Bridge like maya

   2533   8   0
User Avatar
Member
90 posts
Joined: March 2013
Offline
Hello, I have a half torus in the example scene. How could one bridge the edges like in maya. End result for the example would be like the top half of a torus but as a closed object. Hope that makes sense.

I tried skin and polybridge.
Edited by tadian - Dec. 20, 2017 21:28:29

Attachments:
torusTest-1.hiplc (69.8 KB)

User Avatar
Member
1736 posts
Joined: May 2006
Offline
I thought one of the newer cap/fill tools would do it, but I couldn't make them behave.

Fell back to a cunning trick a co-worker showed me; divide sop with ‘remove shared edges’ enabled, hole sop, merge and fuse.

Attachments:
torusTest_me.hiplc (85.3 KB)

http://www.tokeru.com/cgwiki [www.tokeru.com]
https://www.patreon.com/mattestela [www.patreon.com]
User Avatar
Member
2035 posts
Joined: Sept. 2015
Offline
Two nodes in the blue netbox.

Attachments:
Bridge the Torus.hiplc (81.3 KB)

User Avatar
Member
648 posts
Joined: July 2005
Offline
see attached.

Attachments:
torusTest_bridged.hipnc (111.9 KB)

User Avatar
Member
2035 posts
Joined: Sept. 2015
Offline
Just saw Mestelas post after I did.

If you want only one primitive/polygon like Mestela did;

The node in the green netbox.

Attachments:
Bridge the Torus.hiplc (83.5 KB)

User Avatar
Member
90 posts
Joined: March 2013
Offline
Whoa. Nicely done. These are very viable solutions. Thank you very much for the tips and trick

Quick question about the last solution. Why does this need the sort node? I see it does, just curious as to the reasoning. Also, nice vex. Any tips on where to start learning vex. I've been taking classes on python, but this is pretty nice stuff right here.

Again thank you all. Very very nice solutions.
Edited by tadian - Dec. 20, 2017 23:37:58
User Avatar
Member
1736 posts
Joined: May 2006
Offline
cpb wins points for thoroughness.
http://www.tokeru.com/cgwiki [www.tokeru.com]
https://www.patreon.com/mattestela [www.patreon.com]
User Avatar
Member
2035 posts
Joined: Sept. 2015
Offline
Why does this need the sort node?

So that most of the vex code can create the polygon sequentially from one point to the next, using a simple incrementing ‘for’ loop.
Edited by BabaJ - Dec. 21, 2017 01:15:26
User Avatar
Member
90 posts
Joined: March 2013
Offline
Yeah CPB. That's exactly what I was looking for. Getting the bridge to work like maya. That's a really nice methodology. Thanks for sharing. And mestela. Thank you as well. Again all very nice solutions. These solutions helped me learn few things.
  • Quick Links