as per title
/33 released
hooray!! we finally got weld vertex!!
I've had absolutely no time to work with Wings recently, but thanks to Dan and Giniu, there now is a new release with a lot of new stuff. Enjoy! /Bjorn - Dan fixed (hopefully finally) the Rotate commands speed so they work as before. - Dan fixed rotate in vertex mode so it centers around all selected vertices. - Giniu made all active (compilable) plug-ins translatable and translated them to Polish (the toxic and yafray plugins still needs to be translated, but are translatable). - Giniu added 4 selection methods: select by vertices with 6 or more edges, select by non quadrangle faces (all faces, faces with odd or even number of edges). - Giniu added two new tools - "move->absolute" for positioning in absolute coordinates and "weld" for welding single vertex to other one. - DesiredUserName/MicrobeSoft implemented pick-up and drop images in outliner. - Syndarion updated the French translation. - AUTOUV changes (Dan): - In face mode added a combined project from normal and unfolding command. - In segmenting mode, when uv-mapping failes the good charts gets uv-mapped and the failed charts stays in the segmenting window. - MMB on uv-mapping, finds and marks the old chart cuts. - Repeat implemented. - Other minor stuff, uv-grid and changed material/image handling. - Re-written the texture image creator, move images with your uv's or use it to draw vertex color or materials it can also use opengl shaders. - Programmers: Update to the latest erlang release. (png requires it) Both the #we and #st have a new field pst (plugin state) That requires a re-compilation of most (all?) of the external plugins. Plugins that use the pst field should export two functions: PLUGIN:merge_we([We1,We2..]) and PLUGIN:merge_st(NewData,OldSt) both should return the new data of the plugin.
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Hooray! Finally got absolute positioning!
Iâm guessing, edges, faces, and objects are calculated by the midpoint.
What would sweeten the deal even more is if you could move those elements relative to a lesser element, chosen in a manner similar to vertex operations That way, if you know where you want a single vertex of an object to be you can move it there and still keep the objectâs shape intact. Maybe in a future release?
Please donât discriminate against the lazy: http://sourceforge.net/project/showfiles.php?group_id=33028&package_id=25098
Remember, just one link a day can help a lazy child in Boston or Chicago get the web info he needs. Your help and support will always be appreciated ;p
<< ⌠if you know where you want a single vertex of an object to be you can move it there and still keep the objectâs shape intact. >>
⌠in the meanwhile, use the Bounding Box commands?
pp
ew.
I donât like how Weld is implemented.
The points you want to weld have to share an edge.
And it doesnât work like all the other tools in Wings.
Like. . . Bridge.
Bridge you select the two polygons, pick Bridge. . . and it bridges it.
With Weld. . . when you do that it tells you that you can only weld one point. Which is confusing. So you select one point. . . then you have to select the second. . . then right click to engage it. Much like the weight moving tools.
It goes against the internal ârulesâ of Wings! No!?!
That is exactly how âliftâ and âput-onâ work though. And in fact, itâs how I wish UV Stitching worked, because you can dictate what vertex or edge gets priority - it gives you more control. Isnât that a good thing?
I guess I . . . have never used those tools. :-/
But âweldâ is kind of a Lightwave term. No? And when you weld in Lightwave you just select the points you want welded and hit the weld button. (Or Ctrl-W).
I just. . . donât think this is nearly as intuitive.
You can still weld vertices the old way, by collapsing an edge. That will allow you to select two or more vertices and weld them at the averaged midpoint. It is doubtfull that Wings will ever allow vertices that are not connected by a line to be welded considering the closed topoplogy that Wings uses.
The term weld is also used in 3Dsmax. And in Maya it is called merge.
<< The points you want to weld have to share an edge. >>
With the way wings works, I doubt that thereâs any other option available re implementation because such an action would be enclosing a chunk of geom inside a âfoldâ - which wings doesnât allow?
(similar sort of action if you slide +(-) 100% rel - then use cleanup to merge relevant verts)
<< tells you that you can only weld one point >>
Iâd not noticed the info line entry as have Vert | Weld on a hotkey and been trying it with temp. highlighting - so the vert hadnât been âselectedâ.
I suggest the issue is also one of semantics re âWeld selected vertex to other oneâ as I think that English isnât the first language of the guy that coded this feature 
So, yes, the implication is that user only has one option for the destination vert. - which of course isnt the case.
Thisâll no doubt get mentioned and changed in a future release.
In spite of the teething problems, itâs still quicker than using previous workarounds - esp. if youâve got your prefs / hotkey set up ok?
Personally I donât see the comparison with Bridge - as thereâs no option available to user once the 2 faces are specified - wings either does the job (or not - if unequal verts etc) ⌠or am I missing something obvious ? (again :))
⌠unless, what youâre getting at is that user should select 2 verts, then apply Vert | weld - and wings would place the merged / welded result in the position of one of them.
Which of the 2 positions available would presumably be governed by the order the 2 verts were selected in?
ie first vert location is where merged result goes. (say)
pp
edit
previous 2 posts werenât there when startedâŚ
Presumably the way LW weld works must have a âdestination protocolâ built in, then as mentioned above?
One other point in favour of the wings approach - if implemented - is that itâll allow user to slide the merged result along the common edge (if user wants to) - ie mouse down welds, allows slide if wanted, mouse up accepts / confirms.
Wow, I never bothered to learn what the bounding box actually did. It sounded complicated. The name is a bit misleading, no?
But, yeah, I feel kinda silly.
<< The name is a bit misleading⌠>>
Well, it probably wonât win any prizes for âsnappinessâ - but since itâs based on the Bounding Boxes ( a general term, not a wings one) of the items concerned - it could be argued that itâs a reasonable choice?
Iâd suggest putting the relevant commands on hkeys if youâre using the BB stuff a lot as makes their use relatively painless.
Thereâs some info on the BB page here - if not already seen.
pp
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