the "simple" cube is probably the least trivial of the primitives when it comes to coding :D pain * 6
theres going to be a world of pain with mapping and the "direction" of the cylinder section up/down or left/right and how the mesh is arranged if the opposite face is different.
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the "simple" cube is probably the least trivial of the primitives when it comes to coding :D pain * 6
theres going to be a world of pain with mapping and the "direction" of the cylinder section up/down or left/right and how the mesh is arranged if the opposite face is different.
That's interesting haha and here I was thinking it was something simple to implement.
In a ideal scenario it would have all of those features, but if it was able to just do this as a primitive it would already be very useful!:
A modifier to pop half a cylinder onto any selected quad might be more flexible.
I quite like this idea. would like to try my hand making this in maya
Even better, follow any spline profile, rather than just half a cylinder.
isn't that just rectangle with one edge replaced by a curve and then extruded ?
Having it on any quad wouldn't be a bad idea - I can certainly see the benefit in having a one click (ish) align object to quad tool.
I'm fairly sure it's doable with built in tools/some lightweight scripting - assuming you can't just set it up with particle flow