Advanced Member The Candy-floss Kid Posted February 17, 2010 Advanced Member Report Share Posted February 17, 2010 Love the new primitive options , love the pose tool too but... I'd love ,love ,love a deform cage option on voxel components similar to the initial primitives for fast intuitive tapers ,bends,elongations etc. This way I feel it would be more like pulling at clay in your hands with the pose tool reserved for some of the fiddlier moves and options. Would it be possible? Quote Link to comment Share on other sites More sharing options...
Advanced Member Ghostdog Posted February 17, 2010 Advanced Member Report Share Posted February 17, 2010 I think you're onto something here, I often flirt with the twist & bend tools hoping for a nice random result that I could just 'direct' instead with a deform cage. I've exported out of 3dCoat into Hexagon before just to use the better soft-selection tools, then taken that back into 3D Coat. Gets my vote for sure. Nice thinking Quote Link to comment Share on other sites More sharing options...
Advanced Member spacepainter Posted February 17, 2010 Advanced Member Report Share Posted February 17, 2010 I vote for more precise deformation tools! Quote Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted February 17, 2010 Advanced Member Report Share Posted February 17, 2010 +1 Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted February 17, 2010 Report Share Posted February 17, 2010 I don't think it's possible because with voxels you're manipulating the "creamy center", the "chocolaty coating" is just there for appearance. Perhaps in Surface mode, but even then a cage normally has a point for every vertex, it wouldn't make any sense to have millions of points. Quote Link to comment Share on other sites More sharing options...
Advanced Member Ghostdog Posted February 18, 2010 Advanced Member Report Share Posted February 18, 2010 Hey Phil - I don't really understand what's behind the freeform primitives that'd explain why the have a deform mesh but other voxel forms can't? Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted February 18, 2010 Report Share Posted February 18, 2010 The freeform primitives are not voxels, it's just a polygonal proxy object, just like when you merge in a OBJ or LWO. After you hit Enter a voxel mesh is created based on that proxy. Quote Link to comment Share on other sites More sharing options...
Advanced Member Ghostdog Posted February 18, 2010 Advanced Member Report Share Posted February 18, 2010 cheers, thought it probably was but am shying away speculation this week as bit me on the bum already Quote Link to comment Share on other sites More sharing options...
Advanced Member 3DArtist Posted February 18, 2010 Advanced Member Report Share Posted February 18, 2010 The deform cage would work just like the Pose and Move tools, which are really only surface tools that work in voxel mode also. I have requested before the ability to create a low-poly cage in retopo room and use it as a deform cage in voxel room. Even grabbing a primitive, position it around the sculpt, and press the "create deform cage from primitive" button. That way we can have a simple deform cage 2x2x2 (or whatever). 1 Quote Link to comment Share on other sites More sharing options...
Advanced Member ggaliens Posted February 18, 2010 Advanced Member Report Share Posted February 18, 2010 I'm fairly sure there's no real LOGICAL show stopper for DEFORMING a VOXEL dataset based on a cage manipulation. When I think about it ... this at worst would introduce "GAPS" between VOXELS that would have to be "FILLED IN". But that seems quite doable with basic computing/mathematical methods. The real issues are issues of performance. This is the kind of operation I'd expect to see a "PROGRESS BAR" metering it anyway. Really ... does not seem that much different than 1 dimensional stretching a VOXEL object to me. Quote Link to comment Share on other sites More sharing options...
Advanced Member Ghostdog Posted February 19, 2010 Advanced Member Report Share Posted February 19, 2010 I'd thought that if the existing twist and bend tool works so well without introducing artifacts/errors then a modifier cage is just a variation on that idea - allowing an ability to direct & steer the areas of interest. At the end of the day is just another way to manipulate voxels using a method other than brush tools. Quote Link to comment Share on other sites More sharing options...
Advanced Member ggaliens Posted February 19, 2010 Advanced Member Report Share Posted February 19, 2010 I really like the idea of a modifier cage(s). I think you need a before and after image for the cage ... so parhaps saying modifier CageS is better. Quote Link to comment Share on other sites More sharing options...
Advanced Member Ghostdog Posted February 22, 2010 Advanced Member Report Share Posted February 22, 2010 Andrew, just curious if there would there be any chance for a comment on this? Quote Link to comment Share on other sites More sharing options...
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