proportional modeling wackyness 2005-03-04 - By Raffaele "ThE_JacO" Fragapane
Back I believe It's based on direct distance in space. Check neighborhood ensures that only points somehow connected AND falling in that distance will be include, however, if the falloff makes proportional reach the base of the fingers (in your case) the points of the nearby finger will be considered connected.
A quick workaround (I use it when dealing with fingers, paws, tentacles, pseudopods etc.) is to disconnect the other fingers with disconnect components, work on one finger, then use edge connect to reconnect the other fingers.
Unless you need those moves in the stack (usually you don't if you're just modeling) it works well.
~Raffaele Fragapane ~Lead "I'm sure we can make it work" ~Peerless Camera Company
-- --Original Message-- -- From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf Of Gene Crucean Sent: Friday, March 04, 2005 5:10 PM To: XSI@(protected) Subject: proportional modeling wackyness
Anyone know how xsi handles prop modeling? I mean, is it using volume or maybe edge distance?
If you tag some verts on a finger for example and increase the falloff for proportional (consider neighborhood checked), once it hits the base (knuckle area) it jumps across to the neighboring finger like it's based on volume.
Workarounds? Info? Ideas?
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