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tokikake

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Everything posted by tokikake

  1. I agree, we had a request topic about this issue ago. Real 1m can be described as 100cm with the measure unit = cm. 20 cm can be shown as 0.2 m with the measure unit = Meter. then we hope such option for measure tool. but it should not change the distance (we can call same 1 unit distance with meter, or with cm after all the distance keep as 1meter or 100cm) at current, Unit (which decide the real distance of One Unit for 3d coat) = measurement unit (which is for the tool guide) . and I see same issue for Grid distance (it is supposed to measure, so all grid in the world = virtual measure line) and voxel per unit.. at current 3d coat change 1 grid distance, when I change voxels per unit... voxels per unit decide voxel counts for sculpt... so 1 cm cube have 1 or 8 or 27 voxels for sculpt. it should not relate with virtual world measure grids , 1 grid distance. I hope 1 grid distance should be same as 1 unit of the aprcation.. (if we set unit = 1 meter, 1 grid distance = 1m) without change setting with all voxel per unit.
  2. After solve lag,, I hope measured line and value keep visible even though I change tool (eg select and transform) with option like curve tree windows. (so we can hide, visible ,remove measured line, when we need with change current tool options)  I did not notice, 3d coat already offer option, show in other tool thanks ^^ Then with default setting, after draw line, the value is really difficult to see... .with the color and the number font size... (change color for number, and change font scale about number may help I suppose.
  3. I attach my test FBX it come with monkey and broken cube. (to get direction clear) I just import same FBX in blender and 3d coat. it was exported by blender with use above setting, (you should need to change blender exporter setting , apply scalings = use FBX unit. then I can get same size mesh ( about obj it not problem without you change blender exporter setting from default) And if I still say wrong something,, forgive me please ^^; actually those scale things have been most difficult part for me, about 3d coat. (I had never thought it is difficult to adjust size ,unit in different arication, but I think 3d coat was unique to understand how it work) testmonkeyfbx.fbx
  4. of course, I hope my saved start file (I do not change color etc ^^; ) work for you too. With recent version , now grid sub-D count change so if you use different version adjust grid sub-D as you need. before to get 10 sub grid, I need to input 9, recent beta version seems change it with request. Other setting should be same I think. Just add each setting pics. so you free customize. I really hope to get clear document about these settings (though there is described, but how each number relate with, was difficult for me, still do not understand what is main purpose of scene scale and unit scale... and about 3d coat offer primitive setting unit not use same unit, so need to test one by one, (can not generate with real value easy) samplestart.3b
  5. Yes about export mesh from 3d coat, I think it work as same as before without change blender FBX importer setting. I test import export fbx with change scene scale as 10 this time , but it not effect measurement size when import export, or add new model from poly models. But after import and generate mesh, then change scene scale, it change mesh size , so I think, I should not change scene scale, once import or generate mesh , but about new import mesh it not matter. (I can set scene scale as I need when I import mesh, or add model from saved poly models, just avoid clipping issue I may prefer 10 or 100 or 50. maybe keep to use same scene scale like 100 or 50 seems most stable with 1 meter unit, I suppose. Once import mesh , then change scene scale to import new object may easy cause wrong mesurement I suppose. (though do not know how others use scene scale after import mesh.)
  6. geo_n if you see strange size with blender FBX exporter , try this setting. I actually could import mesh correctly only with this unit setting (blender FBX exporter) if you use other aprication,, actually I do not know,, how I set FBX exporter to work for 3d coat. I think it is blender exporter problem too. (because I can easy find many FBX exporter scale issue with options, though we may need to choose option anyway it work when import to another apricaiton (like 3d coat or unity etc),, as for me for 3d coat, it can get same size mesh (with unit = meter) , or it actually show real large size mesh. I may test later , export from 3d coat as fbx and import it to blender,, (but when I test it, it worked before without change setting.
  7. Then I really did not test with FBX much to import, but now I see different scale mesh when import same mesh as obj and fbx. Actually I do not know if blender FBX exporter change unit or not clear. about obj , it perfectly show same unit and measurement size mesh. but if I export as FBX then import,, 3d coat seems count scene scale . I may need to adjust blender export setting for FBX I suppose. (I keep default setting of FBX and OBJ exporter)
  8. by the way I sometimes see 3d coat not quick up-date those setting untill change room etc (if you change voxel per unit or unit scale or grid settings) so temporally show strange size I suppose. So basically I set up those first, then import mesh (add to the scnne) may show real effect.. and keep it,, And if you do not need grid keep same unit distance (1 grid = 1 unit (meter)) you may need not adjust Grid step etc.. Why I changed unit- scale or Grid step ,, I hope to keep 1 grid = 1 meter as same as blender. with change voxel per unit. .. then new way is,, I recommend,, keep unit-scale = 1.00 but change grid step .. with voxel per unit.. if you keep voxel per unit = 1, you need not change grid setting (and unit scale ),, so only change Scene scale as you need.. (maybe start with 100 is good, it not show problem for you, if you keep scene scale = 1.00,, it should cause clipping issue ,, you can not work with detail) 1. set unit as meter 2. set voxel per unit = a , set grid step as 1/a, keep unit scale as 1.00 to get gird 1 unit = 1 meter 3 set scene scale = 10 or 100 or 1000 (digman recommend 100 and I think it is good enough)
  9. `I am really sorry, because after I descirbed my way, I found more stable way... at current I set up like this https://3dcoat.com/forum/index.php?/topic/25954-custom-grid-setting-and-voxels-per-unit-work-flow/ It is almost same digman recommended way. 1. set Unit as meter 2. set voxel per unit as you need , I actually do not know which count is best for each case,, but if you change voxel per unit, it change grid dsitance too 3. when voxel per unit = 100,, I had used unit scale to adjust grid distance (1 unit = 1 meter) but I think it may not good way (or actually I do not know how unit scale work clear,, then at current I prefer change grid step (eg if voxel per unit = 10, you set grid step as 0.1,, if voxel per unit = 100 you set grid step as 0.01, I may recommend as test, start with voxel per unit = 1.0 and grid step as 1.0 (keep default) , if you change voxel per unit, follow this rule (and change your custom grid step) 4.. Then I found one problem.. if you set Unit as meter, but keep scene scale as 1.0 3d coat easy cause camera clipping issue, 3d coat stop 1 unit square as max zoom you can not zoom in more.. .. to avoid it you can adjust scene scale. at least for 3d coat 2021 (which I could confirm) scene scale not change mesh mesurement size, and grid size. so you can set it as you need. digman recommend set it as 100 then it means we can close up 0.01 meter square = 1cm square.. I think we can set scene scale as we like, it not effect real measurement size of mesh. but you may better try with 100 first.. it only change brush unit size for me (and current visuall size of mesh then you can zoom in for detail easy too)
  10. To return textures with app link correctly 1. I need to open the blend scene which I export mesh before, if I change scene app link not work to return mesh. 2. I need to keep texture name and directory as same as before. eg if you change texture prefix or texture directory this time, even though 3d coat export textures to the new directory, app link can not change current texture, that means you keep to use same export setting from 3d coat. you may see dialogue when you open in original app.. 3. if you keep to use same texture name and setting, actually you need not click get-buck, only need to export texture from 3d coat again , because blender simply keep those texture path, then when it is overwritten, auto up-date. at least for texture, I need not use get-buck button any more. it only need first time when I export textures from 3d coat. Then I keep to set object/texture directory for each blend scene usually .. so do not know if you do not set it, how app link work. And I only set texture prefix when I export textures from 3d coat.. then once I set it, I simply keep the prefix. do not know 3d coat remember it when I re-open the old coat scene though.. I can check each texture name by blender material shader node.. then even though I forget them I can pick the path and texture name correctly, then set it so when I export from 3d coat. then those texture will be auto over-written. If you hope to make many set of textures for same mesh, I think you may better manually set each or save as different matterial with fake user. anyway 3d coat generate textures when I open in original apps. so I manually set them in blender again. with keep app link auto generate shader nodes. about these case I do not think 3d coat can auto up-date them correctly.
  11. Did you set Object/Texture folder in blender Scene property panel of your blend file? I think it is location where 3d coat and app link use to export import mesh and textures. So basically I do not change folder or fbx name when I return mesh with textures from 3d coat paint room. I avoid to change them. though do not know it work for your case. And I remember, if I save 3d coat scene, then quit work, then re-open 3d coat scene, and original blend file, I could not get-buck meshes any-more, I reproted it before, but do not know if it is sloved or my setting was something wrong. So If I open old saved 3d coat scene which I export mesh with app link, then try to get buck I do not know if it work well . usually once I start app link I keep to open blender and 3d coat untill I finish work.. then If I need to edit for those 3d coat scene, I may export textures and obj without ap-link , about this case, I need to manually set each texture but basically it work for me.. though you may hope to use app-link to re-import textures and meshes about saved coat scene.
  12. I now try to set plane for box hide tool by 3 point, though I can still drug with R drug each point, but can not se value for each point to set more strictly. I can input value like x=0.0 but the value not updated even though I click ok... sorry if it already reproted... I can still RMB drug each point, or pick point to set plane , but it not so useful for precise work..
  13. Sorry I miss understand about Scene scale, Scene scale effect Camera zoom limit , and brush measurement size . but not effect Geometry mesaure size. so I can set it as I need. I notice, if I keep scene scale 1.00, camera stop to zoom with 1 meter (unit) square shown in view. (roughly) , so I need to change Unit scale more large value (as digman recommended 100 seems reasonable. because it can zoom 1cm square for view max zoom), I think I can free set scene scale, so if I need more detail with zoom eg 0.2mm square I may change scene scale as 500 etc. About grid size, and voxel per unit,, the logic is same.. ( change voxel per unit = change grid setting or it do not keep the grid distance when measured)
  14. Yes I know you had recommend to set scene scale as 100. but I did not understand why I need to change scene scale about that time. Because at least for me, scene scale not effect any geometry size and grid size as measured when import (so imported 2 unit cube should be shown as 2 unit cube ..) but now I understand, I need to change scene scale, (eg 100 or 10 or 50 ) to zoom in to detail. (so your recommend setting = scene scale as 100 means we can zoom in 0.01 meter square as limit) I approve we can change mesaurement unit, eg 1m will be shown as 100cm 0.01Meter will be shown as 1cm. (but it not so huge problem for me,, anyway hope to keep stable ) And I may mainly use Grid to get visual measurement ... (roughly) then if I change voxels per unit, I must need to change grid setting (or unit scale). I still think it is not good. (voxel count should not relate with visual (custom) grid distance,, do not you think so?) Then as for me,, I feel at least 3d coat scene scale means almost current view size (because it not effect real measurement size etc) ^^; (then it may change with camera zoom in out,,, ), so I really do not know why we need to have this setting .. (but it effect max limit of view, So I need to change it with measurement unit),,, At same time scene scale change brush size too.. so after I change scene scale as 100 with unit meter,, and use 1m size brush (1 unit) I need to set brush radius as 100. (though it seems good for me,,, because I may prefer cm unit brush , then set radius as 1.0 to get 1cm brush is more usual)
  15. Ah OK I finally (maybe) manage all scale thing with view... I have avoided to change scene scale (it often issue for me before) , Then if I set scene scale as 1.00 3d coat can only zoom untill the 1 unit square fit to the view. so basically the unit define the smallest square which camera can zoom in. if I set Unit as 1mm,, 3d coat can zoom 1mm square for camera view. if I set unit as cm , 3d coat can zoom 1cm, Then if I set unit as meter, 3d coat can zoom I meter square full in camera view. (roughly) then can not zoom any more. To avoid it, I must need to change scene scale.. (I really do not know what 3d coat change from 4.9),, but at current even though I set scene scale as 100,, 3d coat keep all measurement size about same mesh size.. and grid distance, so Scene scale seems only matter for current view size. then If I hope to check more detail (with unit as meter), I only need to change scene scale as 100 or 200 etc. Then if I keep to use scene scale 1.00 with unit 1 meter, 3d coat can only zoom for 1m square (so it never work for detail modeling, sculpting) I suppose that means, when I change unit like meter, I must need to change scene scale too to get detail as zoom (I may use 100 to get 1cm square zoom with 1 meter unit setting) (Scene scale seems only effect view size, (for zoom in ) but measurement size never change about grid distance and import mesh)
  16. As for me "get-buck" only work when I generate and export mesh from "blender to 3d coat" once, then edit , open in original app >> get buck can import the mesh to blender again. Then if I start working in 3d coat (generate new mesh) , and "export to Blender" , (as FBX I suppose), I need to use blender default FBX importer. I suppose. (Do not know if it is default behavior or something wrong) === Then as we know 3d coat have 3 different type mesh, (for texture with UV, retopo (/modeling), sculpt (/vertex paint) then it may change which room mesh you choose. I only test with Paint room mesh, and Retopo room mesh. at current. about both case, I think I need to start work form blender. That means, once export mesh to 3d coat by app-link then the scene mesh have link with 3d coat I suppose. And I could confirm if I send mesh as retopo mesh(modeling room), then edit somehow and return mesh to Blender>> get buck it turn round 90 degree, as geo_n reported. So suppose about retopo / modeling room mesh, there remain something wrong If I only work paint room mesh, and edit in tweak room I do not see such issue. 1. export mesh to blender for each room mesh = Work 2. export then return mesh from 3d coat as paint room mesh = Work (if I export it from 3d coat first) 3. export then return mesh from 3d coat as retopo (modeling) room mesh = partially work but it rotate around 90 with world X axis. I think the difference is, when I import FBX by blender FBX importer, it usually add 90 degree rotation for 3d coat Y UP coordinate, then not apply it. (so as view the mesh is already rotated then fit to blender Z up axis... but if I use add on Get buck for retopo room mesh , the mesh seems not add 90 degree rotation. (not convert corrdinate. And some complex thing is, when I export mesh from retopo room, I find 2 functions "Bring retopo mesh buck" and "Export poly mesh to blender" for me "Bring retopo mesh buck" only work with get buck , but mesh rotate around 90 ^^;
  17. And I think there seems still clipping issue.. though it seems depend my unit setting..... I actually can not zoom in (but I do not think it is too small detail) to check small polgion details with full screen. 3d coat usually to stop to zoom in (even though I use ortho graphic view) .. with limit I set user>prefrecnece near plan modular as 0.001 etc but can not zoom in any more like this plane size. (I do not think I try to tweak and zoom too small polgions) No. I do not think there is way to close up more,. I tried to change geometry setting Unit as mm or change scene scale more large, but after all 3d coat not forigve me to zoom in more. (eg close up narrow edge) it cause issue when I use knife tool to set point in small edges. (3d coat can not set point for narrow edges with this zoom view, if it can more zoom in, I suppose it work) if I try same thing in blender, it can zoom almost 0.1 mm unit (I do not feel any limit for zoom with clip setting, and with autographic almost no limit) so can add any loop or cut with real view and edit detail where I need for. if it related with my current setting Unit (eg we should set it as cm or mm),I may follow the rule though (if it is clear,, eg we should set unit as cm or mm to zoom in detail), I can manage so. then hope dev confirm it with attached scene 3b. (at current I keep to use Unit as Meter to easy import blender default unit (though I can change blender unit if it really need) testlimitscene.zip
  18. I really try and error to use grid with my custom unit (Meter or cm) with keep the grid unit distance , measurement tools and geometry size. Then I think most reliable setting for me.is adjust grid steps. 1. set 3d coat Unit as you like (Sculpt > Geometry> Define measurement unit or measurement unit do same thing, (because measurement unit = 3d coat unit of geometry, we can not use different unit for measurement and geometry for 3d coat) it set brush size unit too. (so if you set brush size as 1.0 with Meter unit, now you may have 1 meter radius brush) 2. set Voxels per unit as you need. ( I actually do not know which value may best for 1 meter size geometry, but now I set it as 100, so I suppose 3d coat may generate 100 voxels in 1 Meter per axis = 1 meter cube may show 1000000 voxels) 3. Once you change Voxels per unit, it effect your Grid size.. if you set Voxels per unit = 10 each Grid distance change as multiple with 10 ,, if you set Voxels per unit = 100, each Grid distance multiple with 100. But geometry size of mesh keep same size as same as before.. (with measurement tool unit) 4 So to get same grid distance ( 1 meter or 1 cm with 3d coat unit), I had used to change "Unit scale", but it seems not clear for me (and sometimes I feel it cause strange issue with view size) then I keep Unit scale as 1.00 but I may recommend to change Grid steps.. eg if you set voxels per unit = 100 you may set Grid steps as 0.01 (1/100) if you set voxels per unit = 1000 you may set Grid steps as 1/1000, if you keep voxels per unit as 1.0 you may set Grid steps as 1/1 = 1 If I set so, I can use Grid as measurement then each Grid distance = my choose Unit ( meter) with measurement tool. so I can easy use Grid as visual measurement tool (aproximately), And it should make work easy, when I use grid to snap precisely,, (to get cm grid I only need to subdivide as 99 then sub-grid distance = 1cm with 1 meter unit) Of course if you change scene scale , it change geometry size too. (I do not know detail though, then above way is supposed to use keep Scene scale as 1.00 (and unit scale = 1.00) I never change them.
  19. I now can stable transform even though gizmo hidden in back faces with 26. thanks.(all transform gizmo now work for me, without stop with scaling) (but do not test full, with change voxel unit etc,) I really hope 3d coat soon offer way to check back edges. (there should be many case we need to select, those hidden verts . edges without turn around view) with orthographic view we may often transform back side verts edges, faces. Projection wire frame view must need to model precisely. (like vase inner etc)
  20. I add one more request about modeling tools (I think new 2021 offer many interesting tool for modeling, then I hope it will be more improved) We may often use select >> extrude for modeling, I like to use gizmo for rough modeling , but when I work for inner faces,, gizmo stop to work. (I think it is same , when I add primitive, sometimes gizmo stop to scale .. gizmo seems hidden then not work ) set opacity as 0 or change z Bias not help it, (I tried to use wireframe mode, but gizmo still not work . I may need to move gizmo out of mesh (it means change center pivot, so I do not) And I think we need real wire-frame view which can show all edge, for modeling. or we can not check covered edge (if I miss option forgive me pleaese..)
  21. And the problem is, (at least for me), when I change voxel per unit >> it effect grid (which usually used to check the length without use measure tool aproximately, or snap to grid) it change each grid unit .. There is no merit to change grid size along with voxel per unit , why grid distance change with voxel per unit? to return it I need to change unit scale too. as you see, I hope to set 1 grid = 1 meter.. (then devide 10 sub grid) but I hope to change voxel count for per unit .. then change voxels per unit like 10, now 3d coat change grid distance like this Is there any reason (which may be useful for user) to change grid distance with voxel per unit ? we use grid to get the mesh size,, so if it change with voxel per unit, I need to change grid density .or Unit scale,, I think grid distance should not change with voxel count per unit... (there is no relation I think) Though I use Unit scale = voxel per unit, to return grid distance correctly , but I do not know it is good way or not.. (Unit scale may effect something I suppose) To get gird distance (eg 1 meter), and set Unit as 1 meter for measurement, but change voxel count to get reansable dense for voxel,, what is correct way for 3d coat?
  22. Then with recent versions I really see this issue. I can not "scale" the import mesh (not apply yet) to fit for current scene any more.. it change with the improt mesh size, but suddenly 3d coat stop to scale the mesh any more.. it suddenly work again (with re-import mesh again without commit apply) etc,, but really annoying issue for me now.. I do not change any setting of tool, so do not know why the scale widget stop to work.. (x, y, z scale still work), but sometimes it stop to work all axis,, only translate to one axis...I can still input "scale" as value though.. To return scale widget, I need to move only gizmo, then can use scale widget again.. (the small center white cube..) do not know if it relate with camera view or z depth etc..
  23. actually I use wrong word,, (not means scene scale but I mean unit-scale need to set same number as voxel per unit to get the masure size correctly (and grid unit). I do not touch scene scale at all ^^; I really do not know scene scale VS unit scale usage of this aprication. do not hope to change scene scale but hope to keep it as 1.00 for every scene... .
  24. Yes thanks Digman,, the shell tool seems do what I means... (I did not think to use it for the purpose, but I feel yes it work,, as extrude with keep original mesh) only annoying thing, I usually just use transform tool. after select polgion (commit extrude), so if I hope to keep original, I need to use shell tool first, then slightly extrude change tool as transform tool (then keep extrude or simply scale , rotate etc)..
  25. I means, (in blender , sorry I olny know about blender and do not know other modeling tool) 1. I add plane 2. extrude (face) 3. as you can see, it keep the original plane (under face). (which I put in to scene) + add extrude faces. 4 if I keep extrude, it only extrude region (selected faces) so do not add new face for each section. (as same as 3d coat) 3d coat exturde remove original face, but remain extruded faces only. I test "Extrude faces, "but it not remain the original plane (so if I extrude plane , it not convert as 3d primitive I need to fill ,the removed face) I try all extrude options, but it not remain the original face. so it not change plane as cube by extrude. (of course it not matter, if I only extrude such simple plane, but draw 2d + extrude, then convert as 3d model, re-fill all faces again,, is annoying ) and yes digman, it is what I means,, (I may follow what you show thanks, but I may hope 3d coat auto remain the face, without remove (as option) .. when we start extrude for 2d faces.
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