Thomas Cheng 8 Report post Posted September 4, 2019 (edited) FBX from Max 2020, not coming into 3DCoat correctly. Here's a test file. You will see the roof and walls are coming in at different locations. Tested in Modo also and it works correctly there. Part1_rooftest_001_tch.fbx Edited September 4, 2019 by Thomas Cheng Share this post Link to post Share on other sites
Dmitry Bedrik 1 Report post Posted September 4, 2019 Hey. Until now, with an unexpected shutdown of the computer, crashes, and other such things, sometimes the program settings fly off. Setting presets is not long, but still unpleasant. version 4.9.04. Share this post Link to post Share on other sites
Carlosan 2,495 Report post Posted September 5, 2019 Hi Try switching ON Vertical Synchronization on Preferences. 1 Share this post Link to post Share on other sites
Dmitry Bedrik 1 Report post Posted September 5, 2019 The problem that I notice only in 3D coat. For some reason, when I use hot keys, when I try to use another tool, the program switches to this tool and instantly back to the previous one. Like, I use “Move”, I need “Pose”, I press the hot keys for “Pose”, the program switches it for a split second, and then returns to “Move” again. Share this post Link to post Share on other sites
gbball 202 Report post Posted September 5, 2019 @Dmitry Bedrik Are you holding down on the buttons while you use them? Or are you just tapping it? Share this post Link to post Share on other sites
Dmitry Bedrik 1 Report post Posted September 5, 2019 I press (type, like letter when write) a combination. Just like in a blender, krita, or any other program. Share this post Link to post Share on other sites
gbball 202 Report post Posted September 5, 2019 I see. That is strange. Definitely sounds like a bug. I wonder if something is causing 3D Coat to read your keypresses as double taps, because that would also explain what's happening. Share this post Link to post Share on other sites
yoohasz 14 Report post Posted September 6, 2019 I found a funny bug I can reproduce multiple times. Retopo room, only affecting the Torus primitive object. Version 4.9.0.5. Please see 1 minute video recording of bug. I didn't go through all primitives, but torus is stable at doing this error. 2019-09-06 10-18-28.mp4 1 Share this post Link to post Share on other sites
Allabulle 25 Report post Posted September 15, 2019 Hi, any news on the Linux development progress? 1 Share this post Link to post Share on other sites
Dmitry Bedrik 1 Report post Posted September 17, 2019 On 9/6/2019 at 11:27 AM, yoohasz said: I found a funny bug I can reproduce multiple times. Retopo room, only affecting the Torus primitive object. Version 4.9.0.5. Please see 1 minute video recording of bug. I didn't go through all primitives, but torus is stable at doing this error. 2019-09-06 10-18-28.mp4 It looks just as “fun” as all that almost two years ago. Where do these errors come from? In one version they may not exist at all, in the next version it will be regular, in two versions there may not be tons of errors, but some new one will appear where everything was perfect a year ago. The gods of indivisible chaos are involved here. Share this post Link to post Share on other sites
L'Ancien Regime 643 Report post Posted September 24, 2019 (edited) For me, in 4.9 there's this Paint Room bug. If I take an object in surface mode into the paint room the Fill tool works perfectly, instantly, as do all the paint tools. But if I Autopo an object, UV map it, bake it out into layers and then take it into the Paint Room and try to use the Fill tool on it, I get an instantaneous crash to desktop of the entire program. I've tried adding new layers to try it on and it still crashes. Just tried that again and sure enough it crashed. It worked perfectly without any lag on a dense mesh in Surface Mode though... //edit solved on version 4.9.15 Edited December 12, 2019 by Carlosan Share this post Link to post Share on other sites
L'Ancien Regime 643 Report post Posted September 24, 2019 On 9/5/2019 at 7:28 PM, gbball said: @Dmitry Bedrik Are you holding down on the buttons while you use them? Or are you just tapping it? For me it happens when I tap in. I have to make sure to tap a tool's interface button several times to make it change over. Share this post Link to post Share on other sites
Silas Merlin 92 Report post Posted September 24, 2019 (edited) On 9/24/2019 at 1:03 AM, L'Ancien Regime said: For me, in 4.9 there's this Paint Room bug. If I take an object in surface mode into the paint room the Fill tool works perfectly, instantly, as do all the paint tools. But if I Autopo an object, UV map it, bake it out into layers and then take it into the Paint Room and try to use the Fill tool on it, I get an instantaneous crash to desktop of the entire program. I've tried adding new layers to try it on and it still crashes. Just tried that again and sure enough it crashed. It worked perfectly without any lag on a dense mesh in Surface Mode though... I get the same thing for the last few versions, systematically, without exception. And it is not just the fill tool. As soon as I touch the paint layers with any tool, the crash occurs. Luckily, I get promted to save the file before 3dc shuts down. When I reopen all works fine. Now I got used to saving the file after baking, closing 3dc myself and reopening the file to paint. //edit solved on version 4.9.15 Edited December 12, 2019 by Carlosan Share this post Link to post Share on other sites
Carlosan 2,495 Report post Posted September 24, 2019 Both are using SL version ? 1 Share this post Link to post Share on other sites
Silas Merlin 92 Report post Posted September 24, 2019 4 minutes ago, Carlosan said: Both are using SL version ? I'm using SL version Share this post Link to post Share on other sites
L'Ancien Regime 643 Report post Posted September 24, 2019 1 hour ago, Carlosan said: Both are using SL version ? 3d-Coat-V4_9-05 SL-64 Open GL mode. Share this post Link to post Share on other sites
L'Ancien Regime 643 Report post Posted September 24, 2019 1 hour ago, lesaint said: I get the same thing for the last few versions, systematically, without exception. And it is not just the fill tool. As soon as I touch the paint layers with any tool, the crash occurs. Luckily, I get promted to save the file before 3dc shuts down. When I reopen all works fine. Now I got used to saving the file after baking, closing 3dc myself and reopening the file to paint. Exactly. Now that I think about it the entire paint room goes cranky when I try to paint on a UV'd polygonal mesh. You have to do a save and then reopen the file to paint. I didn't mention it till now because for some time I was blaming myself for my own ineptitude but recent experiments in the paint room with microvertex painting on surface mode sculptures has shown me the true state of affairs. Share this post Link to post Share on other sites
Silas Merlin 92 Report post Posted September 24, 2019 I mentioned it on the 4.8 thread back in March. I did not remember that but apparently one version fixed it.... but it must have come back shortly after Share this post Link to post Share on other sites
micro26 59 Report post Posted September 24, 2019 (edited) I also got a bug importing multiple objs from file menu-import multiple, the assets enter the scene but they look damaged. Scene scale has something to do maybe? The latest version is very good actually lots of stuff that were not working seem to work now, cool! Keep it up Edited September 24, 2019 by micro26 Share this post Link to post Share on other sites
Carlosan 2,495 Report post Posted September 24, 2019 Reported. Thx! //edit solved on version 4.9.15 Share this post Link to post Share on other sites
Silas Merlin 92 Report post Posted September 25, 2019 (edited) Interesting. I baked and saved incrementally instead of just saving. Then, I forgot to close and reopen. I spent some time merging layers and importing textures. Then, when I touched a layer with the eraser, 3dc froze for a second and didn't crash. I am not sure what made a difference. maybe saving incrementally ? I'll experiment with that. **** edit : ***** Hmm, quick test with a mesh from the retopo models panel. not saved, and no crash... so I guess the crash does not occur with very simple bakes, or when there is no sculpt layers information. I don't know, no time to do further tests right now. Edited September 25, 2019 by lesaint Share this post Link to post Share on other sites
micro26 59 Report post Posted September 26, 2019 I just found another bug , cut and clone tool not respecting through all volumes in voxel mode. Share this post Link to post Share on other sites
Carlosan 2,495 Report post Posted September 26, 2019 Confirmed, reported and solved on v4.9.52 Thx Share this post Link to post Share on other sites
Ascensi 25 Report post Posted September 27, 2019 (edited) On 8/28/2019 at 5:57 AM, Ascensi said: @everyone Is there some kind of luminescence to height brush that we can use to paint height/depth from a color texture rather than rely on alphas or materials that are made to use height maps instead of normals? I know of several programs that use luminescence values to create height maps. I'd use this kind of brush to paint fur where its needed but if I just converted a texture in xnormal I'd have to manually try to figure out what areas need to have it lowered and do a lot of testing (reloading the texture back into 3DCoat or other suite) If there was a brush that created height from the color map I can keep raising or lowering and see the result instantly. If this doesn't exist I'd like to request it but unfortunately the forum thread on feature requests seems to be closed. Edited September 27, 2019 by Ascensi update Share this post Link to post Share on other sites
Ascensi 25 Report post Posted September 27, 2019 (edited) 4 hours ago, Ascensi said: If this doesn't exist I'd like to request it but unfortunately the forum thread on feature requests seems to be closed. I guess the height brush only adds or subtracts depth from smart materials with a depth map.. so yeah definitely looking for control of depth through luminescence.. After some experiment i added a color texture into the normal/depth channel and it's doing exactly what I hoped. I was thinking i'd have to enable something or use a specific kind of brush.. Lastly I think it would be good to be able change the depth information of an imported project that doesn't have a depth map - a brush that takes depth from the textured surface rather than from the depth channel or alpha -fast fur/hair. Last update.. found the process, thank you all for putting up with me. Edited September 27, 2019 by Ascensi mistake 1 Share this post Link to post Share on other sites