The Edge Flow addon doesn't seem to want to install for me in the official 2.8 release. Anyone know of a way to get it working? https://blenderartists.org/t/it-is-finally-here-edge-flow-set-flow-for-blender-benjamin-saunder/1128115
Can the latest Blender contrain to face? I know it can constrain to edge, but in Max and I think Maya, you have the option to contrain to face/surface. 2) Is set-flow built into Blender? Or is it an optional plug in?
@MACHIN3 Hey, am I seeing that this addon of yours is adding average (or even calculated) curvature to added loops? Like in 3ds Max's "Flow Connect", which is described as: "Connects selected edges across one or more edge rings and adjusts the new loop position to fit the shape of the surrounding mesh." I've seen this…
Great opportunity to compare loop cut smoothness with my Fuse tool :) The smoothness parameter works okay-ish, but theres no continuity in edge flow at the boundary., which seams to really limit how useful it is on anything but primitive geo. @So3Datel Are you up for testing this situation? :)
@kio : this is looking great, and so simple to use too ! I feel like with this + the volume smoothing/Lapalacian smooth add-on by Bartosz Styperek, all the surface smoothing needs one could have are pretty much covered now. Now I am wondering : Would there be a way to run an equivalent of Edge Flow, but on loop selection…
Hello guys! :) Is that possible to automatically make an edge (or edit existing one) between 2 vertices with achieving variable distance flow. I dunno how to explain this, so just make an image. So, as you can see, desired result are new edge (or existing one) which creates new vertices (or change position of existing…
For game-engine import, if you're talking about triangle/edge orientation then once you've 'tessellated' the structure its pretty immutable. If you're wanting to keep quadratic (or nGon) structure you might encounter issues depending on there being a default orientation or edge flow (bottom-left to top-right instead of…
Hey Blender users, quick question: I'm trying my hand at some complicated hard-surface props using both subdivision surface and boolean mods. Unfortunately, the boolean mods create ngons that don't work well for edge flow in the subdiv mod, and applying the booleans after the subdiv creates a lot of smoothing artifacts.…
That solution doesn't work . It only aligns the child object Z axis to face normal and doesn't rotate the object itself around that normal to look toward tangent vector . We need one extra input vector at least for proper rotation , perpendicular to one of the carrier face edges maybe . Notice how old instances are being…