I can sort of see the reasoning behind that, but I would also argue accuracy can be very important. Maybe it'd be worth it to make a "high quality" operator bool in the same vein as the "high quality normals" in the Solidify modifier?
-Patrick > Date: Wed, 21 Nov 2012 17:36:19 +0001 > From: sergej.re...@googlemail.com > To: bf-committers@blender.org > CC: bf-committers@blender.org > Subject: Re: [Bf-committers] Cursor to center of mass > > Hey Jason, > > currently there is a problem with n-gons when chalculating the center of mass. > The issue is that we don't have a good way of calculating centroids for > n-gons and just use the vertex average, so the calculated origin will drift a > little when your polygons have many vertices. > I'd prefer to just tirangulate the model and use the triangle centroids but > after a discussion with Campbell we decided it's not worth allocating a bunch > of faces just to get a litte more accuracy. > > Regards, Sergej. > > Am Di, 20. Nov, 2012 um 12:12 ,Jason Wilkins <jason.a.wilk...@gmail.com> > schrieb: > Brecht, I figured that was what it did after testing it some, but > since subdividing a face caused the center to move slightly I had my > doubts. If it was vertexes I expected a really large move (since > there were 100 times as many vertexes in my subdivided face than the > rest of the model), but using faces or tets it should not move at all. > Did I find a bug? > > On Mon, Nov 19, 2012 at 5:05 PM, "Martin Bürbaum" > wrote: > > Just FYI - I did something similar ("Snap Cursor to Centroid") as a script > > a while back. > > > > http://projects.blender.org/tracker/index.php?func=detail&aid=30299&group_id=153&atid=467 > > > > > > Cheers, > > Martin > > > > -------- Original-Nachricht -------- > >> Datum: Mon, 19 Nov 2012 19:00:23 -0300 > >> Von: Juan Pablo Bouza > >> An: bf-committers@blender.org > >> Betreff: [Bf-committers] Cursor to center of mass > > > >> > >> Hi! The addition of the "center of mass" option for object origins is > >> really cool! > >> > >> Now, there are many times in rigging when you need the center of the > >> object to be at 0 0 0, specially for exporting meshes. So, in these > >> cases, the "origin to center of mass" option would not be used. > >> Nevertheless, the center of mass options would be really usefull for > >> placing objects such as bones... > >> > >> So, I propose to add the center of mass option also in the Cursor > >> snapping menu (shif+S). That would be "cursor to center of mass". > >> > >> Cheers! > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers