bridge tool.

The interface, modeling, 3d editing tools, import/export, feature requests, etc

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Decsonic
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bridge tool.

Post by Decsonic » Mon Mar 07, 2005 12:55 am

Just something im intrested in implementing and curious to how it would be accepted by the users and developers.

At the moment, there is no painfree way to do this in blender that im aware of, for faces on characters, i like to use the poly by poly method and model in the main topology, leaving alot of open gaps to manually fill in with make edge/face and cutting or extrusion.

A Faster way to do this would be a 'bridge tool'.
At the basic level it fills in edges/faces between the selected edge(s).

If multiple edges are selected, it should be two edge loops with the same vertex count as i cant think of a logical behaviour in a scenario where they arent of the same vertex count(e.g limited to quads), a reasonable restriction?

Also taking an argument of 'sub-divisions'.

Cheers :wink:

mchs3d
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Location: Loveland, CO

Post by mchs3d » Mon Mar 07, 2005 1:05 am

I have been thinking about this for some time. I'm currently working on some other code projects, but will make this my next priority when the others are done.

Cheers! :D

gabio
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Post by gabio » Mon Mar 07, 2005 2:13 am

Somoone was working on a bridge tools not so long ago. Maybe you should check on the mailing list to make sure. If i remember right, A patch has been submited.
http://projects.blender.org/mailman/lis ... committers

ideasman
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Post by ideasman » Mon Mar 07, 2005 5:42 am

I wrote a skin tool a while back that does this, It can even do multiple Poly lines too- (Lofting)

It can also skin/bridge/loft between Vert loops of varying sized, with 2 methods for findingh the best fit.

Even - Good for skinning 2 circles with even edge lengths but different virt count.
Shortest edge - Does a fan fill to the larger vert loops shortest edges.

- Its included with blender

You could also yse Shift+F and then add the Topological difference later since Scanfill likes the vertloops to be co-planer.

Pierre-Luc_Auclair
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Post by Pierre-Luc_Auclair » Mon Mar 07, 2005 9:20 am

If you really want to make us all happy try to implement hard/smooth edges functions.. :)

Someday I'm gonna have to pay someone to do it. Blender has been around for such a long time and it's not even in there yet. :(

Decsonic
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Post by Decsonic » Mon Mar 07, 2005 11:03 am

Somoone was working on a bridge tools not so long ago. Maybe you should check on the mailing list to make sure. If i remember right, A patch has been submited.
Cant seem to find anything about it, checked before posting.
I wrote a skin tool a while back that does this, It can even do multiple Poly lines too- (Lofting)

It can also skin/bridge/loft between Vert loops of varying sized, with 2 methods for findingh the best fit.

Even - Good for skinning 2 circles with even edge lengths but different virt count.
Shortest edge - Does a fan fill to the larger vert loops shortest edges.

- Its included with blender
Yea but i want it to be in in blender :)

Edit
My bad, appears like it's already a part of the tuhopuu source tree.

ideasman
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Joined: Tue Feb 25, 2003 2:37 pm

Post by ideasman » Mon Mar 07, 2005 10:58 pm

See updated code on website ... read down.
Last edited by ideasman on Thu Mar 31, 2005 2:39 am, edited 2 times in total.

joeri
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Post by joeri » Tue Mar 08, 2005 9:25 am

Cool !
So this will be the python script repository?

I think the topic is a feature request for a blender hotkey for a bridge tool.
In my opinion that should be the F-KEY.
F-KEY should make face(s). 1 if 4 verteces (or 2 edges) selected and 2 if there are 2 pairs of edges selected. (3 if 6 edge etc.) Blender can look at edgeloop to make the faces where I probably want them.

Btw. did some developer look at what FKEY does when selecting 2 pairs of edges? It's just silly interface. ( Make F-Gon? -> Yes -> Well bad luck! )
Blender is mocking me!

Come to think of it, modo let's me choose how many intersections a bridge should have,... hmm...

ysvry
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Joined: Thu Aug 05, 2004 4:28 pm

Post by ysvry » Fri Mar 25, 2005 3:16 am

ideasman wrote:I wrote a skin tool a while back that does this, It can even do multiple Poly lines too- (Lofting)

It can also skin/bridge/loft between Vert loops of varying sized, with 2 methods for findingh the best fit.

Even - Good for skinning 2 circles with even edge lengths but different virt count.
Shortest edge - Does a fan fill to the larger vert loops shortest edges.

- Its included with blender

You could also yse Shift+F and then add the Topological difference later since Scanfill likes the vertloops to be co-planer.
great was looking for that along time why isnt it in the bf too?

ideasman
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Joined: Tue Feb 25, 2003 2:37 pm

Post by ideasman » Fri Mar 25, 2005 4:07 pm

Im sure it is in the bf tree- was in 2.36 release. Mesh> skin/loft

LetterRip
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Post by LetterRip » Wed Mar 30, 2005 11:10 pm

you might consider changing the name in the scripts list to

bridge/skin/loft

might make it easier for the typical user to find.

LetterRip

ideasman
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Post by ideasman » Thu Mar 31, 2005 2:41 am

LetterRip wrote:you might consider changing the name in the scripts list to

bridge/skin/loft

might make it easier for the typical user to find.

LetterRip
Minor update on my website.
http://members.iinet.net.au/~cpbarton/ideasman/

ysvry
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Joined: Thu Aug 05, 2004 4:28 pm

Post by ysvry » Thu Mar 31, 2005 11:46 am

ideasman wrote:Im sure it is in the bf tree- was in 2.36 release. Mesh> skin/loft

well its more like mesh>scripts>skin to verts loop. (for clarity to the typical user :P)
works ok, only the normals are reversed on the new faces on the extruded cube i tried it on. nothing ctrl n wouldnt fix. or does it?

Goofster
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Joined: Mon Oct 14, 2002 12:26 pm

Post by Goofster » Fri Apr 01, 2005 2:18 pm

Pierre-Luc_Auclair wrote:If you really want to make us all happy try to implement hard/smooth edges functions.. :)
You could use creased subsurf....

Roel

joeri
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Post by joeri » Fri Apr 01, 2005 2:27 pm

Goofster wrote:
Pierre-Luc_Auclair wrote:If you really want to make us all happy try to implement hard/smooth edges functions.. :)
You could use creased subsurf....

Roel
I think he is talking about multiple smoothgroups or hard/soft edges.
http://www.blender.org/modules.php?op=m ... pic&t=5156

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