This patch extends the mesh.bisect() operator by a split option. With this option you are able to create 2 independent Mesh Islands out of the mesh parts in
front of and behind the bisection plane. Together with the fill option both open mesh island cutting loops will be filled with a face each. This way you can quickly
fracture a mesh manually into shards.
Usage: Simply use the bisect operator as usual, and check the split checkbox and optionally the fill checkbox to see the new functionality.
- I rather bisect not do the filling its self (since you may want to fill in UV's materials etc from surrounding geometry). Rather bisect and the caller can fill.
- Edgenet fill is not good in the context of bisect since it wont account for holes, this should use scanfill instead.
@Campbell Barton (campbellbarton) , made a first attempt today, but i didnt manage it with triangle fill, unfortunately.
Triangle fill needs apparently the edges of the cut grouped by each face of the two sides of the cut.
Tried to wrap my head around on how best to separate those 2 edge sets.
But best result after filling one side of the mesh like before and splitting afterwards was a loose additional face, not being connected to the other piece of the cut.
So i ended up (for now) using fill_holes which can deal with the entire edge set, but i assume that isnt correct yet as well...
As the name says, holes will be filled there (instead of being retained) Will try further tomorrow and in the next time....
Or could you give me a hint on how to fix properly ?
Ok, i managed to get some working triangle fill solution as requested, but i really recommend to use patch v3_fixed...
as v4 here is very very shoddy imho.... but i couldnt get it better so far....
v3_fixed works like a charm for multiple bisects, while v4 really gets into trouble there.
Ok, i fixed the wrong selection problem of v4 here, but v3_fixed still is better than v5 as the latter cant fill any sequential cuts i make,
(not even in default cube)
There are always some faces missing.