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Edge property editing problems..

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vobla:
Hi,

I bumped in to a wall for a while while modeling, but I found edge properties to be a solution.
So, I opened a new "playground" project and I can't make edge properties work like shown here:
http://www.anim8or.com/manual/4_object_editor.html#edge_editing

I can crease the sphere, but I am unable to round the cube corners ;(

Tnx.

Kubajzz:
If you want an edge to be rounded, the "smooth" option has to be selected in the edge properties dialog box.
If it still appears creased, doubleclick the mesh and set the "smooth angle" value to a higher number (you will have to enter "90" or higher for the cube because all the angles are rectangular).

Another solution is to subdivide the cube (that's what the manual describes). Select the cube and click Build>Subdivide faces (you can play with the "rounded" value of each edge to set how it will look after subdivision)

The first method only makes the cube look rounded, but it's still a simple mesh consisting of only 8 points and the result wil not be very good.
If you want really nice rounded cube as shown in the manual, you need to use subdivision.

Oh, and don't forget to convert the cube to mesh before smoothing it...

I hope it helps...

hihosilver:

--- Quote ---Another solution is to subdivide the cube (that's what the manual describes). Select the cube and click Build>Subdivide faces (you can play with the "rounded" value of each edge to set how it will look after subdivision)
--- End quote ---

I would NOT advise this at all.  You're right that subdividing the object could be a good solution, but do NOT use subdivide faces.  You want to use "Build>Convert to subdivided..."  The difference here is that with "convert to subdivided" you can return too the original mesh afterwards.  just using "subdivide faces" will make the poly count MUCH higher, and you will lose control of the mesh with such high amounts of polygons.  I would advise not to use "subdivide faces" unless there's a reason you need the extra polys, and only as long as you keep complete control of the mesh.

Kubajzz:
Well, I agree, maybe "Subdivide faces" is not the best solution...

Just one question:


--- Quote from: hihosilver ---The difference here is that with "convert to subdivided" you can return too the original mesh afterwards.
--- End quote ---
When I use "Convert to Subdivided" command, is it really possible to return to the original mesh?
I've never found a way to return to the non-subdivided shape...

RudySchneider:

--- Quote from: Kubajzz ---I've never found a way to return to the non-subdivided shape...

--- End quote ---

Provided your mesh was indeed converted to subdivided, simply double-click on your object; the Subdivision Editor dialog box will pop up.  Change the Working and Final Divisions to 0 and 1, respectively.

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