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Ctc_nick

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Everything posted by Ctc_nick

  1. Hi. Just a small thing. While Curve editing, the Transform Gizmo does not update its position to new point selection. This is a little bit quirky. It would be totally great if this also works in 'Object transformation mode' (Spacemouse). Have you tried? its very nice/haptic to edit curves that way. All the best!
  2. >>Yes, we can. Supercool!! >>I thought experienced designers don't use booleans in low poly modeling. Of course we do. I think so. I had to cut of a curved poly rail from a curved poly ship and the booleans were indeed the idea of fitting two parts together quickly. >>What tools with curves: Like @poeboi said, we were talking about the construction Curves in the CurveTree. Thank You!
  3. We need a 'curves_export.cpp' example in the Core Api Documentation.
  4. @Gorbatovsky Hi Modelling Room team. Could you make Booleans for custom Models possible in the Modelling Room? Subract/Add/Union with the Objects from 'Poly Models' Panel. And in the PolyGroups/Layerpanel Merge with Shift/Ctrl. Just like in Sculptroom. Would be great for Continuity. This is also why I thought it would work like this in the modelling room.
  5. Hi @Gorbatovsky. Its really very basic: When you extrude 2D faces, it would be good if the 'backside' stays intact. So you would get a closed Cube with 6 sides in this case. --->Edit: I found out the 'make shell command' works like this. Maybe all extrude tools should be in one Tool with options. hmm. Thank you. ------------------------------------ //Here I have to use the cap tool on the 'backside' after extruding. And when there is more then one face (ae. for a rail) then I have to split all faces by //hand. All the best!
  6. Hi Modelling-Room Team! Please make an option to make closed objects when extruding. It is very tedious to use Cap tool, Split etc for each small extruded object. -----> solution found: the 'make shell' tool beside smart extrude Aces now works fine with viewport! And The Diameter for Sphere is fixed! Very Cool!!
  7. My first 'Hello Core' test. I did not manage to make a smiley yet with utf-8 so I put it here! Tip: Do not Compile in VisualStudio just Build, Ctrl+Shift+B. 3DCoat itself is compiling.
  8. Hi. I also get the Spaghetti. I reduced the Mesh with 'Enter' to 5000 and then Screen Space Subdivision. although sometimes it works. Now 'Clean Surface' and 'Remove Self Intersections' cause similar results, as well at that object. Hmm.
  9. Hi! Let me measure... Yes, the Diameter is broken. Some small things are not yet fixed. I still stumble over Double Icons for Clay and Lute in Sculpt Room (Icon Mode). 'Use Models and Splines' is only a hint. If you open the panels 'Poly Models', 'Sculpt Models' and 'Splines' with the '3D Primitives Tool' activated, you can use any of them as a 3D Primitive. This is really a great core-function of 3Dcoat for modular construction and kitbashing. It is an Asset Browser, also working in Modelling Room and Retopo.
  10. Hi Silas! Yes, that does make sence. All other formats have presets as well, so should gltf.
  11. Silas mentioned export Constructor. I turned it off, for usd export, with these settings. Then Coat imports the metallic usd layers right in ppp. @Silas Merlin In paint room there is export constructor for gltf. I think its always activated, so there is just no option to deactivate. (IMHO)
  12. @Andrew Shpagin Hello! Yes, exactly. PBR Standart and PPP. On that layer Metal Opacity is set to 0 and should be 100.
  13. Hi! I fiddled around with usd IMPORT. The test usd is also created in 3dcoat using 'usd preset'. The metallic channel becomes glossiness. But you can fix it by using the copy channel tool on the 'metallic' layer. Set Metallic Opacity back to 100 in 'Layers' settings Additionally, if you use Blender you can switch the normalmap output to tangent for proper normals. I think it is working pretty well.
  14. Hello! Aces looks very good! Navigation with Spacemouse does not work if it is activated. Maybe put Aces Tonemapping Option in the Nav Bar. Usd import from self 3dcoat export is missing some textures. 3dcoat usd export to unreal and also blender usd branch is working well.
  15. Hello! Congrats to Version 0.28! I will try fbx export soon. Also I think a good Idea to combine Core-Api with VS because its on the Computer anyway for Unreal, Blender etc. Thank you!
  16. Hi. I just tried coat .25 Variable Bevel Radius is also possible, I didn't know. Nice!
  17. Hi. This is a short summary to get Applink working for Blender. If you have a brand new 3dCoat version, (compare the date and) copy COATs Applink from: ------------------------------------------------------------------------------------------------------------ C:\Program Files\3DCoat-2023\data\ToolsPresets\InstallAppLinks\Blender\files ----------(please modify the this path for yourself, example look for "3dCoat-2024", as copy and paste would not work in this case) to your Blender Folder: ..\blender\(version)\scripts\addons\io_coat3D\. For installed Blender versions this is in the Roaming folder. The versions shipped with 3DCoat are likely newer -->new features. ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1. Right now April 2024, there is no need for the forked version. 2. There are a lot of folders for Applink. I try to clarify the dependencies in the Image. The most important file/folders seem to be ->'documents\3DC2Blender\exchange_folder.txt' ->'documents\Applinks\3D-Coat\Exchange\' Look If you have the same or similar folders. If Applink is not working, then one of the files is maybe pointing to wrong or outdated direction. 3. Open Blender and make sure 3DC Plugin is enabled. Then look on the right for scene properties. There you can set the exchange Folder, which should be: C:\Users\'Username'\Documents\Applinks\3D-Coat\Exchange\. The other 'Object/Texture' Field can be left empty. 4. Open 3DCoat, we take Modelling Room. 5. Back in Blender select the fancy Cube. In the 3D View 'Applink Window' select 'Retopo mesh as new layer' and Send. 6. In 3D Coat you should now see the placement arrow. Scale it Up or Down to see if something arrived in Coat and hit Apply. There should now be a new layer named '__something'. 7. If you get so far then there should be 'Export to Blender' under File. If 3DCoat asks for a filename it is working. The Folder should already be 'ApplinkObjects'. 8. Choose Name and use fbx format. 9. In Blender hit 'GetBack' from Retopo This should be it for now. I hope it works! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Export to Blender missing? Have a look: Check my 3Dcoat Script for this: Blender_Export_to_Button.as or install it as 3dcpack: Blender_Export_to_Button.3dcpack Then 'run script' from Menu in \Documents\3DCoat\UserPrefs\Scripts. Its function is displayed in the linked post, it makes the missing folders and files. I've tested it sucessfully. Edited just now by Ctc_nick
  18. Hi! I just made first successful USD export with more then 0 Bytes! I don't really get what is usd completly, but this could mean alot in case of scene traversal and Applink progress, right?
  19. @allanmrtn Hi. Did you try to send something from blender to 3dcoat first and hit apply, to wake it up?
  20. Hi! @Mack I use Blender Daily builds, so Its working. In Blender set Exchange folder to C:\Users\'Username'\Documents\AppLinks\3D-Coat\Exchange\ The new command is in 3D Coat.21 -File- 'Export Voxel/Retopo/.. Mesh to Blender'. In Blender hit the matching 'get back' button. example: get back- retopo mesh. Sometimes you have to send Blenders Cube to 3Dcoat first, to wake it up. Don't forget to hit the apply/enter button in 3Dcoat (like with other tools) I also had hard times with this, but it is stable for a long time now.
  21. Hello 3DCoat Team! Export to Blender is working consistently in all Rooms! Well done, thank you! Happy easter and all the best.
  22. Thank you for the new build! It always make me really happy and exited to see. 'Use environment variable "COAT_USER_PATH" to get rid of extra folders inside your "HOME/Documents" Could you give us a little more information, which ones can be deleted, and which are important as example for Applink? (How is it ment) All the best!!
  23. Hi! Of course. Here you go! To see the Export Button you need to have Blender +Applink activated. And for testing in Blender set Exchange folder to C:\Users\'Username'\Documents\AppLinks\3D-Coat\Exchange\
  24. Thank you for .13 release! 'Export Poly Mesh To' function inside Retopo/Modeling does not export. The other Rooms work very well with Blender 3.2. Keep up the good work.
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