• Posts

  • Joined

  • Last visited

Profile Information

  • Gender
  • Location
  • Interests
    Orthodoxy, arts, programming.

Contact Methods

  • Facebook

vladius's Achievements


Neophyte (2/11)



  1. Just wanted to let Linux users know, that using this wonderful app through Steam's Wine-based facility seems to work! If that's true, you really don't have to buy that transition thing to run on a new platform. Hope that 3D will ditch that cross-platformity monetization someday and will also release a fully functional alternative (official) Linux version on Steam.
  2. I did and tried different paths, actually. I'm no longer using the AppLink mechanic. Just importing and exporting stuff through FBX.
  3. To be more specific, I'm talking about this thingy.
  4. Seems like the spline can't be transformed with Spline Menu / Transform All while the 2D/3D grid snapping is on. Does that work for you? Bug report: http://3dcoat.com/mantis/view.php?id=2204
  5. Main axis is CALCULATED (based on geometry and/or normals, I suppose) It has nothing to do with real local coordinate system. Seems like 3D Coat imports objects correctly, but it collapses the local coordinate system converting geometry to global space. Same goes for the export. All geometry exported from 3D coat is placed in 0,0,0. Seems like there is actually an exclusion in Surface Sculpt mode, where Transform tool actually transforms the local basis. Anyways, it's very tedious to deal with the lack of local basis in the Paint and Retopo rooms. Hope that proper local coordinate systems (or even hierarchies of those) get implemented in 3D Coat, having both import and export. As of Blender, you have to specify correct global coordinate system in its FBX import/export options. Otherwise, you get mirrored and rotated results.
  6. Yup. That's what I'm talking about. But what is actually that local space? See, I have a scene in Blender with all those objects in it. I want to import those objects in 3D Coat with each object having its unique local space. I have some tubes rotated at 20 degrees. I want their axis of symmetry be preserved.
  7. Is there actually a concept of local space in 3D Coat? When I import an FBX from Blender, seems like all local space information is lost, as I can't really use the Symmetry's local space options.
  8. I do agree that the Virtual Mirror mode may be a bit confusing sometimes. And it can even destroy geometry from my experience with it. That tip with the layer mirroring sounds really nice. I didn't understand its purpose when I first read the tooltip. For me it sounded like a new layer would be made with a symmetrical copy of the old one. Perhaps devs should make it more clear to the user of the effect produced. Still, I think that saving mirror planes per object in every room for every type of objects is actually a great idea, since you can easily forget to switch to the correct symmetry mode while working on objects with different symmetry planes. Two modes could be implemented: the use of global symmetry setting or per-object symmetry override.
  9. For the last issues, I have found a workaround. Uncheck the Additive Painting flag in the Depth channel paint options to get identical results for sub-curve crossings. See the illustration:
  10. One more issue was found while working on this: http://3dcoat.com/mantis/view.php?id=2201 The curve, consisting of multiple sub-curves is not applied at once, but layer by layer instead. That causes some undesired overlapping issues.
  11. I have found one more perfect scenario and it's in the Paint room as well. The per-pixel normals + displacement mode still yields perfect results with a 1% Spacing. Seems like the Paint room's algorithms do sampling just right, both affecting curve segmentation and brush alpha placement. @developers: If it hard to derive automatic values in the Sculpt room, make them at least totally explicit to the user.
  12. Ok, will do it right now. Thank you for your response.
  13. Using normals-only Brush tool in the Paint room. Current discoveries: 1. As in Sculpt room, the minimal spacing is better than no Spacing at all. @developers: Make UI clear, that using Spacing with low values produces more sampling than using no Spacing atl all. 2. Brush with a 1% spacing produces perfect result. @developers: Do nothing with this case =D Try to produce similar results for the Sculpt room, please.
  14. Nah, not the cause. In fact, it seems like you can turn it off and set a spacing of 1%, which still be better than no spacing at all) I have create a whole new special thread devoted to spacing issues: Feel free to comment and make your own tests.