So im using construction scrip to Copy a mesh to make 6 planes to make a cube tho the thing is eatch plane has 5 Vertices and 4 faces, Its so you can make exotic shapes
So im basicly storing all the cordinats of eatch Vertices “even when there duplicates” in an “Vector SET” and then just count up from 1 to 30 and when dividing by 5 i get eatch “face of the cube” but have notist an issue i cant fix or am i Possibly overcomplicating it
after i can Determen witch face of the cube is what and can check if those Vertices cordinates are the same and move to change cube shape and make the exotic shapes its just some combinations dont work because well cant move a vertex somewhere to a place thats already gone
After its been split i do this depending on the “edge/Corner of the cube”
I have a hard time understanding what the actual problem is.
You’re building procedural geometry.
Your geometry is made out of “quads” where each “quad” is four triangles in a fan, based on 5 vertices.
You let users move vertices around.
What is it you’re trying to do, that you’re not able to do?
the problem im having is that it only work in some configuration work because im moving the vertices / faces cornes
explanation kidna shown in the end https://youtu.be/tJ-zLOtguxw
and some combinations dont work like this
if i remove these “like the last object shown doesnt make this, basicly any vertieses that is above and bellow can not make shapes with at the same time”
I still don’t understand what the relationship is between the cube picture, and the quad picture with the red triangle in it.
Also, I don’t quite understand the red triangle, because the texture stretching on that quad makes me think it’s split along the other diagonal than what the triangle shows.
the cube picutre is reprisenting the corner that “id want to remove” tho there currently just being moved eather up or down “as a result of my code”
And the Triangle is the result i want when those 4 corner are gone
ik its probably something wrong because im moving them but idk any other way to do this? And have a fluid way to change shape,
Because any operation that would use the same corner like “top back left and bottom back left” of a cube wouldnt work, thats for any two opposite points “up,down” wouldnt work at all and that
It sounds to me like the vertex/face representation you use, doesn’t support the use case you have.
As a way of thinking about the problem: How would you do the same thing in Blender?
To put it another way: It sounds like the operation you want to support is “remove this corner, but keep the overall shape still a closed solid.” That’s actually pretty hard to implement in any modeling tool – it’s not as all as intuitive at the vertex-and-face level as you’d think.
i guess other option would be modeling eatch object and /rotating/flipping it to the right shape, tho that just seamed more annoying but if thats easyer at this point not much i can do
i though this would be easyer because then i could also scale the uvs “by plane” if i wanna “example” extend a block so its 2 long and have it look like 2 blocks even tho there one or even make it to a slope thats 22.5° but 2 long, im no modeler so idk how uvs would behave depending on shape and scale its not like id wanted them streched.
Ik this really hard or well not simple
barely know how to make the planes uvs right lol so making slopes and stuff just sound harder but do you think modeling shapes is a easyer way at this point then i might try it?