Rip edge-move for curves #45231

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opened 2015-06-29 05:44:02 +02:00 by Campbell Barton · 17 comments

Currently with meshes you can press Alt+D to add a vertex at one side of the verts edges and drag it (based on the mouse cursor location).

This same behavior could be added to curves.

  • the basic behavior with single vertices selected is simple
  • with multiple segments are selected this becomes more involved (see how this works for meshes).
Currently with meshes you can press Alt+D to add a vertex at one side of the verts edges and drag it *(based on the mouse cursor location)*. This same behavior could be added to curves. - the basic behavior with single vertices selected is simple - with multiple segments are selected this becomes more involved (see how this works for meshes).
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Changed status to: 'Open'

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Marcelino Coll self-assigned this 2016-03-20 14:46:46 +01:00

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I'd like to give this task a go if MarceColl is no longer working on it.

I'd like to give this task a go if MarceColl is no longer working on it.

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Marcelino Coll was unassigned by Campbell Barton 2017-03-03 15:05:50 +01:00
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Rohan Rathi self-assigned this 2017-03-19 15:53:35 +01:00
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I would like to try the task.

I would like to try the task.

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is anyone working on this?

is anyone working on this?
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I've been looking into this recently. I think the real trick would be in determining which curve segments are closest to the cursor. For poly curves I think this process would be almost identical to how the evaluation for the closest edge to cursor is made, since poly curve segments are functionally edges already.

For bezier and NURBS type curves, I think the control points would have to be projected onto screen-space, and then the minimum distance to the cursor for each connected segment would be evaluated. It seems there are various ways to achieve this through the polynomial properties of the curves, though depending on performance and simplicity of implementation, we may need to settle on one.

After finding the closest segments, it would then become a matter of creating the new curve segments within the original curve, as with how this operation works for mesh editing.

Coding the functionality to find the closest curve segment to the cursor might open up other operations for implementation, as well. You'd be able to select the closest segment by clicking near it (as with mesh edges), or maybe you could also subdivide a segment at a particular point by clicking it.

I've been looking into this recently. I think the real trick would be in determining which curve segments are closest to the cursor. For poly curves I think this process would be almost identical to how the evaluation for the closest edge to cursor is made, since poly curve segments are functionally edges already. For bezier and NURBS type curves, I think the control points would have to be projected onto screen-space, and then the minimum distance to the cursor for each connected segment would be evaluated. [It seems there are various ways to achieve this](https://stackoverflow.com/posts/23865251/revisions) through the polynomial properties of the curves, though depending on performance and simplicity of implementation, we may need to settle on one. After finding the closest segments, it would then become a matter of creating the new curve segments within the original curve, as with how this operation works for mesh editing. Coding the functionality to find the closest curve segment to the cursor might open up other operations for implementation, as well. You'd be able to select the closest segment by clicking near it (as with mesh edges), or maybe you could also subdivide a segment at a particular point by clicking it.
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Reference: blender/blender#45231
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