Jose Esteve
Jose Esteve
Hi Jérôme, The code was originally developed under Maya 2011, which is ancient by now and it is thus likely that it'll need some tweaking in order to make it...
Normals should be relatively easy as all it takes is to preserve the original normals from the mesh surface, and consider the new interior faces as flat, since they're generated...
Normals should already be preserved as mentioned above (the resulting objects are not faceted but should have the same curvature than the original surface). UVs are not supported in the...
That's setting the normals on the _interior_ triangles, which is the new faces created after the cuts (depending on the cut, the resulting piece can be completely flat, or have...
Yes, you could end up with an arbitrary number of vertices, more, or less than the original. The procedure would be to copy the original array to your "working set"...
Yes - if you check how the resulting mesh cells are generated, the process is nothing but cutting the source mesh with a plane matching one of the cell walls...
the code seems to cut the same mesh over and over again with different planes, but you're missing the part where the resulting mesh is pieced together after a cut...
Yes, I had to read the code a bit more carefully to remember all of this: actually it all happens within the meshCut call and not as a separate process...
Yes, that case is well defined and should work well -- I was getting confused by your previous screenshot. I can't spot anything immediately wrong from your code, so lets...
There's nothing particularly fancy about the algorithm, things just get more tricky once you add a 3rd dimension, and start handling degenerate cases etc. But at its core it is...