Sometimes it is necessary to modify models in some more extreme ways, without changing the underlying topology, Poses, extreme body changes and morphs, to name a few.

This is where the Tweak Room comes into play. The Tweak Room is a legacy workspace, from 3DCoat's early beginnings, and is subject to being deprecated/removed at some point in the future, but in the right circumstance, it still has a fair amount of utility, especially if used in Microvertex Mode, to create Morph targets/Blendshapes.
* Base Model courtesy of Fellipe Beckman

This Room possesses some of the most simple and powerful tools for creating mesh modifications, model poses, and morph targets. Has quite a number of tools to move your mesh around with some basic deformers. This allows you to reshape your mesh.

Any changes you make here can also be made after topology, UV maps, and textures have been created. Ideal for short-term changes without ruining all your work.

Even small sculpting jobs can be done in the Tweak Room with brushes and brush options.

As in other Rooms, the upper bar contains the usual brush settings.

It is important to note that both the Paint Room and the Tweak Room use both imported meshes found in the Paint Objects Panel. If you any reason you want to delete a mesh from one of these rooms, you can do so by clicking the X for each mesh object in the Paint Objects area.

If for any reason you wish to delete all of your model textures and start over - you also must delete any objects found in the “Tweak Room Objects Panel” by clicking on the “X” for each Object.

Use these tools to make larger mesh adjustments, after all of your other modeling and texturing steps have been completed. mode has quite a number of tools to move your mesh around with some basic deformers.
This allows you to reshape your mesh, change a thin character into a fat one, create facial morphs for export. These are just some of the uses for this direct polygonal manipulation set of tools.

Move: Movements are based on the size of the Brush. Use this tool to perform major adjustments to your mesh. Press CTRL to raise or lower the surface, constrained to remain perpendicular to the face.
Try to avoid stretching an area of polygons excessively, especially creating long, thin polygons (press “W” to see the wireframe) since this will cause unwanted texture distortions in your “Baked” model, and will require major alterations in your UV Map.

Select/Transform: This tool allows you to define a selected a surface area by selecting your mesh before you apply either the Move, Scale or Rotate function to that area.
A number of commands exist in the “Tool Options” panel to modify the selected area making this tool a very precise means of altering your mesh, as well as the means to “Save” and “Load” selection areas.

The available parameters for this tool are as follows:

  • Select with brush or rectangle. Select with pen, rectangle or curve. Use CTRL to subtract selection, SHIFT - to add selection.
  • Select with gradient. Selection is done with gradient. Click to determine the start position o gradient and then click again to determine the end point.
  • Select objects. Select the whole object with LMB.
  • Move. Moves the selected area.
  • Rotate. Rotates the selected area.
  • Scale. Used for scaling of the selected area.
  • Smooth. Smooth selection.
  • Expand. Expand the selection.
  • Clear. Clear all selection.
  • Select all. Select all.
  • Wide. Make the intermediate area of selection wider.
  • Contract. Contract the selection.
  • Increase. Grow the selection value on 10%.
  • Save. Save selection to file.
  • Load. Load selection from file.

Draw: Works like the Surface “Draw” tool, except that polygons are stretched to make the alteration. The size, depth and nature of the Brush and its Alpha shape determine the action of the tool.
Use the “Ctrl” and “Shift” modifiers to apply an inversion or smoothing action to this tool.
Collapse: This tool draws areas of the mesh closer together in a very precise fashion, without raising or lowering the affected area. The size, depth and nature of the Brush Alpha effect the distance of the mesh translation.
Use the “Ctrl” modifier to invert the action of the tool - and the “Shift” modifier to perform a relaxation of the mesh.
Expand: Works precisely as an inverted version of the “Collapse” tool.
Shift: This tool slides and pushes a portion of the mesh in one direction along the plane of the existing mesh surface. It acts like a 2 dimensional “wave” of sorts. Use the “Ctrl” modifier to “repel” the mesh away from the Brush cursor in every direction, and use the “Shift” modifier to relax areas of the mesh.
The tool is affected by Brush size and depth but not Alpha shape or other Brush Options.
Smudge: Works similarly to the Shift tool, but tends to indent the mesh near the edges of the Brush.
Use the “Ctrl” modifier to invert the action and the “Shift” modifier to relax areas of the mesh.
This tool is only affected by the size and depth of the Brush.
Flatten: Works quite similarly to the “Flatten” tool in Surface mode. Flatten the surface under the beush with repeated movements of the brush over an area tend to produce a general flattening, similar to the effect produced by a blacksmith’s hammer.
Smooth: Overall, this tool performs a mesh relaxation, lessening the distance between adjoined vertices as the tool passes over them.

  • general/tweak_workspace.txt
  • Last modified: 2019/12/22 14:35
  • by carlosan