Search the Community
Showing results for tags 'move tool'.
Found 4 results
I would like to request a feature called Preserve UV from Maya. It allows you to move a vertex without effecting the UV. You can adjust geometry without worrying about stretching uvs or having to re-project. This would go in the Tweak room. Thanks.
Too Long Don't Read:================================================================== i was doodling around in my 4.5.19 DX 64 bit (the one that's been working best with my hardware/software/wetware) this morning, then thought, hey, i should download the latest version and see how much it has improved! i installed 4.5.38 in parallel (as usual), popped in a medium-res sphere, and did what i normally do: turn on x symmetry, use the grow tool to grow out a 'muzzle' and a 'skull,' then grab a huge move tool and yank things around to shape a monster head. and it is NOT what i am used to...! the move tool keeps tearing the voxels and leaving artifacts, crashing into other voxels, leaving some voxels behind... =================================================================================== so, image: TOP: 3D Coat 4.5.38 DX 64; med res voxel sphere, grow tool, and move tool w/ X symmetry. result: tearing and artifacts. BOTTOM: 3D Coat 4.5.19 DX 64; med res voxel sphere, grow tool, move tool w/ X symmetry. result: smoooooooth! now, i checked the settings of the tools in the two versions. the move degree was 53 instead of 73. and then the move tool seemed to have a different brush tip, so i changed it to the default bell curve. is there some setting i'm missing? i looked in the preferences under Brushing. i thought maybe there was a setting in symmetry, because there appeared to be overlapping interference in the brush radius across the symmetry line, but i didn't find anything about adjustments near the symmetry plane. the resolution is the same (i think??); the number of tris is nearly the same in both examples. just... WHA!?!??!?!?!!! help!
heyas, guys! still watching hours of tutorials and demos (thanks!)... have some newbie questions that i hope haven't been asked 100 times before. PS: i'm using 4beta14a1GL 1: Smooth Tool how come sometimes this aggressively melts the model down to nothing, and sometimes it barely does ANYthing? i've tried different strengths, sizes... it just usually ends up doing the opposite of what i want? (ie: melting my mesh when i want a faint little adjustment, or barely doing anything noticeable when i want the mesh to melt.) 2: Pinch Tool & Creases the pinch tool isn't behaving the way i expect. not sure if this would be a bug or feedback/complaint. it pulls the mesh together in the middle, but it also creates a dent around the stroke. i don't want the indentation. i tried to make a crease by using the extrude tool (inverse mode, of course), with a sharp pointy brush tip. that created a decent little trench. but then i wanted the pinch tool to pinch the sides of the trench together to make a skinnier trench, it actually made a wider, yet shallower trench. so what's a technique for creating creases? 3: Tools that Go into Voxel Mode i threw some presets on the preset floater. the move tool, and the translate tool. sometimes when i switch to the translate tool, it pops up and says "This preset will switch your [sic] to voxel mode." sometimes it doesn't. sometimes the move tool makes this pop up. the thing is, i thought i was IN voxel mode and never left it. i haven't switched anything to surface mode. that i know of? i'm not using the tools in the surface subsection. i never change room tabs. nothing ever pops up and tells me i'm leaving voxel mode, or entering surface mode. 4: Translating in Symmetry how come this tool doesn't obey symmetry? like, say if i paint in a sphere for an eyeball, and i want to move the eyeballs closer to the centerline. i don't want to smush them or parts of them over with the move tool, i want to actually translate them side to side. but the translate tool appears in the middle of the two eyes. and even if i move it to one side of the centerline or the other, it just moves both sides in the same direction. 5: Mannikin Parts Symmetry on different Layers i wanted to turn the humanoid mannikin into a digigrade mannikin. so i was monkeying around with the left lower leg. and the stuff i did there didn't translate to the right lower leg, because it was on a different layer. except the posing tool, which affected both parts. can someone explain the different symmetries going on? and give me some pointers on how to edit the shin, then duplicate (clone?) it to make the shank, and then how to get the corresponding right side parts? i found the clone command, but there are different clones that weren't explained very well on the wiki, and i'm not sure which ones are linked clones and which are just independent copies? thanks a bunch!