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I guess if you move a vertice of a non planar face to make it planar, a previously adjacent planar face may become non-planar...
2016-01-27 18:18 GMT+01:00 Christopher. <crestchr...@gmail.com>:
It should move the vertices, I assume very subtle; otherwise if it's too exaggerated the angle or flow of the polygons that make up the appearance of the mesh will be altered.How it should move the vertices, if there is some intelligence that can verify the axis or array of axis to which need to be moved to make the polygon(s) non-planar.
On Tuesday, January 26, 2016 at 10:35:56 PM UTC-5, Michael Boon wrote:So when your script finds a non-planar polygon, how do you want to fix it? Should it move the vertices? If so, how should it move them? Or should it split the polygon?Finding non-planar faces and triangulating them is quite simple, as Maya has commands to do each of those things.Moving verts would take some maths.
On Wednesday, 27 January 2016 02:09:00 UTC+11, Christopher. wrote:Hi, I'm hoping someone on this list can help.
I'm looking for a script that can retain the current polygon(s) rotation
as modeled on an object, not to destroy the appearance of the mesh, of
course. Even the polygons out so they go from non-planar to planar; I
hope that was understood ?
Thank You
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Michael Boon wrote:
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"Nice edge loops" is very subjective. Those aforementioned people would say that, if you have non-planar faces, then your edge loops aren't nice at all
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