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AbnRanger

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Posts posted by AbnRanger

  1. It would be pointless to update the official manual as new features are added. They are almost never in a final state when they are first added. It usually takes a bit of feedback from the community to fix bugs, and iron out workflow and features for any given tool - this is part of andrew's overall approach to developing the software and it has worked pretty well so far. It results in us getting the tools we ask for rather than someone else deciding for us and paying for it 'like it or not'.

    If time isn't a luxury for you you probably shouldn't be messing with new features in new builds and instead focus on what's there that you use regularly. Asking for professional, commercial quality training from a product that is neither as mature, nor well documented, nor as well staffed as other commercial solutions is a bit unrealistic. The trade off here is that you get all this cool new stuff at a rapid rate and at a dirt cheap price, and faster than the other developers can do themselves. The alternative is to buy something else and pay extra for whatever training you need that is available and generally remove yourself from the developer/user feedback loop.

    Andrew's development method is a perfectly viable approach to business for a software as immature as 3dc. As it does mature and gain more audience you'll see more training material. Until then, this is what we have to work with. Personally I wouldn't trade this for anything. It's better than being left in the dark for a year or more and then getting stuck with whatever updates the developers feel you should have. Anyway, it's not that hard to skip a build or two and catch up on features later. I do this often as it suits my needs or dependence on a specific build to finish a piece. It's entirely up to me how much I want to scrub the forums for updates and info, and it doesn't take a lot of time to do.

    I understand what you're saying, but even in beta testing, there needs to be a more cogent explanation of a new tool than just saying on Tweeter that a feature is done....then having only the most experienced users brag about how great this tool is.

    I still don't see any info on the Sketch tool so many people were clamoring about. A small paragraph added to an amendment page at the very end of the manual or placed somewhere on this forum IS NOT too much to ask. Thanks for the dissertation, though. Perhaps it was a mistake for me to have jumped on board this early in development.

    It's actually one reason why I waited until 3 was released...

  2. Since the training is so scant compared to other programs, it's not as easy to get up and running as it would otherwise be. There's alot of unorthodox/non-industry standard ways of doing things in 3DC and that frustrates matters even more. Having new features are great, but in my opinion a "Fend for Yourself" reality isn't going to sell seats...not when there are more mature products on the market with plenty of training materials available for it.

    I don't have tons of time for a lot of guesswork exploration, and I'm trying my best to get up to speed through the manual and tutorials others are sharing...so for someone who is rather new to the program, it HAS to be frustrating when others talk about how cool new features are when no effort has been made to even amend the manual the slightest bit to explain where the new tools are and how to use them.

    As for the video capture...you're saying as they are wrapping it up they can't do a simple demonstration...seeing how the development team are the ones who know how they operate? Why can they not do a screen capture during their final tests? Is that too hard and time consuming?

  3. Thanks Andrew for fixing the 3DConnexion navigation/orbiting issues. Works great now, and the Y-Axis constraint should be the default because that is how it works in other 3D applications, and it's more precise/predictatble. This makes the navigation 100 times smoother, in my opinion. :good:

    Could I ask a big favor regarding new features you add, that wouldn't benefit everyone here, I think? That is, as you complete these new FEATURES (not bug fixes), could you please place some sort of brief screen capture of it at work and place it in the tutorial section (pin a NEW FEATURES thread), so we have some idea what it does and how it works...at least to some small degree? Maybe Javis can go back a bit later and do a voice over explanation. Thanks again.

  4. doesn't HOME do this already?
    I tried that after you mentioned it...and it does something some of the time, but it doesn't zoom extents/frame up...it looks like it goes back to a default position, and at it's own predetermined angle. And then it did so only half the time when I pushed the HOME key. I guess that may be a bug, but even when it works, it doesn't help
  5. Looking forward to this Javis. But at the same time I must say, I really hope some more balanced and comprehensive material is on it's way soon. I mean Voxels are nice and it's an important major feature, but it isn't going to help me much to be a wizard at Voxels and a struggling novice with the rest of the program. I don't mean to sound so caustic, but the other rooms in 3DC are just as vital to our workflow as Voxels, and I hope they get equal attention in the future. :pardon:

  6. You can also hold alt and click in the screen to frame up... I prefer that to the 'f' key in zbrush. I would love to see this functionality and the shift+click to snap to ortho views as in zbrush. Much easier than using separate keybinds or accessing the dropdown in the top of the view.
    You're saying that you can Alt-click in the viewport to frame up in ZBrush or 3DC? The standard way of orbiting in the view (3DC) with 3DConnexion devices makes it rather sloppy, and it gets really aggravating to have to wrestle with the program to get the object back front and center...thus the frame-up feature in every other 3D application is sorely needed.

    Now that he's working on fixing the axis-orbiting issue, we'll have more control...but having a fit to view/frame-up key and icon/button (next to the navigation keys) is something that should have been in the program long ago.

  7. Using 3DCoat 3.00.08L Mac

    Mac OS 10.5.4

    12 GB Ram

    GEForce 8800 GT Card

    Bug?

    I was working in Microvertex on a Archway and saved as a .3B file. Now I can't open the file as 3DC gives me an OOM prompt!

    Congratulations! :yahoo:

    1. I don't know if you did any improving to the retop tools but the "Add/Split" tool seems to work much better for me now. Thanks!

    2. Also the ability to scale, move and rotate the UV maps now is FANTASTIC!. Is there a way to select all of the UV map pieces at once? I tried Command + A which is Select All on mac but it didn't select everything. Can you add this option?....

    Could you please put the feature requests in the Forum labeled "Feature Requests?" It's hard for Andrew to focus on bugfixes if we're mixing in feature requests. I would also like to maybe see if Andrew can suspend taking feature requests for a month or so, in order to focus STRICTLY on bugfixes and perhaps ironing out the wrinkles/improving the current tools. I realize how much this community has helped Andrew shape 3DC into what it is, but at the same time, I wonder if we aren't overwhelming him with an abundance of requests

  8. I was seriously considering buying 3D Coat, and I wrote this thread up not to say anything negative about it. I wrote this thread to mention a few things, the reason why I probably won't purchase 3D Coat at the current version is one of three reasons:

    1) It appears as though there are a few things that need to be worked out, and unless the author of the program works almost around the clock with the amount of request and changes I've read on the forums it must be very overwhelming for him.

    2) I've been told and from my own observation it's only strength in version 3.0 is the retopology tools, other areas are weak.

    3) I've read somewhere that Photoshop CS5 may feature half of the tools found in 3D Coat, which could be the reason why version 3.0 is pushing voxel painting in the meantime the other parts of the program that were in since version 2.0 could have been improved upon. If they had of introduced voxel painting in a .5 release and shown some improvements in the version 3.0 release it probably would have done wonders for 3D Coat.

    If very soon a .5 release with some of the things mentioned by others would be introduced and some things improved upon then I could purchase.

    Dude, what is your malfunction? You have this attitude that people here are waiting on pins and needles for you to purchase 3DC. If you can find something that offers all it does for roughly the same price or less, then why waste your time here? Why would you not go over to Adobe's website and check the price for Photoshop, before you attempt to sell us this nonsense?

    https://store1.adobe.com/cfusion/store/inde...d&loc=en_us

    Photoshop Extended is $1000 and the UPGRADE alone is $100 more than a full seat of 3DC.

  9. Thanks for the space nav fix! That pushed me over the edge and I bought one. :good:

    The occlusion baking is really nice too!

    Which model? I highly recommend the SpacePilot...got a used one in like new condition on Ebay for 1/4th the retail cost ($124 compared to $400)

    I've got to figure out how to program all of the command keys on it and to setup the view buttons (they work straight away in 3ds Max)

    http://www.flixfacts.co.uk/view/video-fl.p...5&t=fl&

    http://www.3dconnexion.com/video/video.php...max〈=en

  10. That's definitely true, you should always consider your existing power supply when considering a GPU upgrade as well.

    With an over taxed power supply, your system may seem fine until 6 minutes into a render and then it crashes leaving you scratching your head as to what's wrong...

    As far as drive speed, having done lots of video editing in my day, all of my desktop systems have had a 2-drive RAID 0 setup which I typically assign as the [F:] (Fast) drive.

    I can't see spending more for a >7200 rpm drive w/lesser capacity than what's currently available.

    I've never had any of my RAID 0 setups fail on me either - as long as you keep your drives dust free and well cooled/ventilated, they're usually good for the fashionable life of the drive. (I need to upgrade my two 160 gig'ers to 500g or 1tb! 160-gig drives were in fashion when I put that RAID together...)

    I was going to get a GTX285 w/2gigs but decided to wait for a bit for a newer card but since I do most of my gaming now on the XBox, I don't really need the hottest card for gaming, especially if it's not going to do much for my graphics apps.

    I might just get that '285 for now and be done with it...

    -Will

    A RAID setup with two Raptors (10,000 RPM's) are substantially faster than the same config with two 7200 RPM HD's. If you want storage capacity, that's what external HD's are good for.
  11. Updated to 08L

    Changes:

    - I made possibility to bake occlusion while baking normalmap from voxels to DP. So after baking VS->DP you will get normalmap+occlusion.

    - Normalmap baking quality essentially improved - no details will be lost when baking voxels->DP

    - I have add button "Apply" everywhere in voxel tool when you need to press enter. Not everyone knows that ENTER should be pressed.

    - fixed space navigator pivot point issue

    Sorry, but the 3DConnexion (SpacePilot/Navigator/Explorer) issue hasn't been fully resolved.

    With the Y axis constraint checked, the ROLL (Left to Right) feature of the 3DConnexion device is still totally busted/disabled/non-functioning.

    It is only disabled when the new Y axis constraint is checked.

    By the way, the Y axis constraint should be default method as that is how it works in other 3D applications). Thanks Andrew.

    Build 3.08L, CUDA 64bit Windows DX64 version

  12. I understand what your saying now, and If im right in a nut what your saying is that the constraint to axis that I am trying to push gives Spin Roll and tilt a coherent point of origin/reference without it just spinning, Rolling, tilting out of control. Make sense?
    ...yes, that's pretty much it.
    Andrew Twitters he has fixed the pivot point, Many thanks!!

    [Edit] And I confirm Rolling works right in previous versions just disables automatically with Z axis lock. this can be disabled in the 3d connexion control panel so there is no need to disable it when axis lock is active. Thanks again!!

    I downloaded the build again and re-installed, and "Roll" is still disabled when you select "Constrain Y Axis"...I don't understand why, though. "Tilt" works fine in both modes. Guess I'll have to fill out a Bug report.
  13. So are you saying you should not be able to Translate and rotate ate the same time? If so im not sure i agree that that should Be auto constrained. roll can be impotant and yes it needs to function, I can simply disable in the 3d connexion control panel. But you need to be able to Roll pan tilt at the same time if you dont like that functionality that would be a case for Use dominent axis? If that is not what you mean then please try to explain again? sorry for misunderstanding.
    I was just saying that when you move the control knob on the SpacePilot/Navigator to Roll, it should constrain the other 2 axis by default. As I explained earlier, if you do that and spin simultaneously then you are moving along 2 axis' and it's a s simple as having the non-active axis be constrained.

    Without the constraints you asked for, it seems like 3DC struggles to know what axis is active and which one(s) are not...that's why it seems eratic. It's not constraining the appropriate axis' when it should.

    It's not altogether different than working with splines without using the proper axis constraints....your tangents and points/vertices are prone to go awry.

  14. Super, Usable at last. I personally dont use the roll function so i dont miss it but im sure some do. One last bug And Abnranger mentioned this b4 somewhere. If you Pan or dolly the rotation Y axis though remaining locked to y shifts. Keeping you cursor on the object prevents this but as soon as you lose focus of object under cursor then the Y axis shifts It is difficult to explain I feel another video.
    This definitely helps a great deal...but the "Roll" feature is there for a reason, and with it disabled like it is, I notice it a lot. 3DConnexion support was one of the main reasons I was so drawn to 3DC...even though it's still very new. Even though I got a good deal on mine on E-Bay, these things aren't cheap and a chief reason behind it is to navigate with precision.

    Again, Roll operates across the Z axis....Tilt along the X, and Spin along the Y. Anytime one of those function's is active, the other 2 axis' should be auto-disabled/constrained from translation

  15. check your 3d connexion settings seems that you have Dominent axis toggled ON, Turn off and re test. ;)

    I mean your 3d connexion control panel.

    I did that, and it's still Willy-Nilly. It's like working with splines in Max...you have to be careful to constrain your tangent handles when making adjustments. Somehow, the Z and X axis are not constrained when spinning/rotating around the object's axis. That's why it's floundering...if they were auto-constrained, it would be a perfect 360. Even when you spin and tilt (or roll) simultaneously...the non-activate axis is supposed to be auto-constrained.
  16. Tilt works see me tilt in the video? (Nod head)

    [Edit] What i mean to say is tilt works for me

    I stand corrected...tilt does work as slow as rotate (with Y axis locked), but the roll is totally diabled. When I spin (Y unlocked), it seems to flounder any which way it pleases. That's what you originally brought up. When spinning/rotating around the Y axis, both X and Z should be auto-constrained, no?
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