So when your script finds a non-planar polygon, how do you want to fix it? Should it move the vertices? If so, how should it move them? Or should it split the polygon?
Finding non-planar faces and triangulating them is quite simple, as Maya has commands to do each of those things. Moving verts would take some maths. On Wednesday, 27 January 2016 02:09:00 UTC+11, Christopher. wrote: > > Hi, I'm hoping someone on this list can help. > > I'm looking for a script that can retain the current polygon(s) rotation > as modeled on an object, not to destroy the appearance of the mesh, of > course. Even the polygons out so they go from non-planar to planar; I > hope that was understood ? > > Thank You > > > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/9993e333-daa1-426b-880b-49bdeca516be%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
