Contributor Michaelgdrs Posted September 18, 2016 Contributor Share Posted September 18, 2016 Hey , all good? They are in a much much older state than you show at your videos. If it helps you to identify the version they dont have icons yet. Quote Link to comment Share on other sites More sharing options...
farsthary Posted September 18, 2016 Author Share Posted September 18, 2016 Well, all my latest code was in a separated branch, seems it doesn't got merged into trunk in latest releases so yes, seems what you all have is pretty outdated. Ouch. Andrew provably will merge them soon 2 Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted September 18, 2016 Contributor Share Posted September 18, 2016 Great news , its a paint to go from 3DC to Houdini to Maya for retopo only. Anyway , great news great. 1 Quote Link to comment Share on other sites More sharing options...
Taros Posted September 21, 2016 Share Posted September 21, 2016 I hope we can test the new functions soon. About QuadPaint: As long as we can not alter the border lines in a "regular" way this function is just experimental. I suggest bezier splines with control points to use for QuadPaint. In your version I call them "physically based splines". There is nearly no control over them. But we mantioned this already in history. I just wanted to remind to not to forget the spline usability. Thank you for the great work Chris Quote Link to comment Share on other sites More sharing options...
farsthary Posted September 21, 2016 Author Share Posted September 21, 2016 Hi Taros I've added spline based deformation long ago too, I think I have made a video about that but cant find it in my blog, or I just tweeted it? anyway I may re upload it to my blog. 1 Quote Link to comment Share on other sites More sharing options...
farsthary Posted September 21, 2016 Author Share Posted September 21, 2016 when you move a control vertex you can choose between that elastic type and the spline type that is curved 1 Quote Link to comment Share on other sites More sharing options...
Taros Posted September 24, 2016 Share Posted September 24, 2016 Will check it asap. Thank you. 1 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted November 15, 2016 Share Posted November 15, 2016 QuadPaint control keys This is the current main hot keys and actions to control the strokes of QuadPaint, and by changing the boundary you can control the inner quadrangulation. Right click a vertex allows to smooth and move the stroke. Hovering a vertex and pressing DEL , remove the vertices. Double Click a vertex, will pin it so you basically created a new edge freely to move. Double Click a segment, between 2 vertices will insert a new point, provided that the radius is smaller than the segment, otherwise will capture the closest vertex an pin it. Ctrl + Click a vertex will split the stroke into 2 strokes. Pressing +(plus) over a stroke will increase vertices count by 2. (some manual smoothing will be required to make vertices more even, will improve soon) Pressing – (minus) will decrease by 2 Overlapping 2 vertices will merge them on mouse release. Overlapping segments will be intersected on mouse up. The numerical hint tells the number of vertices between 2 pinned points (inclusive), updated at mouse up. Moving a vertices very far, after release will insert new divisions, moving them too close will merge them to maintain an average distance. Sometimes the preview snap to surface incorrectly, but the final result will be much better because more smoothing and post process is used at execution time. 2 Quote Link to comment Share on other sites More sharing options...
Contributor ajz3d Posted April 13, 2017 Contributor Share Posted April 13, 2017 Any update on the progress? Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted April 13, 2017 Reputable Contributor Share Posted April 13, 2017 1 hour ago, ajz3d said: Any update on the progress? No. Afraid not. Raul is no longer working for Pilgway. I couldn't get the tools to work well enough to try and demonstrate, so they are pretty much undone/half-done beta tools. Maybe Andrew will be able to fix/refine them, at some point. Quote Link to comment Share on other sites More sharing options...
Contributor Michaelgdrs Posted April 13, 2017 Contributor Share Posted April 13, 2017 Nooooooooo , he was good . Quote Link to comment Share on other sites More sharing options...
Andrew Shpagin Posted April 13, 2017 Share Posted April 13, 2017 Even if Raul no longer works, he still may update tools. If there will be clear feedback what to do - I will send request, and he will finish what feels unfinished. 4 Quote Link to comment Share on other sites More sharing options...
Advanced Member rubeos Posted January 5, 2021 Advanced Member Share Posted January 5, 2021 (edited) On 9/6/2012 at 9:06 PM, polyxo said: Just look at how universally Zbrush has hooked that tool up. Its implementation of masking and of hiding is a dream, really. 3DCoat instead has many "locked into tool" or differing from workspace to workspace-implementations of the comparable functions. Sorry if I bring up this old topic. I wanted to ask if this feature is planned in the near future in 3DCoat. This key combination for hiding/masking (I believe only has Zbrush) ctrl / shift / alt + mouse or pen ... is extremely comfortable and fluid in modeling once learned, is useful for quickly creating shapes to extrude and could also be useful in vox-hide combination. Please do not underestimate this simple key combination... it is not about copying Zbrush, but about taking the shortest and smartest way to make an operation convenient and quick for the modeler. Thank you. Edited January 5, 2021 by rubeos Quote Link to comment Share on other sites More sharing options...
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