I'm doing a project in ArcGIS Pro where polygons are incredibly important to separate data from one another. We run a tool that draws the polygons themselves, and then finds errors where overlaps happened. Part of what I'm doing is cleaning up those overlaps to run the tool again until its clean. In order to fix them, I just have to grab the polygon, edit vertices and reroute a few things where they arent touching.
Easy, right? Well it was. I'm not sure what happened, but now every time I edit vertices on a polygon and let it process, it moves the entire polygon a good bit. In doing so it excludes data that needs to be in there by bumping it out of the polygon, and causes more overlaps. I didnt catch it at first because it wasnt doing it for a few days. But when i made fixes, it created a whole slew of other issues. I'm now seeing it, and have to snap to a reference point, and use the move tool to move the entire polygon back to its original position. This obviously is not ideal.
Any ideas on what would be causing the polygon to move? When editing vertices im VERY careful that i'm only grabbing the vertex to move, as in im not grabbing the polygon line and moving it. This has gotten really frustrating!
I just toggled both on, both off, and one and not the other and none of them help with what's going on. Its not when I'm moving the vertex, its after I move it to where i want it, when the change happens it moves exactly how i want it, then the entire polygon remains intact but shifts several feet (in this scale its a small amount, but these are tight polygons and have to be).
The tool "Split into COGO lines" does something similar but creats new line segments between all vertices, instead of just the one I need to split between. The tool "Split" requires you to draw a line over the polyline, and is therfore not that precise.
The Split tool in the Modify Features pane does exactly this if you click directly on the vertex. It helps to have vertex snapping turned on, but you can split the line with a single click that is as precise as the vertex location.
This is certainly not the most intuitive when you can't see the vertices you want to snap to, but this helps. Yes you can adjust the snapping tolerance, but this means you need to adjust the tolerance depending on how many vertices there are in your map view...
I have a mesh which has per-vertex colours. I seem unable to quickly turn off these colours in Rhino. Is this possible or is there a specific workflow that I have to follow to see my mesh without any colours?
Cheers!
since ive been unsure how many vertex colors can be stored in a user string, ive changed the code to use a user dictionary as Willem suggested. (Thanks by the way for mentioning it, it seems much more comfortable).
Im still storing the vertex colors as integer values using a System.Array. As far as i understand the maximum amount of vertex color integers the Array can store under 32bit equals 4.294.967.295 colors. (See Remarks section here) I hope this is enough
this thread is about how to disable and later re-enable mesh vertex colors which could be done with a script or by adjusting the display mode properties. To get rid of mesh vertex colors, you might use the _RebuildMesh command without having the mesh preselected. Then set the command options like below:
In geometry, a vertex (pl.: vertices or vertexes) is a point where two or more curves, lines, or edges meet or intersect. As a consequence of this definition, the point where two lines meet to form an angle and the corners of polygons and polyhedra are vertices.[1][2][3]
The vertex of an angle is the point where two rays begin or meet, where two line segments join or meet, where two lines intersect (cross), or any appropriate combination of rays, segments, and lines that result in two straight "sides" meeting at one place.[3][4]
Polytope vertices are related to vertices of graphs, in that the 1-skeleton of a polytope is a graph, the vertices of which correspond to the vertices of the polytope,[6] and in that a graph can be viewed as a 1-dimensional simplicial complex the vertices of which are the graph's vertices.
However, in graph theory, vertices may have fewer than two incident edges, which is usually not allowed for geometric vertices. There is also a connection between geometric vertices and the vertices of a curve, its points of extreme curvature: in some sense the vertices of a polygon are points of infinite curvature, and if a polygon is approximated by a smooth curve, there will be a point of extreme curvature near each polygon vertex.[7] However, a smooth curve approximation to a polygon will also have additional vertices, at the points where its curvature is minimal.[citation needed]
A vertex of a plane tiling or tessellation is a point where three or more tiles meet;[8] generally, but not always, the tiles of a tessellation are polygons and the vertices of the tessellation are also vertices of its tiles. More generally, a tessellation can be viewed as a kind of topological cell complex, as can the faces of a polyhedron or polytope; the vertices of other kinds of complexes such as simplicial complexes are its zero-dimensional faces.
where V is the number of vertices, E is the number of edges, and F is the number of faces. This equation is known as Euler's polyhedron formula. Thus the number of vertices is 2 more than the excess of the number of edges over the number of faces. For example, since a cube has 12 edges and 6 faces, the formula implies that it has eight vertices.
In computer graphics, objects are often represented as triangulated polyhedra in which the object vertices are associated not only with three spatial coordinates but also with other graphical information necessary to render the object correctly, such as colors, reflectance properties, textures, and surface normal.[11] These properties are used in rendering by a vertex shader, part of the vertex pipeline.
Hover over a cline segment & it will highlight. Where the vertex of the cline exists "End of the Segment" Right click and choose move vertex. Move vertex only shows up as right click option when you are close to the end of a line or segment.
I love the dynamic grips and use them daily with plines and hatches but that menu is annoying for all the reasons you all stated. I'll add to the list of annoyances that the popup hides a lot of the dynamic input display. I often need to zoom out when I need to read a raduis or length dimension on screen. I also don't like how in certain zoom situations you try to select the pop up but it is a bit too far from the cursor and it disappears before you can select from it.
You may already know this, but you can hover over a dynamic grip and simply type in the first letter of the command you want (e.g. "A" for Add vertex) and the action is carried out. This removes having to chase that pop-up around, watching it disappear from view at exactly the wrong time. Additionally, it greatly speeds up vertex editing, and saves wrist wear and tear.
With vertex tools, start with nothing selected, activate Vertex Tools and use it to select just one blue dot. You may have to turn on Ignore back faces from the right click context menu, and/or Select only Visible, depending on your model.
Hello!
I have the same problem with vertex tool. When i want to move a line or face it funcionates but when i want to select a vertices and move it it doesnt work. I checked for the soft selection and it had been 0 all the time. When I first donwloaded it I had no problem with this. I would appreciate very much if u help me solve this problem.
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so , is there a toggle for the color coding on soft selection? I can edit single vertices, or grouped ones by changing the selection type but I am not seeing the color coding when I have the soft selection tool activated by typing the soft selection radius in the VBC window.
Is there a way to paint vertex of a static mesh component in a blueprint or at least clear the paint?
There is a Remove Painted Verticies function in the actor blueprint which i tried in the construction script, but it does nothing.
@buscas31 solution from the link, I turned off Texture Streaming in Project Settings > Rendering and the Error: Ensure condition failed stopped happening. But I would prefer to have Texture Streaming turned on.
Or, another approach is to use Fit Model, use the Response Surface macro so that JMP sets the response surface attribute. Then you will get a response surface output that solves for the critical values.
As I have posted many times, the Send to Report() and Dispatch() arguments are intended for JMP to save customization. They are not intended for users. Of course, you can use them. But there are better ways.
JMP does not have a solver as such. But you are fitting a quadratic polynomial interpolating function so you only need to set the first derivative with respect to Offset_Z equal to zero and solve for Offset_Z. I assume that by "vertex" you mean the minimum or maximum of the function.
The Vertex Shader is the programmable Shader stage in the rendering pipeline that handles the processing of individual vertices. Vertex shaders are fed Vertex Attribute data, as specified from a vertex array object by a drawing command. A vertex shader receives a single vertex from the vertex stream and generates a single vertex to the output vertex stream. There must be a 1:1 mapping from input vertices to output vertices.
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