DRAWINGTANK

A Cool New Way For Creating Voxels !

37 posts in this topic

no picture necessary...I get what you're after and think it'd be pretty handy. I'm just saying that greater control

over the original stroke would alleviate the need to re-edit an already placed stroke. (my own opinion, obviously)

But hey, maybe you should draw up some graphics to further flesh out your idea. Might help distill it further and show

some potential areas of avoidance. Also, how would the actual stroke 'spline' be manipulated and how would said manipulation

affect areas further up and down the spline? Percentage influence? B-spline style? Tangent handles?

What's confusing about blending 2 curves?

Case 1 - pure blend (think of a surface ruled between the two curves... and the new curve is some % from one curve to the other... and all the attributes could also be blended at the same weighting, or even individual weightings.

Case 2 - modifying a sub-segment of the original curve... the new stroke is shorter than the original curve and close to a portion of the original, there would need to be a blend beyond the ends (simple) or within segment... to create a smooth transition (just leave it up to the artist to blend - like well it'd be your responsiblity to align the beginning and ending or feather it out.

Case 3 - limited movemement allowing the blend of the original and new stroke to occur in only some of the axes etc ... meaning settings to make the averaging work only along the X axis or only X and Y, or such that the only movement is in screen space, so the projection of the new curve from the viewpoint, and then the original is blended such that the entire curve is still parametrcially at the same depth, but from the camera, it is blended with the new stroke.

---- but all of this SOUNDS complicated... just like trying to explain to someone how a car works, how to shift, and clutch, and gas etc... but in practice it's so easy ----

all of thise could be done simply by adding a few small changes to the curves tool -

I would appreciate specific thoughtful questions about how this would work - but would appreciate it if folks would refrain from saying "I think this isn't necessary" since that's literally pointing out that they don't get what I am talking about. Call it arrogance, ok, but I KNOW this would rock - an if you have a specific question, or ask for clarification - I'm happy to oblige, but I'm not going to try and re-explain, until I actually have some time to illustrate it...

besides, this has been around for a long time - and I haven't heard Andrew mention being interested in it, so - - - maybe it's just a lost cause - - - and that makes me sad.

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Don't worry

It is a great idea to be able to make complex structures this way, i.e. more intuitive control over curves.

Dont make the mistake to get impatience in your enthousiasm.

Andrew reads everything I'm sure but is commited to his physical body which makes magic less possible.

So eventually your fine ideas will trickle into 3d coat for sure, just give it some time.

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Don't worry

It is a great idea to be able to make complex structures this way, i.e. more intuitive control over curves.

Dont make the mistake to get impatience in your enthousiasm.

Andrew reads everything I'm sure but is commited to his physical body which makes magic less possible.

So eventually your fine ideas will trickle into 3d coat for sure, just give it some time.

That's true... physical limitations yup yup... and yet somehow he still does things that others would not given the same physical limitations - almost seems like magic already?!

In truth, although I spent time re-explaining something that I thought was already explained enough to implement, it did cause me to have a couple of thoughts about special cases, and what happens if (...) ?

things like...

what if you want to edit just a portion of the curve segment, how do you limit the modification to a smaller region?

knowledge assumptions: using NURBS curves - and assuming regular parameterization from 0 -> 1 along a single segment, or a signle change, excluding branches.

1) you could have a limiter along the curve that has a start and a stop for the region of effect, and a soft start and soft stop, to allow fo clean blending. these could be manually placed along the active curve parametrically, or using a gizmo of some kind. However, as an only method of interacting, this would be clunky and slow. this would be better suited for specific and precise reshaping of an area.

2) using the preceeding concept of a start, soft start, soft stop, and stop, as contribution parameters, with equivalent values of 0, 1, 1, and 0... and not related to the overall contribution weight, but like layer alpha in PS, it is not related to the layer's overall opacity. so with that, the start and stop are determined by one of the following -

comparing the screen space old stroke to the start and stop point of the new stroke, to determine the closest projected point on the old curve, and mapping the new stroke to the curve using closest point for start mapping to start on the new stroke. if start (param 0) on the new stroke is closest to param 0.34 on the original curve, and end (param 1) of the new stroke is closest to param .37 on the original curve, then map the new curve's shape to the area between 0.34, and 0.37. 0 maps to 0.34, 0.5 maps to 0.355, and 1.0 maps to 0.37... there should probably be a percentage of beginning and ending of strokes that is consider the soft region. e.g. if 20%, then at parameter 0 on the new curve, there is no effect, at parameter 0.2 the effect is at maximum, until parameter 0.8, and then fades back to no effect at parameter 1.0

anyway... the point is, although I've spent more time than I would like to have spent on this typing and not sculpting, there was at least SOME good thought that came out..

[EDIT:] turns out I had done a screen capture video somewhat showing what I was thinking WAY BACK... I just never posted it, I think. it's my attempt to show approximately what would happen with the curves tool. all it really shows is imaginary stroke shapes, and then I go in and edit the points to show what I envision happening from each stroke. I guess I didnt' post it because I thought it might be more confusing as to what I was showing than just trying to use words.... but maybe now it could help? hopefully it doesn't fuel the confusion fire.

Mock-up video

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Possibly you will be able to get something like this if I will allow to draw with curves directly on reference images that are used in Sketch tool.

Hi Andrew !

Any update on this request ?

thank you as always :clapping:

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intriguing thread. i have just brought coat so it might take me a while to fully appreciate the concepts presented here in context with the tools already in the box. one of the things i do wish for thus far however is a tighter connection between my drawings and the beginnings of a sculpt. my work will be 99% character work though.

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For the sketch tool i posted about direct editing here after looking at the way Z4 does it -

http://www.3d-coat.com/forum/index.php?showtopic=6259&view=findpost&p=48041

Nobody has replied in that thread yet though but it's just one of many things in my list i guess. I think though a direct 2d editor which would work in realtime would turn that tool from rarely used to must use because the workflow would be so much simpler then. The main tools are there also for the brush methods it just needs to apply this to 2d and also keep the current import options for when that is needed.

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Possibly you will be able to get something like this if I will allow to draw with curves directly on reference images that are used in Sketch tool.

Hello Andrew

It's been a while since this request, and I just saw that moska posted about OverCoat:

A a technique to generalize the 2D painting metaphor to 3D that allows the artist to treat the full 3D space as a canvas.

OverCoat PDF

It's the same principal as I Love Sketch, creating geometry from doodles.

I hope you can take a look and get inspired and give us some magic !

thank you for your time

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Hello Andrew

It's been a while since this request, and I just saw that moska posted about OverCoat:

A a technique to generalize the 2D painting metaphor to 3D that allows the artist to treat the full 3D space as a canvas.

OverCoat PDF

It's the same principal as I Love Sketch, creating geometry from doodles.

I hope you can take a look and get inspired and give us some magic !

thank you for your time

+1 +1 +1 +1

Ohhhhh yeah that would be so awesome!

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Why being so hot on this? There are a lot of really cool and much better 3D sketching tools available.

I use those: http://www.shapeshop3d.com http://www.archipelis.com http://www.cgchannel.com/2012/05/rigmesh-putting-the-fun-back-into-rigging or http://www.curvy3d.com

And there are a few more out there.

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hi Crush,

thanks for the list. So far I like RigMesh.

You mentioned more out there. Would you (and other forum members) be so nice and list them.

I also would be interested in 3D software for android for doodeling on the road.

Thanks

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