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Everything posted by tokikake

  1. OK now I could find to manage this problem, though did not test it with sculpt room, but basically it is same logic (3d coat limit to zoom for 1 unit) I keep to use scene scale as 1.00 but if you change scene scale as 10.00 or 100.00 in edit preference, and force to use fix scene scale. you may see now you can zoom in X10 or X 100 about same import mesh. Though I suppose you need to start with new scene. At same time, if you edit scene scale as 10, now you will see 10 voxel for 1 unit . it make things more easy when you sculpt. so if you hope to dense mesh , set scene scale as 20 or 100 etc. at start point I set it as 10 = (10 voxels in 1 unit) though you may need to adjust export scale setting, if you need to export mesh to other aplication, I suppose. About blender applink, I keep FBX export as 1 meter . then it not cause issue for me.
  2. I think this problem is somehow important (and maybe it is bug for 3d coat view port) 3d coat orthographic view seems have clear limit, to zoom in. usually with full size, 3d coat can zoom in almost 1 unit to 0.5 unit. we can not zoom in any more. At same time blender applink keep unit size in blender, when import to 3d coat.. so measurement unit is not matter. (blender applink simply ignore all measument unit then export to 3d coat and import with keep the mesh Unit. That means, when user model 30 cm = blender 0.3 unit, when set unit = 1m then we export it to 3d coat, as 0.3 unit. see this pic please Then I export it to 3d coat with applink, (at current I only hope to paint , so I send it as per pixel painting) In 3d coat , which measurement unit is not matter for applink, so I set it as mm. but applink not care it. just export mesh to 3d coat as 0.3 unit size. like this. Though it show as 0.32 mm it is not matter, applink only check the unit size = 0.32. then can return as same as before to blender. but the real problem is, we can not zoom this mesh with orthographic, beyond the 3d coat 1unit or 0.5 limit in 3d ORTHO view. at same time in UV room, it have same limit for Ortho but with perspedtive, mesh disappear (need to zoom out more) So I can not work any detail in UV room if I keep this size in blender. it related this issue too. check this please. To avoid this issue, I may need to change scale in blender, (so I may need to scale up this mesh in blender as 30 unit = 30M) etc. If it is really difficult to remove 3d coat view port limit (Zoom in) with Ortho / and UV room perspective view bug, At least blender applink may need to offer option, change import scale size .. (so auto scale up as user defiend value eg 1unit to 10unit >> then when return it to blender with scale down as 0.1)
  3. 3d coat 2022.33 (recent stable) windows 10 , Near plane modulator in edit>preference as 0.001 I could see same issue in paint/UV room. Even though I change Clipping setting (aka Near plane modulator in edit>preference as 0.001) 1 In paint room with Ortho graphic view. I can not zoom in much. if I use Perspective, I can zoom in easy. 2 In UV room with ortho graphic view. I can not zoom in much. But Perspective view is more worse. because 3d coat simply hide all mesh, with zoom in. So I just change room from paint room to UV room, now mesh perfectly disable. then I need to zoom out >>> the mesh is too small to work.
  4. I already have downlaoded manually from development thread and install. so it not effect my work now. I now consider if my antivirus interfere to auto update. I already set 3d coat exe and user library as exception directory and files in my antivirus soft setting. So 3d coat can run without problem. Maybe I need to set another directory as exception for anti virus, to auto update, I suppose. but do not know which directory or file need to set as exception for auto update. maybe I try again with set anti virus soft hidden, when next up-date. I could up-date with update manager once, but do not remember, if I de-activated antivirus at that time.
  5. I used this option. in install manager update page. Install and check integrity of the 3DCoat 2022.33 Then manager seems simply remove my exe, (2022.32) file . do not know other files was up-dated correctly or not. At current I manually download and installed 2022.33 in same directory, then it worked though... I report this. (I may not hope to test donwload manager untill I know clear reason why it happend,,)
  6. So I loved update manager, it can easy up-date to new version without change my 3d coat directory. But today I got inform when launch I can up date to new version. Then I try to up-date by up-date manager (install and run), It say Installed success.. Then I launch 3d coat from short-cut,, but it not work. then I check install directory.. And found up-date manager remove my 3d coat .exe file. When I test update manager to 3d coat 2022 32. it worked. but today update to 2022 .33 it seems not up-date correctly, but remove exe files or it seems simply miss something. (I confirm there are exe and I launched it to use up-date manager from 3d coat )
  7. Yes, usually or most case I only make morphs in blender, but I hope to sculpt morphs/shape keys in 3d coat too About applink I had thought it not use 3d coat default FBX exporter / importer. and even though there is no option in 3d coat export, we may only need to add options in blender side UI I suppose... (after all it use same export FBX (From 3d coat), and change how load it. At current it load FBX as new mesh / load as shape key data. (generate new shape key, from base) Though as I said, it only work when user not add new geometry. (in paint room / tweak room or modeling room /retopo room ) I may hope to see more brush set which can easy deform for base meshes. (but not triangurate >> do not touch vertex order >> so we can generate morphs as sculpt medium density meshes easy
  8. I finally up-date my old PC (got it 6 years ago), so now I try to migrate data and download aprications again. About my Game and mod directory, I store all texture, meshes, or mod sciprts in different SSD volume, so it is not matter. And about aprication, So I choose C (SSD) or D (SSD) drive.. without the aprication is too small and not need to load many datas. As you know, when we tweak 3D data, we need many contents, and texture as resource.. so about 3d coat,, I should install 3d Coat in my SSD drive,, but other contents, (eg user import brush ,3d coat files, or save files), if I install them in HD will it cause clear difference, to load the scene and working ? (About CPU/GPU it is sufficient enough at least for me,, (I wait long time to get new PC, then finally got them ^^;) So I only play 3d as my hobby, but how real product artist manage those 3d resource(textures, render image, mesh and weight datas (FBX, etc) / saved scene / and aprication, (3d coat or blender etc ) then manage their work without many problem? Or more specific, how 3d coat artist manage their brush, textures, saved scene which you added? (save all in same ssd?? (I can not belive it,, it easy over your ssd even though you got 2 TB I suppose,,)
  9. Andrew, In summary 3D Coat measurement Unit (in sculpt room> Define measurement unit>Unit (mm/cm/m/ etc) ) is not unit for 1 unit , but it represent 1 voxel size., so when user change voxel per units, 3d coat 1 unit length change along with the voxel per units. if I set unit = mm >>> 1 voxel size = 1mm set voxel per unit as 1,, now 3d coat 1 unit = 1mm set voxel per unit as 10,, now 3d coat 1 unit = 10mm set voxel per unit as 2 , now 3d coat 1 unit = 2mm It really make things difficult, when user import export mesh and merge with current generate mesh for each room from other aprication with correct measure size. actually Blender applink can not manage it. because there is no optoin, to user define.
  10. And request 2 about same measurement tool. So the way to show "measurement value" is not good UI at least for my eye ^^; The font size is really small, and the visible number locate on the measure line center. (as you see, you can not get clear value easy) I suppose you can set some offset between measure line with the length value and change font size option...for measure value (but above request = isolate measure value from voxel per unit and show real size, is more important. Though I think many 3d coat user manage this problem by their original ways, and I do not think this is bug, but I really hope, there should be option how 3d coat show measure value..then if you suddenly change tool way, they may confuse. But I hope option, which never change measure size with Voxel count per unit because it make difficult to use measure tool as the purpose ========= Then if you can offer option, which can show real length with measurement tool, you may need to change blender app link, import way too. because it force to use the measurement show length. then when I change voxel per unit, import size hard change. As my conclusion, Voxel per unit should not effect any other tools... (Voxel per unit only represent, how many voxels will be generated as 1 units, so it should not effect , measurement length, or 3d custom grid settings etc, about current (or all 3d coat version) effect other tool setting. 1 unit length is decided or chnged by Unit setting... then generate voxel in 1 unit = Voxel per units. but at current measurement tool length not work so.
  11. Andrew I suppose this is not bug, but Measure tool setting, and the value is real long time problem for me. So please check these. The problem is, I suppose Measurement tool do not show correct size, which user defined with voxel per units. Then it make difficult to get correct size with real value. I think, you only need to change Measuremnt tool display size. See this pic please... In this pic, 1. I set 1 units = 1cm (actually it seems best fit for 3d coat view port I feel) 2. Then I set Vexels Per unit = 5 >>> I intend , generate 5 voxels in 1 cm >>>> 1 voxels will be generated as 2mm, with 1x default resolution 3. I keep UnitScale = 1.0, (so do not change 1 unit size) 4. I keep Scene scale as 1.0 (So do not change 1 unit scale) In this pic, I set 1 grid (large) = 1 cm then only divide as 2 (small line) Then generate 1 unit Radius Sphere ,, like this But if I set Voxel per unit, 3d coat measure tool always change the size of 1 units. I understand, you set measurement tool so,,, but it make me really difficult to get real size with measurement tool, along with my best default Voxel count in 1 units. So it is not matter how I set unit = 1M or unit = 1mm or unit = 1cm. The problem (for me ) is measurement tool show value which multiple real size with "Voxel per units value" ============ To solve this issue, (if I make script with use current 3d coat measurement tool length) I need reverse "3d coat measurement length value / Voxel per unit value" = real geometry length and show the value as UI measurement value. You can confirm it. When you hover blush with geometry, right under info.. it show real length with unit correctly... it never change with Voxel per unit. It is reasonable.. we change voxel dense, not intend to change object length with unit. At current measure tool only use multiple value with Voxel per unit. of course it may change with unit scale (though I really do not touch it)
  12. Ah I see, I have thought Sculpt models and Splines tool should be used with Primitive tools, but I do not clear remenber, how it worked. maybe import tool had used those models, I suppose... if it work with primitive tool options, it seems more reasonable for me. (thanks dev) I recently return to up-date 3d coat, then now check all new tools again^^; And actually after I found the diameter problem, I google then serch your topic in 2021. Your other report seems confirmed, so maybe the "Diameter" is only one, 3d coat team miss to check it ^^; So I confirm it again, "Sculpt room > Primitive tool> sphere (1st) > diameter option not work , please confirm and solve issue for next beta "
  13. I feel it had been reported in 2021 topic, but anyway, sculpt room primitives >> Ist Sphere , diameter option ON, still not work.. (I suppose it is default?) eventhough I enter diameter value >> OK , sphere diameter not change.. on the other hand radius (diameter option OFF) work without problem. And I see "Use Models and Spliens tabs to choose custom primitive",, on Tool Option panel,, but what actually means? (is it kind of tips?)
  14. And so this add on seems be up-dated and keep maintenance by 3d coat team, Can I request here about app link (Blender) At current to up-date mesh, I need to export mesh (and texture) >> then in blender click "Get buck" everytime I Get buck, it generate new mesh object, ,, but if I work in retopo/tweak room, and modify mesh, I hope there should be option, not generate new obj, but use shape key as morph shape. (import mesh as new shape key). Of course, if vertex order, and vertex count change in 3d coat, it cause error, >>> aleart message (you seems change vertex order/count, so generate new mesh!! etc) it can make easy to maintenance mesh. of course there is case, we hope to keep original mesh (in blender), without up-date so current way keep as default. (generate new mesh with blender naming way,, like monkey.001 , monkey 002) ==== Even though I sculpt as surface mode, 3d coat need to change vertex order... so it only work in retopo room mesh, and paint/tweak room mesh. though at current we do not see gogeous blush set in those room (tweak room/retopo room), but move blush can work to make new morph. (Ideally,,, sub D temporally >> add new blush set for middle density poligons, >> return blender as morph is best morph loader. I feel..
  15. Yes as you said, with recent version 3d coat, the blender applink folda should be default location. before we needed to change the exchange file directory in blender , when we use "Relocate 3d coat data". I keep to use different data directory in my 2nd HD, which I set by "Relocate 3d coat data",. But about recent version 3d coat, blender applink exchange directory need to set as default in blender Property>scene or I could not export <> import correctly. As for me this setting work. (Once I delete all old exchange directory, in my PC, then re-launch) C:\Users\######\Documents\3DCoat\Exchange\ So I suppose if I load old blender scene, I may need to change this Exchange path. And One more. When I export new mesh with new/different scene, 3d coat show import window. but usually it freeze. I can not click "Accept" and can not change any option in import menu. I often need to shut down 3d coat >> re-launch 3d coat,>> from blender, export again. Usually it work..
  16. Thanks yes I use inset tool first (with individual option) then could use smart extrude tools with change options. Then ideally , (though if I keep to use these 2 tools, it seems not so difficult), I hope do same thing without use inset. (more directly simply extrude with each normal as individual. but thanks I did not notice the Extrude verts option of smart extrude actually did what I hope.. (keep the scale and move along with normal ^^
  17. Thanks we need to scale each selected faces along with each face normal cordinate, then extrude each face normal or inset as individual selected faces. Then at current with 3d coat I do not find good way when 2 faces are connected by one edge, but extrude/inset individually. At first, I hope to move (transform/scale) along with each face normal for multi selected faces. (or is there option to move along with normal / scale with each pivot of face) so maybe we need kind of transform option (move along with each local selection). And I if 3d coat will offer individual option for extrude tools, it may be useful option (and many user may expect and easy use) I suppose. 3d coat offer individual option for inset already, but just extrude individually some connected faces, , we may not hope change tool as inset first, then move along with each normal one by one.
  18. And I understand 3d coat modeling tool will keep improving, (so at current start stage to develop) then I hope we will have option to exturde individual faces with each pivot not so far future. If I do like this image extrude, inset, scale for multi selected faces, in 3d coat, it may take more process I suppose. the reason is 3d coat seems not offer to Extrude individual faces (or inset) , scale, transform, by each individual selected faces pivot. (aka transform with individual origins / Extrude/ Inset individual faces by each pivot , with multi selection) Though I do not know if I simply miss the option.. (eg multi scale separate faces at same time with each face pivot (local) or inset like this, if 3d coat offer tool arleady, hope to know. (it is not matter about inset/outset,, eg just extrude then scale for each local pivot may do same thing) Or (I could find maybe this tool is for the purpose) I need to change tool as scale tool then input as value only?
  19. I already set hot key for deselect all (clear selection) as shift + A, (or ctrl +D already set ) but most of user may think, we can keep visible these selection command on Top . even though I already select some faces if you can. All extrude command need to set selection. so keep those selection icons and mix use hot keys, make thing simple. if deselect all need to be accessed by hot keys only, I may request, add option in Tool Options panell. (clear selection) if user understand how it work they may only use hot keys, but we may serch function in option panell first. (because you do not show these selection icon, when we have selection with smart extrude. And I suppose why we can not mix use shift + click to select multiple faces, you set it to set pivot (with Snap pivot active), and rotate selected for smart extrude tool by shift and drug. Though I can still use border selection, but it not work good to select some separate parts mesh, (so we use shift + click for addictive selection with tiny radius brush , often for complex mesh) Could you offer way , we can still use shift + click to select mesh addictive, and add deselect all faces in tool option, this tool should be more new user friendly. (eg change hot keys for set snap point and rotate (not use shift key) as option. (edit) what I recommend is,,, if I use shift + left click with smart extrude tool, it will add selection if I use ctrl + left click with smart extrude tool, it will remove slection if I left click with Pivot snap activate, it will set pivot point (at current it already work so) may work for most of case. (and think it is more user friendly) (actually until I check your video, and read again Carosan questions then try, I could not manageit as smart.. though once understand why some key combination not work as intended, I can manage it well, but At same time, I think this tool is actually easy free powerful smart extrude tool. (if user clear know how it work) thanks.
  20. There seems up-date view (render view-port) bug when I change UV for paint mesh. 3d coat show strange shade mesh after I change UV (eg scale or UV set) and up-date, (in paint room confirm I update uv), it can not return correctly for a while, (I tried change shade, and return smooth, or hide un-hide mesh, or change room) then after some steps, it suddenly show correct textures and shade for me . I do not see any message or info 3d coat try to up-date something. but view suddenly change (usually I swap room some times, then return paint room, now correctly show the textures as smooth shade. save and re-load solve this issue though. (save with wrong view, then re-open it, it return texture and shading correctly for paint room)
  21. Ah OK good news it happen when I apply UV sets and I can not keep to work with the scene, because I only get broken view. but once I save the scene as different name, then re-load the scene. (re-open the saved file), it seems up-date all correctly. (though I should not need to re-save and open, but anyway save and re-open seems solve this issue. so it seems up-date bug (3d coat fail to show real up-dated mesh and textuers with some functions, and keep it untill I close it, change room not solved issue for me)
  22. 1. I bake textures for mesh which have 4UV tile with 7 retopo-groups to paint room. (I sculpt a little in sculpt room) with use treat materials as retopo groups. 2. It generate one paint object, 7 UV sets and 7 materials for 7 retopo groups, in paint room (and normal map) correctly. (it is OK, I hope to use 7 material groups to paint) 3 I remove retopo mesh, and sculpt mesh (do not need any more), then work in paint room only, (add some decal stamp and set color with change layer) 4 . In UV room, I modify and merge UV tiles of same UV set on to one UV tile. (so 7 UV sets now change as 4 UV tile) 5. I apply UV sets, after that remove un-used UV sets. then confirm I set UV set correctly for each UV tile. 6. then change room as paint, usually 3d coat ask ,you change UV ,so apply it or not. I apply it. (update UV sets for paint mesh) as above pic, it break my glossiness and Normal which I painted already. (I do not touch any setting about layer, or layer blend, then I think 3d coat miss merge some textures when I merge UV sets as tiles.
  23. Unfortunatelly with test again, No... I suppose, usually 3d coat can manage all painted textures when we change UV in UV room. then I tried the way, (Just change UV set along with UV tiles in UV room) after all, it could keep only about color. my normal or glossiness had broken enough for simple UDIM mesh. (Do not know reason, maybe I need to report as separate issue..) after apply new UV sets, then confirm up-date for paint room mesh... test with 2021 40 this time I only work in paint room and UV room (after bake mesh to paint room) , So at current, I think we can not safety modify UV sets (for material to for UDIM tile) without break textures which we already painted (in paint room) Most safety way should be, just use UV tile as UV sets, (may better forget about custom material groups, but just work with UV sets = UV tiles I think (until 3d coat will solve this issue for UDIM as true meaning) Or if we need to keep material, use it as UV sets, but can not modify UV sets later after paint them = need to generate with material groups not UV tiles I just test and see how it work, but if the workflow is not stable, I can not use it real case, or just get break materials after paint much.
  24. OK now I got clear answer from Andrew (thanks) "The "Update paint mesh with retopo mesh" takes needs same amount of textures (same amount of UV sets) before and after. It just opens a new mesh and applies to him the textures. So, decreasing the amount of UV sets may not work. This is the base point of this function. But what you may do. Try to merge UV sets into 4 using the UV room. Select islands, move to other UV sets, apply." So that means, at least if I need to improt multi tile UV (like 3) mesh with materials (like 10), the work flow may change. 1. import multi materials (10 materials) and 3 UV tile (1001 to 1003) mesh , with option "treat retopo group as materials" 2. after sculpt as I need, bake them. 3 It generate mesh, as 10 materials with 10 UV sets in paint room. 4 paint mesh with 10 materials (so I can easy select each material part, hide, or mask etc) 5 after finish painting, not need merge retopo groups, but in UV room, merge 10 UV sets for each Tiles >> 3 UV tiles. then update 6. Then export texture and objects as 3 UV sets. (so 3d coat can generate texture for 3 UV tiles, not for 10 materials. === Though I still hope to avoid the step 5, ideally,, as future request, 3d coat should treat 10 materials with 3 UV sets in paint room. then export as 3 UV sets. without modify UV sets when generate textures.
  25. One more about this scale issue when I pick model with 3d primitive tool (it offer ratice or free adjust tool when I add model, then I prefer to use it when add model) it change default size about same poli model. if I do not use this tool, 3d coat show the retopo model size, when I added but If I use 3d primitive tool, 3d coat seems auto change the mesh default size. (It is not so serious but I do not hope ill. do not know why 3d primtiive tool need to change model size of default) Though I do not think it is serious. it may better just keep the size which I save as default. (then we may adjust it if we need it )
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