blues
07-12-2005, 12:32 PM
Hi all,
I'm writing a script to slice an object into several new objects, in an arbitrary number of pieces along all three axis... that is, I start with a single object and must create new objects via slicing. For example, slicing a sphere in 2 pieces over all axis should create 8 new objects.
What I have done so far is using meshop.slice on the main mesh, using separate:true and delete:false. This splits the mesh using the specified slicing plane, BUT it does NOT create a new object, but an element sub-object. I need to detach this element from the main object, which is the part I simple can't figure out. Could use meshOp.detachFaces i guess, but can't find out how to select all faces in an element sub-object either.
Please help! Any clues? Also, I dunno if my approach is the proper one... I am working with HUGE objects here so I need the fastests and most memory-efficient implementation (I got it to work using a Slice modifier but it just kills the PC when working with big models).
Oks, long post. Sorry about that. Any help would be really appreciated!!!
Cheers,
-- Blues.
I'm writing a script to slice an object into several new objects, in an arbitrary number of pieces along all three axis... that is, I start with a single object and must create new objects via slicing. For example, slicing a sphere in 2 pieces over all axis should create 8 new objects.
What I have done so far is using meshop.slice on the main mesh, using separate:true and delete:false. This splits the mesh using the specified slicing plane, BUT it does NOT create a new object, but an element sub-object. I need to detach this element from the main object, which is the part I simple can't figure out. Could use meshOp.detachFaces i guess, but can't find out how to select all faces in an element sub-object either.
Please help! Any clues? Also, I dunno if my approach is the proper one... I am working with HUGE objects here so I need the fastests and most memory-efficient implementation (I got it to work using a Slice modifier but it just kills the PC when working with big models).
Oks, long post. Sorry about that. Any help would be really appreciated!!!
Cheers,
-- Blues.
