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poeboi

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Everything posted by poeboi

  1. Fantastic! Thank you so much for your time and help @Andrew Shpagin! 3DCoatGL64_e8gmRLptrr.mp4 What the panel solves for me is the menus present me with many options, too many to reasonably keybind and sometimes difficult to navigate to each time, but now I can be presented with only the commands I know I most often use via the panel which is very handy!
  2. 2023.32 there is a small typo on line 498 in the COREAPI\include\coat\mc\VolumeObjects.h which prevents scripts from building type says `cVec3` but change to 'cVec3i` its OK
  3. I tried to DL and load it, it seems to work sounds like a very annoying problem This is a shot in the dark, don't know if it can fix it but I had a problem kind of like it, so maybe it can help. In your program files where the 3D-Coat install directory is, you are on 2023.31 but does the installation folder maybe say 3DCoat-2022 ? Because I had just kept updating for a long time (2022, and into the 2023 versions) and eventually I had some ui problems. So I did a fresh install using the installer from link in development thread and made sure to get a new 3DCoat-2023 folder in my program files. And some of those problems stopped.
  4. Hi, just tested on 2023.31, but only with some arbitrary .jpeg, and don't seem to have the problem maybe worth a shot to try update and see if it fixes it?
  5. Thank you for recent updates 3dcoat team, as always! I have some questions, maybe suggestion for CoreAPI Recently I tried in various to implement a script, class inheriting from PopupWindows, and the idea is to store some ui commands in it for simple access. Like the 'Presets' window except for only most used ui commands But I suspect maybe calling coat::ui::cmd or other commands like that is not supported in this context here is what I am trying to do, from popup window have ui commands like "invert freeze" etc 3DCoatGL64_BRAqD9Dvwk.mp4 the script in it's simplest form: #include <CoreAPI.h> #include <coat\PopupWindows.h> class CmdPanel :public PopupWindow { public: CmdPanel() { this->AutoShow(); } virtual const char* GetWindowID() override { return "Command Panel"; } void Button1() { coat::ui::cmd("$MENU_INVERT_FREEZE"); } void Button2() { coat::ui::cmd("$InvertHide"); } // etc... SERIALIZE() { { UI_LAYOUT("1"); FUNCTION_CALL(Button1,"Invert Freeze"); FUNCTION_CALL(Button2,"Invert Hidden"); // etc... } } }; EXPORT int main() { CmdPanel p; return 0; } but it does not work if it is possible to do it, I would be very thankful for an example implementation or how I should register the functions to accomplish it so this would be coat::ui::cmd() but also very handy would be if core::io::executeScript and ::exec was accessible in this way too thank you for your time and any consideration, wish you the best
  6. 2023.23 The update seems to have broken "cut slice" tool of Curves tool - rolling back to 2023.22 it works fine - rolling forward to 2023.23 again it doesn't work 2023.23 3DCoatGL64_uKU739BqXY.mp4 2023.22 3DCoatGL64_JRzWItdtn9.mp4
  7. 2023.23 For Voxel surface, freezing and changing to move tool like this, it works great in surface no problem, in Voxel mode it loses the mask after one move operation I forget if it used to work better in earlier builds it offers a lot of control, would be very thankful if it can work like this 3DCoatGL64_pGKD6RmQwd.mp4
  8. This is something else I wanted to report, it is a bit hard to explain so I include a video as well Using subdivide surface tool to get more res in only one area, when ressing up a few steps there appears some strange artifact but it seems like the artifact is "fake" because 1 stroke of smooth it disappears but when painting depth on a layer it constantly appears and reappears, toggling depth % of layer it will disappear but then reappear the reason I want a lot of res in one area is for more detail there when its OK rest of model is not as high res, or it becomes a lot to work with ppInk_pMBDYFVH9X.mp4 (sorry about the duration!)
  9. With some further testing, it works fine (Save Volume as 3B, Save Volumew/ Sub-Tree.. + import) if I make new models and paint them from scratch. I think the trouble is with one of my scenes and models in that particular scene, they are only ones that cause crash if I export and re-import them. Cannot share those scenes as it stands but will report if I can reproduce this problem start to finish somehow
  10. Hello, I am a bit stumped about how to create proper images to use as alphas, which respect positive and negative depth values simultaneously to be clear what I want to achieve is that in surface mode in sculpt room, the depth when painting with the alpha or image does not only contribute positive depth From build 2023.07 notes: I greatly appreciate any and all information regarding - what the image format needs to be - what contributes positive and what contributes negative, values color? channels? I wonder also if this will work for layers in smart materials or image texture projection painting as well Thank you for your time!
  11. Thanks! the problem is probably on my end then, I think I'll refresh my installation at some point when it is convenient but I do believe I have been able to save as .3b with sculpt room paint before and import it painted as well
  12. Build 2023.22 Having some trouble with combinations of the following options I'm having a problem with import .3b in Sculpt room, the RMB context of the VoxTree I am also having a problem if I use the "Save Volume" for only one object, and trying to re-import it Trying to "open" normally a .3b which was saved as volume from tree: It ostensibly loads a bit of the way there but 3DCoat crashes and shuts down completely without any prompt for sending crash reports Same with trying to "import" a .3b which was saved from tree saving and loading scenes normally (save as, .3b / open .3b) work completely fine Could anybody test to confirm? - ~6million point mesh with some textures on layers Addendum: I had a problem previously in earlier 2023 or late 2022 build, "Save volume" to .3b of a painted mesh or sub tree, importing it again would only get parts of the textures, maybe it is related. It was OK for a while. Workaround I have is is to simply make duplicate of scenes, erase all other objects except the one saved and merge textures
  13. Can be helpful to know that the top opacity slider per layer of smart material is the overall contribution of that layer, so if it is set to 100% in many case it will override completely some properties like • color • depth • mask • roughness et cetera of the one below so if you have a depth image on Layer 1 say with wrinkles if you have a depth image on Layer 2 with bumps, it will "override it" completely and be only bumps but if you change the topmost opacity slider of Layer with the bumps to say 50% you will then get some contribution of bumps on top of wrinkles. Hope that's helpful Edit: and of course the "Mask/Opacity Texture" is one that can control the overall opacity of the layer using a texture. So if you somehow have a mask pass for the bump depth as well, you should be able to get only bumps from the depth texture on Layer 2
  14. This might be double post, if so I'm sorry but I think my previous request for this might have been lost to time I would like to request "On Plane" setting for Sculpt room Move tool and possibly also Modeling, Retopo room Brush tool the usecase is manipulating the geometry from outside the object's silhouette thank you for any consideration!
  15. I seen Python interpreter in 3DCoat is 32-bit, I was wondering if that maybe is a deliberate design decision discovered it by chance because some packages have trouble installing and don't have 32-bit equivalent, so the errors display: ERROR: Could not find a version that satisfies the requirement ... (from versions: none) ERROR: No matching distribution found for ..." I'm thinking there is probably a good reason for it but thought I'd check not a dealbreaker either way, can make do! Edit: sorry got confused if I run via script import struct print(struct.calcsize("P") * 8) I get 64
  16. hello, I wanna say not just for developers but depends on whether you are interested in scripting at all put simply the Python scripting makes it much easier to in example do many things you commonly do in 3dcoat in one go, chain doing things together, or send stuff to / from other apps automated without dedicated applink definitely not out of the question if people ask for script to do certain things on forums somebody can make that and share
  17. Python scripting (have not tested with CoreAPI) Slight issue with getting the Sculpt Models panel to update with new occurrence of object after invoking "Save to Meshes Panel" from script import coat # Select Sculpt Models folder titled "Working" as active coat.ui.cmd("$FOLD_UserPrefs/Models/SculptModels/Working") # Use "Save To Meshes Panel" cmd (id is $ExportPatternForMerge) with callback to save immediately without decimation in modal coat.ui.cmd("$ExportPatternForMerge", fn=lambda: coat.ui.cmd("$DialogButton#2")) via file explorer in my UserPrefs/Models/SculptModels/Working the new .obj will be there but it does not appear in UI until 3DCoat restart
  18. excited about Python scripting! There are things I'd like very much to try with it, will report thanks as always for fantastic updates @Andrew Shpaginand co. wish you the best
  19. It will most likely be a Python layer with wrappers for lots of data types and interfaces and that's fantastic news because, if it works even half as good as I imagine it will lower the bar immensely for integrating use of 3DCoat into various pipelines and tools in which there is a python environment available sending various things back and forth for example a lot more things can be done directly in memory, between for example autodesk softwares and 3dcoat, or blender and 3dcoat things can likely be automated in a far more robust manner too
  20. Hello, please see attached video! 3DCoatGL64_ClCMe8jHFV.mp4 this is hardly "problem" and more of a "luxury problem" because its unusual to do, but I would be very thankful nonetheless if: when masking something without the layer visible, displaying layer again it kept the mask, and can continue posing Why? the usecase is when posing something like a character or creature, if you have the character in a "t pose" or similar and want to pose it into place little by little, you can make the selections on need-by-need basis by showing and hiding the sculpt layer one is working on, the pose selections are simpler to make on t-posed / undeformed sculpt with that said it is possible to just make them into selection layers, then unhide, and pick from layer, so that's why it is a "luxury problem". If it is hard to fix then please don't worry about it. Thanks for updates and support as always
  21. just a heads up Some trouble I had with Core API which I suspect might be for everyone ? That or I'm doing something wrong - create then attempt to build a script, throws error in coreapi.h that Python.h is missing I'm guessing maybe the intention is, one should set it to point to one's own Python installation include directory? (or maybe there supposed to be a virtualenv somewhere?) - trying to compile a script, it doesn't run it's just stuck on "compiling" for a while. even basic hello world script
  22. 2023.16 Bug with Sculpt Tree -> RMB -> "Change Parent..." option Expectation: Shift + LMB multiple objects in Sculpt Tree to select them, then performing RMB -> "Change Parent..." -> for example, Root will move all shift-selected objects from whatever sub-tree they are in, under Root so they have Root as the parent. Bug: There is always one random occurrence of the selected objects that is "stubborn", it stays in the subtree while the rest is moved, so it has to be manually dragged to change it's parent object in tree
  23. Hey, that's very fascinating too but not quite what I had in mind What I mean is being able to bake the details provided by a surface pbr shader on a vox tree object, so it becomes regular painted information on a Paint Layer, like depth, roughness, metalness and diffuse meaning, one could disable the shader on the vox tree object but keep that information from the pbr shader, on Paint Layers, like how one can bake light from render room etc. thanks anyway!
  24. Hello! Currently one can bake light & reflections, light from render room, various light maps et cetera with the title bar light baking menu options. These are baked to paint layers and work with both sculpt meshes and paint meshes. I wanna know: in the same vein as those tools, is possible to bake details from a sculpt room pbr shader, onto a sculpt room mesh (vox or surface)? the goal is to get information such as - bump / normal - diffuse - roughness - metalness obviously, I understand that they are shaders and not texture based like smart materials, so I don't expect to get maps that somehow look or behave like the shaders. I also understand the resolution of the PBR shader details will be inextricable from mesh resolution, meaning high res mesh is necessary for getting good baking results. I'm looking for the same result one might get, if one simply bakes a sculpt mesh from sculpt room, with PBR shader applied, onto a retopo mesh and to paint room (the standard baking workflow) because you get • normals • roughness • diffuse • metalness from the PBR shader by doing so. If not directly via a baking tool, is there some other roundabout way to achieve it? Thank you for your time and any answers. Best,
  25. yes that is true, whenever the transform gizmo is visible "to center mass" will work but there are circumstances when I am not using the transform tool and the gizmo is not visible, that I would still want to put the gizmo origin at center of mass for example when just using gizmoless transforms to move or transform the object, with a different tool active like Move .. If I need to reposition origin of transformation, I must activate Transform tool only for that reason, to put the origin at center of mass of object or move the gizmo I think it could be possible to make it so use of Transform tool can be circumvented entirely by adding some more options to Gizmoless transforms. if "show/hide" gizmo or origin was maybe a title bar option, available via hotkey from any tool. it could be for quick position of gizmo is possibility of combine "✅Move Only Gizmo" with gizmoless transforms, to move the transform origin. and the Transform tool options could be made available in a similar manner, like "Align to View", "To Main Axis" et cetera Then one could do without "Transform" tool entirely, and only use hotkeys like with Gizmoless transforms for all transform operations. Similar to how "Quick Pick" never has to be explicitly selected as tool if one has it bound to hotkey. thanks for all your hard work, wish you the best!
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