I read a lot ( 3 full days) on the subject but none of it helped me.
For instance when I pushed a mesh operator in my console I got a "CANCELED" result. Not an error, just "CANCELLED".
I would like to edit part of high resolution meshes by applying mathematical equations to them.
The workflow is:
- Select the zone where the equation will apply.
- Tweak the equation.
- Tweak the selection.
- Tweak the equation a bit more.
This works very fine with the models where the Index follow the UVs (Index 0-31 for the first U row, 32-63 for the second … and so on for a 32 U vertices model).
On all the real workday’s models the Index are never in accordance with the UVs because of the added cuts and so on. So I would like to be able to get the u and v of any vertex. Is there a way to do this, either with a script or directly from the 3D viewport layout or UV editor or…
I will be working inside Geometry Nodes so the vertex groups are not really an option since they are very awkward to edit after they are made. Unless there is an automatic way to put each U row in a group once and for all.
Anyway, as you see, I am open for suggestions.
The purpose of all this is to control difficult parts of the mesh without clicking the mesh itself.
](../../images/2d174a2de56d9abce8a345ad6dc80cf3.webp)
](../../images/0d2f2b1b40e802d1075ce49e454ecd53.webp)
](../../images/18cbe5e7cd2ad9a7b5d346a2a78c6898.webp)
](../../images/56c7f21dd2d92543a16d83ef25b0d03a.webp)