always wanting to reinvent the wheel and having to create a lot of tri meshes where I have "no control" of where the polys would be I created my own quadify mesh modifier for max..... https://youtu.be/i6SlYOaLVVk it uses a "squareness" factor and the face edge angle for it's decisions it can also reject concave polys too.
mLichy: you're correct, the db isn't for speed. It's just to keep things in 1 file and to allow sorting / filtering. I could probably do the threaded thumb generation with file based thumbs too, but it might be more messy. Right now the user can see thumbs just as they're created. I Have a UI / main thread and a couple of…
https://www.youtube.com/watch?v=NN78zXoapoo The aim of Quick Patch is to quickly create localized patches, that can be used to fix shading issues for situations where you don’t have a stash(a normal source) around. The tricky part with this tool was to make it conform to the surface as perfectly as possible(or it won’t be…
Well, I've managed to make Maya move the object when I give it controller input... I need to work on making it less... floaty. The viewport is a little bit behind the input sometimes. Though, at least I fixed the problem where it would create an endless loop of creating new control interfaces and crash.…