-------------------------------------------------
球形NORMAL
radiateObj_helper = $Point001
--radiateObj_helper.pos = selection.center;
for obj in selection do
(
current_mod = $.modifiers[#Edit_Normals]
objSelNormal_bary = current_mod.GetSelection node:obj;
for n in 1 to obj.verts.count do
(
local setNormal = #{};
local vertNormal = #{};
local normal_pos = [0,0,0];
current_mod.ConvertVertexSelection #{n} vertNormal node:obj;
if current_mod.SelLevel == 0 then setNormal = vertNormal;
else setNormal = vertNormal - (vertNormal - objSelNormal_bary);
normal_pos = in coordsys obj (obj.verts[n].pos - radiateObj_helper.pos);
normal_pos = - normal_pos;
for x in setNormal do
(
current_mod.setNormal x normal_pos node:obj;
current_mod.SetNormalExplicit x node:obj;
)
)
)
--setKnotPoint radiateObj_helper 1 1 radiateObj_helper.pos;
--updateShape radiateObj_helper;
--redrawViews();