yp Posted August 18, 2014 Share Posted August 18, 2014 I wonder if there's just an easy solution to my question.. In thins particular case I want to sculpt some terrain an keep the boundary fixed (sidewalk connects to grass area). The only way I found to do this was to select the boundary, change to vertice selection, invert selection, use soft selection with 0 falloff, lock soft selection, paint deformation... Does work but does not seem very elegant. And does not work for edges selection as well.. Any guess? Link to comment Share on other sites More sharing options...
Tommy L Posted August 18, 2014 Share Posted August 18, 2014 Can you use Poly Select modifier in stack beneath the edit poly? Link to comment Share on other sites More sharing options...
yp Posted August 18, 2014 Author Share Posted August 18, 2014 For testing purpose I tried figuring out how to solve this on a simple editable poly plane but yes, using poly select should normally fit under an edit poly mod. Your approch would be to make a selection of verts, edges however to pass this selection on to the edit poly mod? So it should affect those selected parts only? Good guess! Somehow it does not work.. seems like it works with several modifiers like bend but its not passing the selection to edit poly or edit mesh mods.. Link to comment Share on other sites More sharing options...
yp Posted August 18, 2014 Author Share Posted August 18, 2014 Stupid. Me. Seems like I was complicating easy things. Paint deformation works on selected parts if ONLY PARTS are selected - if the whole object ist selected without sub object mode it deforms the whole. Some little thing I SHOULD have known. So locking the boundary of an object works. Ha. Still the idea of locking several parts is an issue. Lets say selecting a loop and inverting this selection does not lock this as the vertices of the adjacent lines are moved and therefor move the lines which should remain locked. ? Link to comment Share on other sites More sharing options...
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