Digital Art Zone

 
   
1 of 2
1
Move vertices along edges?
Posted: 09 November 2012 04:36 AM   [ Ignore ]
Member
Rank
Total Posts:  142
Joined  2011-08-12

Hi
Is there a way in Hexagon to move individual vertices along an edge? similar to the way move edges along edges works?

Profile
 
 
Posted: 09 November 2012 04:46 AM   [ Ignore ]   [ # 1 ]
Power Member
Avatar
RankRankRank
Total Posts:  2250
Joined  2005-09-05
Son of Belmont - 09 November 2012 04:36 AM

Hi
Is there a way in Hexagon to move individual vertices along an edge? similar to the way move edges along edges works?

Not totally sure what you are after…do you mean shifting a vertice along a single axis. If so you can use the universal manipulator to do it. You select the vertice icon and then use the universal manipulator to move it along the desired axis.

 Signature 

Shadermixer tutorials and recipes
My ShareCG Gallery
Shadermixer Documents

Profile
 
 
Posted: 09 November 2012 05:08 AM   [ Ignore ]   [ # 2 ]
Member
Rank
Total Posts:  142
Joined  2011-08-12

Thats not really what I meant
If you go to tesselation by slice the way the little marker moves along edges is pretty much how I’d like to be able to move vertices

Profile
 
 
Posted: 09 November 2012 06:55 AM   [ Ignore ]   [ # 3 ]
Power Member
RankRankRank
Total Posts:  2322
Joined  2011-11-16

Moving vertices along an edge is a feature of many 3D modeling packages. I don’t believe it can be done in Hexagon. What you can do iirc is to cut and restitch the area or move an edge along a surface. Between the two of these you should be able to achieve what you want.

 Signature 

Just because I may have a strong opinion doesn’t make it any more (or less) correct than any other, just that I feel passionately a particular way at that moment.

Profile
 
 
Posted: 09 November 2012 12:21 PM   [ Ignore ]   [ # 4 ]
New Member
Total Posts:  4
Joined  2010-09-25

There is one simple way that I know of… I verified this by creating a cone. Then I went into the Lines tab and clicked the Insert point icon. I then inserted a point on one of the line segments that was connecting the base to the tip of the cone.  This now gives us a point on a line to experiment with. Next, switch to the Select Edges tool.  Click on the Custom Plane Enabled button and then click on the line just above or below the new point. The new working axis is now in line with the line that has the point. Rotate your view about until you have the line somewhat perpendicular to you. Switch to the Point Select tool and move the point up and down the line.  Hope that helps.

Profile
 
 
Posted: 09 November 2012 01:34 PM   [ Ignore ]   [ # 5 ]
Member
Rank
Total Posts:  58
Joined  2009-09-16

There is a slide edge tool which will move two or more vertices at once. (Shift + S)

You can also orientate the workplane to a adjacent face then slide the vertices.

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

Profile
 
 
Posted: 09 November 2012 02:17 PM   [ Ignore ]   [ # 6 ]
Power Member
Avatar
RankRankRank
Total Posts:  2250
Joined  2005-09-05
Gedd - 09 November 2012 06:55 AM

Moving vertices along an edge is a feature of many 3D modeling packages. I don’t believe it can be done in Hexagon. What you can do iirc is to cut and restitch the area or move an edge along a surface. Between the two of these you should be able to achieve what you want.

ive only used hex and zbrush probably why I’ve not come across it previously.

Great ideas , ill have to give them a try!

 Signature 

Shadermixer tutorials and recipes
My ShareCG Gallery
Shadermixer Documents

Profile
 
 
Posted: 09 November 2012 04:09 PM   [ Ignore ]   [ # 7 ]
Power Member
RankRankRank
Total Posts:  2322
Joined  2011-11-16

Good feedback on alternatives, they are a bit clumsy but might help in some situations. A true slide vertice allows one to cleanup/tweek topo quickly when it isn’t flowing quite how one would like, which I believe is the main purpose.

 Signature 

Just because I may have a strong opinion doesn’t make it any more (or less) correct than any other, just that I feel passionately a particular way at that moment.

Profile
 
 
Posted: 09 November 2012 06:09 PM   [ Ignore ]   [ # 8 ]
Power Member
Avatar
RankRankRank
Total Posts:  2250
Joined  2005-09-05
Gedd - 09 November 2012 04:09 PM

Good feedback on alternatives, they are a bit clumsy but might help in some situations. A true slide vertice allows one to cleanup/tweek topo quickly when it isn’t flowing quite how one would like, which I believe is the main purpose.

I’m not an expert like you guys…still very much an intermediate type level but if cleaning up the mesh when it’s distorted is the aim….I’ve used the soften tool under uv and paint to get good results when tidying up an autofitted mesh. You have to be careful with it but applying it sparingly and stroking up and down the edges seems to straighten them up.

 Signature 

Shadermixer tutorials and recipes
My ShareCG Gallery
Shadermixer Documents

Profile
 
 
Posted: 09 November 2012 07:16 PM   [ Ignore ]   [ # 9 ]
Member
Rank
Total Posts:  250
Joined  2009-01-27

There was a long thread that dealt with exactly this problem in quite a bit of detail awhile ago, and I’ve been searching high and low for it…

...and I FINALLY found it!!

This’ll keep you busy for awhile…  smile

http://www.daz3d.com/forums/viewthread/5267/

There’s no direct way of accomplishing this, but I posted a mathematical solution there towards the beginning, and Johnnybevo posted another (perhaps preferable) way of doing it towards the end of the thread. He shows how he did it in a video here: http://www.youtube.com/watch?v=HzGZOldRPZg

ADD:

Oops..I see Ausair beat me to listing Johnnybevo’s video.

Oh well, better mentioned twice than not at all!  smile

 Signature 

For any arguments or illustrations I give, my system specs are:
Hexagon version 2.5.1.79,  XP pro 32 bit,  pentium core2 duo,  ATI radeon 3870, 2 gigs ram

Profile
 
 
Posted: 09 November 2012 08:45 PM   [ Ignore ]   [ # 10 ]
Active Member
Avatar
RankRank
Total Posts:  277
Joined  2005-09-15

I haven’t seen that video yet nor do I remember the thread.  However if the OP is using the latest version,  couldn’t he do exactly what he gave as an example and create and move a tessellation along an edge x amount.  Then dissolve {back space}  it WITHOUT removing the verts {ie none} which is an option if I remember correctly.  This would then leave nicely aligned verts.  ?  or, am I having a silly 5 minutes.  downer

Edit:  Thus.  cheese


Image Attachments
verts_2.jpg
 Signature 

Cheers, Fanners.raspberry

Profile
 
 
Posted: 09 November 2012 09:06 PM   [ Ignore ]   [ # 11 ]
Active Member
Avatar
RankRank
Total Posts:  277
Joined  2005-09-15

Yet another one…...

 

Image Attachments
verts_3.jpg
 Signature 

Cheers, Fanners.raspberry

Profile
 
 
Posted: 09 November 2012 09:35 PM   [ Ignore ]   [ # 12 ]
Active Member
Avatar
RankRank
Total Posts:  277
Joined  2005-09-15

and thus:  Sort of random but all the same amount.  But why would you want to do it ?  confused

Image Attachments
verts_4.jpg
 Signature 

Cheers, Fanners.raspberry

Profile
 
 
Posted: 09 November 2012 10:20 PM   [ Ignore ]   [ # 13 ]
Power Member
Avatar
RankRankRank
Total Posts:  1398
Joined  2008-01-01

Very simple method is to insert a new edge where you want it, connect it to another vert and dissolve the unneeded edge.smile

Profile
 
 
Posted: 09 November 2012 10:53 PM   [ Ignore ]   [ # 14 ]
New Member
Total Posts:  4
Joined  2010-09-25

Why is it that everyone seems to be going to so much trouble just to slide a point along an edge? I can only guess that if they are going to move a point to a new position, they must know where they want it. If that’s true why not just use the Insert Points tool to add a point in the desired place and then remove the original point using the backspace key? The tool will add points to lines or edges.

Profile
 
 
Posted: 09 November 2012 11:12 PM   [ Ignore ]   [ # 15 ]
Power Member
RankRankRank
Total Posts:  2322
Joined  2011-11-16

The reason for moving a vert is not about morphing a mesh or moving a lone point. Moving a vert moves the angle of the line of a poly specifically along a given edge. This allows for instance if the mesh *bends* in that area it will bend depending on the angle of said line/layout of polys. This is a big part of what people are referring to when they are commenting on the topology, not the number of polys so much but the direction of lines so that if/when the mesh twists, bends, etc.. during animation or movement it does so cleanly. Hopefully this clears some of this up. Having said that, Roygee gave the best/simplest answer from what I can see. Adding a new line and dissolving the unneeded would do exactly what one wants without a lot of extra steps. A little more then just sliding the vert but not enough to be a bother smile

There is even a video tutorial on exactly the method Roygee describes but I don’t remember where I saw it exactly. Possibly in one of Fugazi’s tutorials.

Btw RedSquare, there are reasons for creating (and even extruding) verts but that is a different topic wink

@Pen Those are good techniques for doing quick adjustments and might actually accomplish what someone needs when thinking of moving verts around, but the general idea of moving verts is to adjust the base mesh usually during final creation process before distributing/finalizing it. The techniques you are referring to are for adjusting a mesh after the fact for a specific situation. I hope that makes sense.

Of course I could be totally off base and misunderstood the purpose for the original question ;p

 Signature 

Just because I may have a strong opinion doesn’t make it any more (or less) correct than any other, just that I feel passionately a particular way at that moment.

Profile
 
 
   
1 of 2
1