Unfortunately no, I just tried that with all hard normals and the same problem occurs, everything skews because transform component only really works in one axis at a time if you want to keep it flat, unless I'm doing something wrong and feel free to correct me. You could of course move the top faces up manually along Y,…
I think I'm on the right track, I got it flipping now more often the proper way, but it still flips the wrong way sometimes.... I think Im going to try and do a distance check now. Take 1 vert, check the 2 new verts and see which ones closest and build a face based on that. Although I still will prob get a flipped face…
https://youtu.be/cqb57o8pyc4 added ray intersect traverse to my kdtree code, finding all verts within a pescribed distance from the ray (I use a reverse look up table to the get the faces used by the verts) , the 4096 tri teapot is averaging about 200 low cost look ups giving 32 ish faces to test the ray against to get the…
Posted to Gumroad my old vert-to-quad script (F2MAX), as well as a new script that connects selected verts to all others on their selected face (FanConnect).
Working on some face tracking and Candide3 model parsing in unity3D I am trying to use the new Kinect SDK from Microsoft with the Windows Kinect device (got one at work) to track faces inside unity3D. Candide is a standard for tracking complex face properties without transferring or computing to many complex values. So you…
fixed the shearing (sorting poly groups not faces) still get the oddities with material ID https://youtu.be/KMeMbh3U8U8 works well enough to help with some prototyping