumbs up.
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Amazing plugin!
Though, on various occasions it does this:
the corners always get messed up no matter how perfectly I make them.
Not sure if this is a bug or just me being dumb, help appreciated though~ -
I'm suspecting it's the shape of the quads in the corners that makes the UV mapping distort in such a manner. I'm guessing it's native quads - so I'd try to triangulate them (using the Triangulate method in QuadFace Tools.)
Can you share a sample model?
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@thomthom said:
I'm suspecting it's the shape of the quads in the corners that makes the UV mapping distort in such a manner. I'm guessing it's native quads - so I'd try to triangulate them (using the Triangulate method in QuadFace Tools.)
Can you share a sample model?
Tried triangulating with said option, no luck.
Here's the model part.
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This plugin only works for now with 4 faces between lines is this?
I'm sorry, I do not speak English and use an online translator does not always help a lot!
Because I would like to map quilts, but I see that this is not possible, as this is the following example:
http://farm7.static.flickr.com/6107/6321101719_f427ed0d38_b.jpg
Thanks!
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@thiago luz said:
This plugin only works for now with 4 faces between lines is this?
Yes, they must be quads, and you also needs to have a good topology of quads for the tools to work well.
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@luigi987 said:
@thomthom said:
I'm suspecting it's the shape of the quads in the corners that makes the UV mapping distort in such a manner. I'm guessing it's native quads - so I'd try to triangulate them (using the Triangulate method in QuadFace Tools.)
Can you share a sample model?
Tried triangulating with said option, no luck.
Here's the model part.
Here's your sample model remapped ( I erased the hidden geometry stuff and purged before reposting to keep filesize down )
The screenshot got annotations to what I did.
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Still, a great plugin, thanks!
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Thom,
Is it possible that you'll mimic Selection Toys and allow the user to choose what's on the toolbar?
Or am I missing the option?
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@unknownuser said:
Is it possible that you'll mimic Selection Toys and allow the user to choose what's on the toolbar?
Or am I missing the option?That is in fact something I want to implement. The features and commands for this plugin has grown a lot since first version, and there's several commands still without toolbar buttons and more will come. yaiks...
Though first I need to get 0.6 out asap - that address the issue with scenes breaking the quads...
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That's good to hear
Any Bezier Surface news on the horizon?
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I hope so... I've really blown my internally estimated timeline for this... Gotto get my focus straight! First sign will be that beta for Vertex Tools open up.
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i cant find a option to make quads of a selection?!
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@rombout said:
i cant find a option to make quads of a selection?!
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You need to select a quad to then convert the mesh to quads.
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@rombout said:
i cant find a option to make quads of a selection?!
What kind of selection do you got?
There are a couple of commands to Convert to quads:
The left command "Convert Triangulated Mesh to Quads" will try to find quads in the mesh - you need to either selected a native quad or two triangles as a starting point.
The right one is converting Sandbox Tools type of quad mesh into QuadFace quads.
Maybe you can explain, and show, what mesh you have and what you try to convert?
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