I've prototyped this on the weekend. It's doing a pipe boolean and then re-aligns the pipe geo to the initial edge selection to create a hard edge again. It's the same approach as done by the Bevel after Boolean addon, at least the earlier versions. It's remarkably simple, but clever. I'm gonna re-implement it all in bmesh…
Because offset is much better than dragging the manpulator, and in most cases offset will actually create perfectly aligned faces just like the extrude tool, I've tried both since posting the .gif and I also tried selecting edges, but there's no way to do this as far as I can tell unless you do it in two steps which is not…
currently playing around with some sweepline 2d polygon boolean operations.... a test modifier where a shape is being clipped against the meshes open edges and current selected faces very impressive coding (not mine btw) handles islands and holes with no input on my end apart from pumping in a load of 2d points and out…
I haven't posted about this in here yet, not sure how many have seen the Photoshop script set I've been working on but I just added a brand new feature to it today! http://polycount.com/discussion/165265/photoshop-script-layer-cake-multiple-layer-offsetting/p1 In Short, Layer Cake, is (currently) 4 scripts that help with…
a select intersecting faces mod for max..... operates on faces/polys/element with the option to hide "valid" faces/polys/elements... at the end I'm setting the min spacing of the emitter that generates the points that the mesh is created from. Have to say the trickiest part was finding a "decent" robust tri vs tri c code…
Furthermore to our discussion above about broken edges trims, I figured out how to do this parametricly without any fiddling. Or at least I think I did until someone tells me it doesn't work, but it works on the shapes I need it for. The trick is to select edges and translate on x using the component move mode setting in…
Klunk, your stuff is always amazing. wish i was still using max. I recently made a tool for maya, that extracts Panels from selected faces. working on an update to do round corners(bevel) as well. link to script https://www.artstation.com/marketplace/p/k8wg/maya-ktpolypanelextract…
I finally figured out how to do select every other face or vert in Maya using mel. I hadn't seen this done in Maya other than Python so I wasn't sure if it was possible, but I eventually found a solution. You can make your own user defined patterns as well, besides just alternating you can do 2/on 2/off, 3/on 3/off, 4/on…
and some more stuff got released to public, some of my work presented at this years GTC (nvidia's conference on gpu computing) http://on-demand.gputechconf.com/gtc/2014/presentations/S4379-opengl-44-scene-rendering-techniques.pdf…
THIS IS F*CKING AWESOME With that it i possible to share libraries. Awesome! Thanks man! The only thing i could miss is an additional question if you really want to delete a tool. Because there is no way back - maybe there should be a "security" question. Would there a way to select multiple tools and then drag&drop/delete…