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polyxo

Nurbs support

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Where is this start info by Andrew?

PS Moi export also in format OBJ ;)

jepp...and it has the best polygon mesher on the planet... :D I'm courious about implementation in 3DC... :yes:

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And I was going to say I'm ready to see 3D Coat replace Silo 3D; - if the retopo is any indication of what Andrew can do with polygons, I can imagine him coming up with a decent polygon creation / editing toolkit for 3DC!

Silo has stalled out, and Hexagon, who knows - the only other (commercial) place to look for polygon editing is Modo.

In fact if Andrew could mimic some of the workflows and tools available in Hexagon and Silo, plus now with the mention of NURBS support, what more could you ask for from this application?? :yahoo:

I think 3DC is going to be the app to watch (and companies to worry about) for a good amount of time to come!

-Will

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Nice ideas, I mean the ones with polygon modeling, but let first optimise the current focus of 3DC and then begin to implement completely new features... :)

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Nice ideas, I mean the ones with polygon modeling, but let first optimise the current focus of 3DC and then begin to implement completely new features... :)

Nothing to add.

3dioot

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And I was going to say I'm ready to see 3D Coat replace Silo 3D; - if the retopo is any indication of what Andrew can do with polygons, I can imagine him coming up with a decent polygon creation / editing toolkit for 3DC!

Silo has stalled out, and Hexagon, who knows - the only other (commercial) place to look for polygon editing is Modo.

In fact if Andrew could mimic some of the workflows and tools available in Hexagon and Silo, plus now with the mention of NURBS support, what more could you ask for from this application?? :yahoo:

I think 3DC is going to be the app to watch (and companies to worry about) for a good amount of time to come!

-Will

Actually there are lots of other options, Modo isn't your only choice. But it's funny you mention going from Hexagon and Silo to Modo, is that next up on the food chain? lol

I use Lightwave for all my poly editing needs.

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Nice ideas, I mean the ones with polygon modeling, but let first optimise the current focus of 3DC and then begin to implement completely new features... :)

This work is performed by external programmer separately, so I am 100%on current hot 3DC's tasks.

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Actually there are lots of other options, Modo isn't your only choice. But it's funny you mention going from Hexagon and Silo to Modo, is that next up on the food chain? lol

I use Lightwave for all my poly editing needs.

I use Lightwave, Cinema 4D, and Softimage - those apps (with the exception of perhaps the first release of CORE) are more than modeling apps.

Modo isn't even a straight modeling app any more. Howver I mentioned Modo because it's >known for its modeling prowess<.

Silo and Hexagon are strictly modeling apps - no rendering or animation.

That's why I had said, it would be nice to see 3DC pickup the gauntlet for polygon modeling since both Silo and Hex have now fallen off and left a huge potential for a mid-cost modeling toolset.

A Tab within 3DC that shows the same strengths displayed for retopo, dedicated to polygon modeling would be a nice round-off (IMO) for 3DC.

In fact, I can see the Retopo tab simply becoming a "Polys" tab having similar toolsets / workflows from the 2 apps I mentioned along with some Andrew innovations as well. (Some polyboost like features would be nice also!)

Hex has a nice workflow with its extrudes and I especially like its object and surfaces generation based off lines and curves.

Silo of course just has one of the best polygon workflows out there to date but lacks the lines / curves toolset of Hexagon.

-Will

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Hi All,

as this thead is now more and more getting a discussion about possible implementation of poly-modeling tools let me try to clarify.

Some of you now start dreaming of extruding beveling and spinning edges like like in typical polymodelers...

However nobody currently thinks of adding native Nurbs modeling tools like Lofts of Sweeps to 3D-Coat.

Spline based tools inside the Voxel toolset at some point could make great sense for everybody but I guess nobody saw a reason

in adding stuff which could easily be done inside Rhino, Moi or SolidWorks.

One might missunderstand this.

You may not be able to extrude a face inside 3DCoat, however the geometry-type which most people here deal with exclusively has been read, written

and understood from day one: Polygon-Meshes.

What will get added for starters is only the equivalent for those who see a potential in using 3DC as a conceptional tool for technical applications.

Technical programs typically don't use meshes.

What will happen is that 3D Coat learns talk better to software which is typically used for the purpose of of making a car, a telephone or a piece of jewelery.

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Hi Polyxo, I'm not sure what you're saying here?

I'm advocating a polygon toolset simply because 3DC does already work with them as you mention however at the moment, it only manipulates what is imported, it doesn't really generate them using a direct polygon editing toolset. (Right now you can Vox or sculpt and then convert to polygons - not directly construct polygons.)

The Retopo toolset already shows a great poly editing workflow that some dedicated modelers lack - I was voicing for an expansion of that existing toolset into something more complete for polygon creation and editing.

As far as NURBS, I haven't yet read Andrew's Twitter on his plans for NURBS (Twitter is blocked on my job :rolleyes: ) so I came here to see if it was reposted by him but I guess it wasn't - I'm going to read that after this post to see exactly what he said he was going to do.

Being that I currently love MoI for my NURBS modeling, I wasn't looking for 3DC to try and compete as a NURBS modeler against MoI - I was sorta hoping that I could directly import my 3DMs (NURBS data, not poly) and use 3DC for what it's good at, painting and form sculpting / adding details etc.

If Andrew wants to take on Rhino and MoI - more power to him, I'm certainly not trying to limit his creativity or programming prowess in any way. (Again, I haven't read yet his statement on what he plans for NURBS)

Being that Silo and Hex has fallen off, I feel there is a gap for a mid-priced modeling app, which I think Andrew could fill nicely with 3DC based on what we've all seen him do up to now.

I'd be all for a LWCAD type NURBS toolset as well that also lets you drop down to the polygon level for export. But for character modeling, there will always be the need for sub-division surfaces in one form or another.

Now granted, if Andrew wants to do a T-Spline based implementation and forego the baby-steps of "simple" NURBS and SDS polygon modeling - then eff'n HELL YEAH!, that would be an AMAZING step for Andrew to take, and frankly would be as revolutionary as his implementation of Voxels! :yahoo:

Frankly, a t-spline solution from Andrew (IMO) would be an achievement worthy of him considering his amazing skills at 3D graphics programming!

However before I start dreaming of him adding in functions to fold space and time, let me go read what he actually said about NURBS and his plans for them! :unsure:

-Will

PS - Okay I see that only "NURBS Support" was mentioned without further details...

PPS - T-Spline reference: http://www.tsplines.com/products/what-are-t-splines.html

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My guess would be an implementation like Modo, which would be highly functional

http://www.luxology.com/whatismodo/plugins...translator.aspx

Personally I want the control in Claytools, but this import/export might help me export a voxel>mesh model to Rhino after rough volume sculpting.

Andrew needs to hire an army of programmers. He is a big picture thinker and fast implementer, but I think that he needs more minions.

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My guess would be an implementation like Modo, which would be highly functional

http://www.luxology.com/whatismodo/plugins...translator.aspx

Personally I want the control in Claytools, but this import/export might help me export a voxel>mesh model to Rhino after rough volume sculpting.

Andrew needs to hire an army of programmers. He is a big picture thinker and fast implementer, but I think that he needs more minions.

Indeed. He seems to be heading, even if a small amount, in that direction. I do believe it is for the best. He's got a grand idea for what 3DC is - I'd like to see it realized fully.

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Okay, I see - yall talking the other way around - exporting 3DC forms as NURBS objects - interesting...

I use NURBS mostly for hard surface objects - I'm not sure what I'd do with a Vox'd asteroid shape exported as NURBS??

(I've used 3DC recently to create asteroids for my game which I then exported into Unity.)

I'm not sure what I would do with an asteroid (or other softbody shape) in MoI??

Typically from MoI I export into Cinema 4D for animation and then export into Unity (polygons).

I guess what I'm saying is I'm not sure what I'd do with a NURB'ed Vox??

On the other hand, I'd really love to have them t-splines in 3DC!

I'm definitely interested in seeing how you folks would like to use a 3DC based NURBS toolset...

-Will

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First of all congratulations to the developers.

What I would like to ask at this stage is when you say .3dm support do you mean support for REAL Nurbs Curves, Surfaces and Solids OR Rhino files should be saved (baked) as a polygon mesh inside Rhino before loading into 3d-Coat?

Also when you export from 3d-Coat to Rhino etc. would that be Nurbs files like .3dm, IGES etc. OR Mesh files like .Obj ?

Thanks in advance.

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First of all congratulations to the developers.

What I would like to ask at this stage is when you say .3dm support do you mean support for REAL Nurbs Curves, Surfaces and Solids OR Rhino files should be saved (baked) as a polygon mesh inside Rhino before loading into 3d-Coat?

Also when you export from 3d-Coat to Rhino etc. would that be Nurbs files like .3dm, IGES etc. OR Mesh files like .Obj ?

Thanks in advance.

First stage - just import 3DM.

Second - manipulating nurbs surfaces in 3DC shell

What about export - I will see how it goes.

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