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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