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tokikake

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Everything posted by tokikake

  1. digman, do you set voxel per unit, like 100 with set unit as meter, but set scen scale as 1? if you set so, 3d coat change measure unit... when I keep to set same value (voxel unit = scene scale),, 3d coat measure tool show same size (1grid ) for measurement unit, and my prefer unit (about our case we set as meter) but after all, I often see, when I append mesh (by primitive or use default model), I really often need to change size to fit current scene... (do not know reason though) if I change the scene scale as 100,,, I think I may need to change voxel per unit as 100. (then set unit as meter /cm / mm), so I can keep 1 unit as 1 meter/cm/mm, I think voxel per unit relate with all unit of 3d coat so if I change it, I need to change scene scale = voxel per unit number. I suppose. though do not know dev recommend it or not.
  2. hmmmm,,, I now really need to test more to get clear workflow for these scale issue to easy import and mix . then return again.. (I usually need assets for character posing or silly animation, so I render in blender only.. ) ..after confirm each case, I may report about this issue... (because I can not confirm when I see strange issue, if it is my mistake or 3d coat issue ^^;) after I up-date 3d coat to 2021 I often see, un-expected scale issue with camera view when append or import mesh (and sometimes after I add geometry in sculpt room, then try to adjust scale untill apply, I often see, scale control small cube(uniform) not work anymore,, (locked) but it suddenly return.. and after I apply mesh I often see my grid suddenly disappear then I lost real scale of mesh.. anyway to confirm what is wrong I may better test more .. at current I can not believe myself ^^; ,, (thanks take your time )
  3. I think recent 2021.24 tweak about scene setting and scale things again. Because I import same obj as retopo mesh with use same setting. but now it change size drastically. To confirm it, I launch 4.9.72 then set setting like this, and use same setting for 2021.24 Then import same object file, as import retopo mesh, now it drastically change size between 2 version. (maybe new 2021.24 change something) I did not see issue about 2021.22 (it is version which I test those scale things, then it worked) test please with this monkey obj. simply import as retopo mesh then compare with those 2 version.(use same setting for scale) grid setting is same. (so 1 unit length = 1 meter), it effect exported mesh scale tool. so now if I export mesh as 1 meter (at least in 3d coat 2021.24) I got huge mesh in blender . (only about this version exported mesh) ==== OK after I re-launch and do same test now import export show same size.. do not know reason though. so when change scene setting first time, it not correctly up-dated? I actually get strange size mesh in blender when I first test with 2021.24 but now it seems return correctly. suxann.obj
  4. Small bug about primitive (for modeling room), each primitive use different measurement unit so without user check and memorize, to generate size correctly with value, may confuse user who use those. eg If I generate sphere and set radius 1000 it generate this size.. (it seems count my unit setting = meter and scene unit or voxel per unit (I set it as 1000)) if I generate cube and set size as 1, it generate this size (it only count my unit = meter setting) Then which unit may used for those primitive setting value change by each primitive,, it actually confuse me to set size correctly.. sometimes it come too large or too small with input same value. (of course to generate each primitive I do not change any scene or unit or voxel count settinig, keep it as my default setting)
  5. Though I understand it is somehow complex (and I often requested about scene scale, and asked way ) but I think I can set scale as real measurement with keep grid (measurement) for all room meshes. There are many ways (so it change by each user) but my personal recommend way is like this. 1. make new start up scene. (it is important because 3d coat auto change my setting when I start with new file , so I keep to use same start up scene then import and save as 3d coat scene) 2. go to sculpt room then from top menu >Define measurement unit. 3. select one of your favor unit (meter cm, mm) then set it for 3d coat unit 4. I prefer Meter (it is same unit for my blender scene unit) 5. set sculpt voxel count which you like to see for 1 units (Meter) , I prefer to set it as 1000 (so each axis 1 meter may get 1000 voxel when sclupt without resmaple) 6. next step is important, (other user may use different way, but I think it seems most reasonable) set the same number which you used for voxel per unit and Unit Scale The reason is, when we change voxel per unit, it actually effect measurement and unit scale about all room model. If I keep Unit Scale = voxel per Unit 3d coat show the unit size for imported mesh correctly (no need to adjust scale etc when import) After you set so, import export any object for each room purpose, it should show same size with unit. and you may change 3d grid density if it need. (1 main grid unit = 1 meter (depend with your setting, then sub-D grid to get 10 cm sub grid. eg for blender if I export 2 meter cube as obj from 3d coat, it is shown as 2 meter cube in blender, and I can import it again without change size. About 3d coat, we must need to use same unit (meter or cm) for measurement tool and geometry unit. (if you try to change measurement unit, it change geometry unit too) So if I set meter for scene unit, it means I use measure tool with meter. Those setting return when you open new file, so if you do not hope to set them again, you may better make your default start up scene then set unit, save scene. . and use it when import model >> edit >> export Though I do not use LWO but about FBX or OBJ at least I do not see scale issue anymore. (for those I simply import mesh as obj so did not test with app -link but app link can import correctly for me (for retopo mesh and paint mesh)
  6. When I use extrude tools for modeling mesh (retopo mesh), I feel there seems no way to extrude with keep original faces. eg 1. add any 2d primitives then draw base poligons. 2. extrude face/verts with normal to make it 3d 3. with any extrude option, 3d coat extrude faces (or verts) but not remain original base poligons >> everytime I need to cap or add faces for the side to make it as 3d model Is there any option or smart way to make it work? Though I know how to add faces or cap, but the more base shape complex the more face it take time. I suppose I may duplicate and join etc, but hope to know if there is option which can extrude with keep original poligons . (of course, it is case by case that I remain original or not when extrude, eg if I only need to extrude for retopo along with sculpt mesh, I may need not. but when modeling I may often make 2d face, then extrude. for that case I usually need to remain base meshes. ) I do not know many other modeling tool, but usually I can keep original (base) poligons when I extrude faces to convert 2d to 3d. but can extrude region without add un-necessary faces.
  7. Ah I see It is my mistake,I perfectly forgot the option. I always keep it as ignore for paint ^^: thanks now selection worked .
  8. OK so project through not effect selection of back face . then how I can select both side vertex with orthographic mode by rectangle? as I said it only select one side verts. not select back side verts. 1. add any 2d symmetry primitive (cube etc), set view as Front and orthographic projection 2. set brush as rectangle with Select tool. 3. draw rectangle. 4. 3d coat only select front face verts not select back side verts of mesh. or I miss some option ? I may send mpeg movie if dev really need to confirm it. or I think there should be option which can exchange (select all or visible side only) with orthographic view.
  9. Thanks I now try it, but the main problem was, the rectangle mode not work with retopo mesh (at least about the working scene mesh) it is the first pic you may notice I set brush as rectangle mode, then select >> no verts selected of the mesh Then I suppose the reason was the face was inverted (normal) about the case rectangle mode can not select verts. (then 3d coat not offer any clear normal sigh (visible guide) for faces, so I often need to flip normal. And I test wiht rectangle mode for mesh (which correct normal of faces), but it still not select back side vrerts with orthographic mode. Can you test it with real 3b file which I attaced? as you can see, I keep to set project through active, and not use symmetry . then with orthographic view, try to select with rectangle brush. I really like new joint tool (and thanks you offer easy customize way for joint mesh, so now I can made new custome pipe sets,, ) but the selection issue is annoying and I really hope normal guide like this.. (I can not find such option which can show normal direction of retopo mesh) testsceme.7z
  10. Sorry I do not know if it need to send as bug report, but I can not select stable in retopo room when there is no sculpt volumes. I now try to generate new joint for pipes (non cap version), then I need to adjust some verts of the tube. brush selection work, but with rectangle 3d coat ignore my rectangle with orthographic view. is there setting which may work as stable ? selection is key for modeling, so I really think it must be stable with each selection mode. And with orthographic + project through not work for select back side vert, face, edges. it is really annoying ^^; eg now I am in front or up view with projection, then simply select all top edges of tube (include back side and inner) But 3d coat usually remain un-selected verts.. like this everytime need to change view and confirm which verts will be selected is not good for any modeling tool.. I think stable selection with each mode is key thing to make new 3d coat more stable for modeling (and retopo) And hope to know is there any setting, which can show each edge more vislble without selection ? (kind of real wire frame mode,,) without sculpt model, I feel retopo room and modeling room is really difficult to get to see verts or edges clear untill I actually selected and higlh lighted. I thiink 3d coat may need good shading mode for retopo room meshes, (though it will be send to texture room, or sculpt mesh will be painted by vertex color, but modeling room mesh have no way to clear see each verts,, without those other room model, I afraid. at least I need stable wire frame mode which may show all verts edges clear (for back hidden edges too) .
  11. Ah do not mind , you not say wrong anything. as you said I understand what you means... I usually model in blender ^^; (so as basic I always forget I need to set UV for those simple primitives..then sometimes feel annoying why it simply come with default UV about base auto generate primitives.. 3d coat offer many options for 3d 2d primitives, so if it come clean default UV,, I really do not think about UV when I add them.. yes I think I can add those as model with UV for 3d coat and can make library for the purpose (though I still not try many modeling with 3d coat) but we already have adjustable 3d primitives tool in 3d coat (and it is powerful) . so just request if it auto come with UV only about auto generate primitives. (and for modeling we may mainly use retopo and modeling room, so bake is final step for me,,,, but I often check UV when I modeling (maybe I change my thinking way for 3d coat..but for me I usually do UV , do model , at same time..so everytime think about 2 room is somehow annoying just to check UV for prim.. but I like 3d coat always. .
  12. I really like this tool At same time can I expect if it will work as modeling room primitives? I understand with sculpt room (suface mode) the tool do what I really hoped.. at same time,, I suppose if it work as modeling (or retopo) primitives, I think it is actually new modeling tool which I have not in any other modeling apricaitons. as you know if I make assets which may use pipe etc,, the joint section usually matter with the counts. but this joint tool is really easy (though I need to learn more how correctly I set each joints) at same time,, after all I may need to add retopo objects.. then usually about those non organic shape, I may only need texture sculpt for game assets.. So if 3d coat offer simple version (not need many variation which 3d coat offer for sculpt room), but most basic joint primitives are offered for modeling room joint tool, really welcom (and it auto merge vertices, when joint) do not expect, it come with UV (and I suppose I may not need UV for those metal pipes, when I render,, I may use procedural texture for the purpose) If I miss something ignore please (at current it only work as sculpt model or I can not find options which work for modeling room primitives,,) I really hope it work for model room ^^; please....
  13. Though you think it work for you but I think the auto UV map not good clean uv. 3d coat generate auto-UV map for primitives in paint room when bake, but retopo mesh still not have any UV map. (then generated UV map is not good clean uv which I epxect) then after all I may need to send back with UV to retopo room and manually set seam to check it in retopo room. If you check other modeling aprication primitive witch come UV, you may understand why I expect it for 3d coat retopo (and modeling room) primitives. even though I model complex one, as start point good UV is more easy to edit. you may actually compare primitive default UV maps (blender). and 3d coat auto un-wrap UV (when bake). I suppose after all if 3d coat offer those default UV (or auto seam for those primitives) you never complain it. auto generated UV of UV sphere (in 3d coat) cylinder 3d coat auto UV for cylinder I may not need to add other UV for primitives. so I do not say 3d coat need to becom same , but simply hope to see clean default UV for primitives. without any work.
  14. Ah yes when generate many primitives then, auto addUV set for each may may cause issue about 3d coat. so press un-wrap then auto seam and generate is good. but I do not know, it is relatievly easy or not for dev ^^; or if generate UV offer as option when use primitive tool, it is more welcom I fee. (and set auto-seam option with un-wrap is welcom too, when the mesh have no Seam)
  15. I do not hope to add many request at once, but I think all primitives should have UV = with auto seam as default, when I use "primitive" command, and choose primitives in retopo or modeling room ^^; I do not think I might need to unwrap cube or UV sphere, when I use those primitives to model quick and bake .. I think there is no complain if 3d coat auto generate UV when we add primitives because if user need to adjust them manually , they may do it. but as default we need default UV for primitives . (so now just to test bake,, I need to add cube seam,, and un-wrap, it is not need usually (most of primitives may come with default UV)
  16. Hi Andrew if you still keep polish UI, can I ask 3d coat add clear 3d global axis sign in 3d view? I often lose current axis in 3d view, though I know 3d coat offer the small (it may change with camera view setting or view scale ) 3 color line as 3d axis sign but it really difficult to check which direction is global X or - Y as visual, and I do not think there is another option which can show axis with grid . you may find axis arrow in many 3d aprication view. (so do not attach sample of another) do not request cool widgt etc but anyway hope it clear show each global axis direction (and on and off it need) along with current view.
  17. Thanks it worked to remove those un-used short cut for un-install. I may try to clean registry later.
  18. Ah thanks I may try CCleaner ,, I got some trouble about other registry Cleaner aprication (do not remember the name though) those app often try to install un-necessary aprication (with installer option), and the app cause problem then force me to up-date almost all week. so I have not used those app. CCleaner is stable enough?
  19. I like to test beta, but one small issue is when I use windows un-install aprication (from windows menu), it usually remain old beta version coat data.. And I can not remove those orphan data from this menu any more. I usually use the tool (windows offer) to un-install many beta versions app, then it run un-install exe,and remove most of files. and directory. but each version of 3d coat remain there. (eg in this pic, I actually un-install most of beta version 3d coat use, un-install.exe of each version, but windows keep to show it as remain, and can not remove it) So if you offer correct way to clean un-install, I keep try to install new version.. (recently, remain those old orphan data is somehow annoying for me) if you describe clean un-install way for betas (to up date new one) and windows (for my case), I appreciate.
  20. Did not you import mesh in paint room, or sculpt room first then import same mesh to modeling room? I suppose it is paint room mesh. (or sculpt room mesh), I often see another room model without intention, then usually keep to open tool which can manipulate each room mesh (about your case you may need to open paint object, then try hide it) For me there seems no real difference between modeling room and retopo room mesh. (so I can swap room, when I need, but 2 room keep same mesh) I just believe, these 2 room difference is which tools will be shown for each purpose. (so to check UV I need to open UV preview window in modeling room, but retopo room show it as default) (some tools seems hidden though) So after import model in modeling room, I keep open UV preview in modeling room. then they show same UV and same mesh in retopo room and modeling room. at same time to avoid un-necessary mesh of different room (sculpt room/paint room), I open those tool to easy hide / or show. My recommend is at first, tweak and customize your room (modeling) setting and show window which you need. As same as you, I actually serch UV view in modeling room , but remember we can open close most of tool panel, then just return it.
  21. I suppose, if it is caused each brush default setting behavor. Random rotate or jitter etc Did you check Brush option panels setting? eg the chain is use Paint with Dabs otpion (activated) as default.
  22. I am really sorry ^^; ignore my fool request pelase. I simply did not check carefully (I could not find it when I check menus but 3d coat 2021 already offer it), yes it is what I needed
  23. I suppose I will send mail for Andrew as request, but should not we have these voxel (or for sculpt) primitives for 2021 modeling room? I know we can use Poli models to start modeling, but basically it can adjust transform data only so we can not adjust property. like edge count etc. on the other hand in voxel room (or kit bash) these primitives are really powerful and offer many options to generate each primitive mesh what we need. eg I may hope to start with cube or sphere etc, but set radius or edge count with options. at current without we made it then add it as models, there seems no tool generate primitives I suppose. (and we can not adjust it , manually need to add edges etc, just to generate primitive as start modeling. many 3d modeling tool may offer such primitives witch can change propertys. eg for grid we may adjust grid count..so we need those adjustable primitives for start modeling not only for sculpt.
  24. You are welcome this add on made by user effort, so I really respect their work. then hope it work for all user (and can maintain always)
  25. So If you check in 3d coat V 4.9 from Top menu >Edit > Relocate data path, then just copy the path in text editor, it may show default 3d coat data path for V 4.9, and for V 4.9, add on need to set Exchange directory as " the data path/Exchange" for 4.9 work. After you check V4.9 data path , check blender scene which you plan to export by applink add on. each exchange path save with scene. then if it was wrong, set again. and save new exchange directory> save the blender scene> try select mesh then export. When change Exchange path for add on, then try to export , it sometimes take time untill import dialogue open. (sometimes freeze with import material menu open) but usually shut down 3d coat, then run again, and export again , should solve issue. Once the new exchange setting work correctly,, there is almost no issue for me. without you tweak 3d coat to blender export setting (when return mesh and material from 3d coat, it need to keep some option or sometimes it fail then only generate custom 3d coat nodes.
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