Author Topic: Dynamic boundary region  (Read 1417 times)

Fonte Boa

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Dynamic boundary region
« on: December 08, 2009, 05:57:33 PM »
I would like to suggest that
automaticaly MM finds
on the area user pointed
the proper outer boundary region
that has the same (or close) vertices number
of the "part" cut plane.

It could be a start point to PLANE MeshMixer operations yet using 3d app at which the mesh was generated.



RMS

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Re: Dynamic boundary region
« Reply #1 on: December 08, 2009, 08:23:22 PM »
Hrm...I really don't understand what you mean - can you clarify? =)

Fonte Boa

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Re: Dynamic boundary region
« Reply #2 on: December 09, 2009, 05:23:01 PM »
when you cut a part and store it at library
the cut plane has an specific number of vertices.

my suggestion is that MM could set a boundary region
with the same number of vertices
to "mix" that part.

RMS

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Re: Dynamic boundary region
« Reply #3 on: December 10, 2009, 01:07:08 AM »
Do you mean so that when the part gets stitched in to the new mesh, there are no extra triangles added?
IE that all of the boundary vertices of the part will 'snap' to vertices on the target surface?

I'm not sure I understand why you would want to automatically find a boundary with the same number of vertices.
In most cases, it seems likely that this would require a weird-shaped boundary...

(do you have specific examples you could show me?)

Fonte Boa

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Re: Dynamic boundary region
« Reply #4 on: December 10, 2009, 05:03:22 AM »
<<Do you mean so that when the part gets stitched in to the new mesh, there are no extra triangles added?
IE that all of the boundary vertices of the part will 'snap' to vertices on the target surface?>>

Exactly this, RMS.
Snap vertices part boundary to the target surface vertices, avoiding to creating triangles (or at least minimizing them) and try to keep the edge loops flow.
Or (maybe better) connect vertices from part boundary to vertices from target using JUST ONE edge
(triangulate MM method make this connection using TWO or even THREE edge, which generates the triangles).

<<I'm not sure I understand why you would want to automatically find a boundary with the same number of vertices.
In most cases, it seems likely that this would require a weird-shaped boundary...>>

As i said at another post, this would allow the user to design how the meshes would be mixed,
and not just get "randomic" triangles at green region, broken edge loop flow and increase the time he will get to retopologize that area.

<<(do you have specific examples you could show me?)>>

I recorded a video at wings, showing how i can mix a cylinder with a segmented cube.
The most important arent the commands used to do this.
The focus is: the selected area at cube has the cylinder basis same number of vertices, and this allow a perfect connection between both meshes, without generate any triangle.

Take a look at video, please.

http://www.youtube.com/watch?v=_LjcbI9evYk


RMS

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Re: Dynamic boundary region
« Reply #5 on: December 10, 2009, 08:34:06 AM »
I see. That will be tricky to do because on most meshes, most of the time, there just won't be a nice clean join like that.

I will think about it, but I will do the snapping first (it would be possible to get similar results w/ snapping, I think, if I snapped the existing mesh to the cylinder...but if it snapped the other way, the cylinder would get distorted)