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I'm using 3ds Max's `meshop.divideEdge` to split an edge, and the split ratio comes from calculating the edge's vector. This vector is determined by the two points A and B obtained via `meshop.getVertsFromEdge`. Therefore, the ratio I calculate matches the direction from A to B. However, since `getVertsFromEdge` returns a BitArray, the vertex IDs are always in ascending order. But the `divideEdge` method seems to use an edge direction that I can't determine to calculate the split position, which results in the `divideEdge` position being different from what I expected.
Therefore, I believe that only by knowing the true direction of the edge can I make the `divideEdge` function work as expected.
Solved! Go to Solution.