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arumiat

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Everything posted by arumiat

  1. A little follow up for you Linux pros if I may.. I extracted the 3Dcoat folder from my Desktop initially, and noticed it created a bunch of folders in the root of my Documents folder for instance. How do you all go about installing it to keep the install clean and not add things in potentially unwanted places?
  2. Indeed, I ran but received ./3dcoat: error while loading shared libraries: libomp.so.5: cannot open shared object file: No such file or directory I ran sudo apt install libomp5 and then tried again ./3dcoat and it worked. Many thanks!
  3. @Allabulle, yes if I try clicking on the executable file in Pop OS, it doesn't open. Are you able to share the command you use to run it possibly?
  4. Dismayed that this bug is still present - switching to English language didn't help. Don;t want to have to break flow to go to OBJ, it messes up scales
  5. This would be game changing, have signed up to their updates :O
  6. This is a really important topic and it's a great disappointment it doesn't seem to be taken seriously
  7. Hi all! I have 'a' mesh with multiple subobjects / subtools / submeshes. I made use of zremesher for creating a low topology mesh. I then used UV master to unwrap it in Zbrush. For some reason two of the submeshes would not unwrap. I would like to use 3DCs UV tools to manually UV & unwrap these two submeshes whilst maintaining the other UVs. I've tried a bunch of import options, but the mesh won't even import to the sculpt room (shows up as 0 polys, - imports to Blender fine). Any help greatly appreciated.
  8. Hi @Oleg_Shapo, I scaled up so that the pieces are approximately 2cm according to 3DC scale. If I export as an stl using normal export it comes out fine: When I use the export for 3D printing menu it comes out like this: Are you sure the tool works as expected?
  9. The scale is preventing the export @Oleg_Shapo ? It's a slight issue as this is the correct real-world size that it needs to be printed at
  10. I saw you download @Oleg_Shapo, any luck seeing the issue?
  11. I left for over 5 minutes and nothing,nothing seems to be happening in 3DC either. Sending now @Oleg_Shapo
  12. Also @Oleg_Shapo, when I try export with the 'Export for 3D printing' item in the file menu, rather than the normal export item/menu, nothing seems to get exported. I get an almost empty file. Any advice? Recording #621.mp4
  13. A question @Oleg_Shapo, so I don't need to redo the joints, just export the exact same model with that setting off?
  14. Thank you Oleg! I will try
  15. In a recent print I tried out the 3DC joint creation tool to see if I was able to use it to connect pieces of my print together. I've attached some pics of the kind of joints I tried as this was the first time. The prints were done in nylon12 on an industrial printer by a bureau. Unfortunately none of the joints have any friction in them, if trying to attach the pieces they just fall off. I wonder if the print quality is too fine, - the joint tool is made for a lower print resolution (which will increase friction perhaps?) Would be great to get some tips if anyone has used the joint tool successfully.
  16. Also to add here for reference, importing to separate instances (where it is a multipart model) also seems to muck up scale
  17. So as a followup to this/ maintaining scale question (and I'm leaving this here as much for my own future reference as for anyone else) - if you import a model into 3Dcoat and want to maintain the export size & position & rotation the same as the imported model, you need to set the size and position and rotation of the model before applying, and then click the popup about maintaining export scale - any transformations after this point will affect the eventually exported model, so don't do it
  18. I still get the same issue in a clean install of 4.8.23 DX64 using a thickness of 2.0 and an offset of 0.6
  19. Okay thanks. Oddly I have been using these parameters without issue for a long time so unsure what's changed.
  20. I'm getting this exact same issue, all of a sudden, same graphics card. Whats the latest build to try?
  21. Weirdly the baked mesh wouldn't come into the paint room for me, but actually I've managed to achieve the ability to do what I want to do by using the 'Show poly paint objects in the sculpt room' option and then ghosting the sculpt object and using pick and act option. Although still makes things more difficult than having a baked mesh in there as lose some visibility of the mesh I'm trying to sculpt the shells on. Here was the issue PPP.mp4
  22. No I did not. How do you do that? But will that fix the difference between Unity and 3DC? Will give it a go now or try think of some other workaround. ------------- Additionally is there a way to set real world scale in 3DC? Then I can skip Blender from the whole process...
  23. This is based off the back of another thread. Quick bit of background, I have a photogrammetry model that I'm displaying in Unity. I need to use the vox layer tool to create smaller shells of the model to sit tightly on top of the original model in Unity. I so far have taken the original .obj model and scaled it properly and setup it's origin correctly in Blender using real world units. Exported as .fbx. This fbx I put into Unity and am using with the original maps in the final project. Now I want to use this same model to create my shells in 3DC. I've brought this .fbx into the paint room for microvertex painting (no option to maintain original scale is shown at this time) in order to be able to bake all the info into a single model for the sculpt room to be able to create accurate shells. I import the maps, and then have exported this all together as a high res model with all the information baked into it using the export menu (to use as my reference in the sculpt room to make my shells) I open a new 3DC project and import my microvertex baked model for Vertex Painting / Big Reference and this works good (aside from it is very large), - my painted model with the normal and displacement map comes into the sculpt room. The problem is, if I try create a shell using this model and the vox layer tool and take that shell into Unity, the shell does not match up in scale to the .fbx that I originally imported into Unity. How can I maintain consistency between the two programs in terms of the scale and positioning of the models? I tried a few different things like scaling down and not scaling down when importing into the sculpt room (it is imported at a much larger size to the sculpt room), and some different import settings (like making the resolution of the mesh higher for vertex painting) but so far no luck. Would be great to hear if anyone has any tips, feel like I'm missing something key.
  24. Thank you AbnRanger , importing as a microvertex mesh, applying the maps, and then exporting as a high res mesh using the export menu did what I need. To be clear there is no way to go direct to the sculpt room from the paint room at this point?
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