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 New commands (vertex deform and more) - Printable Version +- Wings 3D Development Forum (https://www.wings3d.com/forum) +-- Forum: Wings 3D (https://www.wings3d.com/forum/forumdisplay.php?fid=1) +--- Forum: Design & Development (https://www.wings3d.com/forum/forumdisplay.php?fid=6) +--- Thread: New commands (vertex deform and more) (/showthread.php?tid=3196)  | 
New commands (vertex deform and more) - edb - 08-25-2025 Hello, I haven't posted updates for a bit but I have been making more plugins. I wanted make sure I wasn't reimplement an existing command somehow for my first commands, so I've been focusing on the deform submenu. Inner Stretch / Outer Stretch ![]() This is a kind of scaling where the center gets scaled more/less than the outer extremity. Shear Rotate ![]() A bit like shear and a bit like rotate. Weighted Move ![]() The weights of each vertex is computed by the normals being blurred with the neighbouring vertices. The amount of movement of each vertex depends how similar the "blurred" normal is with the axis of movement. I'll have plugins to download soon, as I'm still making some changes. There are other commands also that I'll show soon. RE: New commands (vertex deform and more) - micheus - 08-25-2025 (08-25-2025, 11:38 AM)edb Wrote: I wanted make sure I wasn't reimplement an existing command somehow for my first commands, so I've been focusing on the deform submenu.Hi edb Good to see you are still around with some stuffs for Wings3D. I'm not sure about the use of the last one since it may in terms of final look itself we can achieve a similar one using Move+Magnet: ![]() But, this is only my though. Dan is who decides what can be added or not. We just make our PRs.  
RE: New commands (vertex deform and more) - ivla - 08-27-2025 edb, looks good. Please show how the "shear rotate" will work with 8- or 12-sided cylinder. RE: New commands (vertex deform and more) - edb - 09-01-2025 Thanks micheus and ivla for the feedback. micheus Wrote:I'm not sure about the use of the last one since it may in terms of final look itself we can achieve a similar one using Move+Magnet: Thanks micheus it does have a similar look in many cases though the area of influence is controlled differently. (I think) ![]() ivla Wrote:Please show how the "shear rotate" will work with 8- or 12-sided cylinder. Shear rotate with 8 and 12 side cylinder ![]() More commands: Trim Corner Moves the vertices away from one corner with a wall. ![]() Bubble Moves the vertices away from a spherical volume.  
RE: New commands (vertex deform and more) - micheus - 09-01-2025 (09-01-2025, 01:51 AM)edb Wrote:This remembered me about an implementation I did for Tweak (in 2017) since it works similar to the magnet effect over the mesh. [W.I.P] Tweak improvements - Painting a soft selection. By checking my PR I just realize I removed it due some issue dgud has pointed and for some reason I didn't get back to it. RE: New commands (vertex deform and more) - edb - 09-21-2025 (09-01-2025, 02:40 PM)micheus Wrote: This remembered me about an implementation I did for Tweak (in 2017) since it works similar to the magnet effect over the mesh. Hello micheus, This is an interesting plugin, I hope you can find time again to fix the issues because it looks very useful. I feel wings could use more soft tools. Updates: I should have some builds for some of these deform plugins soon. Face Rounder (after Bevel) This is another WIP plugin, not really a deform plugin but it can be used after a bevel to create a rounded corner.  
RE: New commands (vertex deform and more) - ivla - 09-22-2025 (09-21-2025, 11:20 PM)edb Wrote: Face Rounder (after Bevel)Great! I'll be waiting for it. RE: New commands (vertex deform and more) - micheus - 09-24-2025 (09-21-2025, 11:20 PM)edb Wrote: Face Rounder (after Bevel)That is a nice addition. In case it's an unique command with: - moving mouse adjust bevel distance (like the regular Bevel); - rolling the mouse wheel to segment the bevel (like I did for Connect MMB), and; - keeping pressed mouse to bump it (like for Inset) then, I think you could add it as a second Bevel command, like for LMB with a proper description for the information line. I had already started to try build something like this, but focusing in an even segmentation to avoid issues with UV mapped boundaries. But, it got complex at the moment and I let it aside.  |