[Bf-funboard] Weighted sub surfs

Benjamin Freundorfer bf-funboard@blender.org
Wed, 07 Apr 2004 20:06:06 +0200


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through two vertices "selected" edges can already be visible, when you 
turn on "draw edges" in editmode in editin menu...

the point is, you can't clearly select edges via vertices. when you want 
to select 3 edges of a quad you have to select all 4 vertices which then 
can only be interpreted by the program as all 4 edges are selected. The 
same thing happens when you select faces via vertices.
So we really need edge and face select mode. Still I think you can work 
without that but it would be nice to have it.

Konrad Haenel wrote:

> Humm... but you can select edges simply by selecting the vertices that 
> create the edge. That's how it works in Blender, and I think this is 
> quite a good approach on selecting geometry. This could be enhanced by 
> making the selected edges visible (by colouring them), though. But 
> apart from it, I didn't miss any selection methods yet. Doing 
> everything by selecting appropriate vertices seems to be a lot cleaner 
> and elegant to me.
>
> William Reynish wrote:
>
>>The trouble with this is that Blender doesn't have an
>>edge select mode. All programs that support weighted
>>subsurfs have an edge select mode. We need one anyway
>>(a la Wings), so who is up for grabs?
>>
>>
>> --- David Cuny <dcuny@lanset.com> skrev: > Nathan
>>Allworth wrote:
>>  
>>
>>>>This smoothing that takes place has to have a
>>>>      
>>>>
>>>number associated 
>>>    
>>>
>>>>with it, a number of how much smoothing should
>>>>      
>>>>
>>>take place on 
>>>    
>>>
>>>>that area of the mesh, or that mesh. 
>>>>      
>>>>
>>>No, not really. The number refers to how many times
>>>the operation is 
>>>performed. So if you smooth mesh M0, you get a new
>>>mesh, M1:
>>>
>>>   M0 --> M1
>>>
>>>To get a smoother version of M1, you can perform the
>>>same operation on M1 to 
>>>get M2:
>>>
>>>   M1 --> M2
>>>
>>>each time you perform the operation, you get a
>>>smoother version of the mesh, 
>>>but you also get a new mesh (the intermediate meshes
>>>are discarded).
>>>
>>>Here's a link that should explain it (lots of
>>>pictures, no math):
>>>
>>>  
>>>
>>>    
>>>
>>http://www.eas.asu.edu/~cse470/resources/subdivision/
>>  
>>
>>>-- David Cuny
>>>
>>>_______________________________________________
>>>Bf-funboard mailing list
>>>Bf-funboard@blender.org
>>>http://www.blender.org/mailman/listinfo/bf-funboard 
>>>    
>>>
>>
>>Yahoo! Mail (http://dk.mail.yahoo.com) - Gratis: 6 MB lagerplads, spamfilter og virusscan
>>_______________________________________________
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>>  
>>
>

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through two vertices "selected" edges can already be visible, when you
turn on "draw edges" in editmode in editin menu...<br>
<br>
the point is, you can't clearly select edges via vertices. when you
want to select 3 edges of a quad you have to select all 4 vertices
which then can only be interpreted by the program as all 4 edges are
selected. The same thing happens when you select faces via vertices.<br>
So we really need edge and face select mode. Still I think you can work
without that but it would be nice to have it.<br>
<br>
Konrad Haenel wrote:
<blockquote cite="mid407424F9.60404@konrad-haenel.de" type="cite">
  <meta content="text/html;charset=ISO-8859-1" http-equiv="Content-Type">
  <title></title>
Humm... but you can select edges simply by selecting the vertices that
create the edge. That's how it works in Blender, and I think this is
quite a good approach on selecting geometry. This could be enhanced by
making the selected edges visible (by colouring them), though. But
apart from it, I didn't miss any selection methods yet. Doing
everything by selecting appropriate vertices seems to be a lot cleaner
and elegant to me.<br>
  <br>
William Reynish wrote:<br>
  <blockquote
 cite="mid20040407154259.90392.qmail@web13607.mail.yahoo.com"
 type="cite">
    <pre wrap="">The trouble with this is that Blender doesn't have an
edge select mode. All programs that support weighted
subsurfs have an edge select mode. We need one anyway
(a la Wings), so who is up for grabs?


 --- David Cuny <a class="moz-txt-link-rfc2396E"
 href="mailto:dcuny@lanset.com">&lt;dcuny@lanset.com&gt;</a> skrev: &gt; Nathan
Allworth wrote:
  </pre>
    <blockquote type="cite">
      <blockquote type="cite">
        <pre wrap="">This smoothing that takes place has to have a
      </pre>
      </blockquote>
      <pre wrap="">number associated 
    </pre>
      <blockquote type="cite">
        <pre wrap="">with it, a number of how much smoothing should
      </pre>
      </blockquote>
      <pre wrap="">take place on 
    </pre>
      <blockquote type="cite">
        <pre wrap="">that area of the mesh, or that mesh. 
      </pre>
      </blockquote>
      <pre wrap="">No, not really. The number refers to how many times
the operation is 
performed. So if you smooth mesh M0, you get a new
mesh, M1:

   M0 --&gt; M1

To get a smoother version of M1, you can perform the
same operation on M1 to 
get M2:

   M1 --&gt; M2

each time you perform the operation, you get a
smoother version of the mesh, 
but you also get a new mesh (the intermediate meshes
are discarded).

Here's a link that should explain it (lots of
pictures, no math):

  

    </pre>
    </blockquote>
    <pre wrap=""><!----><a class="moz-txt-link-freetext"
 href="http://www.eas.asu.edu/%7Ecse470/resources/subdivision/">http://www.eas.asu.edu/~cse470/resources/subdivision/</a>
  </pre>
    <blockquote type="cite">
      <pre wrap="">-- David Cuny

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