I’m trying to draw a curve on, in this case, a mesh. I’ve been using to SnapToMeshObject and drawing the curve on said mesh. This works fine until I misclick or for some reason aren’t satisfied with the resulting curve. This means I have to do it again since I can’t edit the curve and still keep it pulled to the mesh.
Is there a way to, maybe with a script or something, to draw the curve and then edit the curve via control points al the while keeping it pulled to the mesh?
The end goal is to trim the mesh with the resulting curve. For this operation I think I’m set and have found a way.
I’ve attatched 2 pictures showing the workflow so far.
Yes this seems to work.
So I would preferably set up a Macro or something that sets the Offset amount to 2 or 3 mm when drawing the curve. Then another one for the actual Pull which first activates Record history and doesn’t delete the input? I’m trying to make something that is easy to use for my coworkers you see.
Would be nice if the control point sort or slide along the mesh when moving them around instead of as it works now when they are moved in plain YXZ.
Of course, Pull command have a option to keep the input object,
This is because I’m using the Gumball to demo moving control point… In fact, control points can move freely along the mesh because SnapToMeshObject is active here.