CompuServe Messages

#Put road on landscape?

    22-Jan-95 23:57:35
Fm: John K. Jordan 71174,711
To: MARTIN G FOSTER 70303,456
>>welding, close vertices?… I meant choosing Mod/Vertex/Weld, clicking on a vertex, dragging it on top of a new vertex, then dropping it. Thats the way I do half of my manual vertex/face editing as it simply collapses the faces. I think it's a lot quicker than deleting faces and rebuilding. (And you don't have to reapply materials to the new faces.) The biggest thing to watch out for is accidentally welding to a vertex on the backside of the mesh, but that's no problem if you hide those faces first. The other thing to watch out for is distorting the mapping coordinates, but that shouldn't happen in the case we are discussing. I have used Optimize quite a bit, but I generally don't like giving up the manual control. (I mostly use Optimize just to view a mesh I'm editing – you know, rotate it back and forth until you get a good feel for the true 3D shape) I REALLY like your idea for constraining movement to a global axis direction regardless of the view. You could expand that to include the object's local axis, too. Don't stop with movement, but also scaling, etc. That would make adjusting the lengths of the bones in BonesPro much easier. Makes me think of another one: constrain movement of a vertex either to or normal to a plane (or surface) fit through adjacent faces – that would make it much easier to tweak that spot on the car fender! Or better yet, lets give up all this tedious vertex editing and buy perfect meshes from some maniac vender. <g> JKJ