[Plugin] QuadFaceTools
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@daniel s said:
What happens if the selection is all the model?
All the faces selected will be coplanar to the same plane.
@daniel s said:
If you make a coplanar face it will disort the connected faces. Is there a solution for this?
No - it can't make a non-planar quad planar without affecting the connected quads.
If you try to model a mesh by forcing all quads to be planar you'll be setting your self up for a lot of trouble because it puts too many constraints on the geometry.
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Thank you for your answer Thomas.
I thought that maybe exists a magic method but is not the case.Thank you again,
Daniel S -
No magic I'm afraid. Just think of the geometric constraints - making one non-planar quad planar requires that you move its vertices and that means that it will affect all the geometry connected to the vertices.
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@thomthom said:
No magic I'm afraid. Just think of the geometric constraints - making one non-planar quad planar requires that you move its vertices and that means that it will affect all the geometry connected to the vertices.
Yes, of course will affect the geometry connected to that face. I was asking if there was a method where can I make all quads coplanar automatically and connected. With every quad with a different normal. This normal will be an average normal of the two triangles that makes the original non-planar quad.
Perhaps already exists a solution for converting all non-planar to coplanar quads creating more coplanar quads for connecting the geometry. Of course changing the original shape of the model as little as possible. Only a doubt that I always had.Daniel S
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I don't know if it is at all possible. But it won't be anything I'll be trying in the near future. So many other things that needs to be done first.
And the purpose of this plugin was to provide a way to treat triangulated quads as one unit... -
Version 0.2.0b
- Select Region to Loop
- Remove Triangualtion
- Make Planar
- Context Menu
- Smooth / Unsmooth Quads
- Blender Quads to SketchUp Quads
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Thanks thomthom for this plugin !
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Thank you Thomthom, very much.
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HOLY
Brilliant!!
Thanks! -
Wow!
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@earthmover said:
Any plans on adding a Ring Connect option as a way to add additional loops?
I just felt like teasing you with a screenshot of a new tool I've been working on...
( What I'd love to do later on to improve it is to adapt the splits to the geometry around them. )
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Remind me to donate tons of cookies when I graduate from college after a year
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@earthmover said:
Any plans on adding a Ring Connect option as a way to add additional loops?
I finally got it working! Just need to finish the UI.
I hope to release 0.3 this week. -
Version 0.3.0
- Connect Edges
- Insert Loops
- Remove Loops
- Flip Edges
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Greatness achieved my friend! Thanks for all you do in the name of progress!
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@earthmover said:
:sketchstatic: Greatness achieved my friend! Thanks for all you do in the name of progress!
This release is dedicated to you my friend.
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Updated the first post with a video of a coming UV mapping feature.
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I want to play too
Where'd you get that UV Map?
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@unknownuser said:
Where'd you get that UV Map?
Made it myself. I use it in my template where I have replaced the Googlers with a 1x1x1m standard metric UV mapped cube.
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Nice work with the UV idea. Just so I understand, once you are able to establish the orientation via the quad distribution, you can then use a larger map over the entire surface and have it distribute evenly? It's not going to just scale the texture per the quad boundaries, correct? If it's doing what I think, it's bloody brilliant!
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