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meatycheesyboy
02-10-2012, 05:17 PM
The other day I needed to triple an object (a letter C). The result was 88 triangles that were arranged in a mess of long thin slivers mixed with smaller triangles. So I started thinking that there must be a way to get a better result from the default tool.

Attached is a picture of the C. The first one is the untriangulated C. The second uses LW's default triple command and the last one is one that I turned to tris manually. After thinking about for a bit I saw the answer. The current method that LW uses to triple polygons is based on point order, I think. But if you look at the normals of each C, the answer is there. What if LW's triple command didn't use point order but rather tried to make all the resulting triangles have the same area (or as close as possible).

Would this result in cleaner tripled objects?

nickdigital
02-10-2012, 06:04 PM
Does EdgeRelax do what you want?
http://volutar.eu5.org/lwplugins.html

erikals
02-10-2012, 06:48 PM
interesting plugin... :]

Dodgy
02-10-2012, 07:10 PM
I use edge relax allll the time for this sort of work. This usually followed by mergetrigons.

meatycheesyboy
02-10-2012, 10:12 PM
Does EdgeRelax do what you want?
http://volutar.eu5.org/lwplugins.html

Just gave it a shot and yes, it does exactly what I am describing. Good to know that I had the same idea as someone else... 7 years later. :)

Now if only there were a 64-bit version or an option for LW to do it natively.

erikals
02-13-2013, 06:42 AM
bump :]
there is now a 64 bit version.

check the link again.