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Found 6 results

  1. Hi, currently using poly modelling tools and such, i was looking for a way to move or transform selected vertices and snap them to other vertices of other object, not sure if it is possible.
  2. Sometimes during retopology I get such a problem http://take.ms/xzVZT What's the problem?
  3. Hey folks, I am new to the sculpting workflow, looking for a software to supplement C4D with in order to produce more sophisticated geometry. I have looked at a few different packages, but I am really intrigued by the 3D-Coat workflow and capabilities. I have been using the demo for a few days and have been enjoying it, but I've run into something that I just can't figure out, it's so problematic that it may keep me from adding 3D-Coat to my arsenal. Whether I am in the sketch tool and trying to create volumes with the vertex lasso, trying to create volumes in thin air via the build tool with vertex lasso, or trying to subtract geometry with the cut off tool and vertex lasso I am running into the same problem with snapping in 45 degree increments. I understand that depending on which tool I am using there are different limitations as to whether I can snap to a point in space that is not directly over a part of my model, and I understand that the 2d grid snapping solves these issues for most people, but for the life of me I cannot get anything to snap in a clean increment or on a point... EVER. The only thing that seems to work is that the 2d grid is serving to help visually guide me to clean 45 degree angles, but it is in no way constraining my click to a point. Basically the thing that's getting me is that I can hold shift and my cursor will snap to a clean 45 degree angle, but either the point will not place with shift still held because the cursor is not over a part of the object or it will place the point a little bit off of where the "snap" is. It's like when I hit shift the cursor's visible movement stops and shows me where the point is aligned and ostensibly, should be placed, but it's an illusion, and the actual placement deciding cursor is invisible, in the background still moving with my shaking, misaligned mouse. I cannot for the life of me figure out the purpose of it showing me an aligned point location that it is not actually going to let me place with. I've been all over the forums and it's only confused me more, with people talking about the deciding factor being when you decide to hold the Control key and the shift key... Control key? When did that get involved? I know that it's a mistake to carry any expectations for tool behavior from one program to another, but I have shed all expectations and preconceived notions now, and with an open mind, I am trying to learn just one way, any way, to get this vertex tool to snap to clean 45 degree angles. Please tell me what I am missing here?
  4. Hi, still trying out the trial version and of course still somewhat confused about the 3D-Coat way of doing things. Eg, I imported a model from Lightwave as normal Meshes as it's Low-Poly and I would like to fix some issues and enhance some things. I noticed that I can't snap to vertices or do anything outside of my active layer. In Lightwave I like having my parts split into layers to be able to concentrate on these. Is there a way to snap (eg move a vertex to another that is in another layer? I can't imagine that this is not possible, bit I couldn't find out how to do it. This is a standard procedure in LW. Thanks!
  5. Hi there, For whatever reason the "snapping camera to nearest box plane position" has stopped working on my end and I can't seem to figure out how to activate it again. Maybe it's a bug, but I am not sure. This is happening in 4.5.25A. When using SHIFT+LMB drag instead of the camera snap the HDR/Light source gets rotated instead. How/where do I fix this? I use this function all the time and it's really annoying me atm. Thomas Pasieka
  6. OK, here is one that has me stumped. I am retopoing a mesh. I have symmetry set to x and z. when I try to place a point, the closer I get to a 90 degree angle from the mesh the more it wont snap to the mesh.
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