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GoG

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  1. Sorry for digging this up. So I found out what's actually going on there in case someone wants to know/fix it. When you bring over settings from old versions and have customized your rooms before, the file toolset.cpp in Documents\3DCoat\UserPrefs\Rooms\CustomRooms\Voxels\ doesn't get merged/updated. Comparison between new toolset.cpp (left) and my old toolset.cpp (right): In the same way, some other tools might also be missing depending on how old your old version is. To fix it without deleting the whole folder and losing your old customizations, you can merge it yourself (copying missing lines using WinMerge or something). It is a pain though and I hope it gets fixed/automated by 3DCoat upon installing. (New version's toolset.cpp can be found inside 3DCoat install path Program Files\3DCoat-[version]\UserPrefs\Rooms\Default\Voxels\) Hope this is helpful.
  2. I was isolating 1 object to work on it. Then after a while, I unisolated it, some other objects disappeared. I noticed all of them were in voxel mode. Objects in surface mode are fine. Tried unhide all, invert visibility, vox hide brush, nothing works. Weird thing is even though poly count went from 7m to 3m, file size didn't really change. So I tried export root tree with subtree as 3b, the new file's size is only 60% of the old size. It looks to me like the objects are still in the file somewhere.
  3. Thanks Andrew. That's great to know. I've been wanting to get into scripting for 3dcoat. This seems like a good place to start.
  4. Thanks, I see. Can Python/C++ scripting do this? I don't mind coding it myself but it'd be nice to know if it's possible. For example getting each instance's transformation matrix and duplicating/transforming new retopo mesh.
  5. Hi. Is there any way to retopologize all instances of a sculpt object at once? Say you have to retopo 20 instances of an object (from axial instancing for example) it'd be quite a pain.
  6. Thanks a lot for the quick reply man. Great to see 3DC getting better and better.
  7. The spikes on the left show how these tools currently work. What I mean is the spikes on the right: on 1 layer but remain disconnected. I hope the video makes it clearer.
  8. Yea that would be ok too. Another option would be for them to remain in the same layer, like when you Merge Subtree (no boolean) so you wouldn't end up with 100 layers.
  9. So the snake, spike and similar brushes automatically apply boolean to new strokes. If I want to keep them as disconnected parts (for easier adjusting, posing, topo moving), I have to create new sculpt layer for each stroke then merge them later, which is quite clunky. Is there anyway to disable this auto boolean?
  10. Hi, I'm wondering if it is possible to send pose data from Blender's Armature modifier to a new 3DCoat layer together with the object? If it's not currently possible, can it be done by writing my own script?
  11. Will do. Tks I didn't know there was an email for feature requests like these.
  12. So child objects transform with their parent, but "Reset Space" on parent doesn't bring them back with parent, which is weird. Is this intended? If it is, is there a workaround other than use Reset Space on each child object?
  13. Looks like that but it even offers you the option to merge so I don't think it's by design. More likely some bug on import. If you send both objects at once then there's no problem. For small local projects sending everything together is fine. But for bigger or more detailed scenes where you go back and forth between Blender and Coat, this is a headache.
  14. 2 objects with 2 different materials and textures, I will send the cube to 3DCoat first, then the sphere: The cube comes in with "Cube" UV set, a new layer for the texture "Cube Base Color": Now the sphere: 3DCoat asks to merge: As you can see, after the sphere comes, there are 2 UV sets as expected, but texture-UVset links got messed up. Also the new layer isn't named after the "Sphere Base Color" texture, idk what's going on there.
  15. No they are different materials, with "Treat materials as separate textures" option ticked, so they come in as their own UV sets with different names. Let me do a quick test with some screenshots of each step to clarify.
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