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The Sweep op sweeps primitives in the Cross-section input along Backbone curve(s), creating ribbon and tube-like shapes. The cross-section primitives are placed at each point of the backbone perpendicular to it. If a Reference Point input is given, each primitive will be oriented to aim at its corresponding reference point.
The backbone curve can be open or closed, but must have at least two points.
If the backbone input has more than one primitive, Sweep will sweep the cross section along each one.
If the cross-section input has multiple primitives, you can control them using the Cycle type parameter.
Sweep places the origin of the cross-section on the backbone by default. You can specify a point on the cross-section to attach to the backbone instead with the Use vertex and Connection vertex parameters.
In most cases, you should build the cross section primitives in the XY plane. Sweep will automatically orient them properly along the backbone.
If the backbone curve(s) have point colors or texture coordinates, they will be maintained and applied to the cross section primitives.
Click the Sweep tool on the Model tab.
Select the cross-section and press Enter to confirm your selection.
You can attach multiple cross-sections to a backbone by selecting more than one.
Select the backbone and press Enter to confirm your selection.
You can select multiple backbones to attach cross-sections along.
Only use the geometry in this group as the cross-section, instead of all geometry in the first input.
Only use the geometry in this group as the backbone curve(s), instead of all geometry in the second input.
Only use the geometry in this group as reference points, instead of all geometry in the third input.
How to sweep the primitives.
Attempt to fix buckling twists.
Fixes flipped normals.
Remove Coincident Points on Path
Removes overlapping points.
Aim at Reference Points
Tilt the cross-sections towards their respective reference points from the Reference Points input. The Reference Points input will still be used to roll the cross-sections around the backbone even when this parameter is turned off.
Connect a specific vertex of the cross-section to the backbone.
Specific vertex to connect to backbone.
Transform Using Attributes
When enabled, instead of using the Scale, Twist, and Roll parameters,
the cross-sections are transformed using the backbone attributes:
pivot. If none of
pivot are specified, (possibly
scale still), the rotation from the curve will be used.
Uniform scale of cross-section.
Cumulative rotation of cross-sections around the backbone.
Non-cumulative rotation of cross-sections around the backbone.
Creates a group for each backbone.
Allows naming of the sweep groups. A separate group is created for each backbone by appending a number to the group name. If there is only one backbone, the created group will be called sweepGroup1.
Attributes from Path
These point attributes and groups will be copied from the backbone points to the cross-section points.
uv attribute is present on both the cross-section and backbone, and Cycle Type is set to either One Primitive at a Time or Cycle Primitives,
only the u component will be copied from the backbone, so the v component will still be from the cross-section
Although only point attributes are copied from the backbone, there is a special case for if the cross-section has a vertex
uv attribute, point
uv values can be
copied into the destination vertex
uv attribute, but this only works for
How/whether to create a surface connecting the cross-sections along the backbone.
Do not create a surface.
Skin each set of swept cross-sections.
On with Auto Close
Skin each set and close if the underlying path is closed.
On with Preserve Shape
Like On above, but ensure the swept curves are fully encased in the resulting surface.
On with Preserve Shape and Auto Close
Skin with Preserve Shape and Auto Close put together.
More efficient skinning. Use when the input geometries maintain the same topologies between cooks and each cross-section has the same number of points.
Outputs meshes as polygons rather than meshes.
The geometry to sweep along the backbone curve.
The curve(s) to sweep the cross-section shape along.
If this input is connected, each primitive will be oriented to aim at its corresponding reference point in this geometry.
Current vertex. It is the current point along the current path.
Total number of points.
Path primitive number. It tells you which path you are on.
Percentage along backbone (path).
$PT can’t be used to directly index a point in the source, you need to use
$PATH to access the proper primitive, and
$PT the correct vertex in that primitive.