Hi, this question probably doesn't fit this thread too well, but I don't think it justifies a new thread. Does anyone know of a script that aligns an object to another based on their selected vertices? In the example above I know that the two selected vertices on the light grey object should be on the same positions as the…
Sorry that catched my attention, when this was obvious to me To much vertical screen waste like to many other apps these days, here is a suggestion: Taking the tool bar palette vertical, and if possible put the file menu somewhere in the upper bar, context menu or somewhere less abstruse because most of the times one will…
i guess the hipoly stuff could be done by comparing world space positions of underlying vertices and then grabbing the uv coordinates related to that. awesome idea for a script passerby!
It works on any uv shell as long as they are fully quad, with uniform topology, which means the interior vertices have 4 adjacent edges, the outer 3 and corner verts have 2. :)
yes stacking many booleans will slow it down for sure. But its mainly the stability of booleans in general. Since it can create non-manifold edges and vertices which bevel doesnt really like. And when the polyBevel fails to compute. It could lead to crashes.
very nice work Keen! I guess the z-fighting along the break splits could only be resolved if the split geometry was created in code (ie. inside faces discarded from indexbuffer) Or it's slight mismatches at the shared vertices. nevertheless great stuff.