Mesh Operations Submenu

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Mesh Operations Submenu

Assemble Mesh. (Mode) Use to quickly build triangular meshes from trackers. As you click on each additional tracker, it is converted to a vertex and a new triangle made, extended from the previous triangle (selected vertices). Click a selected vertex to deselect or re-select it, to specifically control which vertices will be used to build a triangle for the next converted tracker. Hold down control as you click a selected vertex to deselect all, to begin working in a different area. New vertices and triangles are added to the current edit mesh; if there is none, one is created.

Convert to Mesh. Converts the selected trackers, or all of them, and adds them to the edit mesh as vertices, with no facets. If there is no current edit mesh, a new one is created.

Triangulate. Adds facets to the selected vertices of the edit mesh. Position the view to observe the collection from above, not from the side, before triangulating. Use the clipping plane feature of Lasso Vertices to quickly isolate vertices to triangulate.

Punch in Trackers. The selected solved trackers must fall inside the edit mesh, as seen from the camera. Each triangle containing a tracker is removed, then the hole filled with new triangles that connect to the new tracker. Allows higher- resolution trackers to be brought into an existing lower-resolution tracker mesh.

Remove and Repair. The selected vertices are removed from the mesh, and the resulting hole triangulated to paper it over without those vertices.

Subdivide Edges. The selected edges are bisected by new vertices, and selected facets replaced with four new ones. Creates non-watertight meshes without skinny triangles, this is most useful. A watertight version is available through Sizzle and Synthia, though it can contain some skinny triangles around the edges.

Subdivide Facets. Selected facets have a new vertex added at their center, and each facet replaced with three new ones surrounding the new vertex.

Delete selected faces. Selected facets are deleted from the edit mesh. Vertices are left in place for later deletion or so new facets can be added.

Delete unused vertices. Deletes any vertices of the edit mesh that are not part of any facet.

Add Many Trackers. Brings up the "Add Many Trackers" dialog from the main menu, for convenience.

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