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Lock vertices
show user profile  cartwright_mj
I have a plane which Ive applied a edit poly modifier. Using soft selection I want to push and pull vertices to create a terrain but I dont want any of the vertices along the perimeter to bee effected. I know I could carefully check to see if they fall within the soft selection but being able to lock them would be a whole lot easier

thanks

Mike

read 389 times
4/29/2015 11:46:59 AM (last edit: 4/29/2015 11:46:59 AM)
show user profile  herfst1
Try selecting border verts and hitting "hide selection." Might not work, but worth a try.
read 379 times
4/29/2015 1:31:26 PM (last edit: 4/29/2015 1:31:26 PM)
show user profile  cartwright_mj
Thanks. Ive done something similar to that. Ive selected border and dropped it in the z axis by 50 metres. Now I can use soft selection with a radius of 20m and the border can't be affected. Once Ive pushed and pulled and have my terrain, I simply lift that border back to its original place. Seems to be working
read 375 times
4/29/2015 1:36:19 PM (last edit: 4/29/2015 1:36:19 PM)
show user profile  herfst1
Good trick.
read 373 times
4/29/2015 1:36:54 PM (last edit: 4/29/2015 1:36:54 PM)
show user profile  cartwright_mj
TBH Im still looking for any solutions. If I create a garment and add cloth, I can group vertices and add to Sim Node and that works, unfortunately editable polys cant have a garment/cloth modifier??
read 370 times
4/29/2015 1:49:01 PM (last edit: 4/29/2015 1:49:01 PM)
show user profile  Garp
You could paint the Soft Selection with a Selection Value of zero. The Problem is, it locks the current selection. So each time you want to select other verts, you have to repaint the ones you want to exclude.

Another (easy) approach it to have a script that lets you cache the positions of the current selection and then restore these positions on demand.

Bottom line, we need a Pin Verts modifier :)




read 358 times
4/29/2015 4:17:01 PM (last edit: 4/29/2015 5:44:43 PM)
show user profile  K-tonne
manual method:
extend the plane by a bit and detach the extended bit
deform the plane as you want
select the border of the deformed plane and delete
attach to the detached bit and bridge the two
(you'll have to do one side at a time though as there is an increase in edge count)
cap the corners
then delete the extended bit

Website and Portfolio

read 348 times
4/29/2015 5:38:18 PM (last edit: 4/29/2015 5:38:18 PM)
show user profile  cartwright_mj
I used the push / pull verts edit with the border verts unselected. This worked a treat. Here is the vid, apologies for how crap it is.

https://youtu.be/9FC299dGPz8
read 339 times
4/29/2015 9:09:12 PM (last edit: 4/29/2015 9:09:12 PM)
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