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Average vertices to circular form?
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  • mos667
  • Posted: 08 March 2010 02:55 PM
  • Total Posts: 1
  • Joined: 08 March 2010 10:50 PM

I was curious if there is any way to turn a mangled circle into a averaged out circle. For example: taking a part of the arm that might have imperfections, and grabbing a loop of vertexes and averaging them to make a smoother arm.

Like the image below.

Thanks for your help.



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check out geopoly 1.4
http://www.youtube.com/watch?v=ZV4mdX56YTw
but I can’t find it anywhere!

Author: tsungyuw

Replied: 11 April 2011 02:47 AM  
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  • THNKR
  • Posted: 09 March 2010 03:54 AM

I’d script it if you need a perfect circle, but otherwise the sculpt geometry tool does a reasonable job with relax. Select the edge loop, open the sculpt tool, select relax and press flood a couple of times.



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Hello,

I grabbed a couple of Mel training DVD’s just to start learning coding in maya, but I always prefer to learn in a proyect oriented way, just to keep me motivated. What I want to do is to create a script like avergae vextex, that averages the selected ones to basic geometric shapes, like circles, squares and so on. My question is, how hard do you think it would be to accomplish that? I’m asking just to know if my goal is realistic, or is it hard for a beginner in mel.

Thanks in advance

Author: Edo_Alf

Replied: 13 March 2010 05:23 PM  
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  • wari
  • Posted: 13 March 2010 02:33 AM

Create a cylinder with the same amount of vertex, put it in place and then snap to vertex. Is cheap, fast, easy and whith a perfect shape.

Sorry for the bad English
WARI



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  • tsungyuw
  • Posted: 16 March 2011 09:49 PM

I am trying the same thing, any luck to do it with mel ?



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  • metatron
  • Posted: 17 March 2011 10:16 AM

Like THNKR says the fastest way for an arm or similar is to use the sculpt surface tool, set to smooth (it’s very useful).

MEL is great, but scripting is best applied to speed things up, scripting to fix mashed models sounds more work than fixing it with and old school manual method…

Alternatively you could use a sculpt surface deformer to force a spherical deformation (in the animation/defomers menu).

You could make a script that would centre a sculpt deformer in the middle of selected verts and apply the deformer to only those verts...try doing it manually first to see if that would help, my guess is not (it could easily cause a tangle if the mesh is any more mashed than in the example drawing).

M



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