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Jimstein

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  1. I have gone directly from 3.Beta to 3.1 .0.1 I have a hole bunch of model importing buggs for you to dig into. I get different scale on models if i import via File/Import->(ex Samples/sample.obj) : will give big mesh versus a smal mesh if i import via Voxels/Merge/Select->(ex Samples/sample.obj) : will give mush smaller mesh and the mesh is offset from origo! So if I scale it up it will move forward in the scene and it will be offset from the imported mesh above! I cant counter this by moving the gizmo. Intuitively i think everything should align up as default! The reset axis under Voxels/Merge is also broken - it should more everything back to origo - i think. In 3.Beta version of 3D-Coat i could Pick an imported mesh from Retop directly in Voxel/Merge. But this funtion is broken in 3.1.0.0 or 3.1.0.1 If I open up an empty scene and go to Retopo tab I am missing the Retopo menu, so I cant import a low-level mesh directly. I have to jump to Voxels tab and then back to make the Retopo menu show up. It does not matter if I pick use current lowpoly mesh or Import from this menu, I will not be able to pick it from Voxel/Merge as i could in the Beta version. This was a great funtion as it aligned up the meshes at the same scale.
  2. I have found some issues with the workflow that is enoying: There is a big difference between voxel-merging in geometry from the topology versus directly in from .obj file. The positioning is totally different. Importing geometry in toplogy will regard the pivot point from the model. Mergin in different parts of a model into voxel layers from the topology will place the geometry in the right location in space. If one merge .obj directly into a voxel layer it places the pivot point in the center of the geometry, and importing different part of a mesh this why will have the geometry overlap and one will manually have to compensate for this with tedious translations. Also. Merging geometry from .obj directly also imports everything in that file into the same layer it would be much nicer if every sub mesh in the.obj was imported into separate layers automatically so before importing today one have to split the sub mesh into separate .obj files in some other 3d app and import them independently from each outer through the topology path described above very tedious and boring labor this is. I hope the workflow will be improved in the final release. Sheers! Love your work. P.S Oki, I tried 3.00.05 & 3.00.07 (both in demo mode as it is not remembering my old serial even if I get a confirmation it was approved it hangs, and asks for the serial on every restart... strange - first post in this thread state you should use your old serial). Is this normal?
  3. Oki, I tried it in 3.00.07 (demo mode as it is not remembering my old serial even if I get a confirmation it was approved it hangs, and asks for the serial on every restart... strange). The workflow problem above is still there. The shader problem is gone though. I Ill see if I can post this topic in a more appropriate thread as this tread probably should be closed down.
  4. Finally an app that utilizes my Connexion 3d mouse to its full potential. This 3d mouse has the worst drivers but thanx to 3d-coat inbuilt drives in it is a dream to work with I wish Adobe would write built in drivers as well because the ones from Connexion are the worst. Sheers!
  5. I could not get the 3.00.05 to working on my machine so I could not confirm if this is still issues in the final but as it is important to me I feel I have to put it out there as perhaps the last bug report on ALPHA-87. There is a big difference between voxel-merging in geometry from the topology versus directly in from .obj file. The positioning is totally different. Importing geometry in toplogy will regard the pivot point from the model. Mergin in different parts of a model into voxel layers from the topology will place the geometry in the right location in space. If one merge .obj directly into a voxel layer it places the pivot point in the center of the geometry, and importing different part of a mesh this why will have the geometry overlap and one will manually have to compensate for this with tedious translations. Also. Merging geometry from .obj directly also imports everything in that file into the same layer it would be much nicer if every sub mesh in the.obj was imported into separate layers automatically so before importing today one have to split the sub mesh into separate .obj files in some other 3d app and import them independently from each outer through the topology path described above very tedious and boring labor this is. I hope the workflow will be improved in the final release. See you in version 3... I will get it after returning from my vecation Sheers! PS. One more bug is that my app craches if I save the mesh in OpenGL with some of the advanced shaders and then try to open it up in DX.
  6. A suggestion on the “Voxel->Curves”- tool. Every time I place a new curves node the scale is reset and it becomes tedious rescaling all the nodes. I would like the new node to retain the same default size as the previously created node size. Also I have noted a problem with the tool if a Curves node is scaled large - so that the node cover a large part of the screen - the app becomes sluggish and almost halts. Only thing one can do at this point is hit Esc and abort the Curves tool. There is the same issue with the Voxel->Primitives. If one scale them up the app becomes sluggish. betaversion: 55
  7. A bit of topic but there was a funny predictions on Voxels and CPU power made in 1999: http://forums.cgsociety.org/showthread.php?f=59&t=675057 Is this implementation of voxels based on Level Sets? I'll try to get some testing done on this beta, but I have just got my first evening one on one with the 2.x so I will get back to this on a later time.
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