Game Editing > 3D Modeling & Content Creation
blender 2.6x reordering a mesh's build structure?
ratty redemption [RIP]:
image 007 shows (top left) what happens when the control cages have their internal build order rearranged by either the hard coded features or bugs found here.
to summarize, i'm trying to find a way to use array and curve modifiers to quickly produce a series of control cages, to then be used for deform sections of a tiling rock wall. in theory it should be quicker than manually duplicating and placing every control cage needed.
kat:
It might be worth posting this on Blender Artists to see if anyone else has come across this; to be honest I'm not familiar enough with arrays and their use to know if this is a bug or not - it doesn't 'look' right but you never know.
ratty redemption [RIP]:
thanks kat. i recently registered over at the blender newbies forums, and posted the same original question. i've updated them with a link to the posts i made here today. they also recommended i asked the blender artist guys, so i'll register there as well.
http://forums.blendernewbies.com/viewtopic.php?f=17&t=6315&sid=6897e26e3d0c6ef6e079f7dcb89af641&p=45235#p45235
kat:
Walsh makes a valid point about checking you've used "Apply" before adding the modifiers; remember that Blender treats the objects original properties as the data is should be using so if your originals are scaled or rotated (as he suggested), that will translate into misalignment's etc. when the changed through the addition of a (modifier) stack.
ratty redemption [RIP]:
thanks kat and by apply i assume you mean ctrl a?
after doing a few more tests, it seems the biggest culprit is the p key mesh separate tool, what ever i do, it seems to be randomizing the direction of the build order, although it will i think always start on the top left corner or bottom right corner of the child meshes. i'm wondering if this could have anything to do with tri souping? i recently read an article you had posted on your main site about that.
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