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problem creating morphs in sculpt room as in connectivity tutorial?


3dCoatWannabe
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I've been trying to follow the 3D-Coat to Lightwave tutorial

Instead of coming from Lightwave originally, I created a cube in 3D Coat, auto-retopologized using the 'AUTOPO for Per Pixel'. I accepted all the defaults, so I ended up with a UV map ... ready to paint or sculpt.

From the sculpt room, I locked the object, created a new layer and tried to use the Move tool.

Nothing happened.

I unlocked the object, and then I could use the move tool, but ... the object was affected, NOT just the layer?

I show the last steps here:

I'm using V35-17A-CUDA64.

What obvious, stupid thing am I doing wrong?

Thanks!

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2 quick things. One, you only need to lock objects that you do NOT want to be affected/modified, such as the eyeballs, when creating morph targets (you want the eyeballs visible so you can shape the head mesh around it, but you do not want it to be modified.

Second thing is, at the 3:30 point in that video, Javis mentions that (for some odd reason...maybe Andrew can explain why) you need to have the layer selected in the Sculpt Room and then temporarily switch to the Paint Room for the change to get applied. It makes no sense, but that's just one of those intricacies in 3D Coat, that needs to be addressed sooner or later.

As for sculpting morphs in the Sculpt Room....don't let the handful of buttons fool you. There is a whole set of tools just within the SELECT/MOVE tool alone (in the Tool Options Panel), and the Drag Points tool looks more powerful than it first appears. Problem is, there aren't too many tutorials on these, if any, because they were developed early on, well before Voxels, and that was when tutorials were very scarce for 3DC.

Most users have overlooked the Sculpt Room and thus aren't even aware of what it can do. With the SELECT/MOVE tool, you have gradient/soft selection capability to which you can initially set a range (much like using the Line or Sphere selection mode in the POSE tool in the Voxel Room), and then choose Select with Pen and clean up the areas you don't want affected. Then Choose the Transform mode you want (MOVE/ROTATE/SCALE). Andrew needs to add the ability to move the pivot point of the Gizmo, like you can the Transform Gizmo in the Voxel Room. These tools should all be standardized, so it is more intuitive and users don't have to keep pestering Andrew to put missing components in their rightful place.

All Selections/Transform Gizmos should have the ability to not only adjust the pivot point before making the transform, but also to select common items like "Center to Object" (Center Mass), and WORLD or LOCAL orientation. These are elementary functions for operations using transform gizmos.

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thanks for the great advice on fully using the power of the Sculpt room!

However, even if I make my move change in sculpt, and then immediately go to the paint room, changing visibility or deleting the layer has no effect.

Going to the paint room didn't 'apply' the changes to the layer.

The changes have been made to the model.

Thanks!

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thanks for the great advice on fully using the power of the Sculpt room!

However, even if I make my move change in sculpt, and then immediately go to the paint room, changing visibility or deleting the layer has no effect.

Going to the paint room didn't 'apply' the changes to the layer.

The changes have been made to the model.

Thanks!

That sucks. Try it again with just the head of the character (Mr. Fudd), and see if it doesn't work. If it's still not working right, send the file and screen to Andrew (support@3dcoat-com). I looks like it may be a bug that no one has discovered yet.
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I just tried dragging Elmer_Fudd_008PPP.3b to 3.5.17A (both DX and GL), told it to open a new scene and each time it crashed.

I'd opened it with the previous version. Can you open that file on your box?

I'll report the sculpt issue as a bug, as it should sculpt on the box.

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Probably the problem is that you are using per pixel painting. In ppp layer can't contain sculpting info.

All this will work correctly with microvertex painting, I checked.

As I said in my first post: "What obvious, stupid thing am I doing wrong?"

Thanks!

BTW - some tutorials where it just goes from 3D Coat to Lightwave would be appreciated, as I think most of my workflow will be like that. Would be great if the Lightwave appLink could bring in a 3D Coat file when the workflow was started from 3D Coat.

And I'd really like to see a two way street with the Mudbox applink - which couldn't help but increase sales with Mudbox users!

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Probably the problem is that you are using per pixel painting. In ppp layer can't contain sculpting info.

All this will work correctly with microvertex painting, I checked.

I created morphs for a microvertex head. I had previously been trying to use PPP.

I now see the morph in 3D Coat and can make it disappear by clicking on the visibility icon (which doesnt' work in PPP, but only with MV).

I made the morph layer 'horns' invisible (as shown in the tutorial), exported the morphs in a Lightwave LWO, but they don't show up in Lightwave like the connectivity tutorial?

I show my steps in this 1920 x 1080 video:

What am I doing wrong? The instructions seem very simple.

Thanks!

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