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geoath

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Everything posted by geoath

  1. I have installed 3dcoat 2023.12 and the layers are not working in factures room! Everything was working fine in 2022.54 but now I can't turn on/off the layers, also adjusting opacity/depth ect on layers not working too. Can someone confirm if this is a bug? I tried with the scene i have created in 2022.54, also with a new scene but the problem exists. (3dcoat 2023.12/win7)
  2. Hi Carlosan! Win7 Ultimate here too. Is this a problem for the trial version only or for the licensed too? I upgraded my 3dcoat license last December (before Christmas), and I'm planning to extend the license this December too, but this is a showstopper! Also, why suddenly have this change, meanwhile the main page advertises that 3dcoat runs on win7? Add to this that I've paid for a license not expired yet, but can't have my hands on the latest version(build) of 3dcoat? (Still on 3dcoat 2022.47)
  3. I tried a new installation but no luck again (I even tried to delete all options related xml files). One workaround I found, is to press shift key while dragging the transform gizmo which allows me to reposition the gizmo. Should I report it as a bug to the support team? Thanks
  4. Unfortunately It didn't work I'll try to uninstall and install and let you know..
  5. Well, I have a fresh installation of 4.9.66 (uninstalled 4.9.65) and the pop up window of transform tool is not like yours Carlosan! It is still like the image Micro26 has attached. "Pick Pivot", "To Bound Center" and "Align to View" options are missing. Tested in both GL/DX versions, also I tried to reset settings but no luck. Is there something I miss? Thanks
  6. alternatively, to avoid color palette tinting your image, you can also disable (or enable) color palette with RMB click on color palette. Personally I didn't know that your method has the same result!
  7. With the mapping settings dialog open you can't move / position the preview window in version 4.9.59 (GL) as well!
  8. Hi stas3dc! My concerns were mostly about 3dCoat future itself regarding potential new users such as amateurs/hobbyists/low profit users ( I already own a Pro License and the upgrade policy was clear for my case). I couldn't understand why Pilgway would kinda "abandon" this target group with the new license policy, when other companies make the opposite (even Autodesk is trying a restricted Indie license). Your reply was solid regarding possible solutions, and this is good news, thanks!
  9. I have a pro license, and from what I understand if I'll upgrade, this will be an Individual license, right? On the other hand, kinda bad news for Hobbyists, as from now on this target group will have to pay as a freelancer to have the 2021 version, and please correct me if I'm wrong. (Individual license practically merges amateur and pro licenses in one license for commercial use with a cost a bit higher of current pro license). P.S: My opinion is that sales team should announce: <No more amateur licenses. Pro license is "renamed" Individual, with no platform restrictions> and that's it. No confusing things as: The Individual license is designed for personal use, such as with solo artists working on their own project, hobbysts and freelancers. Just saying...
  10. 4.9.57 GL/DX - PAINT ROOM: When activity bar is enabled, the top drop menu that enables painting according to concave,convex, flat, ect is disappearing!
  11. Hi Hao! This is a very ..tricky bug! If you transform it only one axis at time, It looks that it's working, until you try to "squeeze" (scale down) it in any axis at a time. In scale down it's not working. Interestingly this doesn't happen if you try to "grow" (scale up) in any axis at a time. At least this is how it behaves to me, and it is one reason I thought issue solved with reset settings. I couldn't imagine that it would behave different when scaling up and when scaling down. That's why I call it a tricky bug.. - I can confirm that it doesn't work in uniform scale, as you already noted. - I can also confirm It doesn't work when resample a voxel mesh. (please note I tested only with voxels, not with surface mesh)
  12. Thanks, this worked! Tested on both DX/GL. EDIT: This didn't last too long... Carlosan, could you please try to scale the cube in an axis that affects depth only (not height or length? ) and repro the process again? (to uniform space ect) When i tested (after reset) I scaled the cube like your screenshot ant it worked, but if i scale the cube like the image in my first post the problem insists.. weird isn't it?
  13. EDIT: I tried what Carlosan suggested (reset settings) and it works as expected. Hi Carlosan , tested on 4.9.56GL, and it's not fixed. Please try the following steps: 1. Create a voxel cube. 2. scale it, non uniform in one axis. 3. with RMB select to uniform space 4. in orthographic projection apply the stencil with a rectangle lasso... not working as it should.
  14. My respect to Mr Shpagin and the support team for fixing the downgrading behaviour in voxel mode ( tested 4.9.56 /GL). Now when you restore the downgraded volume (after editing the proxy) it switches automatically again to voxels with little triangle count added to the initial volume. Thanks! p.s: this fix could also added among the others to the version history list info in the first page of this topic
  15. 4.9.55 GL - Voxel Mode - Downgrading voxel mesh [bug] - Downgrading voxel mesh still doesn't return to voxel mode if you edit the proxy . This behaviour starts to be really inconvenient. Even if I manually (after restoring the downgraded volume) convert from surface to voxel, it boosts the triangle count much higher than it was in first place. This is a showstopper. I mean, the downgrade tool is for adjusting "heavy" objects, and not having after this process much "heavier" objects to continue. //fixed
  16. Thanks MorganNilson for reporting this! This is something I noticed too and I was trying to figure out If this was always like that! Very annoying indeed, hope it will be resolved soon //fixed
  17. I can confirm too that shift-smooth with the move brush is not working as expected. To narrow the problem, shift-smooth works for me when "Voxelize immediately" is turned ON, but not when It's turned OFF. To add some more info try to repro the following steps: 1) With "Voxelize immediately" mode OFF make a "stroke" and try to Shift-smooth. Not working. 2) Switch to another brush (e.g grow) and immediately (no action) switch back to move brush with "Voxelize immediately" mode still OFF. Try Shift -smooth IMMEDIATELY (not any other action), IT WORKS! 3) Now make something with move brush, try Shift-smooth, NOT WORKING AGAIN! Crazy!!! p.s: I Think that the strange behavior of shift-smooth with move brush is somehow related with the "Voxelize immediately" OFF mode.
  18. Somehow i can't get rid of the problem with the activity bar disappearing when I switch tools in paint room ( 7.07.20 4.9.54). I deleted options.xml in case something could change but it didn't work. I always uninstall the previous version before I install the latest one, so I can't guess what might be wrong! //fixed
  19. activity bar still disappears in 4.9.53 in paint room (haven't checked in other rooms)when e.g select fill, erase tool. //fixed
  20. Hi Stustcliffe ! Here are my conclusions about units in 3Dcoat. Note that i might be wrong but anyway here are my thoughts: Well, I believe that 3DCoat is UNITS AGNOSTIC! When you create something in 3DC it's on you if this is on mm, cm or meters. Why I'm saying this? 1) The Geometry -> define measurements units has no effect for me according to export, i believe it is mainly for voxel dencity. 2) If you create for example a cube of 10,10,10 "units" and you use the ruler tool in paint room, and choose mm or cm or m from the drop menu, it will say 10mm, 10cm, 10m, which at least for me means that It is units agnostic. So for me I guess the export depends on 2 factors: 1) FBX Export units in 3DC preferences. 2) Units in your animation software. I tried to export from 3DC the 10,10,10 "units" cube to Maya (In Maya I work in cm). 1) First time i did it with "cm" on fbx export preferences. It came in Maya a 10,10,10 cm cube. Great! 2 )Second time I decided to have the scenario that i was working in mm in 3DC so I exported it with "mm" fbx export preferences. It came in Maya with a scale of 0,10 which is OK as 10mm is 1cm. I also tried to export the generic mannequin (which is something like 190 "units" in 3DC) with cm on fbx export preferences, and in Maya it was 190 cm, which is OK. As I wrote in the beginning maybe I'm wrong, other members here, with more in depth knowledge of 3DC might say their opinion too!
  21. Hi Rygaard, I tried to repro the problem you described above, but I didn't notice any small holes. Only the preview window inconsistency was the same with your attached image. I used the same version with you (4.9.47 GL), in case this wasn't present in DX version, also turned on wireframe to check more precisely.
  22. Can please someone confirm if this is a bug? When i try to auto retopo for ppp the AUTOPO WIZARD TURNS OFF ALL the VOXELS LAYER VISIBILITY at paint density step!!! To workaround this i click the eye icon to make my voxel layers visible again and continue the process, which is ok for a scene with a few voxel layers, but it's a nightmare with a complex scene with many layers, some on and some off. version: 4.9.37 GL
  23. Maybe you could try, after your highpoly model is in sculpt room (step 3), to adjust it in proxy mode. You can think of this as a "low subd" version of your highpoly model. Any adjustments (e.g move/pose tool) on the proxy model will be reflected to the highres one once you exit the proxy mode.
  24. Hi! I'm not sure if this is what you want, but you can also try the following workaround described in the attached image (instead of tweak room). I tested it as an alternative to "tweak room", it has some back and forth between rooms, and i don't know if it is 100% non destructive! 1. Paint room: Imported Model and painted. 2. Retopo room: Take mesh from paint room. 3.Sculpt room: Bring the mesh from retopo room room(retopomesh-->sculpt mesh). Adjust the pose with pose/move tool. Retopo mesh is updated as well. 4. Retopo room: Update paint mesh with retopo mesh. 5. Paint room: Updated mesh.
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