Oleg Shapov Posted August 21 Share Posted August 21 12 hours ago, Britain said: Next question is can you make the vertices bigger? I don't understand what you mean. 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member Britain Posted August 21 Advanced Member Share Posted August 21 10 hours ago, Oleg Shapov said: I don't understand what you mean. The visual size vertices are really small. When clicked on they are barely notable unless you change mesh color. In Blenders preferences/viewport you can change the size and even color (and can do so also with edges). This makes them easier to see in complex scenes. Another question but it pertains to other rooms. Is there a list of 3dcoats assigned keyboard commands. I know you can remap the hotkeys. Thanks Quote Link to comment Share on other sites More sharing options...
Oleg Shapov Posted August 22 Share Posted August 22 16 hours ago, Britain said: The visual size vertices are really small Looks like a feature request. Passed on to developers. 1 Quote Link to comment Share on other sites More sharing options...
Member Grakino Posted Monday at 08:43 PM Member Share Posted Monday at 08:43 PM I made my another video about modeling room. This one is the longest (1,5 hour) i made, because I had a lot to talk about it. In this video i made a modeling review, talk about my experience, about modeling problems, made some feature and bug request and offered some solutions to the modeling problems. I hope that the developers will see it, and that they will have the patience to watch it to the end . But most important I hope that this video will be useful and lead to positive changes in the 3DCoat modeling process, and i didn't waste a couple days to prepare it . I put a link to my mega drive. https://mega.nz/file/lOt3FKjR#B5zvzSXMxj0t9B_mIuyj2GZfoGoq92ZgTsRIXEvc2g4 I also mention you that I previously made a video about retopo/modeling where I also talked about some of their problems. I post it in Bugs topic but i also put link here. Retopo/modeling discussion start at 12:25 minute. https://mega.nz/file/lL8jDLSL#pkyz0o6sP1ix8UpzDhrxZGmukO0UsOFOJxBnt4zBdFU 3 Quote Link to comment Share on other sites More sharing options...
Gorbatovsky Posted Tuesday at 01:12 AM Share Posted Tuesday at 01:12 AM 4 hours ago, Grakino said: I made my another video about modeling room. Thank you very much for the work done. I really liked that you compare the work of Koat and Maya. Your work is very relevant for us. Because I have to do some polishing of the Modeling room before our release in 2025. I read your message at night at 4-30. I will watch the video several times. Then we will talk again. Have a nice day. I wish you creative success. 1 Quote Link to comment Share on other sites More sharing options...
Member Sal_GC Posted 6 hours ago Member Share Posted 6 hours ago This is a copy of a post I made in a 3DC Discord. I wanted to post it here to keep the discussion fresh. I really want the modelling room to improve as much as it can. Hope this helps. Despite the Modeling Room being relatively young it could, if fully realized, bring much more versatility to Coat. Making, in many cases, the 1 app mostly (or even completely) workflow a possibility. Regarding the Modeling Room I would like to suggest: ======================================================================================================================= 1. Increased functionality of polygroup panel. Being able to make groupings and multiple polygroup selections would help in making more complex objects/scenes. Also toggling selectability could really help. 2. Object Outlines for general transforms per polygroup. Rather than transforming sub objects in polygroups this would imply also being able to select polygroups in the viewport directly, as a whole, having the outlines help indicate such selection. 3. Rotate multiple selections at individual origins. Just like the scale tool from the Selected tool group, scaling each selected polygroup/island individually , being able to axially rotate multiple selections at their individual origins rather than an average center point would also be of much use. 4. Increase the bevel size using mouse drag + modifier key (or even without gizmo). Beveling is one of the most common tasks in poly modeling, and making it as streamlined as possible would make the modeling process much smoother. Currently, using the mouse wheel to increase Qty of segments is great, very useful. However, one must go for the gizmo to manipulate size. Pairing a mouse drag + modifier key to handle this would help a lot. 5. Increase number of split rings dynamically. I find the way the split rings tool work very handy, allowing to place a cut precisely were wanted. It would improve it's functionality much more if one could increase the amount of splits just like the bevel tool, via mouse scroll. Using ALT + mouse scroll could produce this effect. 6. Being able to turn curves into naked edges. As @Evil_Weasel pointed out, I believe Coat doesn't do standalone verts/edges. This would imply a more substantial change for Coat, but definitely is would be very welcome. 7. Customizable QuickAccess panels (also useful in the Sculpt Room). Being able to make custom panels invoked by spacebar could personalize/speed a lot of the workflow during modelling. Having access to multiple of these, already customized, could help segment the workflow as well. Not only tooling in the QuickAccess panels would be customizable but dimensions as well (I have seen Rygard's video about it and having this function built in Coat would be preferable). 8. Reduced amount of E-panel modes for the Modeling Room. As far as I have been using and getting to know the modeling room, I have not found much use for pressure sensitive drawing modes. Perhaps if they were repurposed, like for some sort of soft-selection, having the radius of selection depend on pressure, they could be used in the room. But as of now, it doesn't seem clear as to how they would be needed there (the smoothing command with shift also seems odd for the room). Tools like select could very well function only with 2 or 3 modes, that could conveniently be switched on the fly with user-defined/modifier keys combo. 9. Allow translation in 2 axes with transform gizmo. Most software have in their gizmos indications for translation of an object in any 2 axes, usually a small plane perpendicular to the omitted axis. In Coat's gizmo this produces scaling along that plane. I think this is perfectly fine, no problem with being different. Yet, adding the translation functionality would not hurt. Pairing drag + modifier key could be used to this end. I did manage to translate along a plane in one move, but by mere accident after rapidly pressing X, Z. Both methods could very well coexist. ========================================================================================================================== This is what I have come across during my time working in the room. These suggestions go in hand with what others have mentioned before. Maybe I am ignoring some tools or commands and hence place them here as suggestions, if so, my bad. I would love to help code these myself but I am not currently that experienced at C++. If I understand well, perhaps the new Python API can allow to create some scripts that could help in these tasks. I will surely try my hand at it. I will be doing some video tutorials on 3DC this upcoming year. I just wanted to see how many things mange to get polished for the 3DC 2025 release. Thank your for your work @Gorbatovsky. I am hoping to see the "Solids" room update soon. It will give so much power to designers. Cheers! 1 Quote Link to comment Share on other sites More sharing options...
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