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    • victory_luode
      Hi everyone, I've made CoatLink, a small two-way model bridge between Blender and 3D-Coat. The focus is model exchange: sending geometry to 3D-Coat and bringing the result back into Blender, without rebuilding the rest of the scene. It has one CoatLink button in Blender's top bar and a native panel in 3D-Coat, with matching section names and Export / Import actions. Highlights - Export selected or visible Blender objects to 3D-Coat. - Receive returned geometry automatically, or import it manually. - Replace linked objects in place, or turn replacement off to receive separate objects. - Optionally send a model to the origin and restore its recorded position on return when replacement is enabled. - Voxel-remesh the exported copy without changing the original Blender mesh. - Export selected Sculpt Tree nodes from 3D-Coat; several selected nodes can be merged into one model by 3D-Coat. - Carry sculpt shader names and available preset values as Blender materials. This does not reproduce 3D-Coat's shader appearance.   Download Blender: download the CoatLink ZIP from the release page, use Edit > Preferences > Add-ons > Install from Disk, enable CoatLink, then press Detect in its menu. 3D-Coat: download the CoatLink .3dcpack from the release page, use Scripts > Install Extension, enable CoatLink under Windows > Panels > Extensions, and restart 3D-Coat. Open it through Scripts > CoatLink. For a Blender-to-Coat trip, export from the Blender menu, work in 3D-Coat, and return through File > Export To > CoatLinkBridge. Blender's Auto receive handles the return when enabled. Requirements Windows, Blender 4.2 or newer, and 3D-Coat 2025.12 or newer. No separate Python installation is needed for the extension. Current testing and limitations Automated tests cover Blender headless execution and a stand-in 3D-Coat host; they do not guarantee every real-host workflow. Selected-node placement, grouping and units need broader real-host testing. The repository's limitations page records the testing scope and known issues: https://github.com/VictoryLuode/Blender-CoatLink/blob/main/docs/limitations.md The voxel import request can arrive in surface mode on some builds. The panel provides Selected To Voxel as a conversion route. The export reduction percentage is not verified end to end. Paint-object export and texture matching are experimental and have not been verified with a real Paint Room export. CoatLink and the official Blender AppLink share the root import.txt job file. They can remain enabled, but do not send jobs from both at the same time. If you try it, please mention your Blender / 3D-Coat versions and what you exported when reporting an issue. Copy details in the CoatLink panel/menu provides diagnostics. I'd also be interested to hear whether the voxel import request works as expected in your 3D-Coat build. Repository and documentation https://github.com/VictoryLuode/Blender-CoatLink License: GPL-3.0-or-later. IMAGE NOTES — do not paste this section into the post Attach coatlink-social-1280x640.png at the top as the overview card. The included blender-menu.png and 3dcoat-panel.jpg are existing interface screenshots, not fresh captures. The Blender screenshot uses older Send / Pull labels; do not caption either as the current UI. Use them only as illustrative earlier screenshots, or omit until refreshed. QUICK REPLIES Q: Is this a replacement for the official AppLink? A: It's another model-focused route. Both share import.txt, so avoid simultaneous sends. I am not claiming full workflow equivalence. Q: What about textures? A: Paint-object export exists, but the real export names, UVs and texture matching are not yet verified. I would treat that path as experimental, not a reliable texture pipeline. Q: Does it work on Linux or macOS? A: This release is Windows-only. Other platforms have not been verified. Q: Do I need to install Python? A: No separate installation is needed; 3D-Coat supplies the Python used by its extension.  
    • webmaster
      New Pose Tool Features in 3DCoat – New Deformers & Object Snapping!#3DCoat #PoseTool #3DModelingView the full article
    • Carlosan
    • erisan
      Thanks, would you happen to have a bug tracking number, in order to know when this bug will (or already have been) fixed? 
    • Carlosan
      https://www.artstation.com/artwork/8vB5gG  
    • SERGYI
      Thanks for your detailed explanation and for providing the sample PSD files. They helped me investigate the problem. The issue was complex and involved four separate defects in 3DCoat's PSD-reading source code. The PSD files you provided exposed these defects. The problems affected both Windows and macOS versions of 3DCoat. Please see the attached screenshots showing your PSD files being read correctly in the fixed source code. The fix will be available in the next 3DCoat 2026.25 build for Windows and macOS.
    • jene
      I apologize for the late reply, but after changing to version 2026, it started working correctly. Thank you.  
    • MJonathan
      Unify the concept of different object types First of all, 3DCoat has many different types of objects, such as Paint Objects, Sculpt Objects, Meshes, etc. The problem is that these objects are not really compatible with each other, which can be very confusing for users. It also makes the interface feel like each Room is almost a completely different application, because each one has its own types of objects and its own rules. I think there should be a system where, from the user's perspective, there is only one type of 3D object or mesh. Internally, 3DCoat could convert that object into a Paint Object, Sculpt Object, Mesh, etc., depending on what it needs to do for a particular operation. This is similar to how many APIs work: an application may have different APIs or internal systems to communicate with different providers, but the user of the application only interacts with one interface. They don't need to know what is happening internally. I think 3DCoat should follow a similar principle: the user should simply work with a 3D object, while the application handles internally whatever representation it needs. Tools should be more consistent across Rooms Related to the previous point, there are currently many tools that appear in different Rooms, but they don't always work the same way or appear in the same place. Some tools are also duplicated across different menus, or there are different versions of the same function depending on which Room you are in. I think many tools should work consistently across all Rooms. Users shouldn't have to relearn where a tool is or how it works just because they switched to a different Room. Rooms should represent different work areas, but the basic interaction with objects and tools should remain consistent throughout the application. Reduce the amount of text inside the interface 3DCoat has text everywhere. Many times, when you select a tool, you get a paragraph explaining how it works and what it does. While this information can be useful, having it directly inside the interface makes everything feel much more complicated and visually cluttered. Tools should be visually simpler and primarily focus on the parameters that the user needs to modify. There could be a small help icon that briefly explains how the tool works, or links to the documentation for users who want to learn more. The interface shouldn't try to explain everything to the user directly. It should provide the information necessary to work, while more detailed explanations can live in the documentation or contextual help. Improve parameter organization and visual separation Another problem that is present in almost every tool and window is that the parameters are placed too close together, without enough spacing or clear visual grouping. This makes the interfaces difficult to read and visually very heavy. Parameters should be better grouped according to their purpose, using more spacing, sections, and a clearer visual hierarchy. It should be easy to quickly identify which parameters are related to each other and which ones are secondary or advanced options. Currently, many tools present a large number of controls together, which forces the user to read almost everything just to understand how the tool is organized. Consolidate panels instead of continuing to add more panels Finally, I feel that 3DCoat has a panel for almost everything. Instead of consolidating related functionality into a single panel, new panels and windows keep being added. This makes the interface harder to navigate and forces users to remember where everything is located. Many of these functions could be consolidated into fewer but better-organized panels, using tabs, categories, filters, collapsible sections, or search when necessary. I think it would be much better to have fewer panels with good internal organization than to have many small panels scattered throughout the interface.
    • Sal_GC
      I can confirm, yes, the tool did work at first but later it stopped adding the face with RMB.
    • Carlosan
      source... As part of the announcement of Google Labs launching Google Playground, a new site for creating and sharing games, Unity spark was revealed. Unity Spark is a new Unity game engine, clearly powered by Unity technology, aimed at making game creation as simple as possible. As it stands now, Unity Spark only creates games for Google Playground, but it is an independent tool and could author stand alone games in the future. It is also a separate product with a separate target audience than the full Unity game engine.   On the Unity blog Unity CEO Matt Bromberg described Spark accordingly:
    • webmaster
      Translation Symmetry: Create Seamless Tileable Textures in 3DCoat #Unity #TextureCreation#GameAssetsView the full article
    • L'Ancien Regime
      Claude replied with this and basically said it found this and two others similar to it in GitHub. ClickPick.py   It also said I'd used my limit and was cut off for the next 5.5 hours.
    • Carlosan
      https://cad2quads.xyz/  From CAD model to mesh: density control, rounded surfaces, holes, and working with the result in 3DCoat. Open a model, adjust the density and inspect the result in 3D. 
    • Sal_GC
      Perhaps this could be a more low-level aspect to the UI, but the tech being used to render the UI can use some revision. If you go full screen, data input popups just wont render. The color picker in the Node Room is not stable yet, even after tweaking the extensions panel setup. Also, even with the current AA implementation there are artifacts on certain textures (high frequency patterns like fine plaster, fine leather, etc.)when looked at a certain distance, this makes texturing certain fine details more complicated and cumbersome, one must be zooming in and out to avoid the artifacts.  Regarding other UI elements, 3DC has many many tools, and when we invoke the tool panel via SPACE we get all the tools of the room/selection. This can be good when you just begin with 3DC, later on one has very specific workflows so seeing all the tools there is not necessary. I make heavy use of keyboard shortcuts but there is always good use for the tool panel, so I would like to suggest custom tool panels, where the user can select a subset of tools it needs easily accessible. This would also help with visibility, as the screen would not be covered by the popup window in fullsize beacuse fewer rows of tools would be in it. Having a few for the user to build, and be able to cycle them with mousewheel could really be useful. Also, there could be 3DCoat presets, as to not overwhelm newer users. One could also switch between them with tabs.
    • webmaster
      3DCoat Tree Generator – Create & Customize Trees#3DCoat #TreeGenerator #3DModeling #GameDevView the full article
    • Mihu83
      Some issues with Curves tool - trying to rotate whole curve and as a result I'm getting some weird twists. Tested in 2026.19, so I don't know how does it look in 2026.24, but probably the same. It works perfectly fine in 2025.17.  
    • Mihu83
      Some issues with Curves tool - trying to rotate whole curve and as a result I'm getting some weird twists. Tested in 2026.19, so I don't know how does it look in 2026.24, but probably the same. It works perfectly fine in 2025.17.  
    • webmaster
      3DCoat Tree Generator – Create & Customize Trees#3DCoat #3DModeling #ProceduralModelingView the full article
    • Carlosan
      Bundled 10 hdri environments for quick use in 3D-Coat software. Simply download, unzip and install as extension.
    • erisan
      Plz make the UI elements respond to touch gestures, so that we are able to smoothly scroll inside the panels/menus, with fingers.
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