Ok. I think I did it. And the good news is that I don’t even need to do anything with transformations. it seems that when you do a polyop.getvert it r…
Looks like its the same as this. Theres no need for a “dummy” btw. I have some vert creations before I make polys. But it doesn’t matter… Disabling …
Interesting. But the only question is will the undo system make a record if I do like that? Oh man that’s not cool… Its seems that meshop doesnt work…
So my current plan is crate all the polygon inside a virtual mesh and attach it to polymesh existing in 3d space. Like: Disable undo. Make a 2d arra…
You understood me wrong. It’s not about making one undo record. Its a bit different. Lets say like that: every “i” in loop it will stop and update th…
Just tried and it works the same.
Ok. I did like that: undo on ( with undo off ( for i = 1 to PolyArray.count-1 do ( polyop.CreatePolygon oPoly PolyArray[i] ) ) polyop.Creat…
Almoust. In this case if you try to redo after undo – only one polygon will return and its kinda meh. Hey I saw somewhere that meshop works different…
I can. But its the wost solution. And it is my backup plan I will stick to it only if I will not be able to come with something efficient. Because in…
What do you mean? If you mean standard tools – there’s nothing wrong with them. I just need to do the same for my tool (you can see it on the video)….
Ok. I did one… Don’t judge too harshly. Algorithm I’m using is (im not including here building borders from selections, finding pairs and etc.): Fi…
I guess we reached the point where we need some test code to communicate. I’ll make one and return back to you.
Btw you was mentioned this… But I keep thinking how to do it and nothing comes to my mind. Can you point me to right math or tell where I can see some…
I guess the edge routine just takes the edges in indexed order You mean like in the order of their indexes? Like: 5 123 456 2513? If yes – that wil…