konstantin magnus Posted April 29, 2020 Share Posted April 29, 2020 How would you procedurally group "entry" edges as shown in the picture below? Ideally a user-defined number of connected unshared edges within a straight line stopping at corners. The ways I have found seem overly complicated. blueprint.hipnc Quote Link to comment Share on other sites More sharing options...
acey195 Posted May 1, 2020 Share Posted May 1, 2020 (edited) Hey Just something I would do in a wrangle or group expression SOP // running over points: @group_entryPt = neighbourcount(0, @ptnum)==2; // then you just add a group promote, converting it to an edge group (with the checkbox ticked of only include complete entities (or whatever it was called, don't have hou open atm )) Edit: That should at least work for the single extreme edge-entry points. For the doubles and up, you probably have to do a bit more, but generally speaking, using the amount of neigbours of a point and the amount of vertices on a point together should work on "2d" geometry, I think but you may have to create the groups directly in vex, to avoid grouping unintended edges. But to avoid selecting edges on both sides of a corner separately, you would have to add additional logic (as soon as you allow those double-edge entry points) if its only 1 and 2 edges you probably can get away with case-by-case handling, if you want to go up to an arbitrary amount of edges, its just will have to get more complicated I guess Edited May 1, 2020 by acey195 1 Quote Link to comment Share on other sites More sharing options...
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