RyanJP Posted March 23, 2021 Share Posted March 23, 2021 When I sweep along a curve which was built by taking a grid and running a carve on it, my sweep looks like this- However my I try to do it on a curve that was created by taking a line, and then copying to smaller lines on the ends and fusing, it looks like this- As you can see the corners are messed up. I assume this has something to do with vertices as the first example contains only 4 vertices and the 2nd has 6. I'm just wondering specifically what the issue is here and of course how I can fix it Quote Link to comment Share on other sites More sharing options...
Ultraman Posted March 23, 2021 Share Posted March 23, 2021 21 minutes ago, RyanJP said: When I sweep along a curve which was built by taking a grid and running a carve on it, my sweep looks like this- However my I try to do it on a curve that was created by taking a line, and then copying to smaller lines on the ends and fusing, it looks like this- As you can see the corners are messed up. I assume this has something to do with vertices as the first example contains only 4 vertices and the 2nd has 6. I'm just wondering specifically what the issue is here and of course how I can fix it maybe your curve has more than one primitive. Quote Link to comment Share on other sites More sharing options...
RyanJP Posted March 23, 2021 Author Share Posted March 23, 2021 14 minutes ago, Ultraman said: maybe your curve has more than one primitive. Ok awesome that got me one step of the way, was able to use an add node to get it down to a single primitive but now now my point numbers are off, is there a simple way to flip two of them (2 and 3) Quote Link to comment Share on other sites More sharing options...
Ultraman Posted March 23, 2021 Share Posted March 23, 2021 1 minute ago, RyanJP said: Ok awesome that got me one step of the way, was able to use an add node to get it down to a single primitive but now now my point numbers are off, is there a simple way to flip two of them (2 and 3) yes, you can use dirty way in add sop - delete geometry keep point - then go the polygon >bygroup >write in name group 0 1 3 2 - never use this way - u must check from the top why u have this issue - and if u have multi primitive in curve use join sop converting to single prim . Quote Link to comment Share on other sites More sharing options...
RyanJP Posted March 23, 2021 Author Share Posted March 23, 2021 8 minutes ago, Ultraman said: yes, you can use dirty way in add sop - delete geometry keep point - then go the polygon >bygroup >write in name group 0 1 3 2 - never use this way - u must check from the top why u have this issue - and if u have multi primitive in curve use join sop converting to single prim . Haha yes- very dirty way to do it. Actually this has helped me to figure out what the problem was when I created the shape. And I was not aware of the Join SOP, so that's great. Thank you! Quote Link to comment Share on other sites More sharing options...
eikonoklastes Posted April 23, 2021 Share Posted April 23, 2021 On 3/23/2021 at 7:45 PM, RyanJP said: Ok awesome that got me one step of the way, was able to use an add node to get it down to a single primitive but now now my point numbers are off, is there a simple way to flip two of them (2 and 3) Use PolyPath to combine primitives. Quote Link to comment Share on other sites More sharing options...
DonRomano Posted April 23, 2021 Share Posted April 23, 2021 Polypath -> connect end points, and if your point numbers are still wrong, use a Sort with Vertex Order. Quote Link to comment Share on other sites More sharing options...
RyanJP Posted April 23, 2021 Author Share Posted April 23, 2021 6 hours ago, eikonoklastes said: Use PolyPath to combine primitives. 2 hours ago, DonRomano said: Polypath -> connect end points, and if your point numbers are still wrong, use a Sort with Vertex Order. Amazing guys. Thank you. I'm going to use that node all the time!! Quote Link to comment Share on other sites More sharing options...
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