For anyone else looking for this, the "Auto Pick" checkbox in the top-center of the viewport, to the right of the File, Edit, View, Etc... menus (3DC 2025).
Hi
It is not happening form my side
Check this: press RMB over the object layer and select "To Global Space"
Hope this help
//edit
For got to said... 3DC don't create the circle shape from center but scaled from side, it is very inconvenient.
I'm in the process of relearning 3D Coat and it's new functionality.
Select path is a problem for me; If I try to make a closed loop on a surface like the cube in the video it refuses to close no matter what I do. Go to the video at 3:24 or so...that's where the difficulties begin for me.
Secondly once I've made a Select Path and used that for some transformation I can't delete all that path's artifacts no matter what I try (and Grok has made a lot of suggestions which don't work at all). Is this a bug or am I just badword?
Thirdly, Select Path doesn't have a popup tool box that doesn't appear when you select it so there's no convenient clear old path button in that.
Thanks.
Question: Why can't I Live Smooth single sided geo, but can Smooth(CC) it? Should this not theoretically be the same?
https://www.dropbox.com/scl/fi/e5w5mzvstybp1v65o6i1u/2025-09-05-15-31-45.mp4?rlkey=7ap42ral2hpfgm0b8jr0nit6p&dl=0
And to ask again: Is there there no "dynamic thickness"? Like solidify?
Also @SreckoM: Awesome! Creasing works. thx!
This pack is for those who want to amplify features VERY quickly via clickdragging.
Download: 3DCoat Sami's Amplifiers.3dcpack
Funny preview:
OBS: This is mainly for demonstration, since i did not make very beautiful and fully fledged polished VDMS, rather just something simple but potentially useful, what is also useful is a tutorial I have on how I managed to do this, since 3DCoat's VDM capture system is unreliable: How to use Zbrush VDMs in 3DCoat (and why it is useful)
Also, the optimal brush for this is the default surface extrude, and the main purpose for an amplifier brush is to use it on top of some scales and gradually increase size/intensity like this:
Also, looking forwards to see if anyone could do anything interesting with these, you can post results on this thread if you wish
Hi, I have some questions about python scripting in the uv room (although C++ is fine too).
1. I'd like to precisely scale the islands and the UI gizmo only appears to support mouse input which is too inexact for my needs. How can i get the selected UV islands via API? the uv_rotation sample shows how to get ALL islands by count but not by selected islands. There is a function called coat.uv.selectedToMesh which is probably more efficient than the sample (since the mesh is backed by a c++ object) but i don't see how to get any transformed results BACK to the selected UV islands. I don't see any "ID" (such as objectID) that one could use to take the transforms and insert them back similar to coat.uv.meshToIsland ().
2. I'd also like to use the coat.uv.toUvSet function which appears to work fine EXCEPT that it does not remove the UV islands from the source material. Is there a way to delete from the source material after i've called coat.uv.toUvSet ()? ex. coat.uv.deleteIsland ()
3. Finally, there appears to be a bug (3dcoat 2025.10) with coat.uv.uvSetsCount () which appears to be returning a stale value. Say i have 3 materials and add a new blank one. Initially uvSetSCount() is returning 3 unless i save my 3dc file and reload it. After reload the API correctly reports 4. i.e. coat.uv.uvSetCount () == 4.
Thanks for 3dcoat - it's amazing.