![]() Keep that in mind as you let loose your wildest flights of fancy. This is a general purpose feature that will, for example, allow separation of Camera/Viewport navigation and document's undo stacks. The typical use case is to select vertices and press F, yet Blender also supports creating faces from different selections to help to quickly build up geometry. When only two vertices are selected it will create an edge, otherwise it will create faces. Breaking up the normal of a vertex that belongs to multiple faces so that each. F This is a context-sensitive tool which creates geometry by filling in the selection. Then just do a Connect, and all the quads will be turned into triangles. All vertices on the model will then be selected. When modeling, a lot of time is spent navigating the scene, storing camera movements in the global undo stack is wrong : create a view undo tree per camera that stores camera navigation actions only.Īdding information, manually moving the camera with the move tool, changing spinners etc, animating/connection properties of the camera are still all part of the document undo system. This project will attempt to remedy this situation by creating a 3D Model. You can convert your Wings 3D quads to triangles very simply by selecting the Object (Body), then pressing V to switch to vertex mode. ![]() View undo always affects the active viewports camera, so its impossible to issue the command on a deleted camera. All plugins should request the main selection type they operate on, and if applied to the wrong sort, they should convert to the type requested.Things that need to be kept in mind, and of utmost priority for polygon modeling plugins The Front, Back, Top, Bottom, Left, Right views could be implemented in this specialized camera space since they're UI only features.Įxtending this idea it would be very powerfull to have a undo stack for every object/module attribute, or rather have a object/module history of the values of the attributes. Modeling plugins need to be very good about the selection they output.This might be better if handled in a generic fashion across the whole application, rather than per plugin. In most cases the desired output is a clean mesh that is all quads wherever possible, but possibly contains triangles and n-sided polygons with many more sides.Generally, modeling plugins will be used in succession. If you press the same key several times, the selection will grow each time. FACES selects faces adjacent to the currently selected face(s). EDGES selects edges adjacent to the currently selected edge(s). This has a lot to do with that fact that such geometry is generally easier to work with, and also that most people will be using SDS on the surfaces, which works poorly with non quads. VERTICES selects vertices adjacent to the currently selected vertex/vertices.
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