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?
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.
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.
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.
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...
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 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 )
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?