Rob Sullivan


About Me

United Kingdom


Recent Forum Posts

Turn Edges into Curve Sept. 16, 2018, 12:41 p.m.

Not sure if this helps but I've found some of the tools useful… []

The “GameDev Edge Group to Curve” sop might be useful for this…

Grid created with normals facing the other way by default? Sept. 6, 2018, 1:44 p.m.

Hi, it sounds like you have “Remove Backfaces” turned on (Display Options > Optimize) and possibly changed the default up from Y to Z. (Preferences > 3d Viewports)

The reason I say this is because the default grid is on the ZX plane (facing up) and for some reason, changing the grid's plane orientation to XY will point normals to face back view instead of front view. (maybe a bug with Z-axis normals?) With the default Y up & default grid, the normals will face upward.

The faces I want to add to a group are hidden by the existing selection Sept. 6, 2018, 4:42 a.m.

Jsmack's solution is the way to go if you want to add inside selection to outside and I'd use the visibility sop as it's easier to toggle or move.
Name the outside group as “Toe_Bump”, use visibility to hide Toe_Bump, select and name the inside also to “Toe_Bump” using another group but change the Initial Merge from Replace Existing to Union with Existing. (you don't need the group combine sop)
ie. Group, Visibility, Group (union). Then you can bypass the Visibility or move it under both group sops and change the Apply To Non-selected Primitives.

If the inside is just an extrude of the outside… Separate the inside from outside, delete inside, work on model and extrude later.
To separate, you could look for the connecting polys. ie. if you think of the boot as a Houdini PolyExtrude, extrudeFront = Outside, extrudeBack = Inside, extrudeSide = connection between Inside and Outside. (so delete extrudeSide, use assemble, delete inside)