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Found 6 results

  1. Bonjour, Je viens de faire le pas vers la version 2021 et je bloque sur la création de chaines et de cordes. Peux-être que la technique n'est pas la même avec la nouvelle version? Avec l'ancienne version je créais ma courbe puis je choisissais simplement le motif dans la boite en haut à droite (os, chaine, corde, etc). Là je fais pareil sauf qu'il m'est impossible de sélectionner quoi que se soit dans la boite en haut à droite... Une idée ?
  2. Can someone tell me how to add an object to the splines menu? I've flattened a cube and I'd like to be able to add that as a spline to a curve in order to make belts and straps.
  3. Hello to all long-time users of Coat. I have a rather noobiesh questions about using spline mode of brushes in newer versions of 3D Coat. If you have dealt with ZBrush you know it has such an option as Stroke-Frame Mesh with IMM brushes. In 3D Coat we have now an ability to use any OBJ brush as alpha even in Paint Room, but how to paint with such alpha along an edgeloop? As an example, if I make a stitch leather Strip brush like this one in the picture - and I want this Strip to follow the border of a mesh, how to do it precisely? I mean - is there any way in Coat (I use 4.0.7 version) to select an edgeloop in Paint Room (if your model is imported for per-pixel painting), to convert this loop to a spline and stroke this spline with the custom stitch brush? The second question - is there any ability in 3D Coat 4.x for importing meshes which contain ready curves (splines), readable and usable by Coat? The best example for clothing is meshes of clothes, made by Marvelous Designer software. This clothes-making program can generate meshes, which contain Internal Lines, imitating seam lines and these splines are readable by classic polygonal modellers like Blender. Can I import them in 3D Coat too? I tried to do it, but the lines are not imported. Maybe there is some specific import settings or it is completely impossible? If impossible, then edgeloop conversions would be the best way out. Thanks in advance for any advice and help.
  4. Hi guys, I was just wondering if anyone knew how to create splines from models that you make? I tried to import a simple "tape" looking mesh into my splines and it lagged my whole system, making it impossible for me to use my mesh to make some simple tape. for my environment piece. Would love to get some help on this issue as I really want to make some splines for character work and spaceships. Thanks!
  5. I can't seem to get this to work, what I'd like is the scales to simply 'exist' as an object and stop ghosting. 'Enter' doesn't work, neither of the apply buttons either, most I'v seen of it comes from the dragon tutorial on YT but yeah, Enter doesn't work (neither does re-installing, using the BETA instead of stable, closing, rebooting,or offering it a massage ) noting happens. At least not something I was aiming for. I have no idea what I'm doing wrong here.
  6. Some changes/additions to the spline tool in the retopo room could open up a nice Lightwave fiberfx guide creator: 1. Export splines to LW FiberFX compatible guides. (a general spline export would be nice also) Each guide is made up of a 2 point poly chain and a 1 point poly "root" as the base. (see attached sample. And a description on Worley's site here under "Guide Geometry".) the root poly needs to have a separate surface (ie called "root") The rest of the 2 pt poly chain can be called "Fiber" The order of guide creation is important. One way that seems to work is to first create the root 1 point poly at the first point of the spline, then create the rest of the 2 point poly chain. Repeat with the rest of the splines. Creating all the 2 point poly chains then going back and creating all the 1 point root polys does not seem to work. 2. Option to "snap only base". While drawing spline, snap only first point of spline to surface then draw spline on screen plane (ie when cursor leaves object and draws in empty space) this way we can draw splines perpendicular to the surface or raised while the root is attached to the surface of the object. 3. Option to "stick spline base". Stick allows the spline to be modified either by point or by brush but the user cannot move the root. 4. Option to keep distance between points of spline so we can modify their position but keep length of guide the same. 5. Allow the brush to modify multiple splines. 6. Allow points on the spline that are not snapped to surface to be selected and modified. sample_LW_Hair_Guide.zip
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