XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : Moving poligons toward their respective normals...

10-24-2004, 07:05 PM
Hi. I asked this somewhere else, but didn't get a reply... might as well post here :)

Suppose I have a complex mesh, and I have a lot of poligons selected. Is there a way/trick to move each poligon in their respective normal??

What I was thinking was:
Maybe bevel, some shift, expand two times, do something, merge...
(I don't know... just sounds like maybe there's some idea...)

10-24-2004, 07:19 PM
Maybe this plugin can help you:


Description from the site:

NormalOffset (Modeler - 7.5c Lscript)
NormalOffset is a realtime point normal move tool. Unlike other tools and plugins,
this lscript requires polygons and points selection at the same time.
Point normal calculation is limited to the selected polygons instead of
all the polygons the points are connected with.
Axis constraints lets you also exclude each normal-axis movement.

Hope it helps.

10-24-2004, 07:54 PM
I think this is what "smooth shift" does. Although it may use a calculated normal (ie: averaged) rather than individual true normals.

Rei Ayanami
10-24-2004, 08:52 PM
I think that one of Ikeda's plugins did this, but they are not avalible on their own anymore or something, they are in LW8.

You may be able to find it somewhere tho.

10-24-2004, 08:59 PM
What version of LW are you using? If LW8, then there is indeed a Move Normal function. :)

10-24-2004, 10:05 PM
I'm a dope, there it is, called "point normal move", thanks! :)

*hits himself and goes mumbling something about looking better before asking*

10-25-2004, 03:43 AM
smooth scale does the same thing but numerically.

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