Add->Mesh->Plane, Subdivide 100:
NumPad 7, Face Select:
O, G, Z, Mouse Wheel:
Bevel 0.051:
Selection with offset of 13 faces:
X -> Dissolve faces:
Result:
It has the following normals:
or
Add->Mesh->Plane, Subdivide 100:
NumPad 7, Face Select:
O, G, Z, Mouse Wheel:
Bevel 0.051:
Selection with offset of 13 faces:
X -> Dissolve faces:
Result:
It has the following normals:
or
How to Merge Faces | Blender Tutorial
https://www.youtube.com/watch?v=o6lM-qTwliw
custom follow curve:
Mastering Proportional Editing in Blender: Advanced Techniques with Hooks
https://www.youtube.com/watch?v=aQgJlKhblqU
Could I export model from console in blender?
https://stackoverflow.com/questions/61553193/could-i-export-model-from-console-in-blender
import bpy
import sys
print("Blender export scene in FBX Format in file "+sys.argv[-1])
# Doc can be found here: https://docs.blender.org/api/current/bpy.ops.export_scene.html
bpy.ops.export_scene.fbx(filepath=sys.argv[-1])
How can I run blender from the command line to export and import models
https://blender.stackexchange.com/questions/16563/how-can-i-run-blender-from-the-command-line-to-export-and-import-models
# Load a Wavefront OBJ File
bpy.ops.import_scene.obj(filepath="", filter_glob="*.obj;*.mtl", use_ngons=True,
use_edges=True, use_smooth_groups=True, use_split_objects=True, use_split_groups=True,
use_groups_as_vgroups=False, use_image_search=True, split_mode='ON',
global_clamp_size=0, axis_forward='-Z', axis_up='Y')
Load FBX material data
https://gamedev.stackexchange.com/questions/140263/load-fbx-material-data
FbxNode *node = scene->GetRootNode()->GetChild(0);
FbxGeometryConverter fbx_converter(node->GetFbxManager());
fbx_converter.Triangulate(node->GetNodeAttribute(), true);
mesh = node->GetMesh();
int num_vertices = mesh->GetPolygonVertexCount();
FbxVector4 *fbx_vertices = mesh->GetControlPoints();
int *fbx_triangle_vertices = mesh->GetPolygonVertices();
double x, y, z;
vector vertices;
for (int vertex_index = 0; vertex_index < num_vertices; ++vertex_index)
{
int index = fbx_triangle_vertices[vertex_index];
x = (double)fbx_vertices[index][0];
y = (double)fbx_vertices[index][1];
z = (double)fbx_vertices[index][2];
vertices.push_back(vertex(vector3(x, y, z), material(color(1, 0.5, 0.5), 0, 0, 0, 0, 1, 0)));
}
GL_TRIANGLE_STRIP vs GL_TRIANGLE_FAN
https://stackoverflow.com/questions/20394727/gl-triangle-strip-vs-gl-triangle-fan
https://startandroid.ru/ru/uroki/vse-uroki-spiskom/399-urok-170-opengl-graficheskie-primitivy.html
https://www.dgp.toronto.edu/~ah/csc418/fall_2001/tut/ogl_draw.html
OpenGL Vertices and indices to wavefront obj
https://stackoverflow.com/questions/37916533/opengl-vertices-and-indices-to-wavefront-obj
How to merge two .obj files after texture mapping process?
https://stackoverflow.com/questions/37785215/how-to-merge-two-obj-files-after-texture-mapping-process/37804553
Some Python code:
https://github.com/pywavefront/PyWavefront/blob/master/pywavefront/obj.py
https://gist.github.com/hightemp/2409eb6332bbe8ac639155f130fe4223
Wavefront .obj file
https://en.wikipedia.org/wiki/Wavefront_.obj_file
Non-uniform rational B-spline
https://en.wikipedia.org/wiki/Non-uniform_rational_B-spline
OpenGL NURBS surface (with pictures):
https://stackoverflow.com/questions/13500458/opengl-nurbs-surface
https://stackoverflow.com/questions/6105766/how-to-draw-nurbs-with-opengl-es
GLU_NURBS_TESSELLATOR:
https://community.khronos.org/t/how-to-draw-nurbs-surface-real-time/73226/2
FBX Export: What does Forward / Up assignment do?
https://blender.stackexchange.com/questions/168260/fbx-export-what-does-forward-up-assignment-do
Blender reverses X-axis when exporting Z-forward
https://blender.stackexchange.com/questions/33892/blender-reverses-x-axis-when-exporting-z-forward