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| en:software:creator:edit-mesh [2024/04/20 18:56] – created yussuna | en:software:creator:edit-mesh [2024/05/05 01:06] (current) – yussuna | ||
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| ====== Edit mesh ====== | ====== Edit mesh ====== | ||
| - | FIXME | + | |
| + | Mesh is needed to be created in order to art layer be deformed.\\ | ||
| + | \\ | ||
| + | Mesh doesn' | ||
| + | Default mesh is a simple rectangle on art layer size.\\ | ||
| + | To copy mesh from one art layer to another, **click on** art layer that you want to **copy to**, then **drag** other art layer you want **copy from** to '' | ||
| + | \\ | ||
| + | Click here to check more about [[en: | ||
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| + | \\ | ||
| + | ===== Edit mesh layout ===== | ||
| + | |||
| + | {{ : | ||
| + | |||
| + | ==== 1. Vertex Tool ==== | ||
| + | * Select: '' | ||
| + | * Create: '' | ||
| + | |||
| + | ==== 2. Path Deform Tool ==== | ||
| + | * Select: '' | ||
| + | |||
| + | ==== 3. Grid Vertex Tool ==== | ||
| + | * Drag to define 2x2 mesh:'' | ||
| + | * Add/remove key points to axes: '' | ||
| + | * Change key pont position in the axis: '' | ||
| + | |||
| + | ==== a. Flip Horizontally ==== | ||
| + | Flip mesh horizontally | ||
| + | |||
| + | ==== b. Flip Vertically ==== | ||
| + | Flip mesh vertically | ||
| + | |||
| + | ==== c. Mirror Horizontally ==== | ||
| + | Mirror all steps from one half to another half, separating half to right part and left part | ||
| + | |||
| + | ==== d. Mirror Vertically ==== | ||
| + | Mirror all steps from one half to another half, separating half to upper part and lower part | ||
| + | |||
| + | ==== e. Triangulate vertices ==== | ||
| + | | ||
| + | |||
| + | ==== f. Auto Meshing Options ==== | ||
| + | Normal parts, Detailed mesh, Large parts, Small parts, Thin and minimum parts, Preserve edges. | ||
| + | * Details. | ||
| + | * Sampling rate | ||
| + | * Mask threshold | ||
| + | * Distance between vertices | ||
| + | * Minimum | ||
| + | * Maximum | ||
| + | * Scales | ||
| + | * Specifying scalling factor to apply for contours. If multiple scales are specified, vertices are populated per scale factors. | ||
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| + | \\ | ||
| + | ===== Some tips to make good mesh ===== | ||
| + | |||
| + | * External mesh vertices need to be placed at outer of art layer, so mesh can deform that art form | ||
| + | * **More vertices = more detailed deforms.** If you want more clean and less low polygon like deform effect, you need to add vertices. (Put as many as you feel that it's needed) | ||
| + | * Try to make mesh in a way that very far vertices aren't conected, because it may affect deform in a way you don't like (it can make thin strange deform, that look like a scratch) | ||
| + | * If you have mirrored art layers that are same form. It's better to copy mesh one mesh to another (saves work time and it's more easy to work when editing parameter) | ||