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Polygons are created by specifying a list of input points from which to "knit" the new polygons. Both triangles and quadrilaterals can be created. This tool allows you to specify a minimum number of points along which it can find the points to knit. For example, with only four points, PolyKnit can find two paths of unshared connected edges and use their points to knit polygons. Each of the paths is called a "meta" edge. The polygons that are created along these paths can either be triangles (T) or quadrilaterals (Q). The paths are computed to minimize the number of edges that are produced (and thus minimizing the number of polygons that are produced).
It is important to note that points are specified in a strip-like fashion. The points should be specified in an order such that they zig-zag along the geometry to knit. The first two points, for example, should each belong to the opposite geometries that are to be knitted together.
Click the PolyKnit tool on the Polygon tab.
Click the points you want to connect.
Press Enter when finished.
This tool works better when the polygons have the same number of points.
0 1 2 3 4
Builds 3 triangles (0, 1, 2), (1, 2, 3), (2, 3, 4).
0 1 2 q 3 4
Builds 1 triangle and 1 quad (0, 1, 2), (1, 2, 3, 4).
T 0 1 2
Builds triangles using point 0, and the points along the shortest path from point 1 to point 2. Points 1 and 2 must be connected.
Q 0 1 2 3
Builds quads using the points from the shortest path connecting points 0 and 3, and 1 and 2.
Specifies the list of points which to knit. The following special characters can be used:
Currently building triangles
Currently building quadrilaterals
Currently building "meta" quadrilaterals
Currently building "meta" triangles
Remove extra vertex from quadrilaterals that are actually triangles.
Remove Degenerate Polygons
Do not generate degenerate polygons (those collapsing to a single point or edge).
Flip Polygon Normals
Reverse order of vertices.
Do not reuse points from the input geometry. Only applicable if Keep Original is on.
Update Point Normals
Recomputes point normals if they exist.
Keep the input geometry.