View Full Version : make a vertice first
bziegler
10-09-2007, 12:19 AM
how can i make a vertice first (as on spline) ?
see attached image ;)
http://www.bziegler.com/beta/npower/make_first.jpg
nPower_Dave
10-09-2007, 12:52 PM
I'm not sure exactly what you are trying to do. Do you want to change the order of the vertices (you can just start at the point you want to be first)? Or do you want to create points independent from splines? Please explain what you are tyring to do.
bziegler
10-09-2007, 12:58 PM
sorry for that !
yes i guess it is that i want to want to change the order of the vertices !
nPower_Dave
10-09-2007, 03:18 PM
But if you change the order of that curve, you won't have a circle any more. Do you want to reverse the curve? We can reverse the curve, but I don't know if that's what you want. You could also just recreate the curve with the order that you want.
PiXeL_MoNKeY
10-09-2007, 04:15 PM
He is looking for a feature like Max's spline tools where you can reorder it by making a vertex first, which then shifts the id numbers around but doesn't change the shape.
-Eric
bziegler
10-10-2007, 12:12 AM
He is looking for a feature like Max's spline tools where you can reorder it by making a vertex first, which then shifts the id numbers around but doesn't change the shape.
-Eric
exactly ;) thanks for clarifing my though :)
nPower_Dave
10-10-2007, 03:26 PM
O.k. That makes sense.
We can consider it for the future.
mpolo1
08-10-2008, 11:28 AM
All,
I am missing this feature also. One example where I would like to use it is this: Sometimes I like to convert a comp sketch into an editable sketch to use as a starting point.
Depending on what you want to use the curve for, the original comp sketch may have a starting vertex in an odd spot. I would like to change it so if you split the curve you would get more predictable results.
Olaf Finkbeiner
08-12-2008, 08:52 PM
Hi Folks,
on that subject. I think the spline editor in PN is great! But I also think there is room for improvements and in most cases its basics, like the function mentioned above. I would also say that the missing basics are VERY important and this should be addressed before anything else. The spline editor is the heart of a modeler, its the starting point for anything.
kind regards
Olaf
PiXeL_MoNKeY
08-19-2008, 05:02 PM
There is one way that I can think of doing it now, which is Split the Edge where you want the first Vert to be (Make sure reference original is enabled), then Join the 2 edges (Make sure reference original is disabled). NOTE: you may have to test the join order to get the vertex to end up where you want.
See the attached image (from left to right):
1) Original Sketch
2) Split at new first vertex (Edge Mode, Reference Originals: Enabled). This ensure that the original sketch doesn't change shape when spliting.
3) Join at new first vertex (Edge Mode, Reference Originals: Disabled) Disable Reference Originals to remove the original "first vertex". This will create an open shape so you will need one last step to close it.
4) Merged Verts.
Other option would be maxscript creation/deletion of Sketches and access to sketch vertex/edge info so that you could build a new spline with all the vertex and tangency from the original. This goes along with my general wish of better maxscript support with the Power line of tools.
-Eric
PiXeL_MoNKeY
08-19-2008, 05:21 PM
After looking at this a little more I can see how it can be difficult.
1) It would really only work properly and cleanly on Bezier Sketches. On Control Point Sketches the Vertices usually don't ly on the curve. Where as other curves create new edges on adding, which are the larger vertices.
2) It is possible with Max's standard CV Curve, but it is sloppy in that the original cv becomes 3 CVs, and the new First CV also becomes 3 CVs. This is to ensure that the shape of the curve doesn't change. NOTE: Max's Point Curves are even worse as it changes the shape as you change the location of the first vertex, this is probably due to the point on curve interpolation that it is doing.
-Eric
Olaf Finkbeiner
08-21-2008, 03:34 AM
Hi,
This gets even worse if you are working on mixed sketches made of interpolate, bezier, lines, control points etc. within one splineshape.
Within curve reconstruction you can convert any shape to a contorlpoint nurbs spline. Now it would be extra cool if you could also convert to bezier, now 3dsMax Splines should be the same. Then you could do all the editing of the shape in max. Now convert it back to npower splines.... Just a thought.
RE: Curve reconstruction
Would be nice to have this as a modifier in the stack... So the construction splines would stay bezier or lines or else. I would also love a more automatic join function in that modifier...
kind regards
Olaf
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