Open MarcLeptic opened 5 years ago
Yes, it's a nice addition.
On Mon, Apr 1, 2019 at 12:18 PM MarcLeptic notifications@github.com wrote:
Hi, this is a nice little add-on! I used it to help my younglings play with blender since it's much more intuitive and it approaches Tinkercad (group+hole) simplicity.
On to my request: Often I catch traditional bool modifiers "failing" because of
1.
Non-manifold objects (the bool mod is kind of undefined if its non-manifold) 2.
Multiple disconnected mesh islands in one of the objects. one could consider it a failed bool as you are not left with a single mesh. e.g. give 2 objects A and Target. A contains disconnected but intersecting meshes A1 and A2. A1 Intersects A2, A2 intersects Target. (A1 does not intersect Target) performing union of A+Target = A1+NewTarget
If you were to optionally test for manifold edges and # of mesh islands before performing the bool, you could quit the bool and tell the user to fix the object first.
Perhaps it's out of the scope of your tool, I just thought I'd throw it out there.
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Hi, this is a nice little add-on! I used it to help my younglings play with blender since it's much more intuitive and it approaches Tinkercad (group+hole) simplicity.
On to my request: Often I catch traditional bool modifiers "failing" because of
1) Non-manifold objects (the bool mod is kind of undefined if its non-manifold)
2) Multiple disconnected mesh islands in one of the objects. one could consider it a failed bool as you are not left with a single mesh. e.g. give 2 objects A and Target.
A contains disconnected but intersecting meshes A1 and A2.
A1 Intersects A2, A2 intersects Target. (A1 does not intersect Target) performing union of A+Target = A1+NewTarget
If you were to optionally test for manifold edges and # of mesh islands before performing the bool, you could quit the bool and tell the user to fix the object first.
Perhaps it's out of the scope of your tool, I just thought I'd throw it out there.