第1个回答 推荐于2018-02-08
Bulid = for obj in geometry collect obj
for i = 1 to Bulid.count do
(
pb1.value = 100.*i/Bulid.count
Bulid[i].pivot.z = Bulid[i].min.z
ResetXForm Bulid[i]
ConvertToPoly Bulid[i]
local NUMEdgeA = Bulid[i].GetNumEdges() as integer
local NUMVertexA = Bulid[i].GetNumVertices() as integer
local NAMEa = Bulid[i].name
Bulid[i].name = NAMEa + "ok"
Bulid[i].slice [0,0,1] [0,0,1]
local NUMEdgeB = Bulid[i].GetNumEdges() as integer
local NUMVertexB = Bulid[i].GetNumVertices() as integer
NUMEdgeC = NUMEdgeA + NUMVertexB - NUMVertexA + 1
if NUMEdgeC < NUMEdgeB do
(
polyop.createShape Bulid[i] #{NUMEdgeC..NUMEdgeB} smooth:false name:NAMEa
delete Bulid[i]
)
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