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Grouping the outer 4 points of a primitive

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whats the best way to group the outer 4 points of a primitive?

I've tried this with bounding box but I don't know what to do.
I want to select with pos.

string grp = itoa(@primnum);

vector bbmin = getbbox_min(0,grp);
vector bbmax = getbbox_max(0,grp);
vector bbsize = getbbox_size(0,grp);

vector pos = set(bbmin.x, bbmin.y, bbmax.z);

An other way is to use pcfind. But the setting with the radius is problematic.
In my script I want to manipulate primitives. They can also be of different sizes and have different point arrangements on the inside. Therefore the pcfind radius should always be different

Finally, I always want access to the outer 4 corners.


However, I would be interested to know what is the best way to deal with this situation,
to create these new surfaces.



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i guess such a point always has 4 neighbours, so



@group_cornerPts = neighbourcount(0, @ptnum) == 4;



it's a bit diffuse how much control you have about the other points (are they grouped, etc)?
so my code above might not be what you want.

instead you could UV each quad and select the corner points based on their UVs ({0,0}, {0,1},{1,0},{1,1})

Edited by 3dome
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