I just sent in a crash report. The crash happened in BlendSrf, but I think it was a weird bug in TweenCrvs that created the situation for the crash. Here’s a video explaining the issue.
TweenCrvsBug_BlendSrfCrash.3dm (148.2 KB)
I just sent in a crash report. The crash happened in BlendSrf, but I think it was a weird bug in TweenCrvs that created the situation for the crash. Here’s a video explaining the issue.
TweenCrvsBug_BlendSrfCrash.3dm (148.2 KB)
Bump.
Never received a reply email from _BlendSrf crash report on 1/23/21.
TweenCrvs needs a youtrack (mixing up curve directions from two edges of a single srf).
Hi Eric - I think TweenCurves
is doing it right - the edge curve directions are opposite one another - this is expected, the edges are connected nose-to-tail on a surface.
-Pascal
Welp, edge loops is new info to me…and I pay a lot of attention to UVNs from doing stone layouts. I have a backface shader that shows the normal, Violet isocurve gives me the V, and an Ugly yellow is the U.
So two things. First, _TweenCrvs seems random. Sometimes it works as I expected (UV dir), other times off of the edge loop dir:
Secondly, the Edge loop dir is counter-intuitive. I frequently use _Flip to line up input crvs:
And it’s critical with Loft:
Then it’s the opposite when decomposing a surface back into curves.
As of 15 mins ago, I see that it’s not the opposite. But Edges forming a loop is hidden from the user. There’s no way to see the surface edge with _Dir. Plus I’m accustomed to using ExtractIsoCrv to get edges ever since it had history support in V6.
I have a good reason for wanting to control UVNs. The last thing you want, after building up 2 hrs worth of history, is for a base srf to flip and ruin all of your work. That’s why I’ve changed most of my toolbars to specify using Natural:
Also why Joincopy is too dangerous to use: