Why does Maya have this toggle option to begin with, I say this because,
if you have a clean mesh, nice edge loops and so forth and you toggle
this option on and Maya informs you, that you have 32 non-planar
polygons, what is the purpose ?
If on the other hand you make a sphere in a scene, that will obviously
have no, non-planar polygons. We are not making spheres on a weekly
basis ;-)
Michael Boon wrote:
Sorry I forgot to reply to this.
Consider this vase:
<http://maryjurekdesign.com/media/catalog/product/cache/1/image/650x/040ec09b1e35df139433887a97daa66f/h/b/hbz_015_-_ibiza_tall_column_vase_12_x_6.jpg>
There is no way you can build it from planar, 4-sided polygons. If the
mesh you are dealing with has any areas where the vertices resemble
these, and you don't want to change the edge flow (which would be a
manual process anyway), there is nothing you can do.
On Sunday, 31 January 2016 18:31:00 UTC+11, Christopher. wrote:
I was going to make a video; but you understood perfectly. If the
edge flow is how it should be by design; how do I change it
without triangulating ? I've tried deleting the faces and
recreating the faces, the non-planar reappear again, frustrating.
On Thursday, January 28, 2016 at 10:33:46 PM UTC-5, Michael Boon
wrote:
Yeah I don't think there's a simple solution. At any vert
where 4 or more faces meet (which is most points), it's likely
to be impossible to move the vert to make one face planar
without making at least one of the other faces non-planar.
Think of a simple case, a 3x3 grid of faces:
0-----1-----2-----3
| | | |
| A | B | C |
4-----5-----6-----7
| | | |
| D | E | F |
8-----9-----10----11
| | | |
| G | H | I |
12----13----14----15
And imagine it was creased in a straight line from vertex 0 to
vertex 15, so faces A, E and I were non-planar. This is a
pretty common case wherever edge flow doesn't line up with the
shape it's trying to describe. I don't think there's really
any wiggling you can do to the verts that will make all those
faces planar. You'd have to triangulate those three faces, or
completely change the edge flow.
On Thursday, 28 January 2016 04:55:04 UTC+11, Christopher. wrote:
I tried that method; unsuccessfully. If you have adjacent
non-planar and you make the selected polygon, planar, the
other polygons can become non-planar, it becomes a
cul-de-sac.
On Wednesday, January 27, 2016 at 12:37:56 PM UTC-5, combi
wrote:
I guess if you move a vertice of a non planar face to
make it planar, a previously adjacent planar face may
become non-planar...
2016-01-27 18:18 GMT+01:00 Christopher.
<[email protected]>:
It should move the vertices, I assume very subtle;
otherwise if it's too exaggerated the angle or
flow of the polygons that make up the appearance
of the mesh will be altered.
How it should move the vertices, if there is some
intelligence that can verify the axis or array of
axis to which need to be moved to make the
polygon(s) non-planar.
On Tuesday, January 26, 2016 at 10:35:56 PM UTC-5,
Michael Boon wrote:
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
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