Final (?) Edit:
looks like everyone and his duck made a variation of this at one point, and I'd like to point out the most universal solution so far:
Nice work, had done similar for 3dsmax some years back, released on polycount as well and also covering the non "perfect grid" cases, and extended control on interpolation etc.
I no longer actively code on the tool, but made it available for free
It also uses a different approach based on tangents instead of lerping the values:
Decided to share one of the tools I use really often and anyway, I already released MeshSurface
that's based on it before, so why not.
So here it is, Border Fill
Yeah, I know, the headline was far-fetched, it's just a small utility to bind to shortcut or quadmenu but it made my life easier and I'd be happy it makes your life easier too.
For everyone who wants to tweak it, go ahead, it's not encrypted (if you do, it would be nice if you could share it).Edit:
Several people pointed me to an existing script
that does the same:
Thank you for sharing! Rapidtools quad cap doing something similar I guess but your is more advance and thanks for all your advanced primitives scripts as quad cylinder, gear etc. they are awesome!
RapidTools rapidQCap is doing the exact same thing...
It can do this on multiple selection as well, and it has a built in corner search algorithm, which always try to search for the best result, and a lot more!
Anyways! Nice One!
And there's a topic for it now
, so give the guy some love as well! Comes with many other goodies, be sure to check it.Edit2:
and rappatools do that too, it seems – I wouldn't be surprised if there are even more implementations in the wildEdit3:
there's also MCG Morph to Spline
that's something like a DIY Curve Fill
Edit: I can't seem to get it to work. I ran and added it to a toolbar, but the button doesn't light up when I pass the cursor over neither it works when I click it. I also tried linking the script to a hotkey, but same result. Any help?
This is how it should react:
This is how it reacts:
Any chance someone could port it over to Maya
Oh okay. It works flawlessly with editable poly tho, so thanks again for sharing!
Time to bring an offer to the almighty MEL/Python gods
Thank you so much for sharing!
handy especially added to a shrtcut key..
Anyways! Nice One!
Nifty, I'll update the main post, thanks for mentioning it!
This might be a cheeky request and probably hard to implement(as the Rappatools equivalent fails the test) when the missing faces are not a perfect grid but an L-shape.(the bottom sphere in the image) There is also a tool in Rappatools to gradually build up the surface in steps.
So as soon as I have a tool idea or a tool to tweak I'll switch to task-based milestones instead. Could be the multi-corner extension of this script, for example.
So much to do and so little time...
I usually go the way of least resistance, which in this case would be bridge + swiftloop, then fill. Yeah, I know, not always applicable but in the year or so that I've been using it, I could count the occassions when I had to do something like that on fingers of one hand (it might be because I avoid creating such situations in the first place).
In case of more then 4 sides, I have no idea currently. But it would be awesome to know.
Make sure to collapse the 'Edit Poly' modifier
It would be really good to see these things built inside 3dsmax. I hope they don't want to make some weird over-complicated, slow UI for it. Same methodology would be awesome what we created...
I converted the my version from maxscript to python and I was insanely surprised, when I realized that the same code (or almost 99% the same) is about 4x -8x times faster under maya python then in maxscript. Then I made a simple test. Simple addition inside maya python is about 10x faster then in maxscript, which is really annoying.
I made a simple addition test as well, which was also 10x faster in python.