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tokikake

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Everything posted by tokikake

  1. I really hope 3d coat team test again about scene scale and mesh (retopo or modeling mesh) relation in modeling room. Now I test with new Array of copies. but find 2 issue with scene scale setting. so anyone who may change scene scale and use modeling room, test please too. then you will notice, it is important. 1. virtual copy mesh (temp view mesh) are auto re-scale what I generated. 2. generated mesh return as default scale, but the path where mesh follow change scale . https://drive.google.com/file/d/1-Cgwe_PgDapT9NdTKOM7XxXuIc9MrslT/view?usp=sharing At current I often see Scene scale wrong used for modeling room mesh un-expected way... Though I can avoid issue by keep scene scale as 1.00, but if so it need to be described so. if we need to keep scene scale as 1.00, it change import export with other units work flow. I know many user have used 3d coat for sculpting, or painting so it have not show clear issue. But about modeling room with Scene scale setting , it effect many new tools. I think, dev need to test and may decide how it should be about scene scale.
  2. Surface Patch tool change geometry size from draw curve . And it seems only happen when I change scene scale. At current,, if we change scene scale, modeling room curve tool generated meshes cause issue. 1. Open new scene with default setting. 2. Change sculpt room > scene scale as you need (eg set as 10) without change other setting. 3. In Modeling room draw closed 2d curve (rectangle etc) then change tool as Surface Patch, you may see virtual poligons generate mesh >> generated mesh change mesh size along with scene scale setting. (so if we set scene scale as 10, 3d coat generate mesh size X10 from curve size) As reported already, same thing happen for profile first mesh, or Surface swept cap (start) meshes. These tool only change start geomatry size, but about surface patch tool, it not work practically when user set scene scale. https://drive.google.com/file/d/1-2MppiOGBckFZxBpV3wZKunqv7X2vYS2/view?usp=sharing
  3. Thanks, at first I hope it work for simple world plane with orthographic mode. Or with view , if you can add option which auto locate curve on the current orthographic view. I means, when I set Fromt view >> curve auto generated on the XY plane ..with the options. so we can strictly set curve for modeling then easy use curve tools. (swept gender etc) At current I often select the curve >> r-click >> then put on world plane for each guide and curves, . but it sometimes change shape (if curve not along with same plane, put on plane auto project curve on the world plane) And I do not know how to generate mesh with Surface patch ^^;; I made close spline with curve editor. and set the curve ,and set UV counts, I can confrim tool show virtual mesh to check for temp view. but when I "Apply mesh" it not generate any poligons.. is there any condition to work this tool? I got this message "Face deleted due to non manifolded mesh", but I do not think my curve have problem... actually 3d coat show the virtual grid correctly, until I apply it.
  4. I really like 3d coat dev working way (try to keep communication for basic user like me) , then just hope 3d coat more user friendly. (I know you are main developer about these new curve tools and thanks you enhance for retopo and modeling room Then I have some bug? (maybe I think) reports about curve related tools in retopo/modeling room tools. 1. I can not correctly locate new curve on plane (XY, XZ, YZ) I tried to use "on plane" option, with set each world XY, XZ, YZ, but even though I set orthographic view , and set plane so, new curve not locate on the world plane. 2. when Scene scale not = 1.00, generated cap (start) change scale but other mesh keep the scale (which decided by Scene scale). then I often need to remove cap only and re-fill it. About locate/draw new curve on the virtual plane where user intend is my main problem (though I can manipulate each curve point or full transform with gizmo and input location, but I hope to know how you generate new curve on your intend plane like world XY plane strictly. so if I miss option or usage teach me please if you can. (I believe maybe some other user have same question about "on plane" option) I now try to learn all new curve tool usage, then these 2 is current problem for me... (most of other options seems work as I expected, thanks you offer example curve for some tools (auto generate) so I can try and error without many difficulity. (maybe I think we may request option, not generate sample curve as future) I attach google drive link to show the image.. check these please.. https://drive.google.com/file/d/1-17eP6s1iWJ3jKaeLjrBSSYViSdMqPVR/view?usp=sharing https://drive.google.com/file/d/1-2-sWCcEDhVwJ3ThQwG5iQvNiMi7I1hP/view?usp=sharing
  5. And I hope to change control point counts, after draw line,, (as future request). At current this tool offer Byknots option to control more. but activate Byknots >> we can not change U span anymore disable Byknots >> we can not adjust width for each U grid ideally control points auto generate and follow each grid when we change U span. 1. we draw curve. then auto generate controll points follow the curve 2 . we may hope to decide controll point density = U span. at current U span = U grid counts not same as controll points.. if ByKnots option auto add new control points which follow each segments which change U span, (so always U count = control point count), then adjust each control point, this tool really enhanced more I feel... though it is really easy powerful tool I like it,, but how mix use Byknots option is still try and error for me..
  6. To set the each polygon , use brush radius is simple for me. (to quick draw new Strip). Can not you make brush size visible when we draw Strip? then adjust each point by options? at current I can see brush circle, but it not draw line with the brush radius for new curve. I expect, As Yousung mentioned, 1. Brush size ( visible radius) decide default width of draw line. when start draw. 2. adjust full curve scale by scale percentage (so keep it as 1.00 or 100 keep the width as brush size which used when draw line) in tool option. 3. adjust each point ,if we need. (it seems already work for me though) And I found some un-stable behavor, when curve editor activated. I must close the curve editor tool and some times change tool to other and return to the Surface strip, to start draw. or it do nothing.
  7. Curve editor option "on plane" not work as the means. (draw curve in modeling room ) I expect all curve points auto locate on 2d plane which user defined when the option is checked. But 3d coat generate curve as if I locate curve point along with view (I really do not know how 3d coat decide the point local depth position with view) I set palne as XY plane so all point of curve need to be on the XYplane, but not. Though I can change each point xyz value, with the option, or can set plane with points. but it is not good procedure, to draw curve easy on the world plane. (just need to draw curve on xy, or yz, or xz to apply surface curve tools) I think, these curve tool option setting (plane setting) may better separate from each surface curve tool (Polyhedron or Surface swept etc). because we draw curve with curve editor, then apply each curve as we need for each curve surface tool. we need curve option panel as same as tool option panel when we open curve editor, . then hope 3d coat gather all option which used to draw curve. (then I set draw plane as curve option) ===== To these on plane work, (for xy , xz, yz) It seems need to set camera view as those orthographic view (Front, buck, Right, Left etc) first. even though I set plane by 3 point, if I change camera angle, and draw curve , the curve not on the plane which I defined. so do not think it can work with free view + defined plane by points.
  8. After you report it, dev change how 3d grid sub-D work ^^; before 3d grid sub-D count = 1 means, it devide 1 grid as 2 then generate 2 sub grid. but recent beta change way. it work as you mentioned. (I needed to change setting) then 3d sub-D count 0 and 1, not generate any sub-D grid after click OK.so to get 2 grid, I need to set it as 2. On the other hand, 2d gird (which you reproted) setting, it seems remain as same as before. Though I do not think it is problem (just words usage) the sub-divide means, how you add sub-D for grid or mesh, then some aprication may work like the way. sub-D = 1 means it devide 1 tmes then mesh devided as 2. other aprication may use sub-D number, as divided counts, about the case it may work as you expected. I only think, 2d and 3d grid may better which work with same rule. now I need to change sub-D number for 2d and 3d grid.
  9. Actually same problem happen with "Profile" tool too. I suppose 3d coat try to generate start mesh faces which ignore current scene scale, but generate extrude or swept by first shape. so all start shape (or cao) not fit current user scene scale when generate.. in virtual view it show correct shape. Though I do not check all tool, but for those 2 tools (Profile, surface swept) show same issue for me. (I sent mail to Andrew with image, but if dev need real scene, I may sent it too. but I suppose you can easy reproduce this issue. only you need to change scene scale and test those tools (with start cap , or check generated start mesh)
  10. I could confirm, only when I change scene scale from 1.00 to another value, then go to modeling room, surface swept > Profile, activate start cap , change generated cap scale. but keep middle mesh (swept) correctly. the view guide (virtual mesh) show mesh correctily untill generate mesh, but when I click generate mesh , it change start cap size drastically. (along with current scene scale) About end cap have no problem. Only start cap seems change scale. I really do not hope bother about scene scale anymore, so hope Dev confrim this problem. (modeling room surface curve tool is one I really expected for 2021, then hope they work stable with each user setting. === I means Surface swept tool (which need to set 2 curves as profile and guide then generate mesh) , 3 different tools are joined as one menu options, but I means Surface Swept tool for poligon. (not for sculpt mesh)
  11. Swept surace seems miss generate mesh only when I use cap option. it usually generate cap with different scale (almost 100x I think) . I keep scene scale as 100 to work for meter unit, so it may cause problem? (I can not add pic any more) , without cap (not activate start and end) then generate mesh, mid section mesh which along curve scale no problem.
  12. Paint room>Transform tool 1. pick texture of layer 2 (which only include png decal) 2. set rectangle then it copy image of layer 2, then I can paste it to layer 3 with transform (scale, move, rotate) 3. Now I hope to change current transform image (which copy from layer 2) to different texture of another layer. I can not find any option to change current transform image without import new psd. or load. I understand I can load some new psd image, but I can not find way to copy new layer texture for transform tool. Is it usual about this tool? (I seldom use transform tool of paint room, but now I try to learn each tool of 2021 again, then did not remember clear,, if I could change current image or not without change current scene) ==== Ah OK I read manual again. 3d coat tool tips of this tool did not teach me about Esc , which cancel = remove image ^^; I did not notice it.
  13. 3DCoat-2021-31 - OBJ importer takes the order of materials from MTL file (if exists), not from order of appearing in the OBJ file, so the order of materials kept unchanged during the export/import. It fixes the problem when you use "Bake->Update paint Mesh with retopo Mesh" and materials/uv-sets list becomes swizzled. Thanks 3d coat team. I could confirm ,Update paint mesh with retopo mesh with multi uv set, now keep uv-sets and textures correctly - Fixed problem when you can't change manually the value of the coordinate in the plane parameters dialog (3 points/4 points).(2021-30) I could confirm, I can set 3 point with real value, like all x = 10 etc.. thanks.
  14. 1. In paint mode, set layout as default and not full screen mode (default layout), drug some panel (eg brush or smart material) under view window section. 2. adjust window size with drug , or change to full screen mdoe 3. I often see 3d coat corrupt layout and hide 3d view. to return it, I need to remove panel which locate under the view window.
  15. I do not think you do something wrong because I still see corrupt UI issue.. (so it need to keep improved) eg,, suddenly 3d view disapear perfeclty, and it not return even though I change full >> I need to restore room ^^; (hope these UI things more stable, when user customize layout often,, though I often see these UI broken issue for many aprication, some framewrok often show these issue (customize UI >> break some layout, but not meniton which platform may cause issue ,,) Yes I think I should save layout often when it work well... then can return safe I suppose.
  16. I do not see issue with windows 2021 28 but as mentioned sometimes UI corrupt when I try to modify my layout (with many column) if you change Full screen mode, it not solve issue, you can reset from top menu>windows>Reset this page default, try please. I think it seems UI layout problem.
  17. It seems your current (paint-room) layout make the left tool panel short to fit layout. I can see small triangle on the bottom in your pic. click triangle may scroll the menu, or scroll mouse on the menu area show hidden tool .. But sometimes menu arrangement may corrupt.. about those case I change window as full often correct it. (though I do not know your UI remain room to show all tool, but it may happen with another panel arrangement) I confirm Topological symmetry tool remain for 2021 paint room
  18. I hope to know way to remove old selected image (which I seems cut off for another scene layer). I can not remove the old image,, untill I import new image.... (but now I hope to cut out new image from current layer,, but this tool keep to show imported image always and can not find way to reset it. (it seems remain even though I open new file)
  19. Select/Transform tool for retopo mesh >> tool option>> hide gizmo and dialogue not hide gizmo. It temporally hide while I keep click the button. Gizmo often disturb to select near verts ... but may not hope to change tool as select only just for the purpose ( hope to keep same tool, select>transform>select>transform)
  20. Thanks many up-date. Then I test UV set and texture exchange issue more... it happen even though I export retopo mesh as obj, then in paint room use "Update geometry" option, and import the obj. I can see, the UV set order change in import dialogue, after that 3d coat miss apply textures as same as before. The problem seems happen when pick paint room mesh which have multi uv sets (1 to 4) to retopo room then export mesh,. the uv set order (in paint room) change, Though we can not check the UV set order, in retopo room, (just change UV set ), but when export the retopo mesh and import for paint room we can see UV set order change from which we see in paint room. Then it cause swap texture.. (I think 3d coat try to apply each UV set assgin texture, in paint layer with the order, then texture swap) (UVset name and assgin mesh keep same, so it seems caused the UV set order, which 3d coat record) I can not check code , but I suppose if use UV set "name" to set texture,, it may work correctly.. at current I suppose, when re-import mesh, it may use list key not name to set texture for each UV sets. UVsets[0], UVsets[1], UVsets[2], UVsets[3]. but it can change to check UV set name I suppose. UVset["template1"] , UVsets["template2"] ...so even though list order change, can apply texture as same as before..
  21. Thanks now I understand you means. I may need clear parameter guide for those 3d coat propertys. I feel 3d coat mix use " scene scale " for object scale and world scale.. if 3d coat offer object scale for each mesh, it should be simple (show the parameter for all room mesh, then we can confirm current mesh posed scale in working room but can keep same scene scale. in blender,, I often use change object scale >> apply scale ,,for each object, (bake current posed transform scale 3.5 as zero pose scale = 1.00)
  22. I sent mail, with more simple scene. which use another mesh (with 4 material), and paint, then send to retopo room. so try "return retopo mesh to paint mesh. " p;ease >> it change UV layer and break painted textures. this time I used Update Paint mesh with Retopo Mesh as digman adviced. but it show same issue. (so which option I use, actually 3d coat seems swap UV set when there are multiple UV set, when return/bake to Paint mesh. (though I understad I may only need ,export textures and re-assgin correctly I suppose though) I seems attach too many pic for report, then now I can not add new pic so can not offer final image, but it actually swap textures. (actually I seems use Update Paint mesh with Retopo Mesh for first report, because now I test , Bake reto po > per pixel (no b aking) it just generate duplicated mesh without texture (then 3d coat complain I have same material groups for 2 object in paint room,, I think it may need to report too. because I suppose there should be case we use same material (surface name) for different mesh. (but load those 2 mesh) , so I suppose we need way, 3d coat manage UV set for each UV object. (then we can use same UV set (material) name for 2 or 3 object. 
  23. Thanks actually I do not clear remember, which tool I actually used to return mesh.. but now I re-try it, and no. I tried, Update Paint mesh with Retopo Mesh corrupt UVorder. I could confirm it with more simple mesh (and not include product mesh), then will send scene for Andrew. (untill use Update paint mesh with retopo mesh) which can reproduce this issue easy.
  24. Bake retopo > per pixel (no baking) change uv set order , then it cause wrong texture which I already paint for paint mesh. my step 1. import mesh witch have 4 material group (then 3d coat need 4 uv set ) in paint room, then paints. 2. I found some layered faces of morphed mesh. which cause issue (dark spot) when paint, then send paint mesh to retopo mesh by Take mesh from paint room 3. adjust some edges to remove overwrap, then use Bake retopo > per pixel (no baking) to return geometry only. I suppose it keep current UV and paint layers for each UV set, (I did not edit it) and overwrite paint mesh geometry as retopo mesh, actually it seems work. but it change UV set order in paint room, or change paint layer infomation. then cause wrong paint for each UV set (material) part. with check UV and texture of return mesh, in paint room, I think UVset name and each UV is correct, so there seems some problem to re-attach texture for each UV set . it swap textures between different UV set. this pic show, the texture which painted for body part (template 2) now used for template1 UV set (head part) after return mesh by Bake retopo > per pixel (no baking) , but I think the UV set and mesh part is same as before. (just to confirm of course I could paint correctlly, when I import mesh to paint room with smart material, so it apply each texture for each UV set part correctly ) I think it was reported before by other user, but the problem seems remain. Then we need more stable option For these work. (edit paint mesh geometry only then return with keep UV and textures), I know tweak room can direct edit paint room mesh , but actually it never work well for detail polgion edit. (like hide complex part, then move some verts of eye back faces, to edit such detail, I must need to work in retopo room with hide many parts and move verts with gizmo)
  25. I now test paint imported mesh with the settings, then I noticed, voxel per unit relate with brush size too. So if you do not like to set too small value for brush radius setting with attached sample start file, (I set it as voxel per unit = 100) you may change voxel per unit as 1.0 (for paint I suppose voxel per unit not effect anything. I hope so) At same time, as I mentioned, voxel per unit effect grid distance (custom grid) too.. then when voxel per unit = 1, I change custom grid step = 1. to show 1 meter as main 1 grid distance. Then when I set voxel per unit = 1, brush size use the current unit = 1 meter for brush radius, so 1cm brush = 0.01 (I think if we set voxel per unit = 100, 1cm brush change as 0.0001 , with keep scene scale as 100. (I do not touch scene scale now, keep as 100)
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