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Topic: Edge NormalMove like Local Move Polygon  (Read 5392 times)

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  • Triangle
March 05, 2019, 10:31:19 am
Hi! Either I can't find it or it doesn't exist. I want to move edges along face normals (e.g. average face normal of adjacent faces) and not along the vertex normals, so it behaves more like Local Move Polygon. You can see the issue below:
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As you see the edges deform outward compared to moving the polygons which is like moving the vertices along their normals. But I want the edges to consider the adjacent polygon normals instead. I can think of 2 modes analog to LocalMove Polygon: average normal of all polygons adjacent to edge selection, and individual edge normals (each edge by average normal of the 2 adjacent polygons).

So in the result would be like this with moving by each adjacent polygons:


I think it's basically like LocalMovePolygon but not moving the unselected vertices.

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  • Polygon
March 05, 2019, 12:24:03 pm
Try this.
http://www.digitalfossils.com/Download/NVil-Mar-06-19.rar

Use this basic streamline tool.
Tweak_NormalMove(RespectPolygonNormal)
The default setting for this tool is, Z+RMB.
« Last Edit: March 10, 2019, 04:06:51 am by IStonia »

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March 07, 2019, 09:21:55 am
Try this.
http://www.digitalfossils.com/Download/NVil-Mar-07-19.rar

The move at corner in the version of last post is not correct.

  • Posts: 496
  • Triangle
March 11, 2019, 07:35:02 pm
Thanks for your effort!
I just had a look at the version from march 7th, but I don't see a difference with Tweak_NormalMove(RespectPolygonNormal) applied to edge selection or edge highlighting.

Actually, I found that the LocalMove/NormalMove tools behave very unpredictable and most of the time not at all as I would want. With a bit more time, I'll create a chart with what I mean.

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March 11, 2019, 09:41:10 pm
Thanks for your effort!
I just had a look at the version from march 7th, but I don't see a difference with Tweak_NormalMove(RespectPolygonNormal) applied to edge selection or edge highlighting.

I made a model similar to the one you demonstrated and I can use "Tweak_NormalMove(RespectPolygonNormal)" to get this result.