- User Since
- Jan 3 2018, 2:19 AM (49 w, 3 d)
Jan 17 2018
Just submitted a patch to fix this. Seems that the bend modifier no longer needs to be based on X axis by default (as it was in earlier versions).
The default should have been automatically set (Z) if your version is older than 2.79.1. The default for bend mode is a special case though, where it was originally based on X. I wrote that code a few days ago. I'll take a look
Jan 15 2018
I see the artifact on the top of the mirrored object. I'll look a little deeper to see if the solution is obvious
Jan 11 2018
No problem @Campbell Barton (campbellbarton) . My fix had some weird side effects when I tested it deeper after submitting the patch, so not surprised it was rejected. Glad I could help better define the root cause though.
This is actually a problem that occurs when the vertex normal is the same as the normal between both points of the edge; aka the edge is pointing towards the object origin.
Jan 10 2018
My last comment wasn;t entirely true. It seems that in the first case of (0,0,0), setting the pivot point to "active element" corrects the behavior. However, for the second reproduction step regarding multiples of 2, no pivot point selection seems to remedy the problem.
After playing with this a bit, I noticed that if you move the vertex that is positioned at local (0,0,0) to another position, and then move it back to local (0,0,0), the orientation of the manipulator is correct.
Jan 9 2018
I was able to reproduce this as well. I manually checked the file to see if there were any mismatched faces (not having at least 3 vertices), and I could not find any that were (on the surface) incorrect.
Jan 6 2018
- pad and pad2 have been removed.
- idx has been deprecated in favor of mapping/remapping before/after calling the callback
- dcut has been reintroduced for bend mode.
Sure I can do the reordering before and after the simpleDeform_callback gets called; sounds like a good idea.
Jan 5 2018
All requested changes have been made.
I am finished with this fix. I'll be submitting the patch shortly, but here is a short(ish) video demonstrating the changes:
Jan 3 2018
Sounds good! I'm just polishing up what I have done, and adding some backward compatibility for old saves. I opted to not do anything too fancy. While this modifier could definitely be jazzed up to be even more useful, simply having the option to pick an axis of deformation helps a lot.
Hi! I noticed the development on this has kind of stopped. I have played with this on my own a bit as a way to get my feet wet with the codebase, and I now have a good working prototype for the addition, that just needs a little polishing on my end. May I be assigned this?