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About babbleon

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  1. Select a mesh and change it's color?

    try this with line #36 commented out.:
  2. Hi @Deltakosh, Well done for adding contact hardening shadows:
  3. Hi @Pryme8, Simply put, it's something I then wont have to do in Blender.. a real pain if I have modifiers which I invariably do. Not an issue if I am doing one model, but if i am doing say 6 models per day then it all stacks up. Much better BJS does the work on import than me. Thank you for agreeing to implement this. Cheers,
  4. Amazing! Thank you so much! Just adjusted the commented lines: and is now perfect. @Pryme8: Will this now work for you?
  5. ah, I see! As it stands now - I would expect to see x number of meshes (5 or 6) from left to right: 1st being the original mesh 2nd is correct 3rd with only faces of another vertex colour and so on Each of the new meshes would only have one single vertex colour and only be parts of the original mesh. If you uncomment lines 72,73,74 and comment out 79,80,81 all it would do if instead of hiding all but the chosen vertex colour, it would hide all other. Hope I am explaining properly.
  6. Thank you @Deltakosh - problem is still there if I comment out #91, but good to know. below is extract with comment about the bits of the loop for (l = 0; l < colors.length; l += 4) { if (colors[l + 0] == distinctVertexColours[k][0] && colors[l + 1] == distinctVertexColours[k][1] && colors[l + 2] == distinctVertexColours[k][2]) { ///sets vertices to 0 position if they have vertex colour in loop //positions[((l / 4) * 3) + 0] = 0; //positions[((l / 4) * 3) + 1] = 0; //positions[((l / 4) * 3) + 2] = 0; } else { ///sets vertices to 0 position if they do not have vertex colour in loop positions[((l / 4) * 3) + 0] = 0; positions[((l / 4) * 3) + 1] = 0; positions[((l / 4) * 3) + 2] = 0; } }
  7. I have altered the approach on this. In short & in the absence of a better idea, I load a mesh and create x number of new meshes where x = number of unique vertex colours and set all vertex positions on each new mesh to 0 where they do not match the current vertex colour. PG here: The problem I'm having is that the vertex positions taken from the original loaded mesh do not correctly update on each distinctVertexColours loop. If you uncomment lines 72,73,74 and comment out 79,80,81 you will see the problem a bit more clearly. Does anyone have any bright ideas as how to fix this? Thank you.
  8. Thank you @PsichiX, I have a mesh which is exported from Blender. Separate faces have different vertex colours. I would like to be able to click on any particular part and it will delete the vertices that have that particular vertex colour and then create a new mesh from the previously deleted vertices. At the moment, when you click on it the selected vertices just get set to 0,0,0 and so are invisible. Here's a PG:
  9. Hello, If I know the index / indeces a one or more vertices, how can I just delete them? Thank you
  10. getFaceColor at pick Point

    Hi @Pryme8 - here you go:
  11. getFaceColor at pick Point

    yup, agreed!
  12. getFaceColor at pick Point

    We have three basic channels; Red: r=1, g=0, b=0 Green: r=0, g=1, b=0 Blue: r=0, g=0, b=1 Some faces though have less intense, R, G or B as these are intended to be areas that can have their texture altered. Looking through the PG, I'm not sure though how this could be accomplished. My intention originally was that each of the separately selectable vertices could be 'detached' from the mesh to make a new one... but I suspect this may be tons of work which I want to avoid. I am thinking with my Blender head on.
  13. getFaceColor at pick Point

    This is what I intended: