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@AbnRanger

Thank you! and yes, a Bridge tool will be my next addition to the beta tools. I just need to finish the first iteration of QuadStrips before taking another feature project ;) currently is fine but need to solve lots of tiny details that adds up.

I want that Andrew include them for the next stable release.

 

Cheers to all

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Its done or this is a reminder?

Στάλθηκε από το Turbo-X_epsilon μου χρησιμοποιώντας Tapatalk

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Farsthary ‏@Farsthary

Implemented few days ago Save/Load, Undo/Redo for QuadStrips, finishing now self Intersections

 

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Really need those too , more than even

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Strip ends correctly snap to existing geometry. Started implementing final mesh welding.

 

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Finished Weld for QuadStrips, it will weld now to any preexisting geometry. Reorganized also Weld for QuadPaint.

CprGdllW8AA5hQl.jpg
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Patch fill in QuadStrips is at 90% now, still have several tiny (but additive) bugs to solve.

------------------------------------------------

--Fill the patches (100%)

--triangles faces issue(100%)

 

 

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This was pending to show long ago, useful when you have a complex graph of strokes that the system finds difficult to update on real time and on every change.

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At what stage are we standing?

Half way there? Ready for next reliase? We are not sure yet?

Been waiting a lot for this super useful feature.

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Hi

They are not in beta tools? at least they should be released as betas. I've suggested Andrew that. they still have some issues but last update was really good. 

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Hey , all good?

They are in a much much older state than you show at your videos.

If it helps you to identify the version they dont have icons yet.

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Well, all my latest code was in a separated branch, seems it doesn't got merged into trunk in latest releases so yes, seems what you all have is pretty outdated. Ouch.

Andrew provably will merge them soon :) 

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Great news , 

its a paint to go from 3DC to Houdini to Maya for retopo only.

Anyway , great news great.

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I hope we can test the new functions soon.

About QuadPaint: As long as we can not alter the border lines in a "regular" way this function is just experimental.

I suggest bezier splines with control points to use for QuadPaint. In your version I call them "physically based splines". There is nearly no control over them. But we mantioned this already in history. I just wanted to remind to not to forget the spline usability.

Thank you for the great work
Chris

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Hi Taros

I've added spline based deformation long ago too, I think I have made a video about that but cant find it in my blog, or I just tweeted it? anyway I may re upload it to my blog.

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QuadPaint control keys

safdgg

 

This is the current main hot keys and actions to control the strokes of QuadPaint, and by changing the boundary you can control the inner quadrangulation.

Right click a vertex allows to smooth and move the stroke.

Hovering a vertex and pressing DEL , remove the vertices.

Double Click a vertex, will pin it so you basically created a new edge freely to move.

Double Click a segment, between 2 vertices will insert a new point, provided that the radius is smaller than the segment, otherwise will capture the closest vertex an pin it.

Ctrl + Click a vertex will split the stroke into 2 strokes.

Pressing +(plus) over a stroke will increase vertices count by 2. (some manual smoothing will be required to make vertices more even, will improve soon)

Pressing – (minus) will decrease by 2

Overlapping 2 vertices will merge them on mouse release.

Overlapping segments will be intersected on mouse up.

The numerical hint tells the number of vertices between 2 pinned points (inclusive), updated at mouse up.

Moving a vertices very far, after release will insert new divisions, moving them too close will merge them to maintain an average distance.

Sometimes the preview snap to surface incorrectly, but the final result will be much better because more smoothing and post process is used at execution time.

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1 hour ago, ajz3d said:

Any update on the progress?

No. Afraid not. Raul is no longer working for Pilgway. I couldn't get the tools to work well enough to try and demonstrate, so they are pretty much undone/half-done beta tools. Maybe Andrew will be able to fix/refine them, at some point.

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