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	<title>Extensions:2.6/Py/Scripts/Modeling/Geodesic Domes - 版の履歴</title>
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		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Extensions:2.6/Py/Scripts/Modeling/Geodesic_Domes&amp;diff=114451&amp;oldid=prev"/>
		<updated>2018-06-28T19:52:00Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:52時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
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		<title>wiki&gt;Scorpion: /* Help */</title>
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		<updated>2017-08-27T06:23:11Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Help&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{ScriptInfo&lt;br /&gt;
|name= Geodesic Domes&lt;br /&gt;
|tooltip= Object modelling toolkit. Several tools to aid object creation.&lt;br /&gt;
|menu= View3D &amp;gt; Toolshelf ( T key )&lt;br /&gt;
|usage= In Object mode create multiple object types &amp;amp; modify their parameters.&lt;br /&gt;
|version= 0.3.1&lt;br /&gt;
|blender= 2.70&lt;br /&gt;
|category= Mesh&lt;br /&gt;
|author = Andy Houston (serendipiti), meta-androcto, Peter Gragert (PKHG)&lt;br /&gt;
|license= GPL&lt;br /&gt;
|distribution= Contrib&lt;br /&gt;
|note= &lt;br /&gt;
|exe= in folder geodesic_domes&lt;br /&gt;
|download= [[https://drive.google.com/file/d/0B8Z_Hp-Hm_OhXzJudnJFU0o1ODA/edit?usp=sharing]] at Google Docs (for now)&lt;br /&gt;
|modules= to be done&lt;br /&gt;
|deps= to be done&lt;br /&gt;
|data= to be done&lt;br /&gt;
|bugtracker= to be done&lt;br /&gt;
|warning= this script is in stable development&lt;br /&gt;
|link= [[http://blenderartists.org/forum/showthread.php?337569-Geodesic-Domes-for-2-70 Discussion thread]] at BlenderArtists&lt;br /&gt;
|releaselog= &lt;br /&gt;
|issues= &lt;br /&gt;
}}&lt;br /&gt;
[[File:Geodesic_domes_265_opt.jpg|right|thumb|500px|]]&lt;br /&gt;
== Installation ==&lt;br /&gt;
* In your addons folder, create a folder called geodesic_domes.&lt;br /&gt;
* place all the files inside this folder ( link above )&lt;br /&gt;
* you will find the script in the user preferences panel.&lt;br /&gt;
* then in the addons panel, addons, testing, &amp;gt; mesh category&lt;br /&gt;
* or get a build from GraphicAll that contains the contrib scripts.&lt;br /&gt;
* [[http://www.graphicall.org/ GraphicAll]] latest Blender SVN Builds&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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=== Introduction ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Addons_geodesic261_interface.jpg|right|thumb|300px|]]&lt;br /&gt;
''Original introduction from Andy Houston''&lt;br /&gt;
* Geodesic spheres based on icosahedrons, octahedrons and tetrahedrons.&lt;br /&gt;
* Triangular, hexagonal and hex/tri combo face options.&lt;br /&gt;
* A function that turns the current shape into its geometric dual (sort of).&lt;br /&gt;
* Grid, Cylinder, Parabola, Torus and Ball primitives.&lt;br /&gt;
* Hubs and Struts. Fill out those edges and vertices with your custom, decorative meshes.&lt;br /&gt;
* Superformula deforming. Create rounded triangles, wobbly shapes etc.&lt;br /&gt;
* wikipedia description &lt;br /&gt;
* informative: http://en.wikipedia.org/wiki/Geodesic_dome&lt;br /&gt;
* more math: http://en.wikipedia.org/wiki/Geodesic_grid&lt;br /&gt;
''from Meta-Androcto''&lt;br /&gt;
[[File:Geodesic_glass_opt.jpg|left|thumb|300px|]]&lt;br /&gt;
* This Script can be used to create Geodesic Objects, not limited to Domes or Spheres.&lt;br /&gt;
* Each mesh type created has it's own set of editable parameters.&lt;br /&gt;
* By editing the paramerers, you can create many simple or complex mesh shapes.&lt;br /&gt;
* Create an equal side Pyramid, a Soccer Ball, a Wine Glass &amp;amp; more.&lt;br /&gt;
* Limited only by your imagination. ( &amp;amp; some cool math limitations )&lt;br /&gt;
* Create complex mesh deformations with the Superformular parameters.&lt;br /&gt;
* In the next section we will cover the menu types &amp;amp; how to use the parameters to &amp;quot;Sculpt&amp;quot; your mesh.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Main Menu ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
=== Main ===&lt;br /&gt;
--------------&lt;br /&gt;
[[File:Script_geodesic_mainmenu.jpg|right|thumb|300px|]]&lt;br /&gt;
* By default when you hit the Execute Me in the toolshelf, the Geodesic Domes &amp;quot;Main&amp;quot; menu will open.&lt;br /&gt;
* The &amp;quot;Main&amp;quot; menu is where you will do most of your work. &lt;br /&gt;
* The Geodesic Default Triangle will show in the 3d view &amp;amp; the Object Creation parameters can be accessed here.&lt;br /&gt;
* Please note: I find it's easier to Use the Object Creation Parameters first befor moving on to Faces, Struts &amp;amp; Hubs, these will be explained in the sections below.&lt;br /&gt;
For now, let's look at the Object Types &amp;amp; their Parameters&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
---------------&lt;br /&gt;
== Objects Menu ==&lt;br /&gt;
* There are 6 Object types you can create by default.&lt;br /&gt;
* Using the Parameters You can build upon these objects to create more object types.&lt;br /&gt;
* Object Types have unique parameter sets &amp;amp; share the Superformular Parameters.(described Later)&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
=== Geodesic ===&lt;br /&gt;
* Please note: the '''Frequency''' parameters have a high impact on object creation.&lt;br /&gt;
* To create a Geodesic Dome you must increase the '''Frequency''' or the default Triangle&lt;br /&gt;
----------------&lt;br /&gt;
[[File:Script_geodesic_menu.jpg|right|thumb|350px|]]&lt;br /&gt;
'''Geodesic Object Types'''&lt;br /&gt;
----&lt;br /&gt;
'''Class'''&lt;br /&gt;
* Tooltip &amp;gt; Subdivide Basic/Triacon&lt;br /&gt;
* Class 1 is the &amp;quot;equilateral triangle&amp;quot;&lt;br /&gt;
* Class 2 is the &amp;quot;cube&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
'''Hedron'''&lt;br /&gt;
* Tooltip &amp;gt; Choose between Tetrahedron, Octahedron, Icosahedron&lt;br /&gt;
----&lt;br /&gt;
'''Point'''&lt;br /&gt;
* Tooltip &amp;gt; Point (Vert), Edge or Face pointing upwards&lt;br /&gt;
----&lt;br /&gt;
'''Shape'''&lt;br /&gt;
* Tooltip &amp;gt; Choose between tri hex star face types&lt;br /&gt;
----&lt;br /&gt;
'''Round''' (may not work for all object types)&lt;br /&gt;
* Tooltip &amp;gt; Choose between spherical or flat&lt;br /&gt;
----&lt;br /&gt;
'''Geodesic Object Parameters'''&lt;br /&gt;
[[File:Script_geodesic_parameters_menu.jpg|right|thumb|350px|]]&lt;br /&gt;
----&lt;br /&gt;
'''Frequency'''&lt;br /&gt;
* Tooltip &amp;gt; subdivide base triangles&lt;br /&gt;
----&lt;br /&gt;
'''Radius'''&lt;br /&gt;
* Tooltip &amp;gt; overall radius&lt;br /&gt;
----&lt;br /&gt;
'''Eccentricity'''&lt;br /&gt;
* Tooltip &amp;gt; scaling in x/y dimension&lt;br /&gt;
----&lt;br /&gt;
'''Squish'''&lt;br /&gt;
* Tooltip &amp;gt; scaling in z dimension&lt;br /&gt;
----&lt;br /&gt;
'''Square (x/y)'''&lt;br /&gt;
* Tooltip &amp;gt; superelipse action in x/y&lt;br /&gt;
----&lt;br /&gt;
'''Square (z'''&lt;br /&gt;
* Tooltip &amp;gt; superelipse action in z&lt;br /&gt;
----&lt;br /&gt;
'''Rotate (x/y)'''&lt;br /&gt;
* Tooltip &amp;gt; rotate superelipse action in x/y&lt;br /&gt;
----&lt;br /&gt;
'''Rotate (z)'''&lt;br /&gt;
* Tooltip &amp;gt; rotate superelipse action in z&lt;br /&gt;
----&lt;br /&gt;
'''Duel'''&lt;br /&gt;
* Tooltip &amp;gt; faces become verts, verts become faces, edges flip&lt;br /&gt;
----------------&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
=== More Object Types ===&lt;br /&gt;
[[File:Script_geodesic_parabolar_menu.jpg|right|thumb|300px|]]&lt;br /&gt;
[[File:Script_geodesic_cylinder_menu.jpg|left|thumb|300px|]]&lt;br /&gt;
[[File:Script_geodesic_sphere_menu.jpg|right|thumb|300px|]]&lt;br /&gt;
-----&lt;br /&gt;
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* There are 6 Object types you can create.&lt;br /&gt;
* Each Object has it's own set of parameters.&lt;br /&gt;
* As you can see most menu items are Self Explained.&lt;br /&gt;
* Tooltips will give you furthur information on individual parameters.&lt;br /&gt;
* Let's take a quick look at some you may not know.&lt;br /&gt;
----&lt;br /&gt;
'''Gap'''&lt;br /&gt;
* Tooltip &amp;gt; shrink faces in direction&lt;br /&gt;
* Add or remove rows of faces based on height (z) or (x/y)&lt;br /&gt;
----&lt;br /&gt;
'''Phase'''&lt;br /&gt;
* Tooltip &amp;gt; rotate around pivot&lt;br /&gt;
* Useful for rotating deformation or use with Gap&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Import Your Mesh ===&lt;br /&gt;
* You can Import your own mesh into geodesic domes for use within the script.&lt;br /&gt;
* This is limited to the '''Faces, Struts &amp;amp; Hubs menu's'''&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=== Faces ===&lt;br /&gt;
[[File:Geodesic_domes_260_opt.jpg|right|thumb|500px|]]&lt;br /&gt;
* Placeholder&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=== Struts ===&lt;br /&gt;
* Placeholder&lt;br /&gt;
=== Hubs ===&lt;br /&gt;
* Placeholder&lt;br /&gt;
=== Help ===&lt;br /&gt;
The main '''Help''' Panel:&lt;br /&gt;
                &amp;quot;If normals look inverted:&amp;quot;,&lt;br /&gt;
                &amp;quot;Once mesh is finished,&amp;quot;,&lt;br /&gt;
                &amp;quot;You may recalc normals outside.&amp;quot;,&lt;br /&gt;
                &amp;quot;--------&amp;quot;,&lt;br /&gt;
                &amp;quot;To use your own mesh with the:&amp;quot;,&lt;br /&gt;
                &amp;quot;Faces:&amp;quot;,&lt;br /&gt;
                &amp;quot;Import your mesh in the:&amp;quot;,&lt;br /&gt;
                &amp;quot;Objects: Geodesic menu.&amp;quot;,&lt;br /&gt;
                &amp;quot;You must type in the name&amp;quot;,&lt;br /&gt;
                &amp;quot;Of your custom object first.&amp;quot;,&lt;br /&gt;
                &amp;quot;--------&amp;quot;,&lt;br /&gt;
                &amp;quot;To use your own mesh with the: &amp;quot;,&lt;br /&gt;
                &amp;quot;Struts/Hubs:&amp;quot;,&lt;br /&gt;
                &amp;quot;You must type in the name&amp;quot;,&lt;br /&gt;
                &amp;quot;Of your custom object/s first,&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Superformular Menu ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
The superformular-parameters can be activated or not, see the 4 possibilities:&lt;br /&gt;
&lt;br /&gt;
[[File:GD_SF_1234.jpg|800px]]&lt;br /&gt;
&lt;br /&gt;
OLD:&lt;br /&gt;
PKHG confesses, not yet totally understood how all the parameters act upon a mesh, &lt;br /&gt;
it is yet just the way the old version used them.&lt;br /&gt;
&lt;br /&gt;
Starting understanding one has to learn e.g. this: [http://en.wikipedia.org/wiki/Superformula], which (seems) to be used.&lt;br /&gt;
Here three examples: [[File:Superform_2.gif]]&lt;br /&gt;
&lt;br /&gt;
Now, it remains to understand how this effects the which part of an GD ... ;-) &lt;br /&gt;
&lt;br /&gt;
It is very difficult to see the effects, because the function depends on 8 parameters!&lt;br /&gt;
Here an example what happens if ONLY one parameter is changed:&lt;br /&gt;
&lt;br /&gt;
[[File:Sf_1.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the following it will be '''tried''' to explain all those possibilities.&lt;br /&gt;
=== Superformular U (x/y axis) ===&lt;br /&gt;
* Placeholder&lt;br /&gt;
=== Superformular V  (z axis)===&lt;br /&gt;
* Placeholder&lt;br /&gt;
=== Superformular Overview ===&lt;br /&gt;
* Placeholder&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
----&lt;br /&gt;
Thanks go to:&lt;br /&gt;
* Andy Houston for The Script, Permissions.&lt;br /&gt;
* PKHG for the patience &amp;amp; knowledge to make this script possible in Blender 2.6&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div class=&amp;quot;tableNormal&amp;quot;&amp;gt;&lt;br /&gt;
===Interface Changed===&lt;br /&gt;
The old version has a TAB-gui to go to the big number of choices. This has been replaced by an activation '''Panel''' in the ''tool-shelf'' and the '''Operator'''-gui mimics the tabs from the 2.49 version.&lt;br /&gt;
&lt;br /&gt;
One essential addition (since 13-12-11) is the possibility to save and load the more than 100 parameters of the addon ;-)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Example==&lt;br /&gt;
http://pkhg.nl/wink/wineglass.htm a wine-glass setting only parameters in GD.&lt;br /&gt;
&lt;br /&gt;
[[File:icosaeder_faced1.jpg|Left|thumb|200px|]]&lt;br /&gt;
Built with a new faces addon, Blender 2.71&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is temporary hide-tab for rest of the text&lt;br /&gt;
== General information ==&lt;br /&gt;
After enabling the add-on, you can access the tools in different ways. Choose whatever fits your workflow best. Note that the tools will only be available while you're in edit-mode.&lt;br /&gt;
&lt;br /&gt;
* Specials menu (W-key by default) and choose the LoopTools entry where all tools are grouped together.&lt;br /&gt;
* LoopTools panel at the bottom of the toolbar (T-key).&lt;br /&gt;
&lt;br /&gt;
After selecting the tool you need, there will be various parameters you can change. The parameters will show up at the usual places for all operators in Blender: at the bottom of the toolbar. You can also access them by pressing F6. In combination with the specials-menu this allows you to use LoopTools in fullscreen mode, without the need for having any additional panels visible.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Example video ==&lt;br /&gt;
&amp;lt;vimeo width=&amp;quot;640&amp;quot; height=&amp;quot;360&amp;quot;&amp;gt;21459725&amp;lt;/vimeo&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tool specific information ==&lt;br /&gt;
=== Bridge ===&lt;br /&gt;
==== Input ====&lt;br /&gt;
There are two main ways to use the bridge tool, both of which are illustrated in the image below. The first method is to select two groups of faces and then run the tool. The second method is to select two (closed) loops of edges. Both methods can be mixed and you can even Bridge multiple groups at the same time. The script will try to make an educated guess on which groups should be connected.&lt;br /&gt;
==== Tool settings ====&lt;br /&gt;
Bridge shares its settings with the loft tool, so changing a setting for one of the tools, will also change it for the other tool.&lt;br /&gt;
* '''Segments'''&lt;br /&gt;
: The number of faces used to bridge the distance between two loops. One segment means that only faces will be created. Two (or more) segments means that an intermediary line (or lines) of vertices is created, so two or more faces can be defined between the loops. If the value is set to zero, the script automatically calculates the best amount of segments in order to keep the faces as square as possible.&lt;br /&gt;
* '''Minimum width'''&lt;br /&gt;
: This option has no label, but is located directly to the right of the segments setting. The simple explanation: 0% lot of triangles, 100% mostly square faces. There is a bit more to it though. It determines when a new vertex has to be created, or when to use the vertex next to it. It does this based on the distance between these vertices compared to the distance between the vertices in the original loops. So 50% means that if the distance between two vertices that will be newly created is smaller than half the distance between two vertices in the original loop, they will be merged together, resulting in only a single new vertex. This is also demonstrated in the video above.&lt;br /&gt;
* '''Interpolation'''&lt;br /&gt;
: This can be set to either cubic or linear. Linear is just a flat interpolation, while cubic tries to retain the surface tangents, resulting in more fluid curves.&lt;br /&gt;
* '''Strength'''&lt;br /&gt;
: The strength option is only available when the interpolation mode is set to cubic. Setting the strength to zero gives a result very similar to linear interpolation, while higher strengths result in more fluid curves. Setting a negative strength changes the direction of the curve. Or described in a more visual way: it makes deflated volumes inflate and vice versa. The soft limits of this option are set to range from -3 to +3, but you can easily assign bigger or smaller values by manually entering a number, instead of using the slider. This works just the same as with normal sliders in Blender.&lt;br /&gt;
* '''Remove faces'''&lt;br /&gt;
: When using a face-selection input, the inner faces will be removed after bridging.&lt;br /&gt;
: Because of some limitations in Blender the weight values assigned to the bevel-modifier might be slightly altered (by about 0.01) when this option is enabled.&lt;br /&gt;
* '''Twist'''&lt;br /&gt;
: Determines which vertices in both loops are connected to each other. This might be used for artistic reasons or to correct a wrong result given by the script.&lt;br /&gt;
* '''Reverse'''&lt;br /&gt;
: This option should only be used if the script gives a wrong result. It reverses the order in which vertices are connected and can fix problems when the script gives a result that looks inverted. It's a bit hard to describe, but just try it once and you'll immediately understand what it does.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Circle ===&lt;br /&gt;
==== Input ====&lt;br /&gt;
There are two correct inputs for the circle tool: selecting a single vertex, or selecting a closed or open loop of edges. You can also have the tool operate on multiple inputs at the same time and mix the input types.&lt;br /&gt;
==== Tool settings ====&lt;br /&gt;
* '''Method'''&lt;br /&gt;
: When &amp;quot;Best fit&amp;quot; is selected a circle is calculated using a non-linear least squares method. This basically means that the circle that is calculated with this option best fits the vertices you selected.&lt;br /&gt;
: Selecting &amp;quot;Fit inside&amp;quot; will calculate the circle in such a way that none of the vertices will be moved away from the center of the calculated circle. This is useful when you want to retain the topology of the surrounding mesh.&lt;br /&gt;
* '''Flatten'''&lt;br /&gt;
: When enabled, the input will be flattened to an optimal plane. This includes the center vertex, if the input consisted of a single vertex. When disabled the input will be projected onto the existing mesh.&lt;br /&gt;
* '''Radius'''&lt;br /&gt;
: This overrides the radius calculated by the script. Useful if you wish to create several circles of the same size, or if you need more precision.&lt;br /&gt;
* '''Regular'''&lt;br /&gt;
: When this option is selected, the vertices on the circle will all have the same distance between each other.&lt;br /&gt;
* '''Influence'''&lt;br /&gt;
: The force of the tool. Zero percent influence means no changes will be made to the mesh. 100% influence means that the input will be fully transformed into a circle.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Curve ===&lt;br /&gt;
==== Input ====&lt;br /&gt;
There are two valid input methods for the curve tool. The first is to select 2 or more vertices on the same loop. You can do this for multiple loops simultaneously to save time.&lt;br /&gt;
The second method is to select one or more entire loops. If a full loop is selected, the curve tool won't operate on that loop, but on all loops perpendicular to it and use the vertices on the selected loop(s) as control points.&lt;br /&gt;
==== Tool settings ====&lt;br /&gt;
* '''Interpolation'''&lt;br /&gt;
: Cubic gives a smooth curve, calculated using a natural cubic spline algorithm. Linear calculates straight lines through the control points.&lt;br /&gt;
* '''Restriction'''&lt;br /&gt;
: This restricts the movement of the vertices to only one direction. Indent only allows movement toward the mesh, while extrude only allows movement away from the mesh (in the direction of the normal).&lt;br /&gt;
* '''Boundaries'''&lt;br /&gt;
: If enabled, the curve won't stretch beyond the input vertices. This limits the tool to only a subsection of the mesh.&lt;br /&gt;
* '''Regular'''&lt;br /&gt;
: This will evenly distribute the vertices along the curve. Sometimes this can create weird results, as an even distribution isn't always possible (since the selected input vertices aren't moved). If that's the case, simply untoggle this button.&lt;br /&gt;
* '''Influence'''&lt;br /&gt;
: The force of the tool. Zero percent influence means no changes will be made to the mesh. 100% influence means the tool will have the maximum effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Flatten ===&lt;br /&gt;
==== Input ====&lt;br /&gt;
Any selection is considered acceptable input for the flatten tool.&lt;br /&gt;
==== Tool settings ====&lt;br /&gt;
* '''Plane'''&lt;br /&gt;
: The method used to calculate the plane on which the input is flattened.&lt;br /&gt;
:*Best fit: calculates a plane so that on average the vertices will have to be moved the least to be flattened.&lt;br /&gt;
:*Normal: is identical to scaling the input to zero on local-z when the orientation is set to normal (so G, Z, Z, 0). It's mainly included for making easy comparisons between the flatten methods.&lt;br /&gt;
:*View: flattens the input on a plane perpendicular to the viewport angle. So when you run the tool, it will appear nothing has changed, but when you rotate the viewport, you'll see what has happened.&lt;br /&gt;
* '''Influence'''&lt;br /&gt;
: The force of the tool. Zero percent influence means no changes will be made to the mesh. 100% influence means the input will be fully flattened.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Loft ===&lt;br /&gt;
==== Input ====&lt;br /&gt;
For loft you can use the same input method as for bridge: selecting groups of faces, or selecting (closed) loops. You can mix input methods. Contrary to bridge, you can select more than 2 input groups, and have them bridged consecutively.&lt;br /&gt;
==== Tool settings ====&lt;br /&gt;
Loft shares its settings with the bridge tool, so changing a setting for one of the tools, will also change it for the other tool. For a full discussion of all the settings take a look at the bridge settings. Below you'll find some specific information for the loft tool.&lt;br /&gt;
* '''Segments'''&lt;br /&gt;
: This is identical to the segments-setting of the bridge tool, but setting it to automatic (segments = 0) has an advantage for the loft tool. When letting the script determine the number of segments needed, it might create different numbers of segments between different loops.&lt;br /&gt;
* '''Loop'''&lt;br /&gt;
Connects the first and the last loop to each other.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Relax ===&lt;br /&gt;
==== Input ====&lt;br /&gt;
The input of the relax tool consists of a single (partial) loop.&lt;br /&gt;
==== Tool settings ====&lt;br /&gt;
* '''Interpolation'''&lt;br /&gt;
: Determines how the final position of the vertices is calculated. Cubic uses a natural cubic spline to project the vertices on, linear projects the vertices on straight lines.&lt;br /&gt;
: A word of caution: when you use the relax tool on a closed loop (a loop where all vertices are connected to two other vertices in the same loop) you can better use cubic interpolation instead of the linear. If you use linear interpolation, the volume of the loop will quickly diminish.&lt;br /&gt;
* '''Input'''&lt;br /&gt;
: When set to selection the tool will only operate on the selected vertices. Setting it to Parallel (all), will also include the vertices of all parallel loops.&lt;br /&gt;
* '''Iterations'''&lt;br /&gt;
: The number of times the tool is run. A higher number gives a smoother result.&lt;br /&gt;
* '''Regular'''&lt;br /&gt;
: If this option is selected, the vertices will be distributed evenly along the loop.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=== Space ===&lt;br /&gt;
==== Input ====&lt;br /&gt;
The input of the space tool consists of a single (partial) loop.&lt;br /&gt;
==== Tool settings ====&lt;br /&gt;
* '''Interpolation'''&lt;br /&gt;
: Cubic distributes the vertices along a natural cubic spline through, while linear projects the vertices on the already existing edges.&lt;br /&gt;
* '''Input'''&lt;br /&gt;
: When set to selection the tool will only operate on the selected vertices. Setting it to Parallel (all), will also include the vertices of all parallel loops.&lt;br /&gt;
* '''Influence'''&lt;br /&gt;
: The force of the tool. Zero percent influence means no changes will be made to the mesh. 100% influence means the tool will have the maximum effect.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== More information ==&lt;br /&gt;
For an illustrated explanation of all the tool settings visit the [[http://sites.google.com/site/bartiuscrouch/looptools script homepage]].&lt;/div&gt;</summary>
		<author><name>wiki&gt;Scorpion</name></author>
		
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