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kritskiy

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Everything posted by kritskiy

  1. Do you mean that I have to buy an upgrade from 2022 to 2023 first and then buy another upgrade for 2024..? sales@pilgway.com have never wrote me back (been 2 weeks) Carlosan, Do you mean I should select this "Upgrade to 2023" in the Upgrade menu but 2024 will be available to download / use too?
  2. Hi, I've sent this question to sales@3dcoat.com 3 days ago but didn't get an answer, maybe someone here can help. We have a 1 floating permanent 3DC 2022 Enterprise license that has expired in January and we want to get another year of updates. When we click Upgrade the only option we're getting is 3DC 2023, not 2024. How do we get the 2024 upgrade? Thanks, Serguei
  3. Thank you for fixing the scripts! I have a small issue though: every time I run any boolean command I see this message in the bottom of the screen: The code is super simple: void main(){ Vox vox; vox.subtractFrom('target'); // the same message if I use cmd("$SubtractFrom_target"); }; The commands run fine though. The log is empty. Also when I copy the commands to clipboard it gives two options cmd() and ui() but ui() doesn't seem to work? I tried to use it to clone an object (ui("$CloneVoxTree");) to see the difference and got this error message:
  4. Great to hear that, thanks! If you guys could also share available methods of Vox class — it'd be awesome.
  5. Boolean operations via scripts still don't work in B52 (nothing happens)
  6. Boolean operations via scripts still don't work in B51 (nothing happens)
  7. Thank you for the fix! Unfortunately not everything is working: for example I was subtracting with this command in 4.9: cmd("$SubtractFrom_VolumeName") but nothing happens when I use it in the 2021. I also decided to randomly try Vox.subtractFrom('VolumeName'); — and surprisingly this worked in v4.9.72, but not in the 2021.b50 Vox is a very interesting class but I can't find full documentation on it: does it exist somewhere?
  8. I believe it's not full, those are tools only, not commands. There's a header COMMANDS in the end of this list but there's nothing in there (also lack of Search function doesn't help)
  9. Scripting question. I was using a `cmd("$CloneVoxTree");` command to clone an object but it doesn't seem to work in 2021: nothing happens. Is there a list of scripting changes? Also MMB+RMB doesn't work when clicked on any item in the object context menu: I tried to check the command on the `Clone` command to see if it changed but the menu closes without giving a proper command
  10. I didn't touch smart materials and all that but for the moment this sounds like something doable. with a simple script. could you please write step by step what you're trying to achieve? Like command1, command2, etc: it's always difficult to understand someone else's workflow :)
  11. Hi everyone, is there a way to use Curve Stroke on a back side of a mesh? Every time I apply a stroke there are some line-bug-things happen on the distant part of my mesh: 2020-04-07 07-54-27.mp4
  12. I guess a solution would be to have a specific pattern for a material name in the volume name and check against it: something like Volume_mat_Mat_Name, a regex would look for mat_*, something like (?<=_mat_)(.*), but I'm not sure AngelScript in 3DC supports regex
  13. I think you've changed an object shader between the runs? It only checks a name against the current shader, so if you have an object Volume with a shader Cartoon_Orange, after adding a suffix you'll get Volume_Cartoon_Orange. Next time you run the script, it'll check if there's Cartoon_Orange in the Volume_Cartoon_Orange, and if there is, it won't change it. But if you change the shader to Cartoon_Blue, the script will check if there's Cartoon_Blue in Volume_Cartoon_Orange: it's not there, so the suffix will be added to the whole thing: Volume_Cartoon_Orange_Cartoon_Blue.
  14. Update. Rename children will now adds _inst_ to instanced volumes (only if the had inst in their names already) Another script, Add Material Name as Suffix will add a shader name to an object as name suggests add_material_as_suffix.cpp rename_children.cpp Note that currently there's a bug where scripts will work on an object under a cursor. Make sure you hover your cursor over nothing before running them.
  15. Changing parents was added somewhere around 4.9.30, moving layers to indexes was added in 4.9.33. Thank you Vitaliy!
  16. Thanks everyone, I'll try .31 (this was done in .30) and will disable sculpt layers. AbnRanger, yes, that's how I fixed this, however this happens at least once-twice a day, sometimes on different end of a model and I don't notice it until undoing is not an option... while this is fixable I'd prefer this won't happen at all :/
  17. My meshes are keep getting destroyed this happens quite often, I think it started on a stable 4.8.X and still continues (the video is from 4.8.30). Never had these issues on 4.7. I don't know the exact steps to reproduce, but this happens mostly after undoing something. Here I noticed some holes, run to voxel / remesh with different outcomes. 20-03-16-18-43-30.mp4 Here after an undo the mesh has covered with holes. For this one I'm attaching a scene 12_001.3b
  18. Is there a way to move layers in a voxtree? To specific layers, to specific indexes: doesn't matter. There's a Vox.changeParent(string), there's a cmd('changeParent_Name'), but none of those seem to do anything...
  19. Ok here's another version. This is fun! 1) if a layer has children, children will get parent name + counter 2) if a layer has no children and its parent is Root all layers will be renamed to volume_001, volume_002, etc 3) if a layer has no children but has a different layer as a parent, parent layer will be selected and children will be renamed the same as in 1) // globals int count; int padding = 3; // how many symbols in the counter (with padding = 3, 1 will become 001, 2 - 002, etc) string original_name; void main() { count = 0; // resetting counter original_name = GetCurVolume(); // current layer Vox v; string global_name = "volume"; // if current layer has children, start renaming them if (v.count() > 0) { v.forEach("rename");} else { // if there're no children, selecting the parent layer v.parent(); //and getting its name string parent_name = GetCurVolume(); // if parent name is the same as the original name we're at Root, globally renaming everything if (parent_name == original_name) { original_name = global_name; v.forRootEach("rename"); } else { // if parent has a different name, renaming all its children original_name = parent_name; v.forEach("rename"); } } } void rename() { count++; Vox child; RenameCurVolume(original_name + "_" + formatInt(count,"0",padding)); child.forEach("rename"); } There's an interesting... thing. I assigned this script to Shift+1 and it went CRAZY starting renaming both parent layer and children with huge counters. I wonder what's happening there?
  20. Oh wow. It seems that script is using the object beneath the mouse cursor (even though Auto Pick option is turned off). Is it a bug or a feature? I'd say a script should use what's written in a script if not asked otherwise with some sort of special option?
  21. Hi, I'm having a very unstable behaviour when I try to call for Subtract from a script. For instance something simple like this void main(){ cmd("$SubtractFrom_delta"); }; that's supposed to subtract the active layer from a layer 'delta' but in my case it completely removes a different layer ('charlie') in the attached video. In new scenes it works like it should but it's like with time a scene degrades or something and this one and similar scripts start to act on completely random layers. Does anyone have any ideas about what's happening? 2020-01-03 12-17-54.mp4
  22. ДА. И это адски бесит. Видел топик, что эта ошибка была исправлена в 4.9.9, но у меня она появляется до сих пор в 4.9.17
  23. I still have this issue: had it on 4.9.15, now on 4.9.17
  24. Sorry for posting a lot, but Edit button disapears after several hours, so... Anyway, this will also rename all the nested children: int count = 0; string original_name = ""; void main() { count = 0; original_name = GetCurVolume(); Vox v; v.forEach("rename"); } void rename() { count++; Vox v; RenameCurVolume(original_name + "_" + formatInt(count,"0",3)); v.forEach("rename"); } P.S. I wonder if it's possible to pass values to forEach? don't want to put contaminate the global scope...
  25. ...a follow up. This will only rename child layers of the current layer, no need to hide any other layer: void main() { Vox v; string x = GetCurVolume(); for ( int i = 0; i < v.count(); ++i ) { v.at( i ).rename( x + "_" + formatInt(i, '0', 3) ).parent(); } } I'm not sure why you were selecting the root object in your code, I think it's more clear this way or am I missing something?
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