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  1. Hey, I think this is what I did (it's been a while) 1. got the .py files from https://github.com/mifth/mifthtools/tree/master/blender/addons/2.8/io_simple_3dcoat 2. put them in a folder, zipped the folder 3. in Blender, used the preferences→addons , install addon button — the one with which you can pick a .zip and install from Hope it helps
  2. Really want to present this idea briefly for an additional method of making selection with pose or freeze tool, possibly even hide tool. Thx in advance for any consideration: What if, could use the intersection area between geometries to "paint" freeze and pose area, or hide area. Here is an illustration to try and show what I mean. I think it could be handy for many situations for "precise" freeze / pose in 3d space. Additionally, maybe soft falloff area could be adjustable via something like volumetric distance in all directions around "source" if that makes sense.
  3. Just tested on 2021.91, Blender 3.0 (not sure which build) I can receive from Blender and send anything back in all rooms now Pog! very happy abt this Have not tried with textures/node setup yet Some scale issues, enormous initially in 3DCoat, then small in Blender and small on get-back to 3DCoat again. I'll try to resolve it with some of the settings Edit: Seems like I might have jumped the gun, while I can't identify how or why, sometimes I get send back (3dcoat→blender) problems with Paint room in particular Edit2: Yup, sorry after all, after a few successes now it unpredictably works or doesn't work. Sculpt room always works but retopo room and paint works only sometimes, nothing on getback in Blender but files definitely manifest in exchange folder. Which becomes ~\Documents\3DC2Blender\ApplinkObjects Edit3: Mifth's applink which I just tried, works! Exchange folder set to ~\Documents\3DCoat-2021\Exchange
  4. Hey @YousungI too can confirm these problems, they've been present for a long time. In my experience, the moment one goes 2k+ resolution, even on desktop hardware, the sliders struggle and become slow. It works well with vertex paint but not so much textures. Maybe it's not of help, but if you set up an external 2d editor e.g. Krita, Photoshop, Clip Studio, SAI... Anything then this option can be used to send a layer to that program, and usually something like HSV manipulation is much faster in there. Then can send back, by just saving, and then going into 3DCoat again. It's become my goto for changing something like contrast/hue/values/rgb because of this
  5. Regarding this problem, I found out that (it works properly) undo does not change the object if: the bend curve modifier is first applied → an object is picked from Sculpt Models panel instead of from VoxTree in other words, if model to be bent is picked from sculpt models it works like I want to wasn't aware that this was possible, it's actually very handy for reference its 1. apply bend volume to a curve 2. simply click an object in sculpt models panel in some ways this is more convenient too since don't have to have the models to be bent in vox tree
  6. Hello, I would like to give some feedback on a behavior which is present with bend volume tool in sculpt room 1. if you're working on several curves with bend volume modifier attached to them, and each a separate object 2. Modifying any one curve, and simply performing undo (intended to undo manipulation of curve 1 step) 3. It will result like in this video: all curves now get models replaced by last occurrence of bent model instead of what they had 5BDpj2koZ8.mp4 To me, this is quite undesirable, I have a need for bending multiple models simultaneously, and undo produces this, which I then have to fix pr curve by editing bend modifier and re-selecting the objects again I wonder if it would be possible we can get new default behavior: always keep the original object OR something like a "lock" ? to prevent the bent models changing undesirably thank you for any consideration!
  7. I noticed that gizmoless transforms also work in the Tweak room now, don't know since when just wanted to say thanks for providing that room with some love too There's something about the Tweak room, for quad basemeshes it just works very reliable, smooth and fast for what it is. I hope it won't be deprecated/you give up on it! While on the topic, an ability to ghost volumes in Tweak room would be great, but it's understandable if you don't want to divide focus on something like that now.
  8. I am having the same problem and have for some time, it's strange. Currently on 2021.83 and Blender 3.0 Trying to customize ui and un-hide, I could not find it either 3DCoat and Blender, these two apps I don't think will ever be "versus", they compliment one another incredibly well (according to me at least) with mutually exclusive features/tools. It almost feels improper to suggest 3DCoat devs concern themselves with this, but if there ever was an app which I think 3DCoat could benefit from a 1st party applink with that just plain works reliably and well, I'd have to say Blender applink. Might even convert some customers. (Omniverse a possibility too but that's perhaps uneven given it's a nvidia-only platform.) It's not exactly grueling to hop between apps manually but it kind of interrupts the flow and feels like a chore
  9. Thank you @Carlosan! That's exactly what I was looking for
  10. Hello, when I open a 3DCoat project as a new session, and import an object, I get the prompt to preserve the scale of the object for export (Yes or No). Clicking "Yes" will ostensibly scale the entire scene — and in my experience when exporting, the relative size of the object imported into 3DCoat is maintained 1:1 in the origin app when exporting from 3DCoat. This is a great and very essential feature and saves a ton of scaling work or messing about with units, etc. However, here's my quesiton: Is this scale stored anywhere? Is it possible to persist it between sessions, like "loading" this scale setting for instance when working with something that is intended to be sent to Blender or something? I can find FBX export units mm/cm/m but not anything like scene scale anywhere. I'd much appreciate any info on where I can find something like current scene scale relative to default scene scale, or change it, if it exists Thank you for your time and any responses
  11. Common tree of objects sounds very exciting Do I understand correctly, it can be one mesh that is sculpt, retopo object and paint object simultaneously? I'd be interested to know if that means we can work with preserve quads drawing/topology in sculpt room
  12. no problem! The trick I think will be creating one "curl" model that's an adequate approximation of a curl of hair and placing multiples, making them distinct enough. The one I did in the example is obviously not very appealing it was just for demonstration purpose As a bonus, here's two more ways to place the curl/model in case it's easier 1. using "Import" tool, and using "on brush" lets you place it with your brush instead and changing some parameters 2. using the entire curl as the model to bend, and bend along curves you place on the head. You can do multiple curves in one go as well by the way, (select all curves, model, and bend) but you lose some control and it can also take up too much memory l7VCJMudiJ.mp4 JR57Gkkhfd.mp4
  13. @syunikiso Here is my proposed solution, this is a bit of a quick and scuffed example, you should be able to make more elaborate result with this but just to present the idea. All steps included in .zip file but here are the highlights: Create a vaguely "hair contour" shape suitable for bending We're then going to create some curves from the edges of this spiral fix the "hair shape" so it's pointy, before we bend it also use smooth curve deform tool to make the curve more organic Bend it along curve, adjust accordingly with parameters of bend tool Subdivide so it's smoother This will be "one iteration" of a curl that we can use multiple times, store it in meshes panel Having stored that curl to the meshes panel, and using the "primitives" tool with it (the curl) as the "primitive" in sculpt workspace gives us these controllers that we can use to easily place it and change it's shape somewhat with the handles And so you place and deform a lot of these poly curves like that Again, very quick example, the curl came out a bit scuffed but you can make a mor elborate contour and curate it much more etc hope it can help, didn't have a lot of time on my hands righ now curlhair_steps(quick example).zip
  14. I have an idea however you said miniature, does client intend to want it 3d-printed? Because not sure if the solution I have in mind would work particularly well for that honestly I struggle to envision how one could get particularly better results suitable for printing than what you have
  15. Hello In the software which you used to export the .fbx, if you can try look for something like "default pose" or "rest pose" or "bind pose". It will likely be that t-pose. Somehow you must override it, to the poses then export. Unless you can go to the pose keyframes and get the model how it appears in that moment, export directly as .obj in that pose. This might be boring but i'll try explain why it's like this .fbx can store the model, but also the model's animation separately. What does it matter? It means, what most likely happened here is your model as "geometry only" is in that t-pose. But the 2 poses you made, they are stored in the file as animation. Microsoft 3d Viewer can support something like animation, so it "knows", when you import the .fbx into it, try and show animation, the 2 poses with different arms you showed in the first pictures. 3DCoat only looks for the geometry since it does not support animation, so it takes the occurrence of geometry from the .fbx file, which is just the t-pose