RFE: Vertex-Level Edit SOP
9763 14 1- hoknamahn
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- Simon
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- hoknamahn
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- Simon
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Well I can't argue with that. But if you have to do many such operations could you not unique all the points you need in one facet sop? I just can't see Sesi changing to allow vertex edits the whole architexture seems to work around points. I'm still waiting to see the group sop handle edge groups……
Hopefully I'm wrong. :wink:
Hopefully I'm wrong. :wink:
The trick is finding just the right hammer for every screw
- hoknamahn
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No, no, no! Sometimes it's not very comfortable to make ALL points of some faces unique and then weld SOME of them again.
1. Unfuse selected point (point which contains selected vertex)
2. Move created point (which contains selected vertex) into necessary position
3. Weld other unfused points together.
And it's all in one Edit SOP? Is it a bad idea? :?
I just can't see Sesi changing to allow vertex edits the whole architexture seems to work around points.I understand your thought about Houdini's architecture but I'm talking actually about THREE operations:
1. Unfuse selected point (point which contains selected vertex)
2. Move created point (which contains selected vertex) into necessary position
3. Weld other unfused points together.
And it's all in one Edit SOP? Is it a bad idea? :?
f = conserve . diffuse . advect . add
fx td @ the mill
fx td @ the mill
- Simon
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- rafal
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- Simon
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I don't think it a question of whether you can do it (there are many ways), but more can it be done more efficiently, in the sense of when you are doing lots of modelling with the edit sop and you need to quickly make a split and open up the mesh. So without leaving the current edit sop.
The trick is finding just the right hammer for every screw
- rafal
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- hoknamahn
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- el_diablo
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- wolfwood
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- el_diablo
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Well, its kinda hard to use Houdini the same way as other applications for modeling already, and without this kind of ‘mesh opening’ its pretty cubersome. I was just getting excited that Houdini could be pretty darn good modeling program and i hit a brick wall.
And no…using 3 or more sops just to separate fingers is not a way to go.
Sorry about the big image.
And no…using 3 or more sops just to separate fingers is not a way to go.
Sorry about the big image.
- Simon
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The only easy-ish solution to this at the moment is to make the split between each finger using 2 polysplits close together then do your extrudes and then fuse then points that make up the original splits using a fuse distance that is big enough to snap togther the points from the extra split…. if you see what I mean.. :?
The trick is finding just the right hammer for every screw
- wolfwood
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Since I've doing this a lot, the workflow I've ended up with is to have the Fuse SOP bound to a key with unique points set to the default. Then when I'm editting points and I need to move “vertex points” I just select the point, hit Alt+U and then Shift+Q (redo previous operator…the edit sop) the keep on editting. After I'm done moving everything around I just plop down a fuse sop to refuse everything again.
if(coffees<2,round(float),float)
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