Panel Screws
Last updated
Last updated
Panel Screws lets you generate screws on selected faces or vertices. This is particularly useful for creating riveted look on panel details. You can design your own screws or use some of the custom designed meshes that comes with the operator.
Here are the redo properties and what they do:
Allows you to select what screws you want to use.
Basic: Creates a basic cylinder with its own properteis Shape and Bevel to design it.
Custom: Allows you to use 4 of the custom screws that comes with the operator.
Mesh: Allows you to select from any mesh in the scene to serve as the screw.
Collection: Allows you to assign a collection's mesh objects as the screws.
Basic will create a primitive cylinder with the default segment of 6 to act as the screw. This will have its own property controls like the Shape and Bevel. This is a great low res alternative for background assets or as placeholders.
Only shows up when you use Type: Custom. This allows you to choose from the 4 custom screw models that comes with the operator.
Only shows up when you use Type: Mesh. This allows you to select from any mesh in the scene to act as the screw object.
Only shows up when you use Type: Collection. This allows you to assign a collection whose mesh objects will act as the screw.
Only shows up when you use Type: Collection. Randomizes the mesh object used in each point using a seed number.
This has two options: Faces and Verts. Faces will let you create the screws at each vert in a face or in corner verts depending on an angle threshold. Verts will let you create the screws for each selected vertices.
This only shows up when using Origin: Faces and has two options: Angle and All Verts. Angle will create the screws on vertices that meet an angle threshold and All Verts will create the screws on all the vertices of a face.
The angle threshold used for the Mode: Angle property or setting. Any vertices whose edges go in an angle that meets or is higher than the angle will have a screw.
This determines the size of the screws.
This only shows up when using Origin: Faces. Allows you to create a margin in the selected faces and reposition the screws accordingly.
This allows you to offset the screw towards or away from the face.
Generates more screws in the edges shared by two vertices. This only shows up when using Origin: Verts.
This only shows up when using Type: Basic and has two properties: Depth and Segments. Depth determines the thickness of the cylinder and Segments is for the number of segments used to create the cylinder.
This only shows up when using Type: Basic and has two properties: Offset and Segments. Offset determines the thickness of the bevel effect. Segments is for the number of segments used for the bevel.
This lets you set the angle of rotation for the screws.
Randomizes the rotation for each screw for more realism using a seed number. The randomization will only occur at seed number 2 and above with 1 letting you use a constant rotation value for all the screws.
This has two properties: Perc and Seed. Perc is a percentage slider that allows you to control the possibility of a screw being generated at a particular point. Useful for creating that old riveted panel effect where some screws are already missing. Seed lets you randomize the screw generation based on the percentage slider using a seed number.
The Material Index property lets the resulting cloth sim mesh inherit a material from the active or work mesh.
The default value of -1 means it will use the active material in the work mesh if that material exists.
Using 0 and above means you will be using the 1st material in the material stack when using 0, the 2nd material when using 1 and so forth.
This allows you to use the vertices in the symmetry line when using a mirror modifier to generate screws.
This only shows up when using Origin: Faces. This will generate the screw effect for each face in the selection instead of using the face selection as a whole and generating the screws in the sharp corners.
Splits the source mesh in sharp angled edges to generate screws on face islands generated from splitting. Useful when selecting an entire mesh like a cube for example.
Limit dissolves the selected faces to get a unified face region to generate the screws. Useful for higher resolution selections where the margin property can cause overlaps and directional issues for the screws.
If the selected faces are too tightly packed, sometimes using the margin property can cause the screws to reverse direction. With Limited Dissolve, the selected faces becomes one and the margin will have a wider area to work with, this avoids smaller faces where a screw is generated to be scaled so far that its normal becomes reversed affecting the direction the screw.
The angle threshold for the Limited Dissolve property.
Only generate screws on verts tagged using the operator. This only works for Origin: Faces.