Cap Holes



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/12/2009 at 19:58, xxxxxxxx wrote:

    User Information:
    Cinema 4D Version:   11 
    Platform:    Mac  ;  
    Language(s) :     C++  ;

    ---------
    Any suggestions for how to cap holes in a polygon object? (holes may be n-gons)

    I'm looking for the equivalent of the Close Polygon Holes modeling tool.

    I tried calling that tool in a modeling command, but it is not documented, so I could not get it to work. Not even sure if it would work or not, as it expects user interaction.

    I could create a brand new n-gon and fuse it with the original object. Just not sure how to determine the correct point order for the n-gon creation. Any insight there?



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/12/2009 at 21:29, xxxxxxxx wrote:

    Nevermind. I got it :)

    I'm using the neighbor class to find all edges that share a polygon and then melt them. The result is a cap, which I then merge back with the original object.

    Seems simple enough.



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 16/12/2009 at 23:38, xxxxxxxx wrote:

    Actually, while this works, it is slow to do with lots of polygons. So, any better ideas?



  • THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

    On 20/12/2009 at 05:30, xxxxxxxx wrote:

    If you have all the edges, can't you sort them by connection, then walk the end vertices to generate the order for creating the ngon?

    In other words, if you have AB GH CD EF BC FG DE GA sort to AB BC CD DE EF FG GA -> BCDEFGA ( or GFEDCBA)?

    I guess I must be missing some aspect of the question.


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