[Plugin] QuadFaceTools
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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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Wait, wait ... just woke up, so let me see if I got this right ... no more distorted textures?
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@earthmover said:
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!
That is correct. But there are limitations to the topology though. It must be free of poles. ( http://blenderartists.org/forum/showthread.php?93651-Poles-and-Loops&p=849794&viewfull=1#post849794 )
@unknownuser said:
Wait, wait ... just woke up, so let me see if I got this right ... no more distorted textures?
Not necessarily, mapping a planar quad with edges not parallel to each other will result in a distorted texture. One the other hand, if you triangulate it, then the mapping of the two triangles in the quad be skewed instead of distorted. And that will lead to less problems with render engines.
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Version 0.4.0
Important!
This version redefines what a QuadFace is. In order to use quad face meshes used by older versions you must update them.
Tools > QuadFace Tools > Convert > Sandbox Quads to QuadFace QuadsUV Mapping
[flash=560,315:23wd2kgt]http://www.youtube.com/v/HdX517AryWs?version=3&hl=en_US[/flash:23wd2kgt]UV Transferring
[flash=560,315:23wd2kgt]http://www.youtube.com/v/qQHsabwvErg?version=3&hl=en_US[/flash:23wd2kgt]UV Unwrap
[flash=560,315:23wd2kgt]http://www.youtube.com/v/hnW_yjkM_SY?version=3&hl=en_US[/flash:23wd2kgt] -
That is immense.
I commend your hard work and perseverance
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