If the VectoR is already saving the mesh as (flat) SVG, how about also saving the new 3D mesh/object? Even if they are saved as paths, it might still be worthwhile and potentially cool.
Also, given the Clipping Plane, how about Clipping Objects, or "Synchronous Quad/Round Planes" for clipping holes of specific sizes and depths?
If retaining the resulting mesh in 3D is possible, its results may occasionally be more desireable than AoI's, at least, subtractive, boolean operations in that there are no additional vertices added, and therefore no additional complexity, if nevertheless maybe with a whole mess of paths instead of meshes as a result.
Richard
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Hi,
My apologies for the delay in responding.
I have been concentrating on AdvancedRendering recently.
1, I'm not quite sure I understand what you have in mind with this first point.
VecR simply generates a vector representation of the 3D object by writing the polygons of the AOI rendering mesh in vector format. I'm not sure which 'new 3D mesh/object' you are referring to. The VecR output is just a visualisation of the AOI 3D object.
Could you explain what you mean in a bit more detail?
2. You mentioned something similar to this on SF. I understood you to mean that the clipping planes would be useful as a visual technique to allow editing by making obstructing surfaces invisible. Did you mean this, or did you mean the ability to delete polygons/vertices/points?
I thought the former (making obscuring surfaces invisible) sounded useful (and fun).
If you meant the latter, then that seems to match with the advanced editing I envisaged at one time for the SolidEditor.
Cheers!
Nik