The best idea I had so far was to use the direction between the two neighboring vertices of the pinned down vertices, but translated so that it passes through the pinned-down vertices.
Any ideas?
| Author | Comment | ||
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bjorng |
Lift from vertex |
Lead | |
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(02/06/02 03:29:15) |
I was thinking about implement lifting from a vertex, but I am not sure how to calculate the rotation axis.
The best idea I had so far was to use the direction between the two neighboring vertices of the pinned down vertices, but translated so that it passes through the pinned-down vertices. Any ideas? |
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howardt |
Re: Lift from vertex | ||
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(02/06/02 04:26:19) |
I think that's the best idea.
The only other idea I had is more complicated and not necessarily better: use the cross product of the face normal and a "face bisecting vector" from the pinned down vertex. A "face bisecting vector" would lie in the average plane of the face vertices and directed so that half the area of the face is one one side, half on the other. And no, I don't have a ready algorithm to calculate such a beast. |
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QuadDemon |
Re: Lift from vertex | ||
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(02/06/02 08:12:29) |
bjorn I think you got it
could you also make it work when you select 2 edges on a face I figure you could either use the same as vert or make the free verts rotate (anyvert that isnt in the edge selection) on the shared verts axis (of the selected edges and one last thing ok you select 3 triangles they form a (its a triangle with one of it tips cut off name escapes me) if you select the edge that one has bordering and the other 2 only share the verts make them all lift on the edge axis just ideas |
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Mark Whittemore |
Please describe the user's interpretion of lift-from vertex. | ||
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(02/06/02 08:39:25) |
Please describe the user's interpretion of lift-from vertex.
Does it work only on triangles ? How does it work on Quads ? |
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QuadDemon |
Re: Please describe the user's interpretion of lift-from ver | ||
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(02/06/02 10:16:03) |
it would work on any face and would be like the current
except it would pivot on a single vert instead |
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puzzledpaul |
lift from vert | ||
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(02/06/02 13:12:59) Registered |
B if Im understanding the situation correctly, you would be lifting the (quad, say) from the vertex opposite the anchor (pivot) vert. During lifting, the line joining the other 2 would remain perpendicular to the virtual radius of action plane running thro the pivot? (need a drg)
Im just wondering if the + /- keys could be used to rotate the face looking down on the face - (about the same anchor point) as well as lifting being done with the dragging? Or were they going to be used for something else? pp |
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Mark Whittemore |
What is an example application of this lift vert ? | ||
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(02/06/02 13:24:11) |
What is an example application of this lift vert ?
I'm curious. |
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BeQue |
Re: Lift from vertex | ||
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(02/06/02 14:02:08) |
How about the average of the normalized direction of the two neighbouring
edges that are also adjacent to the face to lift? |
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bjorng |
Re: Lift from vertex | ||
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(02/06/02 15:12:24) |
BeQue,
Thanks, that is likely to better than my initial idea. All, Lift from vertex will work very much like Lift from edge. I haven't been thinking of using the +/- keys. Frankly, I don't what it would be used for, but because Mirai has it and there are plug-ins for 3DS that has it, I assume that it will be useful, and that I will find out how to use it after I have implemented it. In this case, there Lift from vertex will not occupy any place in the menus. Mark, To answer a question in another thread: Yes, you can rotate around an edge in Wings 0.90.x. Turn on the advanced menus and use the Rotate command in the face menu. (Right-click on the Rotate command to be able to choose the edge to rotate around.) |
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Mark Whittemore |
Can I rotate around two or three at once ? | ||
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(02/06/02 15:58:32) |
Can I rotate around two or three at once ?
Like with fingers and legs and arms, two or five or ten if I have two or five or ten edges selected ? This should be easy now that you have the prerequistive functions (I'd suppose). Is this in there ? It seemed very difficult to find this command and execute it. I'm very certain there is a cleaner interface. But this is a great start. My clean interface would have been to follow up immediately with a more specialized case where you only pick edges to rotate around, each edge has to be on a separate well defined edge-loop, and the edge will "pick" the edge-loop, which in turn will "pick" a region and the regions will rotate around the selected edges. Each region about it's own edge. No complicated interface or process, just simple and sweet as pie and very "functionally" oriented. This function is what I meant by MACRO-OPERATION. Little overhead, very large pay off. |
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QuadDemon |
Re: Can I rotate around two or three at once ? | ||
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(02/06/02 16:21:17) |
no you cannot select all the joints in a finger and rotate them all at once
and as for making a function just for rotating around an edge where there has to be an edge loop well sounds like its to restricted vectors are very powerful I suggest you spend a couple of days using them for everything and find out about their power you talk about micro and macro bs well vectors in my book would be macros in yours |
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bjorng |
Re: Can I rotate around two or three at once ? | ||
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(02/06/02 17:29:22) |
Mark,
What you suggest should not be hard to do. It is mostly a question of how you would tell Wings that you would want to operate on edge loops in this manner (i.e. how to design the user interface). |
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Mark Whittemore |
Just let the user selct one or two edges per loop. | ||
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(02/06/02 18:36:40) |
Just let the user select one or two edges per loop.
We already know that an edge can select an edge-loop, that a loop can select the small region, and a region can be rotated about the edge vector. You have it all already. Let the user do some undefined things if that's what you are worried about. If they select "rotate multi-regions", then you can assume they know what they are getting into. Quad ... I know what I'm talking about, so does Bjorn, and I don't need to know lots about Wings API to entertain this conversation. I just hope Bjorn will give this to you Quad, because I know you crave it. LOL. |
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Mark Whittemore |
Wow QuadDemon, you've learned a new term ! | ||
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(02/06/02 18:57:26) |
Wow QuadDemon, you've learned a new term !
You now are apparently privy to some extended meaning to the word vector in the Wings3D context, aren't you lucky. Too bad you don't have the lingustics skills to translate it into its a generic mathematical or computational equivalent that can be bantered about in a larger crowd. I know vectors to mean tuples for the most part, although they are probably best considered to be any subspace of R(N)but they could just mean any proper subspace, in calculus terms. So don't think you can pull too much trickery over me bud. I doubt the vectors you speak of would be a new concept for me, but it's possible. Why don't you humor me and tell me what you know about Wings3D vectors ? |
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QuadDemon |
Re: Wow QuadDemon, you've learned a new term ! | ||
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(02/06/02 20:25:55) |
yeah sure here is your entertainment
a vector is a single axis defined buy a selection of verts edges and faces and from what I have seen of your understanding of just wings tools and interface I dont want to go over your head with the accually workings god that sounds stupid truth is I may not know a bunch of fancy terms for programing and mathmatics but what I do understand (and you seam to not) is the basics and as for the edgeloop thing well read what I posted on the other thread vector deform bend would be a much better use of bjorns time imho as the tool you describe is already present in vectors |
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Mark Whittemore |
I just added that last one for affect. | ||
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(02/06/02 20:43:28) |
I just added that last one for affect ... you know just kidding.
But you started busting my chops about the vectors. Dang ... sorry QuadDemon ... I accidentally edited that one out on ya. My bad. Usually I try to edit out only spellings and harsh words. |
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QuadDemon |
Re: Wow QuadDemon, you've learned a new term ! | ||
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(02/06/02 21:10:54) |
I just have one question for you mark
do you think you invented the wheel? vectors have been around sure under different names and maybe the functions were a little different but its not your invention so please step off the horse |
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Mark Whittemore |
Re: Wow QuadDemon, you've learned a new term ! | ||
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(02/06/02 21:17:51) |
My AIM handle is markyjerky.
In case you have AIM and want to flame on over there. |
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Mark Whittemore |
Look man ... | ||
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(02/06/02 21:23:08) |
Look man ...
The whole purpose of rotate around edge is so that it can be done in parallel? Do you understand that much ? If I'm only concerned with rotating a one-off about an arbitrary axis, It's super easy for me to line up by hand and do with FREE and then just tweek move. It is not so easy to curl a bunch of items that might be rotated N degrees from the the next one you want to rotate. But it may be easy enough to pick a view where you could select all the edges about which you want to rotate your multiples. |
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QuadDemon |
Re: Look man ... | ||
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(02/06/02 21:31:38) |
having to dl it slow connection now days for me :(
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QuadDemon |
Re: Look man ... | ||
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(02/06/02 23:33:07) |
ok dont worry we didnt get into some big argument
Mark and myself came up with some ideas for the turn on edge plugin we will release this info later I plan on doing some animations to show how the ideas function there are some really cool ideas in store for wings :) we also batted around some ideas for ggalien that should make it even better |
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