Merging Plasticity Points: A Simple Guide

how to merge to points in plasticity

Plasticity is a 3D modelling software for concept artists. It is a quick and efficient program with unique features and a thoughtful workflow. Artists can use this software to create models with NURBS, which stands for non-uniform rational basis splines. This software also has the ability to transfer objects to Blender, another 3D modelling software, using the Blender Bridge add-on. This add-on allows for the transfer of objects created in Plasticity to Blender, where they can be edited and updated. One user has asked how to merge two points in Plasticity, and other users have offered suggestions such as moving/offsetting the face of the object so that it does not trim the corner, or using the G and F keys to snap to another corner.

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Using the G and F functions

To merge two points in Plasticity, a 3D modelling software, you can utilise the "G" and "F" functions. Plasticity aims to provide a quick and intuitive experience for concept artists, akin to working with clay.

The "G" and "F" functions are used to move and snap points together. Here's a step-by-step guide on using these functions to merge two points:

  • Select the edge or face you want to work with.
  • Press "G" to activate the move function. This allows you to reposition the selected element.
  • Use the "F" function to snap the selected edge or face to another corner. This will connect the two points.
  • With this simple process, you can easily merge two points in Plasticity.

It's important to note that while this method will bring the points together, you might not be able to collapse them into a single edge. This is because, in solid modelling, the merging of two points without adding material can result in a non-manifold model, which may not accurately represent real-world physics.

Additionally, when working with curves and surfaces in Plasticity, you can utilise different levels of continuity. The G-continuity levels range from G0 to G3, with higher levels requiring more matching characteristics between connected curves or surfaces, resulting in smoother and more natural transitions.

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Utilising the chamfer tool

To merge two points in Plasticity, a 3D modelling software, you can utilise the chamfer tool. This tool allows you to create a smooth transition between two edges or surfaces by cutting off their sharp corners. Here's a step-by-step guide on utilising the chamfer tool in Plasticity:

Selecting the Edges:

Start by selecting the edges you want to chamfer. You can do this by simply clicking on the desired edges. If you need to select multiple edges, hold down the "Ctrl" key while clicking on each edge.

Executing the Chamfer Command:

Once you have selected the edges, the chamfer command will be automatically executed. Alternatively, you can press the shortcut key "B" to execute the command manually.

Specifying the Chamfer Distance:

Move the yellow dot that appears to specify the distance of the chamfer. Moving the dot in a positive direction will result in a fillet, while moving it in a negative direction will create a chamfer. You can also specify the chamfer distance by moving the cursor.

Adjusting Options:

Before confirming the chamfer, you can adjust various options in the Command Dialog. This includes settings such as the fillet angle, chamfer angle, and the addition of tangent edges. Play around with these settings to achieve the desired result.

Confirming the Chamfer:

Once you are satisfied with the settings and the preview of the chamfer, confirm the operation. You can do this by pressing "OK" in the Command Dialog or by right-clicking.

It's important to note that chamfering in Plasticity might not always result in a completely smooth or exact merge between two points. You might need to explore other tools and techniques, such as booleans or edge manipulation, to achieve a seamless join, especially when dealing with solid models.

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Joining sheets

Firstly, it's important to understand that Plasticity's unique features make 3D modelling quick and efficient. The software aims to make working with NURBS (Non-Uniform Rational B-Splines) as intuitive as working with clay, allowing concept artists to bring their ideas to life with ease.

Now, when it comes to joining sheets in Plasticity, the key requirement is to ensure that the edges of the sheets are perfectly aligned. This precision is crucial for a seamless join. To achieve this, you can utilise the software's gizmos, shortcuts, and workflow tools to manipulate and position the sheets accurately.

Here's a step-by-step guide to joining sheets in Plasticity:

  • Select the sheets you want to join.
  • Refer to the "Solid Commands" section in the Plasticity Manual to locate the "Join Sheets" function.
  • Ensure that the edges of the sheets are perfectly aligned.
  • Use the provided tools and shortcuts to adjust the positioning and achieve the desired alignment.
  • Once you are satisfied with the alignment, execute the "Join Sheets" command to merge the sheets together.

Remember that the process may vary slightly depending on the specific version of Plasticity you are using, but the fundamental principle of aligning sheet edges remains consistent.

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Using the Blender Bridge

To use the Blender Bridge, you must first ensure that the Blender Bridge add-on is installed and activated. You can download the Blender Bridge add-on from the official GitHub repository. Once downloaded, launch Blender and install the add-on as normal. Open Blender and navigate to Edit > Preferences > Add-ons, then click "Install..." and select the downloaded zip file. Once installed, you can find "Plasticity" in the sidebar of the 3D Viewport.

Next, launch Plasticity and open Preferences from the P menu in the top left corner. Open Server and check the box for Enabled. Now, you are ready to use the Blender Bridge feature. Click the "Live Link" button in the "Plasticity" sidebar panel. You can then edit the objects as needed, and the changes will be automatically transferred to Blender.

The Blender Bridge allows for the rapid transfer of mesh data from Plasticity to Blender. This means you don't need to worry about exporting to a temporary file and getting all the setting options right. The group structure in Plasticity is reflected as a collection in Blender, and multiple Plasticity documents can be incorporated into a single Blender document. There is also a live link feature, which allows you to see updates in real time.

When models are refreshed or refaceted in Blender via the Blender Bridge, certain data gets overwritten while others remain unchanged. The "geometry" of objects is overwritten, which includes data associated with vertices such as seams, sharpness, and UVs. The "outliner-specific metadata" of objects is also overwritten, including names, collections, and visibility. However, the "data associated with objects" is not overwritten, including elements such as transforms, modifiers, parenting, and materials.

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Working with NURBS

NURBS, or Non-Uniform Rational B-Splines, are used to create precise and complex shapes in 3D modelling. The goal of NURBS in 3D modelling software like Plasticity is to make working with these splines as intuitive as working with clay.

The shape of a NURBS surface is determined by control points, which can be moved to change the shape of the curve. These control points are connected directly to the curve or surface, or they act as if connected by a rubber band. The control points have an associated number called a weight, which is typically a positive number. When all control points have the same weight, the curve is called non-rational; otherwise, it is called rational. The R in NURBS stands for rational, indicating that a NURBS curve can be rational.

NURBS surfaces can be created using a two-dimensional grid of control points, which are parametrised with two variables, typically called s and t, or u and v. This can be extended to create NURBS mapping in arbitrary dimensions. NURBS can represent both standard geometric objects like lines, circles, and spheres, as well as free-form geometry like car bodies.

To work with NURBS, it is important to understand the NURBS evaluation rule, which involves the degree, control points, and knots. The degree, knots, and control points determine how the evaluation rule functions. Knots are used to define how the polynomial pieces of a NURBS curve or surface are blended together with the proper smoothness. Most programs only offer indirect control over this shape factor. A uniform knot vector with constant spacing between the knots is the most common technique and works best for most situations. However, non-uniform knot vectors can cause problems with adjoining surfaces.

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