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Everything posted by celer

  1. In B43 in the modeling room the knife tool does not work with symmetry, it will only cut one side and not the other. (Using plane based symmetry)
  2. This also happens if you have a center line on the symmetry plane, imagine you wanted to try to extrude two symmetrical legs from faces adjoined at the symmetry plane, because the vertices which touch the symmetry plane get stuck there you can't have two separate legs.
  3. In B43 in the modeling room, if you are working with symmetry on and have an extruded face and move the extruded face across the symmetry plane, any vertices which cross the symmetry plan will get stuck there even if you have not completed the movement. In this example I'm playing with extruding legs from a torso, After you select the faces, if you hit enter to extrude new faces, and if any part of the new face crosses the symmetry plane than the vertices that crossed it get stuck there, and you cannot recover from this error, afterwards it appears the undo buffer gets corrupted. Effectively you cannot pull the stuck part of the face away from the symmetry plane.
  4. In B43 in the modeling room when working with the transform tool, and having the sculpt mesh on, the mesh is not immediately updated after a scale operation or rotate operation, only the move operation seems to immediately cause the mesh to be updated.
  5. Awesome work guys! I'm really enjoying 3D Coat 2021, I continued to be impressed with your teams talent with 3d algorithms and 3d tool construction! BUG: In B43, in the modeling room the sculpt mesh is not updated when faces are modified on primitives. It appears to be correctly updated when vertices or edges are moved. Steps to recreate are to create a new primitive and select a single face and move it, the associated sculpt mesh is not updated. FEATURE REQUESTS for the modeling room: 1. Can we get Boolean operations on the "3D Primitives" tool window, just like we have in the sculpting room? So that when we add a new 3d primitive we can choose to add, subtract, intersect and split? My use case is primarily that I want intersection and subtraction tools. 2. Can we get a video tutorial for how to use the modeling new room? 3. On the "Surface patch tool" it feels like it should default to at least having 1 curve selector opened vs having to hit the "+" button, when I first opened the tool it wasn't apparent to me that I needed to explicitly add a curve to it before I could use it. The loft surface tool feels like it has the same problem it opens but with no curve selectors to start with. 4. I have no idea how to get the "Loft tool" in the modeling room to do anything, I wish it had a diagram or something, or like the "Surface by two view" could create a default starting shape to play with. I really like the preview shape that is created with the curve tools in the modeling room, it's helpful to see what shape you're gonna get. Thanks
  6. In 3D Coat 2021: Importing quixel smart materials causes crash: 1. Download this texture: https://quixel.com/megascans/free?category=surface&category=grass&category=wild&assetId=sfknaeoa 2. Open 3d Coat 2021, tell it to import the texture and it crashes (in 3D Coat 4.9.72 it doesn't crash but fails to fully import the texture complaining about not being able to find the roughness texture which is actually in the downloaded zip file).
  7. Do you want the feedback here or in the beta threads? BTW attempting to log in to access the license caused my AV to throw up this warning:
  8. Ok, it appears that the issue can be reproduced by creating a cone in a surface layer and then scaling it and adjusting the fillet, a couple of times and then undoing. It appears the action of undoing causes the fillet settings to no longer be honored.
  9. Using 4.9.68 on Mac there is a bug with the "Add Cone" in the sculpt room, when adding a cone to a surface voxlayer, if the cone has a filet defined, then after a while of resizing the cone and adjusting the fillet, the fillet will no longer be honored. I was using the cone/w fillet to make teeth and after making about 5 or 6 teeth it looses the fillet setting, but can be reset with "Reset scale".
  10. Hi, one of the most error prone work flows I have is exporting lots of small parts for 3D printing, and importing the same parts from OpenSCAD. Here is what I want to do: Be able to select some number of objects from the SculptTree, or the parent object, and be able to export those objects as individual files (named the same as their layer name) to a particular directory (as STL), or perhaps execute a 3d printer slicer to automatically load the items. My current use case is I'm 3D printing teeth for a costume, and I want to be able to simply export a bunch of teeth as individual files at once, so i can place them on the 3D printer bed for how they will print best. I'm on my fifth or sixth iteration of adjusting teeth based upon the printed results. (In some ways, I kinda wonder if export for 3D printing might be better implemented as an actual feature, where 3DCoat would discover various slicers are installed, and simply offer an "Export to Simplify3D / Cura", etc menu item, which would export the files as STLs and open the appropriate slicer) Alternatively I want to be able to take a bunch of STL files I've generated using OpenSCAD and import them into the the Sculpt Tree as individual objects, and then later, re-generate them using OpenSCAD and simply select them on the sculpt tree menu, and essentially replace, or refresh them with the regenerated models, based upon their filenames. (I'm a dork I use OpenSCAD to generate complex mathematical models in a parametric capacity, so for example antlers using recursive parabolic curves, so that I can also have OpenSCAD generate the molds for casting antlers). I tried to implement this last night, but ran into some issues: I can't find a documented method for how to determine which items on the sculpt tree are selected; There doesn't appear to be any complete API documentation for the Vox object, so perhaps it's there but I couldn't find it. I couldn't figure out how to import an object to a specific layer on the tree I couldn't get the InstallToMenu("Voxels",...) to work; this still might be my fault I did investigate and test the AppLink functionality for doing this, and as far as I could tell it wasn't gonna work well for dealing with multiple objects, I think I'd rather have explicit Import/Export menus on the sculpt tree. Is there a method for getting selected layers from the sculpt tree? Is there complete API documentation for the Vox object somewhere? How can I import / Export items to a specific layer on these sculpt tree
  11. Hi, thanks for posting this! A few questions Where can I make feature requests for 2021? I'd love to see some integration with 3D slicers like Cura, Simplify3D, Slic3r and Chitubox. I tried writing an applink for this, but realized I'm missing scripting APIs or AppLink features to make it work like I think it should; I feel like there is some missing workflow in general for use with 3D printing around import / export of objects. I have some UI suggestions to make the curve generation less confusing, every time I wanna do shape generation with curves I feel like I need to revisit the youtube videos on it, instead I wish the dialog boxes for the curves included a helpful diagram of which curve was used for what part of shape generation, perhaps color-coded on the diagram with matching colors in the dialog boxes. It's such a powerful feature which feels harder than it needs to be to use it. In general I have lots of feedback on the scripting capabilities; I feel like this is potentially a missed opportunity. I'm a skilled software developer; but found the scripting capabilities both powerful, incomplete and confusing. Heck I wrote a vulkan based 3d editor, from scratch - but I'd rather add some functionality to 3D Coat because it's so powerful, but to do that the scripting needs to be better sorted out. When will we start seeing beta drops?
  12. 3D Coat 4.9.54 on Mac - Can't add new volume to Root volume in Sculpt Tree sometimes How to recreate: 1. Open 3D Coat, click 'Voxel Sculpting' 2. Select the scene with the smallest sphere 3. Go to the 'Sculpt Tree' (BTW Curves tree uses lower case 'tree', so it's inconsistent) 4. Click on the '+' icon to the right of the 'Root' volume - nothing happens 5. Click on the '+' icon to the right of the 'VolumeXX' below the the Root volume - nothing happens 6. Select the 'VolumeXX' go click the '+' on the lower bar of the 'Sculpt Tree', now a volume is added. It appears that some state is being kept which prevents the '+' next to the volume name from working each time.
  13. With an update from 4.9.02 to 4.9.49C on MacOS my 3D Mouse is no longer working, still works with the 3Dconnexion trainer, and was working with the prior version of 3D Coat. Going back to 4.9.02 and the 3d mouse works.
  14. I would really like a number of combined "Copy & do action X" or "Clone and do action X" The one operation I find myself doing a lot is "Copy & Subtract from" as a "Clone" and then a "Subtract From..." for 3D printing - I am forever modeling the positive shape I wish to remove from something else for various 3d printing tasks. Overall I wish the menus were a bit cleaner, but just the simple addition of "Copy & Subtract from" below "Copy & Merge with" would be a huge improvement, the alternative would be to expand the clone menu to include a "Clone and X" where X was "Merge, Subtract, Intersect, Split" Thanks, celer
  15. So I tried this the .34 build and it still happens, see the linked zip file, it includes the files I was using, directions and a stack trace: https://drive.google.com/file/d/1_q7zeWcKl5A68A-UYhb-oMCVdQXIl4rv/view?usp=sharing
  16. I was using File Import, I will capture many more details next time this happens, including the input files.
  17. I'm still using 4.8.32, I'll go ahead and re-test these issues with 4.8.33, thanks for pointing it out! celer
  18. So I've been using the sculpt room to make parts for 3d printing here is some UI feedback from a new user (version : 4.8.32) I really wish the buttons in the VoxTree were immutable, so an errant click wouldn't do something I don't expect. If I accidentally click something it shouldn't cause an action which changes the model in a way that I might miss and would screw me later; specifically changing a voxel to a surface - this I think this type of change should require a more explicit action. I've now learned to constantly glance at the VoxTree to make sure I didn't errantly change a voxel into a surface, but once the voxtree becomes more complex, with mixed surfaces and voxels this task requires more mental state. I wish the "export selected meshs" menu option would title the 'Save as' dialog with the voxel name that was being exported. So for example if I right click on the "left lower mold" voxel layer, then the dialog to save the file would have a title like "Save voxel 'left lower mold' as:" When I'm exporting lots of meshes for printing it sucks to have the menu obscure the name of the voxel I'm exporting, or alternatively just propose a filename based upon the voxel that is being exported - I think this would overall be a better experience. I wish the footer on the bottom of the display would indicate if the view was in orthographic or perspective projection, I find myself looking at the 'View' menu frequently to figure out what mode I'm in, when I'm doing operations that require a certain perspective. Otherwise I delayed really diving into 3d coat for a long time, because I felt it had a greater learning curve than I wanted to tackle until I could dedicate more time to it. Retrospectively I was wrong I think the hardest thing to learn, which I'm still learning is the details around what each tool do. I'd say compared to any other 3d software I've tried to use for 3d printing I find 3d coat mildly more complex, but the complexity is worth it! I think the engineering team has done a great job constructing a UI which takes an utterly complex problem and made it both powerful and approachable. Bugs: When importing single meshes the dialog which pops up to manipulate the mesh doesn't always pop-up, I can induce it to pop up by clicking on the menu bar at the top of the screen. When rearranging items in the VoxTree sometimes it appears that other unrelated items get deleted, I managed to delete a few items from the VoxTree by doing this before I noticed. To reproduce create a complex Voxtree and move an item from the top of the Voxtree to the bottom, unrelated items in the middle get deleted. I'm also getting crashes when I import objects into empty surface layers. To reproduce load a complex model, create a new item in the VoxTree, then change it to a surface then import an STL.
  19. Ok, I know this is a large ask, but I really only have a couple tools in my tool chain, 3D Coat, OpenSCAD and Simplify3D. OpenSCAD is one of my favorite tools, it describes itself as "The Programmers Solid 3D CAD Modeller" it lets you describe 3D objects in a language for modifying 3d objects. So for example, one of the things I did with OpenSCAD was an antler generator, which used a recursive design to generate a parametric set of antlers. So you could change a few parameters and generate a new set of antlers. So for example to do something OpenSCAD is one of my favorite tools, but sadly it's painfully slow to do basic boolean operations - what I really wish existed was a fully compatible and performant implementation of OpenSCADs scripting language. So for example taking a sculpt from 3Dcoat and doing something like a shell operation in it in OpenSCAD can take upwards of an hour on a modern quad core I7, and it's preview mode so frequently gets it wrong that iterating in OpenSCAD on a complex model can be an exercise in suffering. The language itself just isn't that complex, and 3D Coat supports all the primitives and almost all of the operations, except perhaps Minkowski operators, which I think would be easy to implement with voxels. The reason to do this is it would allow 3D Coat to interact with thousands of existing OpenSCAD objects. My use cases for OpenSCAD are: Create a new object which then is used as a base in 3DCoat for sculpting Take a sculpted object and then do a parametric operation to it, i.e. cut a grid of holes, or slice an object into pieces Take other peoples openSCAD modules and integrate them into a larger design, so for example if I'm modeling something with a stepper motor I start by importing that library into OpenSCAD then building around it. Use OpenSCADs animation or looping constructs to visualize 3D motion or to cut the motion of a swing arm or other object accurately into another object If 3DCoat Printing and 3DCoat in general supported OpenSCAD here is what I'd want (ideally voxel based): Editor for creating objects, with syntax highlighting The ability to add a object defined by openSCAD to the primitives menu in 3DCoat Compatibility with all of OpenSCADs primitives (easy) and operators (I frequently use hull() and minkowski() for complex shell operations) Run an openscad script from the menu on an existing object to do a modification like drill holes in the object, or slice it up in a specific way Here is the grammar for OpenSCAD: https://en.wikibooks.org/wiki/OpenSCAD_User_Manual/The_OpenSCAD_Language Here is an example of the awesome libraries from openscad: https://www.thingiverse.com/thing:2187837 https://www.thingiverse.com/thing:1604369 Here is an example of the large number of existing OpenSCAD objects: https://www.thingiverse.com/search?q=OpenSCAD&dwh=865c5b52546db4c 3DCoat Printing would suddenly have a massive draw for anyone who wants a performant version of OpenSCAD and even more so to blend that into organic sculpting. I want this so badly I've considered trying to build it myself, but I think it would be better if it was part of 3DCoat.
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