[Bf-committers] Individual Faces extrude

Martin Poirier theeth at yahoo.com
Wed Sep 29 02:08:42 CEST 2004


already planed

--- Campbell Barton <cbarton at metavr.com> wrote:

> Hi, I know this is a time where developers are
> probably doing lots of 
> stuff anyway and dont especialy need extra advice
> but...
> 
> It would be nice to have a grab mode that works like
> the extrude mode 
> now does.
> 
> Grab allong normals- I propose Grab: Gkey then Nkey
> 
> N for normals, just like there are X/Y and Z atm.
> - Cam
> 
> 
> joeedh wrote:
> 
> > Campbell Barton wrote:
> >
> >> Hi joeedh, your probably aware of this but I
> thaught mabe  I should 
> >> comment.
> >>
> >> Extruding allong the face normal is not always
> desired, with your 
> >> patch its difficuled not to.
> >> solution,
> >> 1) Extrude, then execute and grab.
> >> 2) Extrude, then use the tab keys for numeric
> input
> >>
> > I believe the idea is to click (cancel the normal
> grab), then 
> > grab/rot/scale normally.  Also, the extrusion is
> done along the 
> > vertices still--no one has implemented a TransFace
> as yet--so the 
> > vertex normals has to be modified for this to work
> (for both the 
> > normal extrusion and my individual patch).
> >
> >> Mabe the best solution would be to have Ekey a
> hot key while in 
> >> extrude mode-
> >> E could toggle extruding allong normals.
> >
> >
> > This would work, so long as the normals weren't
> recalculated (which 
> > they arn't, so long as you don't leave editmode [I
> think]).  Remember 
> > that vertex normals are the average of their
> surrounding face normals, 
> > so if they get recalculated. . .
> >
> >> Also your patch makes hitting X/Y/Z usless while
> in normal mode, 
> >> mabythey could be implimented in a normal
> relative way, tho I dont 
> >> know how best to define the point of rotation
> about the normal (X/Y-  
> >> Assuming Z is allong the normal)
> >
> >
> > Talk to whoever wrote the normal grabbing mode--I
> merely slightly 
> > modified it to work with individual faces extrude.
>  On the other hand, 
> > it's possible it could do that the way it was
> before.
> >
> >> It would be nice if Rotating directly after an
> extrude would rotate 
> >> about the normal- (R then could switch between
> normal & view-matrix)
> >
> >
> > No idea how to do that.
> >
> > joeedh
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at projects.blender.org
> >
>
http://projects.blender.org/mailman/listinfo/bf-committers
> >
> >
> 
> 
> -- 
> Campbell J Barton
> 
> 133 Hope Street
> Geelong West, Victoria 3218 Australia
> 
> URL:    http://www.metavr.com
> e-mail: cbarton at metavr.com
> phone: AU (03) 5229 0241
> 
> 

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