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    <div class="moz-cite-prefix">I agree.. towards the user makes a lot
      of sense..<br>
      <br>
      i used to use lightwave that was very picky about winding order.. 
      blender spoils us! would be good to continue the good work.<br>
      <br>
      <br>
      On 25/06/2013 18:37, Jonathan Williamson wrote:<br>
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cite="mid:CAKGyzW6F4XqW1S7Lcjb+4kanf2gWOoeee5KX-EFJ65bwES9YBg@mail.gmail.com"
      type="cite">
      <div dir="ltr">In the cases where no connected geometry exists, I
        think it would be optimal to point the normal towards the user.
        In most case modelers work on the 'outside' of the model. This
        is not always true, but for the majority of cases it is and so
        using the user as the determining direction should work well.</div>
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          <div dir="ltr">Jonathan Williamson
            <div><a moz-do-not-send="true" href="http://cgcookie.com"
                target="_blank">http://cgcookie.c</a></div>
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    <blockquote
cite="mid:CAKGyzW6F4XqW1S7Lcjb+4kanf2gWOoeee5KX-EFJ65bwES9YBg@mail.gmail.com"
      type="cite">
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        <div class="gmail_quote">On Tue, Jun 25, 2013 at 10:33 AM,
          Campbell Barton <span dir="ltr"><<a moz-do-not-send="true"
              href="mailto:ideasman42@gmail.com" target="_blank">ideasman42@gmail.com</a>></span>
          wrote:<br>
          <blockquote class="gmail_quote" style="margin:0 0 0
            .8ex;border-left:1px #ccc solid;padding-left:1ex">
            Recently on blender.stackexchange a user asked about the
            flipping<br>
            direction for newly created faces,<br>
            <br>
            Currently face creation will check the direction of
            connected faces<br>
            and use this as a bases, normally this is `good enough`, but
            in the<br>
            case that there is no connected geometry you may as well
            flip a coin.<br>
            <br>
            I realize this isn't such high priority but we may as well
            not give a<br>
            random result to users.<br>
            <br>
            There were 2 suggestions for now to choose when no connected
            geometry is found.<br>
            - Create faces using the order the winding order that the<br>
            vertices/edges are selected.<br>
            - Create faces pointing towards the user.<br>
            <br>
            Any opinions on which is best? (or other ways to choose).<br>
            <br>
            In case you want to read the original question;<br>
            <a moz-do-not-send="true"
href="http://blender.stackexchange.com/questions/1020/how-is-the-normal-direction-determined-when-i-use-make-edge-face"
              target="_blank">http://blender.stackexchange.com/questions/1020/how-is-the-normal-direction-determined-when-i-use-make-edge-face</a><br>
            <span class="HOEnZb"><font color="#888888"><br>
                --<br>
                - Campbell<br>
                _______________________________________________<br>
                Bf-modeling mailing list<br>
                <a moz-do-not-send="true"
                  href="mailto:Bf-modeling@blender.org">Bf-modeling@blender.org</a><br>
                <a moz-do-not-send="true"
                  href="http://lists.blender.org/mailman/listinfo/bf-modeling"
                  target="_blank">http://lists.blender.org/mailman/listinfo/bf-modeling</a><br>
              </font></span></blockquote>
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      <pre wrap="">_______________________________________________
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