[Bf-committers] [bf-Committers] Edge groups?
marcdion1974 at gmail.com
Sat Jul 4 09:16:57 CEST 2015
Face groups would be nice, but for now until something more dedicated to
the task comes along, materials work well for selecting and deselecting
Edge-groups would be super useful since they can be used to quickly remove
control loops and insets once textures have been baked. The high-poly
model can then be reduced back to a low-poly model with a few button
presses if someone gets edge groups working.
It would super easy to reduce models this way if there was an option to
automatically add loop-cuts(Ctrl-r) as well as insets to the group without
having to go back and forth to assign them into a group as they are added
when building the low-poly model up into a high-poly model for texture
On Fri, Jul 3, 2015 at 8:17 PM, Duarte Ramos <duarte_ramos at sapo.pt> wrote:
> As a user I have though about this many times before, along with 'Face
> Groups" too. This would very definitely be an awesome addition.
> If modifiers could access this information this could open up lots of
> very interesting options and "procedural workflows".
> I would also very much like to see this clean up and unify all those
> edge tags like "Mark Seam", "Mark Sharp", "Mark crease" or "Mark
> Freestyle" under one generic edge group that would be used instead for
> that purpose.
> On 03-07-2015 15:20, Marc Dion wrote:
> > It's an often requested feature. :)
> > On Fri, Jul 3, 2015 at 6:47 AM, Luke Magill <luke.magill at gmail.com>
> >> Hey there,
> >> I was wondering what people think of the concept of "Edge Groups"? An
> >> group would be just like a vertex group except that it selects edges
> >> instead of vertices.
> >> Imagine a plane (4 vertices). Lets say you want to do a soft body
> >> computation using soft body springs. If you put all four vertices into
> a VG
> >> and use that VG, the algorithm will select all of the edges. But what if
> >> you only want two parallel edges? Or what if you want 3 edges and not a
> >> third? There is no way to specify this.
> >> Would people be opposed to me adding an "edge group" system similar to
> >> "vertex group" system?
> >> Thanks,
> >> Luke
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