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Feb 12 at 15:37 vote accept SebaYoung
Feb 11 at 21:26 answer added Markus von Broady timeline score: 2
Feb 11 at 19:57 comment added SebaYoung @StefLAncien A Geometry Nodes based approach would be ideal as the "Bridge Edge Loop" operation is more tedious and less flexible. Depending on the shape the twist incrementation can also be unreliable
Feb 11 at 19:54 comment added SebaYoung @MarkusvonBroady Yes the cube is just an example, the shape I am working with has clover-shaped edge loops. I just added a photo that shows the shape I intend to perform the actions on. When mentioning switch statements are you referring to a scripting solution or does switch statement logic exist within geometry nodes as well?
Feb 11 at 19:53 history edited SebaYoung CC BY-SA 4.0
added 193 characters in body
Feb 11 at 9:13 comment added StefLAncien Does the "Bridge Edge Loop" approach fulfil your need, or would you like a Geometry Nodes based approach ?
Feb 10 at 23:07 comment added Markus von Broady The cube is an example, but you're interested in an algorithm that works for other meshes? I ask, because a simple solution would be to e.g. use 4 switch statements based on normal to determine the offset. But what if you want to do it e.g. on a cylinder? No longer works. A horizontal loop can be extracted, converted to curve, and the next point on the curve can be found. But what if the cylinder is rotated? So if you're not fine with an overfitted solution, maybe add another example?
Feb 10 at 22:55 comment added SebaYoung @StefLAncien One solution I have found since posting, uses the twist parameter when applying a Bridge Edge Loop. In that case the vertices remain in their original position and the edges transform. I'm experimenting to see if that will give me the desired result on more complex geometries
Feb 10 at 22:55 comment added SebaYoung @MarkusvonBroady That correct, I've gone ahead and added some more detailed images exposing those indices for better context.
Feb 10 at 22:51 history edited SebaYoung CC BY-SA 4.0
Added more detailed images and a possible solution
Feb 10 at 22:12 comment added Markus von Broady @StefLAncien Within a single, horizontal loop, he shifts each vertex to the position of the next vertex on that loop. It would be more readable if the screenshots showed vertex indices (which do move)
Feb 10 at 21:27 comment added StefLAncien To clarify your need: it seems to me that you are not shifting vertices, because these remain at the same position. It looks more like if you change the edges connecting these vertices. If so, could we assume that in the original mesh, the edges to change are aligned with Z-axis ?
S Feb 10 at 19:27 review First questions
Feb 10 at 20:00
S Feb 10 at 19:27 history asked SebaYoung CC BY-SA 4.0