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  1. AbnRanger's post in MULTIPLE OBJECTS TOOL NOT AVAILABLE 2024.07 was marked as the answer   
    I had the same problem. Try this...close 3DCoat > open MY DOCUMENTS/3DCOAT/USER PREFS/ROOMS >delete or temporarily rename the CUSTOM ROOMS folder.
    There was/is something in the Custom Rooms configs that makes it not appear. Hopefully that will get fixed in the next build.
  2. AbnRanger's post in Separate frozen area? was marked as the answer   
    There is no dedicated tool specifically for this task...to completely extract/separate a frozen portion of a Surface mesh, not just make a copy of it (like Vox Layer or Coat). You could send Andrew (support@pilgway.com) a feature request asking for it, because the basic functions to make the tool already exist in 3DCoat). However, in the mean time, you can use 2 separate tools to perform this task.
    1) COAT tool...it uses a curve to create a selection. You could use the freeze selection > CURVES Menu > FREEZE SELECTION TO CURVE. Make necessary adjustments interactively and then hit APPLY when you are done. 3DCoat has separated the copy to it's own layer.
    To create a hole where the surface area was extracted from, make sure to select the layer you want to cut it from and choose...
    2) POLY REMOVE in the ADJUST section of the Tool Panel. With the Freeze selection still intact, you can hit the APPLY button and it will cut the frozen selection away.
  3. AbnRanger's post in Retopo mesh lagging was marked as the answer   
    I don't recommend importing via REFERENCE MESH, because it is an old legacy (very early days of 3DCoat, around V2) option and should have been removed from 3DCoat as an option several years ago. Importing a reference model in 3DCoat is better done through the Sculpt Workspace.
  4. AbnRanger's post in Sculpting to Texturing Workflow with imported model with UV's. was marked as the answer   
    3DCoat has 3 different and distinct Mesh or Object types and each is native to a specific workspace. It is not a singular environment, where you can just import a low polygon mesh and do everything on that model. That may not seem logical, initially, but there are reasons for it...although I have asked numerous times for Andrew to merge the Paint Mesh and Retopo Mesh together, in order to simplify the workflow, make it easier to understand the application (for new users), and consolidate much of the UI. He agreed this needs to be done, but many other feature requests keep getting in line ahead of this very important one.
  5. AbnRanger's post in Import of curves/spline!! was marked as the answer   
    I tried this successfully on a project where the client had some SVG vector art, and I brought those into Illustrator and exported as an .eps file. Another option the user can try is to go to the FILE menu > IMPORT > CURVE AS MESH 
  6. AbnRanger's post in 3D Coat interface looks huge.....RESOLVED was marked as the answer   
    I got this, too, on Windows, from the default install. Some of it was because I have a QHD (2560x1440) Monitor and adjusted the Windows text size to 125%. I switched that back to 100% and there was still the issue of a huge font size. I went into the PREFERENCES panel (EDIT menu) > THEME tab > FONT SIZE, and changed it to MEDIUM. That set it correctly. Try and see if this works for you as well.
  7. AbnRanger's post in Merge vertices/edges together was marked as the answer   
    Yes, you can. However, you first need to switch to vertex mode > RMB over the model (or pick the tool from the Tool Panel) and choose WELD VERTICES. This will let you weld selected vertices to others that are within the range you specify in the Tool Options panel, while this tool is active.
  8. AbnRanger's post in [Solved] How to delete extra vertex, points was marked as the answer   
    I think there was some misunderstanding as to your original question. It sounded like you were asking if there was a way to delete all the blue points that can accidentally be created, sometimes. This is why it's so helpful to have some kind of visual aid (screen grab or screen recording), so everyone can see what indeed is going on in the UI/Viewport. To create a screen-grab just press ALT + SHIFT + S > OK button. 3D Coat will upload the screen grab to it's server. You can either past the link here, or save the picture to your desktop and in your post, click MORE REPLY OPTIONS in the lower right....next to the REPLY button, to reveal an option to attach images to your post.
    To weld points you can RMB + drag (while still in POINTS & FACES or SPLIT tool) a stray vert over the one you want to weld it to > once you see a red dot, you can release your mouse and 3D Coat will weld the two. Same thing, when using the Move Vertices tools. Except you LMB + drag. You can use DELETE EDGES/POLYGONS to delete any unnecessary geometry.
    No need to jump out of 3D Coat to do some of this stuff, once you learn how the tools work.
  9. AbnRanger's post in Does 3dcoat have this problem when sculpting? was marked as the answer   
    What you would probably want to do in such a situation, is to keep the individual limbs on their own layer, so that the torso or hips are not affected when you are sculpting your forms. Later, when you have completed your early block out/rough forms stage and maybe even the intermediate form stage, then you could merge the limbs with the torso and head. 3DCoat has a Mannequin available to use for this very purpose. 
  10. AbnRanger's post in About standart blend in sculpt room was marked as the answer   
    Blending modes are strictly for PAINT information on a layer, using the COLOR channel. To test this, within the Sculpt Workspace, you can go to the PAINT section of the Tool Panel and choose the BRUSH tool. Bring up the COLOR PALLET (from the Windows Menu > Popups) and pick a color. Then on layer 1 paint a big thick stroke somewhere on your model. Create a new layer above it and this time paint something with a stark contrast to the color used on layer 1, right over it. Now, switch blending modes and you can see it work just as you would expect it to.
  11. AbnRanger's post in light baking tool doesn't work!!!!help~~~!! was marked as the answer   
    Also, try to make sure you update your graphic card drivers, since the Light Baking tool uses the GPU. Another thing you could try is to use the DX version. Sometimes the OpenGL version can have glitches. DX has always been very stable for me, so it's the only one I use. Seeing a black background tells me there is something going wrong with the viewport.
  12. AbnRanger's post in point-to-point welding was marked as the answer   
    I think that is because movement is screen based, so you would probably need to move your camera where the view is somewhat perpendicular to the edge the vertex is moving along. So, close to a side view. I know it is a bit frustrating, but this functionality was really created for the RETOPO workspace, which would keep that vertex constrained to the underlying high poly model via the AUTO-SNAP option at the top of the UI. This is one of those situations where the MOVE tool needs to be modified/enhanced to work better in a Poly-Modeling environment.
    You can request this at support@pilgway.com. Maybe the developer (Alexander) who works on the Modeling/Retopo room will chime in, here.
  13. AbnRanger's post in Unhide frozen mask; and duplicate frozen brush was marked as the answer   
    Actually, that now exists. I just spoke with Andrew about this topic and he said he recently added the ability to save a Freeze Mask to a Paint Layer (the same way you can store a POSE selection to a Paint Layer). When the FREEZE tool is active, you will see the Options to "FREEZE to LAYER," "CLICK & PICK to FREEZE" and "CURRENT LAYER to FREEZE."
    EDIT: After storing a freeze mask to a Paint Layer, you could then hide the mesh in the FREEZE menu as previously discussed, but you may want to assign a hotkey also to the UNHIDE ALL menu option in the GEOMETRY tab. That would unhide the mesh (I thought you just wanted to hide the freeze mask temporarily), but you could always get your Freeze mask back via the CLICK AND PICK option in the (Freeze tool) Tool Options panel. 
  14. AbnRanger's post in [Fixed] major UI issue was marked as the answer   
    Yeah, I agree. Increasing the font a certain amount can cause some issues. I noticed that a few months ago, so I went back down to a little bit smaller font size. Try the following in order to see if it works and if you like it. I recently proposed to Andrew that this should be the default font/size/style, because it matches closely to what you find in other applications, especially Photoshop. The current default is HUGE and too thin, IMHO.
    1) Go to the EDIT menu > click PREFERENCES > THEME tab > click CHOOSE THE UI FONT button at the top of the panel.
    2) Select "Yu Gothic UI" with SEMIBOLD font style and 10 -12 as the size 
  15. AbnRanger's post in [Solved] Shadow Box for 3D Coat? was marked as the answer   
    Again, it works a bit differently, but the overall concept is the same. With 3D Coat's sketch tool, you'd want to paint your 2D images in Photoshop, Gimp, Illustrator, etc. Then you bring those images into the Sketch tool to create the same result that you get in Shadowbox. http://www.3d-coat.com/play_video.php?link=http://www.pilgway.com/~javis2/Voxel_Tools/Voxel-Sketch.mp4
    Pixologic borrowed the idea from 3D Coat, so it makes me chuckle when I hear people hype it (including 3D World, who is submitting it for voting as "Innovation" of the year) as this amazing NEW thing Pixologic came up with.
    It would be like us hyping the Curves tool in 3D Coat as a NEW innovation in the 3D community....knowing that it is essentially 3D Coat's version of ZSpheres.
  16. AbnRanger's post in I updated my 3DCoat to version 2022.47 from 2022.16 now it says (learning) at the top of the window was marked as the answer   
    That is correct. The upgrade is basically 12 months of updates, and your permanent license simply means you can use the last version/build released within that 12 month period, perpetually. So, if you were to upgrade today, you would get all 3DCoat 2022 updates and 2023.xx (whichever is the last build on October 13 2023). I hope that clears things up a little. 
  17. AbnRanger's post in My retopology sink into the reference model was marked as the answer   
    This video might offer some good practices to use in such situations.
  18. AbnRanger's post in [Solved] Stuttering Viewport with SpaceMouse was marked as the answer   
    Understood. Yes, that is weird behavior. Can you try one more thing, before contacting support@pilgway.com? In the sculpt workspace, if you go to the GEOMETRY menu, toward the bottom, there is an option to enable INCREMENTAL RENDER. Turn that off and test to see if that helps. That can sometimes cause minor viewport glitches. Having it on is supposed to help performance, but with a GTX 1080, I doubt it is noticeable, and therefore I turn it off. If that doesn't help, contact support so Andrew can try to assist you. There is a way to go back to the older (4.9) 3dconnexion API, in the PREFERENCE panel (3D Mouse tab). Have you tried that, yet?
  19. AbnRanger's post in [Solved] How to project texture ? was marked as the answer   
    Also, Andrew designed the 2D Gizmo to be the best way to manipulate your Stencil or Smart Material overlay
    Also, Andrew added an option in EDIT menu > PREFERENCES > VIEWPORT tab > check ALLOW MATERIAL NAVIGATION VIA RMB dragging in viewport, to enable hotkeys to manipulate the stencil or material overlay, in the viewport. By default it is disabled because some like it and many do not. It interferes with some navigation hotkeys, so that is why it is turned off, by default.
    With it enabled, here are the hotkey commands -Functions:
    RMB (outside the model) = PAN
  20. AbnRanger's post in Voxel mode vs surface mode was marked as the answer   
    In general, Surface mode is the more refined and nuanced mode for serious sculptors, however, Andrew just added a new Voxel Clay Brush engine (in v 2022) that rivals the Clay brushes in terms of performance, feel and overall behavior. The good thing about working in Voxel Mode is that the Surface mode brushes are instantly ready to use right beneath the Voxel Brushes...so the user never really has to switch to Surface mode, during the much of the process. So, in short, Voxel mode is sort of a Hybrid sculpting mode, but to maintain Sculpt Layers, one needs to use Surface mode...as Sculpt Layers do not work with Voxel Brushes. Surface mode is perhaps better suited for the final/finishing stages of a sculpt, where the user needs incredibly high polygon counts for things like skin pores and micro-surface cracks and wrinkles.
  21. AbnRanger's post in [Solved] Extra Large UI setting is still too small was marked as the answer   
    Thanks for the screen grab. Icons of asset panels are not related to overall UI or font scale. To adjust them, simply go to the upper right corner of the panel > click on the 3 dots, which opens a list menu > choose the size of the icons you prefer.
  22. AbnRanger's post in [Solved] Cleaning tools for 3D scan was marked as the answer   
    Try using the PLANE tool (maybe using 3 points to set the plane angle) and see if that helps.
  23. AbnRanger's post in Texture baking tool, amazing but.. ? was marked as the answer   
    Because the specular map has been renamed Glossiness Map, as of V4.5 (maybe earlier, but around the time that PBR tech was added)...just to follow industry standards.
  24. AbnRanger's post in Losing UV's on Import when repair a 3D scanned model was marked as the answer   
    Finished product

  25. AbnRanger's post in Paint Poly brush for separated objects was marked as the answer   
    The fill tool does that very thing. It paints contiguous objects (such as an eye) with a single click. It even does it with UV shells/Islands in the 2D Editor.


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