Add vertices to mesh - Grasshopper2024-03-28T09:49:18Zhttps://www.grasshopper3d.com/forum/topics/add-vertices-to-mesh?commentId=2985220%3AComment%3A1853304&x=1&feed=yes&xn_auth=noJust use mesh closest point t…tag:www.grasshopper3d.com,2017-11-15:2985220:Comment:18533042017-11-15T03:09:19.065ZWilliam Baldwinhttps://www.grasshopper3d.com/profile/WilliamBaldwin
<p>Just use mesh closest point to get the face indexes and then use delete faces component. It takes the original mesh and the index from closest point.</p>
<p>Just use mesh closest point to get the face indexes and then use delete faces component. It takes the original mesh and the index from closest point.</p> hi i want to do what you say…tag:www.grasshopper3d.com,2015-09-07:2985220:Comment:13563992015-09-07T22:18:39.999ZLlordella Patriciohttps://www.grasshopper3d.com/profile/LlordellaPatricio
<p>hi i want to do what you say in the second step, but do not know how to select the face closest to the mesh. Sending the file to see if anyone can help Thank you</p>
<p>hi i want to do what you say in the second step, but do not know how to select the face closest to the mesh. Sending the file to see if anyone can help Thank you</p> Cheers Igor. Looking at the i…tag:www.grasshopper3d.com,2013-08-27:2985220:Comment:9053582013-08-27T13:58:15.440ZWill Pearsonhttps://www.grasshopper3d.com/profile/pearswj
<p>Cheers Igor. Looking at the image, that's exactly what I had in mind.</p>
<p>Cheers Igor. Looking at the image, that's exactly what I had in mind.</p> Yes, you should be able to ju…tag:www.grasshopper3d.com,2013-08-27:2985220:Comment:9052932013-08-27T13:45:03.786ZWill Pearsonhttps://www.grasshopper3d.com/profile/pearswj
<p>Yes, you should be able to just join them. If you go that route then you'll also want to get rid of duplicate vertices by welding the mesh. I think Weaverbird has a weld component...</p>
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<p>Sorry if this is a bit vague. I usually resort to scripting!</p>
<p>Yes, you should be able to just join them. If you go that route then you'll also want to get rid of duplicate vertices by welding the mesh. I think Weaverbird has a weld component...</p>
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<p>Sorry if this is a bit vague. I usually resort to scripting!</p> Try this definition...... Ha…tag:www.grasshopper3d.com,2013-08-27:2985220:Comment:9054532013-08-27T13:39:13.033ZIgorhttps://www.grasshopper3d.com/profile/Igor54
<p> Try this definition...... Has no difference between flat or convex, rectangular or non-rectangular mesh.</p>
<p><a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/2768839696?profile=original"><img width="721" class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/2768839696?profile=RESIZE_1024x1024" width="721"/></a></p>
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<p> Try this definition...... Has no difference between flat or convex, rectangular or non-rectangular mesh.</p>
<p><a target="_self" href="http://storage.ning.com/topology/rest/1.0/file/get/2768839696?profile=original"><img width="721" class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/2768839696?profile=RESIZE_1024x1024" width="721"/></a></p>
<p></p> Thanks Will.
I know that it i…tag:www.grasshopper3d.com,2013-08-27:2985220:Comment:9055362013-08-27T10:29:05.434ZRasmus Holsthttps://www.grasshopper3d.com/profile/RasmusHolst
<p>Thanks Will.</p>
<p>I know that it is possible to remove faces from a mesh with meshEdit tools. But how is it possible to add the tringulated face(s)? Do I just join them?</p>
<p>Thanks Will.</p>
<p>I know that it is possible to remove faces from a mesh with meshEdit tools. But how is it possible to add the tringulated face(s)? Do I just join them?</p> Two options come to mind. For…tag:www.grasshopper3d.com,2013-08-27:2985220:Comment:9053412013-08-27T10:12:54.446ZWill Pearsonhttps://www.grasshopper3d.com/profile/pearswj
<p>Two options come to mind. For each support point you could...</p>
<ol>
<li>find the closest vertex and simply set its coordinates to those of the support point, or</li>
<li>find the closest face, remove it and triangulate it to include the support point (see below).</li>
</ol>
<p> <a href="http://storage.ning.com/topology/rest/1.0/file/get/2768839966?profile=original" target="_self"><img class="align-full" src="http://storage.ning.com/topology/rest/1.0/file/get/2768839966?profile=original" width="399"></img></a></p>
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<p>EDIT: You <em>might</em> be able to implement (2) by getting the face's…</p>
<p>Two options come to mind. For each support point you could...</p>
<ol>
<li>find the closest vertex and simply set its coordinates to those of the support point, or</li>
<li>find the closest face, remove it and triangulate it to include the support point (see below).</li>
</ol>
<p> <a href="http://storage.ning.com/topology/rest/1.0/file/get/2768839966?profile=original" target="_self"><img src="http://storage.ning.com/topology/rest/1.0/file/get/2768839966?profile=original" width="399" class="align-full"/></a></p>
<p></p>
<p>EDIT: You <em>might</em> be able to implement (2) by getting the face's vertices, along with the newly added support vertex and simply appending the Delaunay triangulation of these vertices to the original mesh (after removing the original face, of course).</p>