https://3dcoat.com/wiki/api.php?action=feedcontributions&user=Daniel&feedformat=atom3D-Coat Wiki - User contributions [en]2024-03-28T21:23:30ZUser contributionsMediaWiki 1.27.0https://3dcoat.com/wiki/index.php?title=2.5_Masks_Tab&diff=16872.5 Masks Tab2010-10-13T10:26:37Z<p>Daniel: </p>
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Masks are used as a way to specify an area for sculpting or texture<br />
painting for pen depth and transparency. The basic principle of a<br />
stencil is the idea here. The mask and materials could be moved<br />
and rotated independently using new navigation controls. Masks<br />
and materials could be rotated discretely on 45 degrees using<br />
'''SHIFT.'''<br />
<p>Pay attention, if you choose to display mask/material in at<br />
least one of the channels (depths and/or, colors and/or specular,<br />
see more detail about them below) a new panel shows up on top.<br />
Using this panel you can manage the Masks/material preview<br />
parameters:</p><br />
<p>'''Hide/Show/Auto.''' Hide/show/auto-hide full-screen view of texture.<br />
You can switch regimes with the hot key “H”. Unlock/<br />
Lock. Allows to scale and texture automatically while scaling<br />
and moving the model.</p><br />
<p>'''Flip X.''' Flip X. Reflect texture mirror-like across.</p><br />
<p>'''Flip Y.''' Reflect texture mirror-like along vertical axes.</p><br />
<p>'''Mapping Method.'''</p><br />
<br />
<p>[[File:2.5.1.jpg]]<br /><br />
<br /><br />
'''Paint.''' This mode allows you to paint with your material or mask.</p><br />
<p>'''Distort Image.''' In this mode<br />
you can distort your mask<br />
or material directly with<br />
your brush. You can get<br />
some very unique texture<br />
work done with this feature.<br />
It is great to use when you<br />
have an image that doesn’t<br />
match the mesh exactly.</p><br />
<p>[[File:2.5.2.jpg]]</p><br />
<p>Then you can use this tool,<br />
to shape it to match the<br />
mesh more precisely so that you can then paint with a material<br />
or mask. As you can see in the image, the jaw line, nose<br />
and silhouette of the head has been shaped with the distort<br />
image feature.</p><br />
<p>'''Reset.''' Place texture in initial position.</p><br />
<p>'''Clear/Save/Load Distortion.''' With these options you to clear,<br />
save and load your distortions. Each one is self explanatory.</p><br />
<p>'''Mapping Method.''' There are two methods with which you can<br />
use here. “From Camera” and “Cube Mapping”.</p><br />
<p>[[File:2.5.3.jpg]]</p> <br />
<p>From Camera<br />
allows you to project the<br />
method through the viewport.<br />
If the “cube mapping”<br />
application type is selected,<br />
the material preview will<br />
be displayed on pen only,<br />
as opposed to full screen<br />
(when “From camera” is selected). To the right there is a slider responsible for transparency<br />
when viewing the Masks/material.</p><br />
<p>'''Opacity of preview.''' Percentile based opacity controls.<br />
Adding a new mask or material is done exactly as you do with<br />
Pens and Strips.</p><br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.4_Object_Tools&diff=16247.4 Object Tools2010-02-23T08:44:18Z<p>Daniel: </p>
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'''Logo.''' The logo tool allows you to import any black and white picture and convert it to voxels. You can convert images that are .bmp, .tga, .jpeg and .png formats. Click on the Logo tool and select image. As you import it, it will bring you in with then default to the merge tool, so you can use the standard merge gizmo here.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Logo.mp4 Logo tool demo video]<br /><br />
<br /><br />
[[File:7.4.3.jpg|right]] '''Cut&Clone.''' The Cut&Clone tool will let you do just that, you can cut and clone the volume of a voxel object based on the type of brush parameters, and defaults to the drag rectangle pen mode. It will copy the whole volume of the object underneath. You can also adjust your border parameters with three different types: Round, Plane & Sharp.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-CutNClone.mp4 Cut&Clone tool demo video]<br /><br />
<br /><br />
'''Split.''' The split tool is very similar to the “Cut&Clone tool”. It also has the exact same border settings. The only difference is that when you use this tool it actually tears a chunk of the object that you are operating on and creates it’s own object layer in the VoxTree.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Split.mp4 Split tool demo video]<br /><br />
<br /><br />
'''Merge.''' Simply put this tool allows you to import polygonal meshes to convert to voxels. It has a much more advanced usage of course, as well. First let us go over some of the functions of this tool:<br /><br />
:'''''Select mesh.''''' Use this to select a mesh stored on your hard drive.<br /><br />
:'''''Pick from retopo.''''' If you have something retopologized in the Retopo tab, then you can use the mesh to merge to voxels.<br /><br />
:'''''On pen.''''' Will turn any merged mesh into a pen to sculpt with.<br /><br />
(Note: If you are using a high-res object and then click that, you’ll be painting high-res objects all over something, and that can cause a lot of lagging if it is very high-res.)<br /><br />
:'''''Subdivide.''''' Will of course subdivide your unmerged mesh.<br /><br />
:'''''Transform.''''' Will change to the transform gizmo, allowing you to transform the unmerged mesh.<br /><br />
:'''''Shift (X, Y & Z).''''' Shifts the unmerged mesh along the selected axis inside a bounding box in local space.<br /><br />
:'''''Presets.''''' This tool has a number of presets, you are encouraged to explore them.<br /><br />
Some of the more advanced functions of this tool are:<br /><br />
:'''''Merge separate volumes.''''' Merges each sub-object to it’s own unique layer in the VoxTree.<br /><br />
:[[File:7.4.4.jpg|right]] '''''Respect negative volumes.''''' This is a new function in v3.1. If an unmerged object has “_negative” somewhere in it’s name upon selecting the mesh, it will subtract this volume from before merging with other sub-objects. Generally you should know when you are going to use this feature, as the file must have “_negative” in it’s file name. It is great for creating greebles & nurnies. Let’s take a more detailed look at this feature in the usage of this feature, to create greebles & nurnies (Thanks to user Tinker for the description):<br /><br />
:: Greebles or nurnies can be created in any application for 3D modeling, usually with a series of arbitrary extrusions.<br /><br />
[[File:7.4.6.jpg|450px]]<br /><br />
<br />
Details with angled surface look better than with parallel to horizon. For easier placing of details on a model create a contour for the detail (that’s an object with a name “_negative” which excludes from the model automatically and leaves a slot for the detail.)<br /><br />
[[File:7.4.5.jpg|720px]]<br /><br />
<br />
It’s important to turn on ‘respect negative volume’ in the Merge Params tab to permit contour exclusion. Because of “negative volume” width is bigger than detail’s width we have an interesting effect:<br /><br />
[[File:7.4.7.jpg|720px]]<br /><br />
<br />
There is a joint between the body and the object. The detail looks as if it stands right on its place, and the body looks as if it has a special slot for the detail. Such joints look good with ambient occlusion. Above is an example of how would it look without that effect. Looks not so interesting, and also there is a problem that was caused by different curvatures of the body and the detail – the detail looks tumbled down (it wouldn’t happen with negative volume). Negative volume shouldn’t have the exact form as the body. You may change its form to get various effects. It’s time to detail the object. Load the greebles using Merge tool. Use ‘on pen’ mode. Use “9” and “0” keys to rotate the brush.<br /><br />
[[File:7.4.9.jpg|720px]]<br /><br />
<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Merge.mp4 Merge tool demo video]<br /><br />
<br /><br />
'''Sketch.''' This is a new tool in v3.1, and is a very important addition the the toolset. It allows for the creation of a volume object with 2 or 3 images. If you use 3 images of course the voxel object will be more detailed. You are strongly encouraged to try this new tool out, it is great for creating basic shapes of a more detailed objects very quickly. This tool has a few operations, all of which are very self explanatory. You are strongly encouraged to explore the options for this tool.<br /><br />
[[File:7.4.10.jpg|720px]]<br /><br />
[[File:7.4.12.jpg]] [[File:7.4.11.jpg]]<br /><br />
<br /><br />
'''Curves.''' One of the most powerful tools in the voxel arsenal, this allows you to place points of a space directly into your scene with the '''LMB'''. This tool also uses a gizmo for transformations. The arrows will translate, the boxes will scale or stretch, the inner white ring will translate on all axes, and lastly when using the function, “apply to whole curve” there will be another white ring which allows for viewport based rotations. This allows for quite a number of things, including pipes, chains, basic character or creature shapes and bodies, and so on.<br /><br />
There are now 4 modes in addition to the standard curves tools, they are:<br /><br />
'''''Extrude.''''' This tool allows for the extrusion of new hierarchies from an existing point of a curve. To use simply click and hold the '''LMB''', then drag in the desired direction you wish to create the extrusion. Holding '''SHIFT''' will default to the new Rotate mode. It can also be activated by hitting the “Q” key.<br /><br />
''''''Move.''''' By default this tool allows for the moving of points of a curve individually, holding the '''SHIFT''' key will move it’s child or parent hierarchy, depending on the direction of the manipulator arrow. It can also be activated by hitting the “W” key.<br /><br />
'''''Rotate.''''' This mode allows you to rotate the child or parent hierarchy of a point with viewport based rotations. It can also be activated by hitting the “R” key.<br /><br />
'''''Scale.''''' This mode allows you to scale the child or parent hierarchy of a point. It can also be activated by hitting the “E” key.<br /><br />
[[File:curvetools.jpg|720px]]<br />
[[File:archer-curves.jpg|720px]]<br /><br />
<br /><br />
::'''''NOTES:''''' Remember, you need to click the '''LMB''' to edit a point, '''ESC''' to stop editing a point. When using one of the four new edit modes, you do not need to have a point selected. Simply hold '''SHIFT''' (or have “Invert SHIFT action” turned on) and you’ll see green cones allowing you to edit the point and it’s hierarchy. Lastly, the affected direction of the hierarchy is the larger side of the green cone.<br /><br />
<br /><br />
These tools allow for quite a number of things, including pipes, chains, basic character or creature shapes and bodies, and so on.<br /><br />
Some of the parameters of this tool:<br /><br />
:'''''Fill Inside.''''' Fills the entire space between all points to create a solid volume object throughout the entire space.<br /><br />
:'''''Run brush along curve.''''' Is a tool all on it’s own, it allows for perfectly indented or protruded areas along the spline. It has a number of options which are all self explanatory. You are strongly encouraged to explore this setting for the curves tool.<br /><br />
:'''''Stick to ground.''''' When this option is turned on, it forces points of your curve to constrain to the surface of a volume object, with which you click on.<br /><br />
:'''''Jagged line.''''' By default the curves tool will create a smooth TCBspline. With this option turned on, you can create a linear spline, essentially creating “pointy” intersections.<br /><br />
:'''''Snap to symm plane.''''' This will force any newly created points to be created on the symmetry plane when you click on or near the plane.<br /><br />
:'''''Invert shift action.''''' This option exclusvely effects the four new curve modes. By default in any of these modes you must hold '''SHIFT''' to perform their alternate functions. This will invert this setting, so that by default you use the alternate functions, and the normal default methods require you to hold down '''SHIFT'''.<br /><br />
:'''''Extrude same radius.''''' With this option turned on, in the ''Extrude'' mode, it will create a new point which is the same size as the point that you extruded from. By Default a newly created point is the size of your pen cursor.<br /><br />
:'''''New curve.''''' Will add another curve to your scene, in addition to your existing curve(s).<br /><br />
:'''''Tube.''''' Resets the curve back to it’s default state.<br /><br />
:'''''Reset scale/angles.''''' These two tools will reset any scaling or rotations you have done to the selected curve.<br /><br />
:'''''Hardness.''''' To use this you must have a point on a curve selected, upon pressing this button It will cause the selected point to become very sharp and pointed.<br /><br />
:'''''Closed.''''' Allows you to close the spline curve between the first and last points on the spline. You can of course still add or remove points while using this function.<br /><br />
:'''''Del curve/point.''''' These two functions allow you to delete curves and points on a curve respectively. You can also hover over a point on a curve and hit the '''DELETE''' key.<br /><br />
:'''''Clear all.''''' This will clear all curves from the scene.<br /><br />
:'''''Save/Load.''''' You can now save and load entire sets of curves for use at a later time, or distribution to other users.<br /><br />
:'''''Profile.''''' This drop down list contains a number of profiles, each will change the over all shape of the spline curve.<br /><br />
:'''''Apply to whole curve.''''' With this turned on, any rotations, scaling or translation you do will apply to the whole curve centered from your current selected point on the spline. When using this function the gizmo for the point will change, adding a new large white circle around the rest of the gizmo. This new circle will allow for viewport based rotations.<br /><br />
:'''''Spline presets.''''' There are a number of other self explanatory settings for this tool. But one thing that stands out, and that you should definitely explore, are the spline presets. These allow for some very unique voxel sculpting techniques and styles. You are strongly encouraged to explore these and add more by using external files like .obj or .lwo formats.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Curves.mp4 Curves tool demo video]<br /><br />
<br /><br />
'''Snake.''' Clicking and dragging with the '''LMB''' with this tool creates a snake like shape in your viewport. It’s position is based on your first click and your viewport perspective. As with the curves tool, you can reset it back to it’s default with the “Tube” button, you can select a number of profiles and of course use spline presets. One unique parameter for this tool is called '''''“Smoothing speed”'''''. What this does, at higher values as you drag out, the snake will smooth along it’s entire lenght, causing it to move. At lower values it will move less, or not at all, causing no smoothing to occur. (Min/max values 1-5).<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Snake.mp4 Snake tool demo video]<br /><br />
<br /><br />
'''Spikes.''' This tool functions exactly as the snake tool, however it’s only difference is that it tapers on the end point of your stroke, causing a spike-like appearance.<br /><br />
[http://www.3d-coat.com/tutorials/from_javis/Voxel-Spikes.mp4 Spikes tool demo video]<br /><br />
<br /><br />
[[File:musclesonground.jpg|320px|right]]'''Muscles.''' This tool allows you to sculpt muscle & tendon looking shapes simply with a stroke of your stylus. You can achieve different looks by using this tool in different ways, for instance, if you sculpt with this tool outside of a volume, you can create objects that look to be wings very quickly.<br />
There are a number of settings of this tool:<br /><br />
:'''''Smoothing Speed.''''' This allows you to manually key or use the slider to adjust the rate at which your stroke is smoothed.<br /><br />
:'''''Stick to ground.''''' This option forces your stroke to append to the surface of the object instead of smoothing through it as it does when this option is turned off.<br /><br />
[[File:voxmuscles-insideout.jpg|720px]]<br />
[[File:musclesoffground.jpg|320px|right]]<br />
:'''''Muscle types.''''' You can select between two different muscle types and a tendon. In the image on the previous page, you can see from left to right: Tendon, Muscle 2 and then Muscle 1.<br /><br />
[[File:videoicon.png]] [http://www.pilgway.com/~javis2/3-1_Vids/Vox-Muscles.mp4 Muscles tool demo video]<br /><br />
<br /><br />
'''Toothpaste.''' This tool shares all of the options other then the muscle types with the muscles tool. It’s function is similar to it’s name, it is like applying toothpaste or tubes to a surface. A huge different and benefit to this tool, is that it respects pen alphas, so you can use it to create<br />
some rather unique looking rake brushes.<br /><br />
[[File:videoicon.png]] [http://www.pilgway.com/~javis2/3-1_Vids/Vox-Toothpaste.mp4 Toothpaste tool demo video]<br />
<br /><br />
'''Primitives.''' This is a pretty powerful tool for voxels. While it’s name is misleading in this regard, you should certainly explore each one of them thoroughly. They are: Sphere, Cube, Ellipse, Cylinder, Cone, Capsule, Tube, N-Gon and the Gear. A few of them are very similar such as the sphere and ellipse. The difference between is the ellipse has a different gizmo for adjustments. Another set are the cylinder and tube, the difference is the tube is hollowed out at its center. Each tool also have a set of parameters, ranging from adjusting scale, position (some have two positions: top & bottom), radius, and with the n-gon and gear primitives, you’ll have unique options like number of sides, inner radius or number of gears. These settings are of course self explanatory and you are strongly encouraged to explore these settings further.<br /><br />
There are now a new Free Form Primitives (ffPrimitives)! These robust and powerful primitives let you create very complex shapes with just a few easy tweaks of the vertices, edges or faces of the lattice cage.<br /><br />
[[File:ffprims.jpg]]<br /><br />
There are a number of preset ffPrimitives, and you can also create your own using .obj files – see more on that below. A few of the parameters for the new ffPrimitives are as follows:<br /><br />
:'''''Transform as whole.''''' Gives you the ability to translate, rotate and scale using the default transform tool.<br /><br />
:'''''Local Symmetry.''''' Enables local symmetry of the ffPrimitive, which gives you more creative freedom and control.<br /><br />
:'''''Misc. ResetPrim.''''' Lets you reset any changes you’ve made to the object.<br /><br />
:'''''EditPoints.''''' Allows numerical values for each visible point of the lattice cage. '''''Inner/Outer Radius & Thickness''''' are only applied to some of the ''ffPrimitives'', such as '''''ffDisc''''' and '''''ffTube''''', they allow for the radius of the inner section or outer section of the tube and the thickness of some of the primitives with keyable values. The dropdown list also has a few more options, usually different .obj files with different cages for similar shapes, such as '''''ffDisc'''''. When holding '''CTRL''' you can constrain the movement of your selection along its normal.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Primitives.mp4 Primitives tool demo video]<br /><br />
<br /><br />
'''Text.''' Allows you to place text along a spline curve, and create text in voxel form. It’s parameters are identical to that of the curves tool so you should already be familiar with it after reading that section above. It has a few unique features: You can select a font for your text, you can of course type in the text you would like to make volumetric, and you can adjust the thickness of this volumetric text.<br /><br />
[[File:7.4.15.jpg|720px]]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Text.mp4 Text tool demo video]<br /><br />
<br /><br />
'''Cloth.''' This tool is a cloth simulator which you can use to drape a polygon mesh over another object. There is a default “cloth” with which you can test, but you are not limited to this as you can also import an external polygonal mesh. The parameters for this tool are:<br /><br />
:'''''Select mesh.''''' This will prompt you with a file requester which allows you to select a file (.obj, .lwo, ,fbx, .stl, .ply, and .3b) on disk to use as the object to be draped.<br /><br />
:'''''Subdivide.''''' This will subdivide the object you have imported. It can be used before or after you run the simulation.<br /><br />
:'''''Start/Reset.''''' These two buttons will start and reset the simulation, respectively.<br /><br />
:'''''Pick from retopo.''''' If you have retopologized something and it is in the Retopo tab, then you can use this button to select that mesh as the object to drape.<br /><br />
:'''''To retopo.''''' By clicking this, the recently draped mesh will be sent to the Retopo tab for further retopologization.<br /><br />
:'''''Other.''''' You can set a number of other parameters, such as the ''graviy'', and the ''friction'' of the draped object on the object you are draping over, as well as set the cloth ''thickness''. For the thickness, the higher the value, the thicker the cloth.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Cloth.mp4 Cloth tool demo video]<br /><br />
<br /><br />
[[File:7.4.16.jpg|720px]] [[File:7.4.17.jpg|720px]]<br /><br />
[http://www.3d-coat.com/tutorial/voxel-video-manual/ Go to Voxels Video Manual]<br />
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{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.3_Adjustment_Tools&diff=16237.3 Adjustment Tools2010-02-23T08:43:32Z<p>Daniel: </p>
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<div>{{Languages}}<br />
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'''Pose tool.''' The pose tool is a great tool to quickly change the rotation, scale and translation of a selection. You can determine the selection by a number of ways. You can use a line, ring, sphere, and you can even paint on it with pen or by object. You can also check the Airbrush mode when using Select with pen to increase selection area smoothly. After selection is made a special gizmo will appear:<br /><br />
[[File:7.3.1.jpg|720px]]<br /><br />
It has three states: ''Rotate'', ''Scale'' and ''Translate''. You can switch modes by clicking on the long red rectangular bar at the base of the gizmo. In each state the gizmo has set of parameters in the Params window. Lastly, as with all tools in 3D-Coat, the pose tool respects symmetry, as well as all of it’s selection modes such as drag rectangle, lasso, etc..<br /><br />
[[File:transgizmo.jpg]]<br /><br />
Let’s take a look at some of the pose tool parameters:<br /><br />
:'''''Line.''''' This mode allows you to draw a line based gradient for use with the pose tool gizmo, starting with your intial click of the '''LMB''' and ending with the release of the '''LMB'''.<br /><br />
:'''''Ring.''''' This selects a ring based gradient, starting with the intial<br />
click of the '''LMB''' and ending with the release of the '''LMB'''.<br /><br />
:'''''Sphere.''''' This selects a spherical gradient, again starting with your intial click of the '''LMB''' and ending with the release of the '''LMB'''.<br /><br />
:'''''Select with pen.''''' Select with pen mode allows you to brush directly your selection. Your pen size directly affects the selection area. Furthermore you can also smooth your selected area by holding '''SHIFT+LMB'''. This is a great way to select things quickly if you just need tiny little details selected. This mode also has a special option, “Airbrush mode”. By using airbrush mode you can also smoothly select areas instead of having a hard edges selection. It makes for tidy deformations around the edes of your selection.<br /><br />
Special note for the Pose tool. This is worth mentioning twice, as it is very useful. With the Pose tool, you can also use almost any of the selection methods in the Pen mode bar. Such as<br />
drag rectangle, lasso, and so on. You can also subtract for your selection by using the tool normal, plus holding the '''CTRL''' key at the same time.<br /><br />
:'''''Object.''''' If you have multiple objects in your vox tree, this mode will come in quite handy. To use it, simply click on the object you want to deform using the pose tool and it will place the entire volume as your selection.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Pose.mp4 Pose tool demo video]<br /><br />
<br /><br />
'''Move.''' With the move tool you can literally move the surface area within your cursor. Press and drag '''LMB''' to move the surface within the cursor, relative to the screen view. Use '''CTRL''' to move surface along the normal. It also works with the alphas of a pen so then of course, different pens give different result.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Move.mp4 Move tool demo video]<br /><br />
<br /><br />
'''Hide.''' In v3.1 of 3D-Coat the hide tool has undergone a massive change. You can now hide on a per voxel basis. This allows you the sculpt with your brush the areas you wish to hide, while it also respects other selection methods as well, such as drag rectangle, drawn contours, etc.. This new method of hiding makes it much easier to create the quite essential hard edged surfaces for objects. This tool also has a few other functions you will find in the “Voxel” menu. They are:<br /><br />
:'''''Unhide all.''''' This unhides any hidden voxels.<br /><br />
:'''''Invert hidden.''''' Inverts hidden voxels.<br /><br />
:'''''Delete hidden part.''''' Deletes any voxels you have hidden.<br /><br />
:'''''Separate hidden part.''''' This will create a new layer in the vox tree and place the previously hidden voxels into the newly created layer.<br /><br />
[[File:voxnewhidetool.jpg|720px]]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Hide.mp4 Hide tool demo vido]<br /><br />
<br /><br />
'''Cell hide.''' This tool will hide “cells” of voxels based on your brush size. Unlike the other Hide tool, it does not allow for sculpting or seperating hidden parts to create seams and other objects.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Hide.mp4 Cell tool demo video]<br /><br />
<br /><br />
'''Copy.''' To use this tool you must have two layers in the vox tree. It is preferred if one of the layers is empty, but it doesn’t need to be. In your other layer there must be a portion of a volume object you wish to copy, with this layer visible and your empty layer your active you can brush along the surface of the background object. This will copy the brushed areas to the previously empty layer.<br /><br />
[[File:7.3.3.jpg|720px]]<br /><br />
It is a really quick way to create objects based on a characters surface topology, such as body armor, clothing, etc..<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Copy.mp4 Copy tool demo video]<br /><br />
<br /><br />
'''Transform.''' This is tool allows you to rotate, scale and transform your currently selected layer. By grabbing one of the gizmo handles, you can constrain to whatever axis you clicked on,<br />
you can also perform a screen based rotation using the large outer circle. A few of the other options for this tool are:<br /><br />
:'''''Move only gizmo.''''' Allows for adjustments to be made exclusively to the gizmo. This helps when you need to place the gizmo in another location.<br /><br />
:'''''Leave rotated axis.''''' This is self explanatory. It is great for when you need to rotate an object multiple times while retaining it’s previous rotations.<br /><br />
:'''''Position & Axes (1,2 & 3).''''' These parameters allow you to manually key in position and rotational coordinates.<br /><br />
:'''''Scale (X, Y & Z).''''' These parameters allow you the manually key in scalar modulations.<br /><br />
:'''''Reset axis/space.''''' These two functions allow for the resetting of the axis and an objects local space, respectively.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Transform.mp4 Transform tool demo video]<br /><br />
<br /><br />
'''Wrap.''' New in v3.1, you’ll find this tool is quite versatile! It allows you to twist and bend the currently selected object layer in the VoxTree. One thing to note here, and this is VERY important: Each function of each of the WrapType’s will alter any of the other types end functions. So you are strongly encouraged to test this tool out, to find out what works for you. That said, the following descriptions are based on the use of a default sphere.<br /><br />
[[File:7.3.4.jpg|720px]]<br /><br />
[[File:7.3.5.jpg|720px]]<br />
Let’s take a look:<br /><br />
:'''WrapType.''' Drop down list with two methods: '''''Bend''''' and '''''Twist.''''' Each are very different from one another. Bend will literally bend or wrap the current layer around the base of the gizmo. Twist will rotate the current layer on it’s pole. Each of the following functions are for the Bend type:<br /><br />
:'''''-Segments count.''''' This will increase the amount of segments.<br /><br />
:'''''-Start/Final angle.''''' You can adjust the begining and end of the wrap with this.<br /><br />
:'''''-FowardStep.''''' This will create a “spiral staircase” look, it will literally spiral the object upward.<br /><br />
:'''''-Overlap.''''' The effects will vary depending on the object. Essentially this tapers each segment where they meet each other.<br /><br />
The following functions are for the Twist type:<br /><br />
:'''''-Segments count.''''' This will increase the amount of segments.<br /><br />
:'''''-Twist angle.''''' This will twist the current object around the gizmo.<br /><br />
:'''''-Overlap.''''' This will taper each segment where they meet each other, simultaneously increasing/decreasing the space between each spiral.<br /><br />
[[File:videoicon.png]] [http://www.pilgway.com/~javis2/3-1_Vids/Vox-Wrap.mp4 Wrap tool demo video]<br /><br />
<br /><br />
[[File:7.4.1.jpg|350px|right]] '''Axial symmetry.''' The axial tool lets you clone the active layer from the Vox tree with axial symmetry. You can set the number of copies in the Params tab. The gizmo operates just like all the other gizmos, so you shouldn’t be any stranger to it. Move the translate handler (octahedron-like) to get an idea of similar things you can do with it. You are strongly encouraged to explore this tools possibilities.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Axial.mp4 Axial symmetry tool demo video]<br /><br />
<br /><br />
'''Barelief.''' This new tool "looks" at the existing volume of an object, and extrudes to create new volume based on the position of the gizmo. The area at the base (sphere) of the gizmo from the tip is the area that will be affected. It is great for creating coins and jewelry.<br /><br />
[[File:barelief.jpg|720px]]<br /><br />
[http://www.3d-coat.com/tutorial/voxel-video-manual/ Go to Voxels Video Manual]<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.2_Volume_Sculpting_Tools&diff=16227.2 Volume Sculpting Tools2010-02-23T08:43:03Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
[[File:voxel_tools.jpg|left]] When you’re in Voxel Mode there is a robust set of tools that you can use for sculpting and to perform different operations. They are located on the left-side tool panel. You can always call the tools panel by pressing SPACE anywhere on the screen. As with any other panel, you can pin it for your convience.<br /><br />
You may watch a short video with general information about working in Voxels room:<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-General01.mp4 General info 1]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-General02.mp4 General info 2]<br />
<br /><br />
<br /><br />
[[File:7.2.1.jpg|right]] '''Increase''' tool is the first in the list of tool. It increases or decreases the surface beneath the cursor. None of the pens having effect on it - just the brush size and the intensity. Press '''LMB''' and move the mouse to increase. '''CTRL+LMB''' to decrease. On the top panel '''''Growth power''''' controls the intensity of the increasing and then '''''Thaw power''''' will control the intensity of the decreasing.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Increase.mp4 Increase tool demo video]<br /><br />
<br /><br />
'''Fill.''' The Fill tool will fill any cavities that you apply the brush to. It’s useful when you just want to make cavities ‘not so deep’ and not quite level with the rest of the surface. It sometimes requires very high intensity settings to fill areas.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Fill.mp4 Fill tool demo video]<br /><br />
<br /><br />
'''Clay.''' The clay tool will allow you to place strokes quickly onto your voxel sculpt. The difference with this tool and the carve brush, is that it will also simultaneously smooth the surface after you’ve brushed it.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Clay.mp4 Clay tool demo video]<br /><br />
<br /><br />
'''Carve.''' The carve tool will allow you to place higher peaks and deep gauges quickly on your mesh withno smoothing applied to it.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Carve.mp4 Carve tool demo video]<br /><br />
<br /><br />
'''Airbrush.''' The airbrush tool is great for placing horns or anything else like that very quickly. The difference between the airbrush tool and the increase or clay tool is that it constantly grows underneath your brush as you press the lm b regardless of forward movement.<br />
[[File:7.2.3.jpg|680px|none]]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Airbrush.mp4 Airbrush tool demo video]<br /><br />
<br /><br />
'''Build.''' The Build tool is similar to the increase and airbrush tool. The difference between the airbrush tool is that airbrush will continue to build while holding down your cursor. Build doesn’t do that. You have to move it, similar to the increase brush. However, the difference between increase brush and the build tool is that you can use alpha pens with it, and the build tool doesn’t also smooth like the increase brush.<br /><br />
[http://www.3d-coat.com/tutorials/from_javis/Voxel-Build.mp4 Build tool demo video]<br /><br />
<br /><br />
'''Extrude.''' The Extrude tool is very similar to the carve tool. The difference is that the operation is also smoothed quite a lot.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Extrude.mp4 Extrude tool demo video]<br /><br />
<br /><br />
'''Sphere.''' The sphere tool is a very quick way to create bubbles, bodies and so on. The size of the sphere is dependent on the size of the brush. You can also make it (click on the icon near the“Sphere extrusion” slider) dependent on the pressure. The maximum size will be the maximum size of the brush in that case. With the sphere tool you can create separate spheres and long cylinders rounded on the ends.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Sphere.mp4 Sphere tool demo video]<br /><br />
<br /><br />
'''2D-Paint.''' The 2D-Paint tool paints on two axis that you specify by right-clicking somewhere. Notice first, that as you rotate the view and move the brush, it’s moving along the two axis of which they are apparently specified. Now when you<br />
change it, it will always face the camera. Pick any pen you like and try to draw. Note that this tool also has an important option on the top tool bar: '''''Double sided.''''' With this option checked you can paint double sided strokes.<br /><br />
[[File:7.2.4.jpg|725px]] <br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-2DPaint.mp4 2D Paint tool demo video]<br /><br />
<br /><br />
'''Planar.''' The Planar tool acts as a wood plane does. It will scrape the volume from set set position & normal of the brush cursor. You can set the brush cursors position/normal by clicking and holding the rm b and then dragging along the surface of a voxel object. There are five modes with which you can decide the position of the brush:<br /><br />
:[[File:planar_options.jpg|right]]'''''Pick point & forward direction.''''' This will place the cursor at the last location you used the rm b, facing toward the camera.<br /><br />
:'''''Pick point only.''''' This will place the cursor at the last location you used the '''RMB''' only. It’s direction is selected based on the settings in the parameters tab.<br /><br />
:'''''Pick point & direction.''''' This will place the cursor at the last location you used the '''RMB''', it’s direction will be based on the average normals of the voxels that your brush covers.<br /><br />
:'''''Pick point & direction (local).''''' This will place the cursor at the last location you used the '''RMB''', it’s direction will be based on the single normal of the voxel your brush is dead center on.<br /><br />
:'''''Navigate.''''' This will allow you to simply navigate the viewport, this can also be done while holding '''ALT'''.<br /><br />
[[File:planartool.jpg|725px]]<br /><br />
[[File:videoicon.png]] [http://www.pilgway.com/~javis2/3-1_Vids/Vox-Planar.mp4 Planar tool demo video]<br /><br />
<br /><br />
[[File:7.2.5.jpg|right]] '''Scrape.''' The scrape tool is not affected by pens, just the size of the brush and the intensity. It’s very similar to the flatten tool. It flattens the surface beneath the brush.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Scrape.mp4 Scrape tool demo video]<br /><br />
<br /><br />
'''Vox pinch.''' This is very great for making very nice tight edges, cavities and peaks. You can better see that on the pictures below.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-VoxPinch.mp4 VoxPinch tool demo video]<br /><br />
<br /><br />
'''Vox follow.''' This tool drags the surface topology along with the brush. It’s great for producing wrinkles and so on the character or a creature or for making cloth.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-VoxFollow.mp4 Vox Follow tool demo video]<br /><br />
[[File:7.2.6.jpg]]<br /><br />
[http://www.3d-coat.com/tutorial/voxel-video-manual/ Go to Voxels Video Manual]<br />
<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.5_Surface_Mode_%26_Tools&diff=16217.5 Surface Mode & Tools2010-02-23T08:42:17Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
[[File:7.5.1.jpg|right]] In version 3.2 of 3D-Coat the surface tools have undergone some major changes. Most noteably there are new tools and speed improvements. To change to surface mode, you must click on the Cube icon in the VoxTree for the Layer you would<br />
like to edit in surface mode, you will then see a Wavy line icon which represents surface<br />
mode. Surface mode is much faster for sculpting than the regular volume mode. Only the surface mode tools will be available while editing in this mode, plus with the Pose,<br />
Move and Transform tools. Some of the surface tools have counter-parts from the volume sculpting tools. There are a number of unique tools in this mode as well, which we shall discuss below:<br /><br />
<br />
'''Draw.''' The draw tool is great for sculpting horns, or anything else like that very quickly. It is very much like the airbrush tool, however it only operates on the surface of a volumetric object.<br /><br />
'''Pinch.''' This is very great for making very nice tight edges, cavities and peaks. You can better see that on the pictures below. It is indentical to the Vox Pinch tool, however it only operations on the surface of a volumentric object.<br /><br />
'''Shift.''' This tool drags the surface topology along with the brush. It’s great for producing wrinkles and so on the character or a creature or for making cloth. It is indentical to the Vox Follow tool, however it only operations on the surface of a volumentric object.<br /><br />
[[File:flatten.jpg|right|120px]]'''Flatten.''' This tool has been improved in version 3.2, and now allows for a more predictable behavior. It flattens the area underneath your brush, based on brush size and intensity.<br /><br />
[[File:voxchisel.jpg|right|120px]]'''Chisel.''' This tool is new in 3.2. As you stroke along the object with your brush<br />
it will “chisel” away at the surface.<br /><br />
'''SfClay.''' Surface clay lets you quickly place strokes onto your voxel sculpt. The difference between this tool and the Carve brush is that it will also simultaneously smooth the surface after you’ve brushed it. It is indentical to the volume Clay tool, but<br />
it only operates on the surface of a volumetric object.<br /><br />
'''SfFill.''' Surface Fill is a great way to fill in small holes and gaps in your objects. The higher the intensity, the more it will quickly fill the area under your brush.<br /><br />
[[File:extrdirset.jpg|right|250px]][[File:sffreeze.jpg|right|250px]]'''''Extrude Direction Settings.''''' A few of the new tools in version 3.2 have this option. It allows for user definable extrusions. The extrusion methods are: ''Average normal, View direction, Along axis (X, Y or Z), Vertex normal & Initial vertex normal''.<br />
This setting is unique to the following three tools:<br /><br />
'''SfExtrude.''' Extrudes along the surface under your brush, based on your pen Size, Depth and Extrude direction settings.<br /><br />
'''Gum.''' The gum tool is really great for getting nice details on a mesh, it is unique to the surface tool set. It’s the fastest way to make skin, pores and wrinkles. The higher resolution the better will details look. This tool is commonly used to sculpt minute details onto an object.<br /><br />
'''Absolute.''' Extrudes the surface based on your pen ''Size, Depth'' and ''Extrude direction'' settings, while also maintaining the underlying surface details and topology.<br /><br />
'''SfFreeze.''' This tool, which is new in version 3.2, is a very important addition to the toolset in 3D-Coat! It lets you mask with your brush, a mask which you can then use with any of the surface sculpting tools. It’s simple to use and powerful. You can also use common shortcuts: '''CTRL+SHIFT+I''' inverts your selection, '''CTRL+D''' deselects.<br /><br />
[[File:rapid.jpg|right|120px]] '''Rapid.''' The rapid tool’s name is pretty descriptive, it’s one of the quickest tools in 3D-Coat to sculpt in general shapes. This tool is almost the opposite of the gum tool in this regard, it doesn’t respect pen alphas, only brush size and intensity. Another great thing about the rapid tool, is that if you have two voxel object layers in the viewport that are overlapping eachother in space, it will try its best to compensate by building up the area between the two.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-AllSurfaceTools.mp4 All Surfase tools demo video]<br /><br />
[http://www.3d-coat.com/tutorial/voxel-video-manual/ Go to Voxels Video Manual]<br />
<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.5_Surface_Mode_%26_Tools&diff=16207.5 Surface Mode & Tools2010-02-23T08:34:03Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
[[File:7.5.1.jpg|right]] In version 3.2 of 3D-Coat the surface tools have undergone some major changes. Most noteably there are new tools and speed improvements. To change to surface mode, you must click on the Cube icon in the VoxTree for the Layer you would<br />
like to edit in surface mode, you will then see a Wavy line icon which represents surface<br />
mode. Surface mode is much faster for sculpting than the regular volume mode. Only the surface mode tools will be available while editing in this mode, plus with the Pose,<br />
Move and Transform tools. Some of the surface tools have counter-parts from the volume sculpting tools. There are a number of unique tools in this mode as well, which we shall discuss below:<br /><br />
<br />
'''Draw.''' The draw tool is great for sculpting horns, or anything else like that very quickly. It is very much like the airbrush tool, however it only operates on the surface of a volumetric object.<br /><br />
'''Pinch.''' This is very great for making very nice tight edges, cavities and peaks. You can better see that on the pictures below. It is indentical to the Vox Pinch tool, however it only operations on the surface of a volumentric object.<br /><br />
'''Shift.''' This tool drags the surface topology along with the brush. It’s great for producing wrinkles and so on the character or a creature or for making cloth. It is indentical to the Vox Follow tool, however it only operations on the surface of a volumentric object.<br /><br />
[[File:flatten.jpg|right|120px]]'''Flatten.''' This tool has been improved in version 3.2, and now allows for a more predictable behavior. It flattens the area underneath your brush, based on brush size and intensity.<br /><br />
[[File:voxchisel.jpg|right|120px]]'''Chisel.''' This tool is new in 3.2. As you stroke along the object with your brush<br />
it will “chisel” away at the surface.<br /><br />
'''SfClay.''' Surface clay lets you quickly place strokes onto your voxel sculpt. The difference between this tool and the Carve brush is that it will also simultaneously smooth the surface after you’ve brushed it. It is indentical to the volume Clay tool, but<br />
it only operates on the surface of a volumetric object.<br /><br />
'''SfFill.''' Surface Fill is a great way to fill in small holes and gaps in your objects. The higher the intensity, the more it will quickly fill the area under your brush.<br /><br />
[[File:extrdirset.jpg|right|250px]][[File:sffreeze.jpg|right|250px]]'''''Extrude Direction Settings.''''' A few of the new tools in version 3.2 have this option. It allows for user definable extrusions. The extrusion methods are: ''Average normal, View direction, Along axis (X, Y or Z), Vertex normal & Initial vertex normal''.<br />
This setting is unique to the following three tools:<br /><br />
'''SfExtrude.''' Extrudes along the surface under your brush, based on your pen Size, Depth and Extrude direction settings.<br /><br />
'''Gum.''' The gum tool is really great for getting nice details on a mesh, it is unique to the surface tool set. It’s the fastest way to make skin, pores and wrinkles. The higher resolution the better will details look. This tool is commonly used to sculpt minute details onto an object.<br /><br />
'''Absolute.''' Extrudes the surface based on your pen ''Size, Depth'' and ''Extrude direction'' settings, while also maintaining the underlying surface details and topology.<br /><br />
'''SfFreeze.''' This tool, which is new in version 3.2, is a very important addition to the toolset in 3D-Coat! It lets you mask with your brush, a mask which you can then use with any of the surface sculpting tools. It’s simple to use and powerful. You can also use common shortcuts: '''CTRL+SHIFT+I''' inverts your selection, '''CTRL+D''' deselects.<br /><br />
[[File:rapid.jpg|right|120px]] '''Rapid.''' The rapid tool’s name is pretty descriptive, it’s one of the quickest tools in 3D-Coat to sculpt in general shapes. This tool is almost the opposite of the gum tool in this regard, it doesn’t respect pen alphas, only brush size and intensity. Another great thing about the rapid tool, is that if you have two voxel object layers in the viewport that are overlapping eachother in space, it will try its best to compensate by building up the area between the two.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-AllSurfaceTools.mp4 All Surfase tools demo video]<br /><br />
[[http://www.3d-coat.com/tutorial/voxel-video-manual/ Go to Voxels Video Manual]]<br />
<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=5.5_Retopology_Groups_(Layers)&diff=16195.5 Retopology Groups (Layers)2010-02-05T09:09:35Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
[[File:5.5.1.jpg|right]] New in 3D-Coat v3.1, you will find a layer system for retopologizing meshes. This allows for greater ease to retopologize your meshes with problem areas and the ability to have multiple retopology version of the same object. Much like all the other layer tabs in 3D-Coat, they function as you would find in Photoshop. You can click and drag layers to restructure them. You can drag them to the trash if you no longer need one. Each layer has a visibility icon. And so on.<br /><br />
Let’s take a look at the “Retopo Layer” tab now.<br /><br />
<br /><br />
-'''''Layers.''''' As you can see in the screenshot, you can now have more then one layer to retopologize if you wish. They can be reordered by drag and drop, they can also dragged to the trash if you no longer need one. Double clicking a layer will allow you to rename it.<br /><br />
-'''''Visibility.''''' Each layer has it’s own visibility icon, allowing you to<br />
toggle them on or off.<br /><br />
<br /><br />
There are icons along the bottom of the tab as well, from left to right they are:<br /><br />
[[File:5.5.2.jpg]]<br /><br />
'''New layer.'''<br /><br />
'''Trash can.'''<br /><br />
'''Subdivide.''' Allows to subdivide the whole selected layer.<br /><br />
'''Symmetry copy.''' Copies an entire layer symmetrically. Symmetry must be active for this to work.<br /><br />
'''Select all faces.''' Selects all polygon faces of the current layer.<br /><br />
'''Move selected faces to current layer.'''<br /><br />
'''Delete layer.''' This will delete your current active layer.<br /><br />
[[File:5.5.3.jpg|720px]]<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=5.5_Retopology_Groups_(Layers)&diff=16185.5 Retopology Groups (Layers)2010-02-05T09:09:10Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
[[File:5.5.1.jpg|right]] New in 3D-Coat v3.1, you will find a layer system for retopologizing meshes. This allows for greater ease to retopologize your meshes with problem areas and the ability to have multiple retopology version of the same object. Much like all the other layer tabs in 3D-Coat, they function as you would find in Photoshop. You can click and drag layers to restructure them. You can drag them to the trash if you no longer need one. Each layer has a visibility icon. And so on.<br /><br />
Let’s take a look at the “Retopo Layer” tab now.<br /><br />
<br /><br />
-'''''Layers.''''' As you can see in the screenshot, you can now have more then one layer to retopologize if you wish. They can be reordered by drag and drop, they can also dragged to the trash if you no longer need one. Double clicking a layer will allow you to rename it.<br /><br />
-'''''Visibility.''''' Each layer has it’s own visibility icon, allowing you to<br />
toggle them on or off.<br /><br />
<br /><br />
There are icons along the bottom of the tab as well, from left to right they are:<br /><br />
[[File:5.5.2.jpg]]<br /><br />
'''New layer.'''<br /><br />
'''Trash can.'''<br /><br />
'''Subdivide.''' Allows to subdivide the whole selected layer.<br /><br />
'''Symmetry copy.''' Copies an entire layer symmetrically. Symmetry must be active for this to work.<br /><br />
'''Select all faces.''' Selects all polygon faces of the current layer.<br /><br />
'''Move selected faces to current layer.'''<br /><br />
'''Delete layer.''' This will delete your current active layer.<br /><br />
[[File:5.5.3.jpg]]<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.6_Commands&diff=16177.6 Commands2010-02-05T08:54:36Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
There are only a small number of commands in the sidebar, but they are all very important. Let’s go over them.<br /><br />
[[File:7.6.1.jpg|right|350px]] '''Increase resolution.''' Increasing the resolution will effectively<br />
double the amount of voxels the current object layer has. This allows for a layer to have much more detail at higher resolutions. You can view the resolution of a layer, in the VoxTree, directly before the layer’s name. If it has just the name then you will know that it is at it’s base resolution and has not been increased.<br /><br />
<br /><br />
'''Clear.''' Will clear the current layer in the VoxTree of any voxels. Thiss useful for when you wish to keep the current layer’s name and resolution, but not the voxels. Smooth. Will uniformly smooth (or relax) all of the voxels of the currently selected object layer in the VoxTree.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-AllCommandTools.mp4 Commands demo video]<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.5_Surface_Mode_%26_Tools&diff=16167.5 Surface Mode & Tools2010-02-05T08:51:55Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
[[File:7.5.1.jpg|right]] In version 3.2 of 3D-Coat the surface tools have undergone some major changes. Most noteably there are new tools and speed improvements. To change to surface mode, you must click on the Cube icon in the VoxTree for the Layer you would<br />
like to edit in surface mode, you will then see a Wavy line icon which represents surface<br />
mode. Surface mode is much faster for sculpting than the regular volume mode. Only the surface mode tools will be available while editing in this mode, plus with the Pose,<br />
Move and Transform tools. Some of the surface tools have counter-parts from the volume sculpting tools. There are a number of unique tools in this mode as well, which we shall discuss below:<br /><br />
<br />
'''Draw.''' The draw tool is great for sculpting horns, or anything else like that very quickly. It is very much like the airbrush tool, however it only operates on the surface of a volumetric object.<br /><br />
'''Pinch.''' This is very great for making very nice tight edges, cavities and peaks. You can better see that on the pictures below. It is indentical to the Vox Pinch tool, however it only operations on the surface of a volumentric object.<br /><br />
'''Shift.''' This tool drags the surface topology along with the brush. It’s great for producing wrinkles and so on the character or a creature or for making cloth. It is indentical to the Vox Follow tool, however it only operations on the surface of a volumentric object.<br /><br />
[[File:flatten.jpg|right|120px]]'''Flatten.''' This tool has been improved in version 3.2, and now allows for a more predictable behavior. It flattens the area underneath your brush, based on brush size and intensity.<br /><br />
[[File:voxchisel.jpg|right|120px]]'''Chisel.''' This tool is new in 3.2. As you stroke along the object with your brush<br />
it will “chisel” away at the surface.<br /><br />
'''SfClay.''' Surface clay lets you quickly place strokes onto your voxel sculpt. The difference between this tool and the Carve brush is that it will also simultaneously smooth the surface after you’ve brushed it. It is indentical to the volume Clay tool, but<br />
it only operates on the surface of a volumetric object.<br /><br />
'''SfFill.''' Surface Fill is a great way to fill in small holes and gaps in your objects. The higher the intensity, the more it will quickly fill the area under your brush.<br /><br />
[[File:extrdirset.jpg|right|250px]][[File:sffreeze.jpg|right|250px]]'''''Extrude Direction Settings.''''' A few of the new tools in version 3.2 have this option. It allows for user definable extrusions. The extrusion methods are: ''Average normal, View direction, Along axis (X, Y or Z), Vertex normal & Initial vertex normal''.<br />
This setting is unique to the following three tools:<br /><br />
'''SfExtrude.''' Extrudes along the surface under your brush, based on your pen Size, Depth and Extrude direction settings.<br /><br />
'''Gum.''' The gum tool is really great for getting nice details on a mesh, it is unique to the surface tool set. It’s the fastest way to make skin, pores and wrinkles. The higher resolution the better will details look. This tool is commonly used to sculpt minute details onto an object.<br /><br />
'''Absolute.''' Extrudes the surface based on your pen ''Size, Depth'' and ''Extrude direction'' settings, while also maintaining the underlying surface details and topology.<br /><br />
'''SfFreeze.''' This tool, which is new in version 3.2, is a very important addition to the toolset in 3D-Coat! It lets you mask with your brush, a mask which you can then use with any of the surface sculpting tools. It’s simple to use and powerful. You can also use common shortcuts: '''CTRL+SHIFT+I''' inverts your selection, '''CTRL+D''' deselects.<br /><br />
[[File:rapid.jpg|right|120px]] '''Rapid.''' The rapid tool’s name is pretty descriptive, it’s one of the quickest tools in 3D-Coat to sculpt in general shapes. This tool is almost the opposite of the gum tool in this regard, it doesn’t respect pen alphas, only brush size and intensity. Another great thing about the rapid tool, is that if you have two voxel object layers in the viewport that are overlapping eachother in space, it will try its best to compensate by building up the area between the two.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-AllSurfaceTools.mp4 All Surfase tools demo video]<br />
<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=File:Rapid.jpg&diff=1615File:Rapid.jpg2010-02-05T08:50:21Z<p>Daniel: </p>
<hr />
<div></div>Danielhttps://3dcoat.com/wiki/index.php?title=7.5_Surface_Mode_%26_Tools&diff=16147.5 Surface Mode & Tools2010-02-05T08:50:10Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
[[File:7.5.1.jpg|right]] In version 3.2 of 3D-Coat the surface tools have undergone some major changes. Most noteably there are new tools and speed improvements. To change to surface mode, you must click on the Cube icon in the VoxTree for the Layer you would<br />
like to edit in surface mode, you will then see a Wavy line icon which represents surface<br />
mode. Surface mode is much faster for sculpting than the regular volume mode. Only the surface mode tools will be available while editing in this mode, plus with the Pose,<br />
Move and Transform tools. Some of the surface tools have counter-parts from the volume sculpting tools. There are a number of unique tools in this mode as well, which we shall discuss below:<br /><br />
<br />
'''Draw.''' The draw tool is great for sculpting horns, or anything else like that very quickly. It is very much like the airbrush tool, however it only operates on the surface of a volumetric object.<br /><br />
'''Pinch.''' This is very great for making very nice tight edges, cavities and peaks. You can better see that on the pictures below. It is indentical to the Vox Pinch tool, however it only operations on the surface of a volumentric object.<br /><br />
'''Shift.''' This tool drags the surface topology along with the brush. It’s great for producing wrinkles and so on the character or a creature or for making cloth. It is indentical to the Vox Follow tool, however it only operations on the surface of a volumentric object.<br /><br />
[[File:flatten.jpg|right|120px]]'''Flatten.''' This tool has been improved in version 3.2, and now allows for a more predictable behavior. It flattens the area underneath your brush, based on brush size and intensity.<br /><br />
[[File:voxchisel.jpg|right|120px]]'''Chisel.''' This tool is new in 3.2. As you stroke along the object with your brush<br />
it will “chisel” away at the surface.<br /><br />
'''SfClay.''' Surface clay lets you quickly place strokes onto your voxel sculpt. The difference between this tool and the Carve brush is that it will also simultaneously smooth the surface after you’ve brushed it. It is indentical to the volume Clay tool, but<br />
it only operates on the surface of a volumetric object.<br /><br />
'''SfFill.''' Surface Fill is a great way to fill in small holes and gaps in your objects. The higher the intensity, the more it will quickly fill the area under your brush.<br /><br />
[[File:extrdirset.jpg|right|250px]]'''''Extrude Direction Settings.''''' A few of the new tools in version 3.2 have this option. It allows for user definable extrusions. The extrusion methods are: ''Average normal, View direction, Along axis (X, Y or Z), Vertex normal & Initial vertex normal''.<br />
This setting is unique to the following three tools:<br /><br />
'''SfExtrude.''' Extrudes along the surface under your brush, based on your pen Size, Depth and Extrude direction settings.<br /><br />
'''Gum.''' The gum tool is really great for getting nice details on a mesh, it is unique to the surface tool set. It’s the fastest way to make skin, pores and wrinkles. The higher resolution the better will details look. This tool is commonly used to sculpt minute details onto an object.<br /><br />
'''Absolute.''' Extrudes the surface based on your pen ''Size, Depth'' and ''Extrude direction'' settings, while also maintaining the underlying surface details and topology.<br /><br />
[[File:sffreeze.jpg|right|250px]]'''SfFreeze.''' This tool, which is new in version 3.2, is a very important addition to the toolset in 3D-Coat! It lets you mask with your brush, a mask which you can then use with any of the surface sculpting tools. It’s simple to use and powerful. You can also use common shortcuts: '''CTRL+SHIFT+I''' inverts your selection, '''CTRL+D''' deselects.<br /><br />
[[File:rapid.jpg|right|120px]] '''Rapid.''' The rapid tool’s name is pretty descriptive, it’s one of the quickest tools in 3D-Coat to sculpt in general shapes. This tool is almost the opposite of the gum tool in this regard, it doesn’t respect pen alphas, only brush size and intensity. Another great thing about the rapid tool, is that if you have two voxel object layers in the viewport that are overlapping eachother in space, it will try its best to compensate by building up the area between the two.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-AllSurfaceTools.mp4 All Surfase tools demo video]<br />
<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.5_Surface_Mode_%26_Tools&diff=16137.5 Surface Mode & Tools2010-02-05T08:48:01Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
[[File:7.5.1.jpg|right]] In version 3.2 of 3D-Coat the surface tools have undergone some major changes. Most noteably there are new tools and speed improvements. To change to surface mode, you must click on the Cube icon in the VoxTree for the Layer you would<br />
like to edit in surface mode, you will then see a Wavy line icon which represents surface<br />
mode. Surface mode is much faster for sculpting than the regular volume mode. Only the surface mode tools will be available while editing in this mode, plus with the Pose,<br />
Move and Transform tools. Some of the surface tools have counter-parts from the volume sculpting tools. There are a number of unique tools in this mode as well, which we shall discuss below:<br /><br />
<br />
'''Draw.''' The draw tool is great for sculpting horns, or anything else like that very quickly. It is very much like the airbrush tool, however it only operates on the surface of a volumetric object.<br /><br />
'''Pinch.''' This is very great for making very nice tight edges, cavities and peaks. You can better see that on the pictures below. It is indentical to the Vox Pinch tool, however it only operations on the surface of a volumentric object.<br /><br />
'''Shift.''' This tool drags the surface topology along with the brush. It’s great for producing wrinkles and so on the character or a creature or for making cloth. It is indentical to the Vox Follow tool, however it only operations on the surface of a volumentric object.<br /><br />
[[File:flatten.jpg|right|150px]]'''Flatten.''' This tool has been improved in version 3.2, and now allows for a more predictable behavior. It flattens the area underneath your brush, based on brush size and intensity.<br /><br />
[[File:voxchisel.jpg|right|150px]]'''Chisel.''' This tool is new in 3.2. As you stroke along the object with your brush<br />
it will “chisel” away at the surface.<br /><br />
'''SfClay.''' Surface clay lets you quickly place strokes onto your voxel sculpt. The difference between this tool and the Carve brush is that it will also simultaneously smooth the surface after you’ve brushed it. It is indentical to the volume Clay tool, but<br />
it only operates on the surface of a volumetric object.<br /><br />
'''SfFill.''' Surface Fill is a great way to fill in small holes and gaps in your objects. The higher the intensity, the more it will quickly fill the area under your brush.<br /><br />
[[File:extrdirset.jpg|right]]'''''Extrude Direction Settings.''''' A few of the new tools in version 3.2 have this option. It allows for user definable extrusions. The extrusion methods are: ''Average normal, View direction, Along axis (X, Y or Z), Vertex normal & Initial vertex normal''.<br />
This setting is unique to the following three tools:<br /><br />
'''SfExtrude.''' Extrudes along the surface under your brush, based on your pen Size, Depth and Extrude direction settings.<br /><br />
'''Gum.''' The gum tool is really great for getting nice details on a mesh, it is unique to the surface tool set. It’s the fastest way to make skin, pores and wrinkles. The higher resolution the better will details look. This tool is commonly used to sculpt minute details onto an object.<br /><br />
'''Absolute.''' Extrudes the surface based on your pen ''Size, Depth'' and ''Extrude direction'' settings, while also maintaining the underlying surface details and topology.<br /><br />
[[File:sffreeze.jpg|right]]'''SfFreeze.''' This tool, which is new in version 3.2, is a very important addition to the toolset in 3D-Coat! It lets you mask with your brush, a mask which you can then use with any of the surface sculpting tools. It’s simple to use and powerful. You can also use common shortcuts: '''CTRL+SHIFT+I''' inverts your selection, '''CTRL+D''' deselects.<br /><br />
[[File:7.5.4.jpg|right|150px]] '''Rapid.''' The rapid tool’s name is pretty descriptive, it’s one of the quickest tools in 3D-Coat to sculpt in general shapes. This tool is almost the opposite of the gum tool in this regard, it doesn’t respect pen alphas, only brush size and intensity. Another great thing about the rapid tool, is that if you have two voxel object layers in the viewport that are overlapping eachother in space, it will try its best to compensate by building up the area between the two.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-AllSurfaceTools.mp4 All Surfase tools demo video]<br />
<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.5_Surface_Mode_%26_Tools&diff=16127.5 Surface Mode & Tools2010-02-05T08:47:18Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
[[File:7.5.1.jpg|right]] In version 3.2 of 3D-Coat the surface tools have undergone some major changes. Most noteably there are new tools and speed improvements. To change to surface mode, you must click on the Cube icon in the VoxTree for the Layer you would<br />
like to edit in surface mode, you will then see a Wavy line icon which represents surface<br />
mode. Surface mode is much faster for sculpting than the regular volume mode. Only the surface mode tools will be available while editing in this mode, plus with the Pose,<br />
Move and Transform tools. Some of the surface tools have counter-parts from the volume sculpting tools. There are a number of unique tools in this mode as well, which we shall discuss below:<br /><br />
<br />
'''Draw.''' The draw tool is great for sculpting horns, or anything else like that very quickly. It is very much like the airbrush tool, however it only operates on the surface of a volumetric object.<br /><br />
'''Pinch.''' This is very great for making very nice tight edges, cavities and peaks. You can better see that on the pictures below. It is indentical to the Vox Pinch tool, however it only operations on the surface of a volumentric object.<br /><br />
'''Shift.''' This tool drags the surface topology along with the brush. It’s great for producing wrinkles and so on the character or a creature or for making cloth. It is indentical to the Vox Follow tool, however it only operations on the surface of a volumentric object.<br /><br />
[[File:flatten.jpg|right|150px]]'''Flatten.''' This tool has been improved in version 3.2, and now allows for a more predictable behavior. It flattens the area underneath your brush, based on brush size and intensity.<br /><br />
[[File:voxchisel.jpg|right|150px]]'''Chisel.''' This tool is new in 3.2. As you stroke along the object with your brush<br />
it will “chisel” away at the surface.<br /><br />
'''SfClay.''' Surface clay lets you quickly place strokes onto your voxel sculpt. The difference between this tool and the Carve brush is that it will also simultaneously smooth the surface after you’ve brushed it. It is indentical to the volume Clay tool, but<br />
it only operates on the surface of a volumetric object.<br /><br />
'''SfFill.''' Surface Fill is a great way to fill in small holes and gaps in your objects. The higher the intensity, the more it will quickly fill the area under your brush.<br /><br />
'''''Extrude Direction Settings.''''' A few of the new tools in version 3.2 have this option. It allows for user definable extrusions. The extrusion methods are: ''Average normal, View direction, Along axis (X, Y or Z), Vertex normal & Initial vertex normal''.<br />
This setting is unique to the following three tools:<br /><br />
[[File:extrdirset.jpg]]<br /><br />
'''SfExtrude.''' Extrudes along the surface under your brush, based on your pen Size, Depth and Extrude direction settings.<br /><br />
'''Gum.''' The gum tool is really great for getting nice details on a mesh, it is unique to the surface tool set. It’s the fastest way to make skin, pores and wrinkles. The higher resolution the better will details look. This tool is commonly used to sculpt minute details onto an object.<br /><br />
'''Absolute.''' Extrudes the surface based on your pen ''Size, Depth'' and ''Extrude direction'' settings, while also maintaining the underlying surface details and topology.<br /><br />
[[File:sffreeze.jpg|right]]'''SfFreeze.''' This tool, which is new in version 3.2, is a very important addition to the toolset in 3D-Coat! It lets you mask with your brush, a mask which you can then use with any of the surface sculpting tools. It’s simple to use and powerful. You can also use common shortcuts: '''CTRL+SHIFT+I''' inverts your selection, '''CTRL+D''' deselects.<br /><br />
[[File:7.5.4.jpg|right|150px]] '''Rapid.''' The rapid tool’s name is pretty descriptive, it’s one of the quickest tools in 3D-Coat to sculpt in general shapes. This tool is almost the opposite of the gum tool in this regard, it doesn’t respect pen alphas, only brush size and intensity. Another great thing about the rapid tool, is that if you have two voxel object layers in the viewport that are overlapping eachother in space, it will try its best to compensate by building up the area between the two.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-AllSurfaceTools.mp4 All Surfase tools demo video]<br />
<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=File:Extrdirset.jpg&diff=1611File:Extrdirset.jpg2010-02-05T08:45:08Z<p>Daniel: </p>
<hr />
<div></div>Danielhttps://3dcoat.com/wiki/index.php?title=7.5_Surface_Mode_%26_Tools&diff=16107.5 Surface Mode & Tools2010-02-05T08:44:54Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
[[File:7.5.1.jpg|right]] In version 3.2 of 3D-Coat the surface tools have undergone some major changes. Most noteably there are new tools and speed improvements. To change to surface mode, you must click on the Cube icon in the VoxTree for the Layer you would<br />
like to edit in surface mode, you will then see a Wavy line icon which represents surface<br />
mode. Surface mode is much faster for sculpting than the regular volume mode. Only the surface mode tools will be available while editing in this mode, plus with the Pose,<br />
Move and Transform tools. Some of the surface tools have counter-parts from the volume sculpting tools. There are a number of unique tools in this mode as well, which we shall discuss below:<br /><br />
<br />
'''Draw.''' The draw tool is great for sculpting horns, or anything else like that very quickly. It is very much like the airbrush tool, however it only operates on the surface of a volumetric object.<br /><br />
'''Pinch.''' This is very great for making very nice tight edges, cavities and peaks. You can better see that on the pictures below. It is indentical to the Vox Pinch tool, however it only operations on the surface of a volumentric object.<br /><br />
'''Shift.''' This tool drags the surface topology along with the brush. It’s great for producing wrinkles and so on the character or a creature or for making cloth. It is indentical to the Vox Follow tool, however it only operations on the surface of a volumentric<br />
object.<br /><br />
[[File:flatten.jpg|right|100px]]'''Flatten.''' This tool has been improved in version 3.2, and now allows for a more predictable behavior. It flattens the area underneath your brush, based on brush size and intensity.<br /><br />
[[File:voxchisel.jpg|right|100px]]'''Chisel.''' This tool is new in 3.2. As you stroke along the object with your brush<br />
it will “chisel” away at the surface.<br /><br />
'''SfClay.''' Surface clay lets you quickly place strokes onto your voxel sculpt. The difference between this tool and the Carve brush is that it will also simultaneously smooth the surface after you’ve brushed it. It is indentical to the volume Clay tool, but<br />
it only operates on the surface of a volumetric object.<br /><br />
'''SfFill.''' Surface Fill is a great way to fill in small holes and gaps in your objects. The higher the intensity, the more it will quickly fill the area under your brush.<br /><br />
'''''Extrude Direction Settings.''''' A few of the new tools in version 3.2 have this option. It allows for user definable extrusions. The extrusion methods are: ''Average normal, View direction, Along axis (X, Y or Z), Vertex normal & Initial vertex normal''.<br />
This setting is unique to the following three tools:<br /><br />
[[File:extrdirset.jpg]]<br />
'''SfExtrude.''' Extrudes along the surface under your brush, based on your pen Size, Depth and Extrude direction settings.<br /><br />
'''Gum.''' The gum tool is really great for getting nice details on a mesh, it is unique to the surface tool set. It’s the fastest way to make skin, pores and wrinkles. The higher resolution the better will details look. This tool is commonly used to sculpt minute details onto an object.<br /><br />
'''Absolute.''' Extrudes the surface based on your pen ''Size, Depth'' and ''Extrude direction'' settings, while also maintaining the underlying surface details and topology.<br /><br />
[[File:sffreeze.jpg|right]]'''SfFreeze.''' This tool, which is new in version 3.2, is a very important addition to the toolset in 3D-Coat! It lets you mask with your brush, a mask which you can then use with any of the surface sculpting tools. It’s simple to use and powerful. You can also use common shortcuts: '''CTRL+SHIFT+I''' inverts your selection, '''CTRL+D''' deselects.<br /><br />
[[File:7.5.4.jpg|right|100px]] '''Rapid.''' The rapid tool’s name is pretty descriptive, it’s one of the quickest tools in 3D-Coat to sculpt in general shapes. This tool is almost the opposite of the gum tool in this regard, it doesn’t respect pen alphas, only brush size and intensity. Another great thing about the rapid tool, is that if you have two voxel object layers in the viewport that are overlapping eachother in space, it will try its best to compensate by building up the area between the two.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-AllSurfaceTools.mp4 All Surfase tools demo video]<br />
<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.5_Surface_Mode_%26_Tools&diff=16097.5 Surface Mode & Tools2010-02-05T08:42:12Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
[[File:7.5.1.jpg|right]] In version 3.2 of 3D-Coat the surface tools have undergone some major changes. Most noteably there are new tools and speed improvements. To change to surface mode, you must click on the Cube icon in the VoxTree for the Layer you would<br />
like to edit in surface mode, you will then see a Wavy line icon which represents surface<br />
mode. Surface mode is much faster for sculpting than the regular volume mode. Only the surface mode tools will be available while editing in this mode, plus with the Pose,<br />
Move and Transform tools. Some of the surface tools have counter-parts from the volume sculpting tools. There are a number of unique tools in this mode as well, which we shall discuss below:<br /><br />
<br />
'''Draw.''' The draw tool is great for sculpting horns, or anything else like that very quickly. It is very much like the airbrush tool, however it only operates on the surface of a volumetric object.<br /><br />
'''Pinch.''' This is very great for making very nice tight edges, cavities and peaks. You can better see that on the pictures below. It is indentical to the Vox Pinch tool, however it only operations on the surface of a volumentric object.<br /><br />
'''Shift.''' This tool drags the surface topology along with the brush. It’s great for producing wrinkles and so on the character or a creature or for making cloth. It is indentical to the Vox Follow tool, however it only operations on the surface of a volumentric<br />
object.<br /><br />
[[File:flatten.jpg|right|200px]]'''Flatten.''' This tool has been improved in version 3.2, and now allows for a more predictable behavior. It flattens the area underneath your brush, based on brush size and intensity.<br /><br />
[[File:voxchisel.jpg|right|200px]]'''Chisel.''' This tool is new in 3.2. As you stroke along the object with your brush<br />
it will “chisel” away at the surface.<br /><br />
'''SfClay.''' Surface clay lets you quickly place strokes onto your voxel sculpt. The difference between this tool and the Carve brush is that it will also simultaneously smooth the surface after you’ve brushed it. It is indentical to the volume Clay tool, but<br />
it only operates on the surface of a volumetric object.<br /><br />
'''SfFill.''' Surface Fill is a great way to fill in small holes and gaps in your objects. The higher the intensity, the more it will quickly fill the area under your brush.<br /><br />
'''''Extrude Direction Settings.''''' A few of the new tools in version 3.2 have this option. It allows for user definable extrusions. The extrusion methods are: ''Average normal, View direction, Along axis (X, Y or Z), Vertex normal & Initial vertex normal''.<br />
This setting is unique to the following three tools:<br /><br />
'''SfExtrude.''' Extrudes along the surface under your brush, based on your pen Size, Depth and Extrude direction settings.<br /><br />
'''Gum.''' The gum tool is really great for getting nice details on a mesh, it is unique to the surface tool set. It’s the fastest way to make skin, pores and wrinkles. The higher resolution the better will details look. This tool is commonly used to sculpt minute details onto an object.<br /><br />
'''Absolute.''' Extrudes the surface based on your pen ''Size, Depth'' and ''Extrude direction'' settings, while also maintaining the underlying surface details and topology.<br /><br />
[[File:sffreeze.jpg|right]]'''SfFreeze.''' This tool, which is new in version 3.2, is a very important addition to the toolset in 3D-Coat! It lets you mask with your brush, a mask which you can then use with any of the surface sculpting tools. It’s simple to use and powerful. You can also use common shortcuts: '''CTRL+SHIFT+I''' inverts your selection, '''CTRL+D''' deselects.<br /><br />
[[File:7.5.4.jpg|right|200px]] '''Rapid.''' The rapid tool’s name is pretty descriptive, it’s one of the quickest tools in 3D-Coat to sculpt in general shapes. This tool is almost the opposite of the gum tool in this regard, it doesn’t respect pen alphas, only brush size and intensity. Another great thing about the rapid tool, is that if you have two voxel object layers in the viewport that are overlapping eachother in space, it will try its best to compensate by building up the area between the two.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-AllSurfaceTools.mp4 All Surfase tools demo video]<br />
<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=File:Sffreeze.jpg&diff=1608File:Sffreeze.jpg2010-02-05T08:41:24Z<p>Daniel: </p>
<hr />
<div></div>Danielhttps://3dcoat.com/wiki/index.php?title=File:Voxchisel.jpg&diff=1607File:Voxchisel.jpg2010-02-05T08:41:03Z<p>Daniel: </p>
<hr />
<div></div>Danielhttps://3dcoat.com/wiki/index.php?title=File:Flatten.jpg&diff=1606File:Flatten.jpg2010-02-05T08:40:44Z<p>Daniel: </p>
<hr />
<div></div>Danielhttps://3dcoat.com/wiki/index.php?title=7.5_Surface_Mode_%26_Tools&diff=16057.5 Surface Mode & Tools2010-02-05T08:38:58Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
[[File:7.5.1.jpg|right]] In version 3.2 of 3D-Coat the surface tools have undergone some major changes. Most noteably there are new tools and speed improvements. To change to surface mode, you must click on the Cube icon in the VoxTree for the Layer you would<br />
like to edit in surface mode, you will then see a Wavy line icon which represents surface<br />
mode. Surface mode is much faster for sculpting than the regular volume mode. Only the surface mode tools will be available while editing in this mode, plus with the Pose,<br />
Move and Transform tools. Some of the surface tools have counter-parts from the volume sculpting tools. There are a number of unique tools in this mode as well, which we shall discuss below:<br /><br />
<br />
'''Draw.''' The draw tool is great for sculpting horns, or anything else like that very quickly. It is very much like the airbrush tool, however it only operates on the surface of a volumetric object.<br /><br />
'''Pinch.''' This is very great for making very nice tight edges, cavities and peaks. You can better see that on the pictures below. It is indentical to the Vox Pinch tool, however it only operations on the surface of a volumentric object.<br /><br />
'''Shift.''' This tool drags the surface topology along with the brush. It’s great for producing wrinkles and so on the character or a creature or for making cloth. It is indentical to the Vox Follow tool, however it only operations on the surface of a volumentric<br />
object.<br /><br />
[[File:flatten.jpg|right]]'''Flatten.''' This tool has been improved in version 3.2, and now allows for a more predictable behavior. It flattens the area underneath your brush, based on brush size and intensity.<br /><br />
[[File:voxchisel.jpg|right]]'''Chisel.''' This tool is new in 3.2. As you stroke along the object with your brush<br />
it will “chisel” away at the surface.<br /><br />
'''SfClay.''' Surface clay lets you quickly place strokes onto your voxel sculpt. The difference between this tool and the Carve brush is that it will also simultaneously smooth the surface after you’ve brushed it. It is indentical to the volume Clay tool, but<br />
it only operates on the surface of a volumetric object.<br /><br />
'''SfFill.''' Surface Fill is a great way to fill in small holes and gaps in your objects. The higher the intensity, the more it will quickly fill the area under your brush.<br /><br />
'''''Extrude Direction Settings.''''' A few of the new tools in version 3.2 have this option. It allows for user definable extrusions. The extrusion methods are: ''Average normal, View direction, Along axis (X, Y or Z), Vertex normal & Initial vertex normal''.<br />
This setting is unique to the following three tools:<br /><br />
'''SfExtrude.''' Extrudes along the surface under your brush, based on your pen Size, Depth and Extrude direction settings.<br /><br />
'''Gum.''' The gum tool is really great for getting nice details on a mesh, it is unique to the surface tool set. It’s the fastest way to make skin, pores and wrinkles. The higher resolution the better will details look. This tool is commonly used to sculpt minute details onto an object.<br /><br />
'''Absolute.''' Extrudes the surface based on your pen ''Size, Depth'' and ''Extrude direction'' settings, while also maintaining the underlying surface details and topology.<br /><br />
[[File:sffreeze.jpg|right]]'''SfFreeze.''' This tool, which is new in version 3.2, is a very important addition to the toolset in 3D-Coat! It lets you mask with your brush, a mask which you can then use with any of the surface sculpting tools. It’s simple to use and powerful. You can also use common shortcuts: '''CTRL+SHIFT+I''' inverts your selection, '''CTRL+D''' deselects.<br /><br />
[[File:7.5.4.jpg|right|200px]] '''Rapid.''' The rapid tool’s name is pretty descriptive, it’s one of the quickest tools in 3D-Coat to sculpt in general shapes. This tool is almost the opposite of the gum tool in this regard, it doesn’t respect pen alphas, only brush size and intensity. Another great thing about the rapid tool, is that if you have two voxel object layers in the viewport that are overlapping eachother in space, it will try its best to compensate by building up the area between the two.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-AllSurfaceTools.mp4 All Surfase tools demo video]<br />
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{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.5_Surface_Mode_%26_Tools&diff=16047.5 Surface Mode & Tools2010-02-05T08:09:11Z<p>Daniel: </p>
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[[File:7.5.1.jpg|right]] In version 3.2 of 3D-Coat the surface tools have undergone some major changes. Most noteably there are new tools and speed improvements. To change to surface mode, you must click on the Cube icon in the VoxTree for the Layer you would<br />
like to edit in surface mode, you will then see a Wavy line icon which represents surface<br />
mode. Surface mode is much faster for sculpting than the regular volume mode. Only the surface mode tools will be available while editing in this mode, plus with the Pose,<br />
Move and Transform tools. Some of the surface tools have counter-parts from the volume sculpting tools. There are a number of unique tools in this mode as well, which we shall discuss below:<br /><br />
<br />
'''Draw.''' The draw tool is great for sculpting horns, or anything else like that very quickly. It is very much like the airbrush tool, however it only operates on the surface of a volumetric object.<br /><br />
'''Pinch.''' This is very great for making very nice tight edges, cavities and peaks. You can better see that on the pictures below. It is indentical to the Vox Pinch tool, however it only operations on the surface of a volumentric object.<br /><br />
'''Shift.''' This tool drags the surface topology along with the brush. It’s great for producing wrinkles and so on the character or a creature or for making cloth. It is indentical to the Vox Follow tool, however it only operations on the surface of a volumentric<br />
object.<br /><br />
'''Flatten.''' This tool has been improved in version 3.2, and now allows for a more predictable behavior. It flattens the area underneath your brush, based on brush size and intensity.<br /><br />
'''Chisel.''' This tool is new in 3.2. As you stroke along the object with your brush<br />
it will “chisel” away at the surface.<br /><br />
'''SfClay.''' Surface clay lets you quickly place strokes onto your voxel sculpt. The difference between this tool and the Carve brush is that it will also simultaneously smooth the surface after you’ve brushed it. It is indentical to the volume Clay tool, but<br />
it only operates on the surface of a volumetric object.<br /><br />
'''SfFill.''' Surface Fill is a great way to fill in small holes and gaps in your objects. The higher the intensity, the more it will quickly fill the area under your brush.<br /><br />
'''''Extrude Direction Settings.''''' A few of the new tools in version 3.2 have this option. It allows for user definable extrusions. The extrusion methods are: ''Average normal, View direction, Along axis (X, Y or Z), Vertex normal & Initial vertex normal''.<br />
This setting is unique to the following three tools:<br /><br />
'''SfExtrude.''' Extrudes along the surface under your brush, based on your pen Size, Depth and Extrude direction settings.<br /><br />
'''Gum.''' The gum tool is really great for getting nice details on a mesh, it is unique to the surface tool set. It’s the fastest way to make skin, pores and wrinkles. The higher resolution the better will details look. This tool is commonly used to sculpt minute details onto an object.<br /><br />
[[File:7.5.4.jpg|right]] '''Rapid.''' The rapid tool’s name is pretty descriptive, it’s one of the quickest tools in 3D-Coat to sculpt in general shapes. This tool is almost the opposite of the gum tool in this regard, it doesn’t respect pen alphas, only brush size and intensity. Another great thing about the rapid tool, is that if you have two voxel object layers in the viewport that are<br />
overlapping eachother in space, it will try its best to compensate by building up the area between the two.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-AllSurfaceTools.mp4 All Surfase tools demo video]<br />
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{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.5_Surface_Mode_%26_Tools&diff=16037.5 Surface Mode & Tools2010-02-04T16:05:32Z<p>Daniel: </p>
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<div>{{Languages}}<br />
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[[File:7.5.1.jpg|right]] In version 3.2 of 3D-Coat the surface tools have undergone some major changes. Most noteably there are new tools and speed improvements. To change to surface mode, you must click on the Cube icon in the VoxTree for the Layer you would<br />
like to edit in surface mode, you will then see a Wavy line icon which represents surface<br />
mode. Surface mode is much faster for sculpting than the regular volume mode. Only the surface mode tools will be available while editing in this mode, plus with the Pose,<br />
Move and Transform tools. Some of the surface tools have counter-parts from the volume sculpting tools. There are a number of unique tools in this mode as well, which we shall discuss below:<br /><br />
<br />
[[File:7.5.3.jpg|right]] '''Draw.''' The draw tool is great for sculpting horns, or anything else like that very quickly. It is very much like the airbrush tool, however it only operates on the surface of a volumetric object.<br /><br />
'''Pinch.''' This is very great for making very nice tight edges, cavities and peaks. You can better see that on the pictures below. It is indentical to the Vox Pinch tool, however it only operations on the surface of a volumentric object.<br /><br />
'''Shift.''' This tool drags the surface topology along with the brush. It’s great for producing wrinkles and so on the character or a creature or for making cloth. It is indentical to the Vox Follow tool, however it only operations on the surface of a volumentric<br />
object.<br /><br />
'''Surface Clay.''' The clay tool will allow you to place strokes quickly onto your voxel sculpt. The difference with this tool and the carve brush, is that it will also simultaneously smooth the surface after you’ve brushed it. It is indentical to the volume<br />
clay tool, however it only operations on the surface of a volumentric object.<br /><br />
'''Gum.''' The gum tool is really great for getting nice details on a mesh, it is unique to the surface tool set. It’s the fastest way to make skin, pores and wrinkles. The higher resolution the better will details look. This tool is commonly used to sculpt minute details onto an object.<br /><br />
[[File:7.5.4.jpg|right]] '''Rapid.''' The rapid tool’s name is pretty descriptive, it’s one of the quickest tools in 3DCoat to sculpt in general shapes. This tool is almost the opposite of the gum tool in this regard, it doesn’t respect pen alphas, only brush size and intensity. Another great thing about the rapid tool, is that if you have two voxel object layers in the viewport that are<br />
overlapping eachother in space, it will try its best to compensate by building up the area between the two.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-AllSurfaceTools.mp4 All Surfase tools demo video]<br />
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{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=File:Ffprims.jpg&diff=1602File:Ffprims.jpg2010-02-04T15:41:50Z<p>Daniel: </p>
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<div></div>Danielhttps://3dcoat.com/wiki/index.php?title=7.4_Object_Tools&diff=16017.4 Object Tools2010-02-04T15:40:59Z<p>Daniel: </p>
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'''Logo.''' The logo tool allows you to import any black and white picture and convert it to voxels. You can convert images that are .bmp, .tga, .jpeg and .png formats. Click on the Logo tool and select image. As you import it, it will bring you in with then default to the merge tool, so you can use the standard merge gizmo here.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Logo.mp4 Logo tool demo video]<br /><br />
<br /><br />
[[File:7.4.3.jpg|right]] '''Cut&Clone.''' The Cut&Clone tool will let you do just that, you can cut and clone the volume of a voxel object based on the type of brush parameters, and defaults to the drag rectangle pen mode. It will copy the whole volume of the object underneath. You can also adjust your border parameters with three different types: Round, Plane & Sharp.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-CutNClone.mp4 Cut&Clone tool demo video]<br /><br />
<br /><br />
'''Split.''' The split tool is very similar to the “Cut&Clone tool”. It also has the exact same border settings. The only difference is that when you use this tool it actually tears a chunk of the object that you are operating on and creates it’s own object layer in the VoxTree.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Split.mp4 Split tool demo video]<br /><br />
<br /><br />
'''Merge.''' Simply put this tool allows you to import polygonal meshes to convert to voxels. It has a much more advanced usage of course, as well. First let us go over some of the functions of this tool:<br /><br />
:'''''Select mesh.''''' Use this to select a mesh stored on your hard drive.<br /><br />
:'''''Pick from retopo.''''' If you have something retopologized in the Retopo tab, then you can use the mesh to merge to voxels.<br /><br />
:'''''On pen.''''' Will turn any merged mesh into a pen to sculpt with.<br /><br />
(Note: If you are using a high-res object and then click that, you’ll be painting high-res objects all over something, and that can cause a lot of lagging if it is very high-res.)<br /><br />
:'''''Subdivide.''''' Will of course subdivide your unmerged mesh.<br /><br />
:'''''Transform.''''' Will change to the transform gizmo, allowing you to transform the unmerged mesh.<br /><br />
:'''''Shift (X, Y & Z).''''' Shifts the unmerged mesh along the selected axis inside a bounding box in local space.<br /><br />
:'''''Presets.''''' This tool has a number of presets, you are encouraged to explore them.<br /><br />
Some of the more advanced functions of this tool are:<br /><br />
:'''''Merge separate volumes.''''' Merges each sub-object to it’s own unique layer in the VoxTree.<br /><br />
:[[File:7.4.4.jpg|right]] '''''Respect negative volumes.''''' This is a new function in v3.1. If an unmerged object has “_negative” somewhere in it’s name upon selecting the mesh, it will subtract this volume from before merging with other sub-objects. Generally you should know when you are going to use this feature, as the file must have “_negative” in it’s file name. It is great for creating greebles & nurnies. Let’s take a more detailed look at this feature in the usage of this feature, to create greebles & nurnies (Thanks to user Tinker for the description):<br /><br />
:: Greebles or nurnies can be created in any application for 3D modeling, usually with a series of arbitrary extrusions.<br /><br />
[[File:7.4.6.jpg|450px]]<br /><br />
<br />
Details with angled surface look better than with parallel to horizon. For easier placing of details on a model create a contour for the detail (that’s an object with a name “_negative” which excludes from the model automatically and leaves a slot for the detail.)<br /><br />
[[File:7.4.5.jpg|720px]]<br /><br />
<br />
It’s important to turn on ‘respect negative volume’ in the Merge Params tab to permit contour exclusion. Because of “negative volume” width is bigger than detail’s width we have an interesting effect:<br /><br />
[[File:7.4.7.jpg|720px]]<br /><br />
<br />
There is a joint between the body and the object. The detail looks as if it stands right on its place, and the body looks as if it has a special slot for the detail. Such joints look good with ambient occlusion. Above is an example of how would it look without that effect. Looks not so interesting, and also there is a problem that was caused by different curvatures of the body and the detail – the detail looks tumbled down (it wouldn’t happen with negative volume). Negative volume shouldn’t have the exact form as the body. You may change its form to get various effects. It’s time to detail the object. Load the greebles using Merge tool. Use ‘on pen’ mode. Use “9” and “0” keys to rotate the brush.<br /><br />
[[File:7.4.9.jpg|720px]]<br /><br />
<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Merge.mp4 Merge tool demo video]<br /><br />
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'''Sketch.''' This is a new tool in v3.1, and is a very important addition the the toolset. It allows for the creation of a volume object with 2 or 3 images. If you use 3 images of course the voxel object will be more detailed. You are strongly encouraged to try this new tool out, it is great for creating basic shapes of a more detailed objects very quickly. This tool has a few operations, all of which are very self explanatory. You are strongly encouraged to explore the options for this tool.<br /><br />
[[File:7.4.10.jpg|720px]]<br /><br />
[[File:7.4.12.jpg]] [[File:7.4.11.jpg]]<br /><br />
<br /><br />
'''Curves.''' One of the most powerful tools in the voxel arsenal, this allows you to place points of a space directly into your scene with the '''LMB'''. This tool also uses a gizmo for transformations. The arrows will translate, the boxes will scale or stretch, the inner white ring will translate on all axes, and lastly when using the function, “apply to whole curve” there will be another white ring which allows for viewport based rotations. This allows for quite a number of things, including pipes, chains, basic character or creature shapes and bodies, and so on.<br /><br />
There are now 4 modes in addition to the standard curves tools, they are:<br /><br />
'''''Extrude.''''' This tool allows for the extrusion of new hierarchies from an existing point of a curve. To use simply click and hold the '''LMB''', then drag in the desired direction you wish to create the extrusion. Holding '''SHIFT''' will default to the new Rotate mode. It can also be activated by hitting the “Q” key.<br /><br />
''''''Move.''''' By default this tool allows for the moving of points of a curve individually, holding the '''SHIFT''' key will move it’s child or parent hierarchy, depending on the direction of the manipulator arrow. It can also be activated by hitting the “W” key.<br /><br />
'''''Rotate.''''' This mode allows you to rotate the child or parent hierarchy of a point with viewport based rotations. It can also be activated by hitting the “R” key.<br /><br />
'''''Scale.''''' This mode allows you to scale the child or parent hierarchy of a point. It can also be activated by hitting the “E” key.<br /><br />
[[File:curvetools.jpg|720px]]<br />
[[File:archer-curves.jpg|720px]]<br /><br />
<br /><br />
::'''''NOTES:''''' Remember, you need to click the '''LMB''' to edit a point, '''ESC''' to stop editing a point. When using one of the four new edit modes, you do not need to have a point selected. Simply hold '''SHIFT''' (or have “Invert SHIFT action” turned on) and you’ll see green cones allowing you to edit the point and it’s hierarchy. Lastly, the affected direction of the hierarchy is the larger side of the green cone.<br /><br />
<br /><br />
These tools allow for quite a number of things, including pipes, chains, basic character or creature shapes and bodies, and so on.<br /><br />
Some of the parameters of this tool:<br /><br />
:'''''Fill Inside.''''' Fills the entire space between all points to create a solid volume object throughout the entire space.<br /><br />
:'''''Run brush along curve.''''' Is a tool all on it’s own, it allows for perfectly indented or protruded areas along the spline. It has a number of options which are all self explanatory. You are strongly encouraged to explore this setting for the curves tool.<br /><br />
:'''''Stick to ground.''''' When this option is turned on, it forces points of your curve to constrain to the surface of a volume object, with which you click on.<br /><br />
:'''''Jagged line.''''' By default the curves tool will create a smooth TCBspline. With this option turned on, you can create a linear spline, essentially creating “pointy” intersections.<br /><br />
:'''''Snap to symm plane.''''' This will force any newly created points to be created on the symmetry plane when you click on or near the plane.<br /><br />
:'''''Invert shift action.''''' This option exclusvely effects the four new curve modes. By default in any of these modes you must hold '''SHIFT''' to perform their alternate functions. This will invert this setting, so that by default you use the alternate functions, and the normal default methods require you to hold down '''SHIFT'''.<br /><br />
:'''''Extrude same radius.''''' With this option turned on, in the ''Extrude'' mode, it will create a new point which is the same size as the point that you extruded from. By Default a newly created point is the size of your pen cursor.<br /><br />
:'''''New curve.''''' Will add another curve to your scene, in addition to your existing curve(s).<br /><br />
:'''''Tube.''''' Resets the curve back to it’s default state.<br /><br />
:'''''Reset scale/angles.''''' These two tools will reset any scaling or rotations you have done to the selected curve.<br /><br />
:'''''Hardness.''''' To use this you must have a point on a curve selected, upon pressing this button It will cause the selected point to become very sharp and pointed.<br /><br />
:'''''Closed.''''' Allows you to close the spline curve between the first and last points on the spline. You can of course still add or remove points while using this function.<br /><br />
:'''''Del curve/point.''''' These two functions allow you to delete curves and points on a curve respectively. You can also hover over a point on a curve and hit the '''DELETE''' key.<br /><br />
:'''''Clear all.''''' This will clear all curves from the scene.<br /><br />
:'''''Save/Load.''''' You can now save and load entire sets of curves for use at a later time, or distribution to other users.<br /><br />
:'''''Profile.''''' This drop down list contains a number of profiles, each will change the over all shape of the spline curve.<br /><br />
:'''''Apply to whole curve.''''' With this turned on, any rotations, scaling or translation you do will apply to the whole curve centered from your current selected point on the spline. When using this function the gizmo for the point will change, adding a new large white circle around the rest of the gizmo. This new circle will allow for viewport based rotations.<br /><br />
:'''''Spline presets.''''' There are a number of other self explanatory settings for this tool. But one thing that stands out, and that you should definitely explore, are the spline presets. These allow for some very unique voxel sculpting techniques and styles. You are strongly encouraged to explore these and add more by using external files like .obj or .lwo formats.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Curves.mp4 Curves tool demo video]<br /><br />
<br /><br />
'''Snake.''' Clicking and dragging with the '''LMB''' with this tool creates a snake like shape in your viewport. It’s position is based on your first click and your viewport perspective. As with the curves tool, you can reset it back to it’s default with the “Tube” button, you can select a number of profiles and of course use spline presets. One unique parameter for this tool is called '''''“Smoothing speed”'''''. What this does, at higher values as you drag out, the snake will smooth along it’s entire lenght, causing it to move. At lower values it will move less, or not at all, causing no smoothing to occur. (Min/max values 1-5).<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Snake.mp4 Snake tool demo video]<br /><br />
<br /><br />
'''Spikes.''' This tool functions exactly as the snake tool, however it’s only difference is that it tapers on the end point of your stroke, causing a spike-like appearance.<br /><br />
[http://www.3d-coat.com/tutorials/from_javis/Voxel-Spikes.mp4 Spikes tool demo video]<br /><br />
<br /><br />
[[File:musclesonground.jpg|320px|right]]'''Muscles.''' This tool allows you to sculpt muscle & tendon looking shapes simply with a stroke of your stylus. You can achieve different looks by using this tool in different ways, for instance, if you sculpt with this tool outside of a volume, you can create objects that look to be wings very quickly.<br />
There are a number of settings of this tool:<br /><br />
:'''''Smoothing Speed.''''' This allows you to manually key or use the slider to adjust the rate at which your stroke is smoothed.<br /><br />
:'''''Stick to ground.''''' This option forces your stroke to append to the surface of the object instead of smoothing through it as it does when this option is turned off.<br /><br />
[[File:voxmuscles-insideout.jpg|720px]]<br />
[[File:musclesoffground.jpg|320px|right]]<br />
:'''''Muscle types.''''' You can select between two different muscle types and a tendon. In the image on the previous page, you can see from left to right: Tendon, Muscle 2 and then Muscle 1.<br /><br />
[[File:videoicon.png]] [http://www.pilgway.com/~javis2/3-1_Vids/Vox-Muscles.mp4 Muscles tool demo video]<br /><br />
<br /><br />
'''Toothpaste.''' This tool shares all of the options other then the muscle types with the muscles tool. It’s function is similar to it’s name, it is like applying toothpaste or tubes to a surface. A huge different and benefit to this tool, is that it respects pen alphas, so you can use it to create<br />
some rather unique looking rake brushes.<br /><br />
[[File:videoicon.png]] [http://www.pilgway.com/~javis2/3-1_Vids/Vox-Toothpaste.mp4 Toothpaste tool demo video]<br />
<br /><br />
'''Primitives.''' This is a pretty powerful tool for voxels. While it’s name is misleading in this regard, you should certainly explore each one of them thoroughly. They are: Sphere, Cube, Ellipse, Cylinder, Cone, Capsule, Tube, N-Gon and the Gear. A few of them are very similar such as the sphere and ellipse. The difference between is the ellipse has a different gizmo for adjustments. Another set are the cylinder and tube, the difference is the tube is hollowed out at its center. Each tool also have a set of parameters, ranging from adjusting scale, position (some have two positions: top & bottom), radius, and with the n-gon and gear primitives, you’ll have unique options like number of sides, inner radius or number of gears. These settings are of course self explanatory and you are strongly encouraged to explore these settings further.<br /><br />
There are now a new Free Form Primitives (ffPrimitives)! These robust and powerful primitives let you create very complex shapes with just a few easy tweaks of the vertices, edges or faces of the lattice cage.<br /><br />
[[File:ffprims.jpg]]<br /><br />
There are a number of preset ffPrimitives, and you can also create your own using .obj files – see more on that below. A few of the parameters for the new ffPrimitives are as follows:<br /><br />
:'''''Transform as whole.''''' Gives you the ability to translate, rotate and scale using the default transform tool.<br /><br />
:'''''Local Symmetry.''''' Enables local symmetry of the ffPrimitive, which gives you more creative freedom and control.<br /><br />
:'''''Misc. ResetPrim.''''' Lets you reset any changes you’ve made to the object.<br /><br />
:'''''EditPoints.''''' Allows numerical values for each visible point of the lattice cage. '''''Inner/Outer Radius & Thickness''''' are only applied to some of the ''ffPrimitives'', such as '''''ffDisc''''' and '''''ffTube''''', they allow for the radius of the inner section or outer section of the tube and the thickness of some of the primitives with keyable values. The dropdown list also has a few more options, usually different .obj files with different cages for similar shapes, such as '''''ffDisc'''''. When holding '''CTRL''' you can constrain the movement of your selection along its normal.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Primitives.mp4 Primitives tool demo video]<br /><br />
<br /><br />
'''Text.''' Allows you to place text along a spline curve, and create text in voxel form. It’s parameters are identical to that of the curves tool so you should already be familiar with it after reading that section above. It has a few unique features: You can select a font for your text, you can of course type in the text you would like to make volumetric, and you can adjust the thickness of this volumetric text.<br /><br />
[[File:7.4.15.jpg|720px]]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Text.mp4 Text tool demo video]<br /><br />
<br /><br />
'''Cloth.''' This tool is a cloth simulator which you can use to drape a polygon mesh over another object. There is a default “cloth” with which you can test, but you are not limited to this as you can also import an external polygonal mesh. The parameters for this tool are:<br /><br />
:'''''Select mesh.''''' This will prompt you with a file requester which allows you to select a file (.obj, .lwo, ,fbx, .stl, .ply, and .3b) on disk to use as the object to be draped.<br /><br />
:'''''Subdivide.''''' This will subdivide the object you have imported. It can be used before or after you run the simulation.<br /><br />
:'''''Start/Reset.''''' These two buttons will start and reset the simulation, respectively.<br /><br />
:'''''Pick from retopo.''''' If you have retopologized something and it is in the Retopo tab, then you can use this button to select that mesh as the object to drape.<br /><br />
:'''''To retopo.''''' By clicking this, the recently draped mesh will be sent to the Retopo tab for further retopologization.<br /><br />
:'''''Other.''''' You can set a number of other parameters, such as the ''graviy'', and the ''friction'' of the draped object on the object you are draping over, as well as set the cloth ''thickness''. For the thickness, the higher the value, the thicker the cloth.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Cloth.mp4 Cloth tool demo video]<br /><br />
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[[File:7.4.16.jpg|720px]] [[File:7.4.17.jpg|720px]]<br />
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{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.4_Object_Tools&diff=16007.4 Object Tools2010-02-04T15:17:04Z<p>Daniel: </p>
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'''Logo.''' The logo tool allows you to import any black and white picture and convert it to voxels. You can convert images that are .bmp, .tga, .jpeg and .png formats. Click on the Logo tool and select image. As you import it, it will bring you in with then default to the merge tool, so you can use the standard merge gizmo here.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Logo.mp4 Logo tool demo video]<br /><br />
<br /><br />
[[File:7.4.3.jpg|right]] '''Cut&Clone.''' The Cut&Clone tool will let you do just that, you can cut and clone the volume of a voxel object based on the type of brush parameters, and defaults to the drag rectangle pen mode. It will copy the whole volume of the object underneath. You can also adjust your border parameters with three different types: Round, Plane & Sharp.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-CutNClone.mp4 Cut&Clone tool demo video]<br /><br />
<br /><br />
'''Split.''' The split tool is very similar to the “Cut&Clone tool”. It also has the exact same border settings. The only difference is that when you use this tool it actually tears a chunk of the object that you are operating on and creates it’s own object layer in the VoxTree.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Split.mp4 Split tool demo video]<br /><br />
<br /><br />
'''Merge.''' Simply put this tool allows you to import polygonal meshes to convert to voxels. It has a much more advanced usage of course, as well. First let us go over some of the functions of this tool:<br /><br />
:'''''Select mesh.''''' Use this to select a mesh stored on your hard drive.<br /><br />
:'''''Pick from retopo.''''' If you have something retopologized in the Retopo tab, then you can use the mesh to merge to voxels.<br /><br />
:'''''On pen.''''' Will turn any merged mesh into a pen to sculpt with.<br /><br />
(Note: If you are using a high-res object and then click that, you’ll be painting high-res objects all over something, and that can cause a lot of lagging if it is very high-res.)<br /><br />
:'''''Subdivide.''''' Will of course subdivide your unmerged mesh.<br /><br />
:'''''Transform.''''' Will change to the transform gizmo, allowing you to transform the unmerged mesh.<br /><br />
:'''''Shift (X, Y & Z).''''' Shifts the unmerged mesh along the selected axis inside a bounding box in local space.<br /><br />
:'''''Presets.''''' This tool has a number of presets, you are encouraged to explore them.<br /><br />
Some of the more advanced functions of this tool are:<br /><br />
:'''''Merge separate volumes.''''' Merges each sub-object to it’s own unique layer in the VoxTree.<br /><br />
:[[File:7.4.4.jpg|right]] '''''Respect negative volumes.''''' This is a new function in v3.1. If an unmerged object has “_negative” somewhere in it’s name upon selecting the mesh, it will subtract this volume from before merging with other sub-objects. Generally you should know when you are going to use this feature, as the file must have “_negative” in it’s file name. It is great for creating greebles & nurnies. Let’s take a more detailed look at this feature in the usage of this feature, to create greebles & nurnies (Thanks to user Tinker for the description):<br /><br />
:: Greebles or nurnies can be created in any application for 3D modeling, usually with a series of arbitrary extrusions.<br /><br />
[[File:7.4.6.jpg|450px]]<br /><br />
<br />
Details with angled surface look better than with parallel to horizon. For easier placing of details on a model create a contour for the detail (that’s an object with a name “_negative” which excludes from the model automatically and leaves a slot for the detail.)<br /><br />
[[File:7.4.5.jpg|720px]]<br /><br />
<br />
It’s important to turn on ‘respect negative volume’ in the Merge Params tab to permit contour exclusion. Because of “negative volume” width is bigger than detail’s width we have an interesting effect:<br /><br />
[[File:7.4.7.jpg|720px]]<br /><br />
<br />
There is a joint between the body and the object. The detail looks as if it stands right on its place, and the body looks as if it has a special slot for the detail. Such joints look good with ambient occlusion. Above is an example of how would it look without that effect. Looks not so interesting, and also there is a problem that was caused by different curvatures of the body and the detail – the detail looks tumbled down (it wouldn’t happen with negative volume). Negative volume shouldn’t have the exact form as the body. You may change its form to get various effects. It’s time to detail the object. Load the greebles using Merge tool. Use ‘on pen’ mode. Use “9” and “0” keys to rotate the brush.<br /><br />
[[File:7.4.9.jpg|720px]]<br /><br />
<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Merge.mp4 Merge tool demo video]<br /><br />
<br /><br />
'''Sketch.''' This is a new tool in v3.1, and is a very important addition the the toolset. It allows for the creation of a volume object with 2 or 3 images. If you use 3 images of course the voxel object will be more detailed. You are strongly encouraged to try this new tool out, it is great for creating basic shapes of a more detailed objects very quickly. This tool has a few operations, all of which are very self explanatory. You are strongly encouraged to explore the options for this tool.<br /><br />
[[File:7.4.10.jpg|720px]]<br /><br />
[[File:7.4.12.jpg]] [[File:7.4.11.jpg]]<br /><br />
<br /><br />
'''Curves.''' One of the most powerful tools in the voxel arsenal, this allows you to place points of a space directly into your scene with the '''LMB'''. This tool also uses a gizmo for transformations. The arrows will translate, the boxes will scale or stretch, the inner white ring will translate on all axes, and lastly when using the function, “apply to whole curve” there will be another white ring which allows for viewport based rotations. This allows for quite a number of things, including pipes, chains, basic character or creature shapes and bodies, and so on.<br /><br />
There are now 4 modes in addition to the standard curves tools, they are:<br /><br />
'''''Extrude.''''' This tool allows for the extrusion of new hierarchies from an existing point of a curve. To use simply click and hold the '''LMB''', then drag in the desired direction you wish to create the extrusion. Holding '''SHIFT''' will default to the new Rotate mode. It can also be activated by hitting the “Q” key.<br /><br />
''''''Move.''''' By default this tool allows for the moving of points of a curve individually, holding the '''SHIFT''' key will move it’s child or parent hierarchy, depending on the direction of the manipulator arrow. It can also be activated by hitting the “W” key.<br /><br />
'''''Rotate.''''' This mode allows you to rotate the child or parent hierarchy of a point with viewport based rotations. It can also be activated by hitting the “R” key.<br /><br />
'''''Scale.''''' This mode allows you to scale the child or parent hierarchy of a point. It can also be activated by hitting the “E” key.<br /><br />
[[File:curvetools.jpg|720px]]<br />
[[File:archer-curves.jpg|720px]]<br /><br />
<br /><br />
::'''''NOTES:''''' Remember, you need to click the '''LMB''' to edit a point, '''ESC''' to stop editing a point. When using one of the four new edit modes, you do not need to have a point selected. Simply hold '''SHIFT''' (or have “Invert SHIFT action” turned on) and you’ll see green cones allowing you to edit the point and it’s hierarchy. Lastly, the affected direction of the hierarchy is the larger side of the green cone.<br /><br />
<br /><br />
These tools allow for quite a number of things, including pipes, chains, basic character or creature shapes and bodies, and so on.<br /><br />
Some of the parameters of this tool:<br /><br />
:'''''Fill Inside.''''' Fills the entire space between all points to create a solid volume object throughout the entire space.<br /><br />
:'''''Run brush along curve.''''' Is a tool all on it’s own, it allows for perfectly indented or protruded areas along the spline. It has a number of options which are all self explanatory. You are strongly encouraged to explore this setting for the curves tool.<br /><br />
:'''''Stick to ground.''''' When this option is turned on, it forces points of your curve to constrain to the surface of a volume object, with which you click on.<br /><br />
:'''''Jagged line.''''' By default the curves tool will create a smooth TCBspline. With this option turned on, you can create a linear spline, essentially creating “pointy” intersections.<br /><br />
:'''''Snap to symm plane.''''' This will force any newly created points to be created on the symmetry plane when you click on or near the plane.<br /><br />
:'''''Invert shift action.''''' This option exclusvely effects the four new curve modes. By default in any of these modes you must hold '''SHIFT''' to perform their alternate functions. This will invert this setting, so that by default you use the alternate functions, and the normal default methods require you to hold down '''SHIFT'''.<br /><br />
:'''''Extrude same radius.''''' With this option turned on, in the ''Extrude'' mode, it will create a new point which is the same size as the point that you extruded from. By Default a newly created point is the size of your pen cursor.<br /><br />
:'''''New curve.''''' Will add another curve to your scene, in addition to your existing curve(s).<br /><br />
:'''''Tube.''''' Resets the curve back to it’s default state.<br /><br />
:'''''Reset scale/angles.''''' These two tools will reset any scaling or rotations you have done to the selected curve.<br /><br />
:'''''Hardness.''''' To use this you must have a point on a curve selected, upon pressing this button It will cause the selected point to become very sharp and pointed.<br /><br />
:'''''Closed.''''' Allows you to close the spline curve between the first and last points on the spline. You can of course still add or remove points while using this function.<br /><br />
:'''''Del curve/point.''''' These two functions allow you to delete curves and points on a curve respectively. You can also hover over a point on a curve and hit the '''DELETE''' key.<br /><br />
:'''''Clear all.''''' This will clear all curves from the scene.<br /><br />
:'''''Save/Load.''''' You can now save and load entire sets of curves for use at a later time, or distribution to other users.<br /><br />
:'''''Profile.''''' This drop down list contains a number of profiles, each will change the over all shape of the spline curve.<br /><br />
:'''''Apply to whole curve.''''' With this turned on, any rotations, scaling or translation you do will apply to the whole curve centered from your current selected point on the spline. When using this function the gizmo for the point will change, adding a new large white circle around the rest of the gizmo. This new circle will allow for viewport based rotations.<br /><br />
:'''''Spline presets.''''' There are a number of other self explanatory settings for this tool. But one thing that stands out, and that you should definitely explore, are the spline presets. These allow for some very unique voxel sculpting techniques and styles. You are strongly encouraged to explore these and add more by using external files like .obj or .lwo formats.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Curves.mp4 Curves tool demo video]<br /><br />
<br /><br />
'''Snake.''' Clicking and dragging with the '''LMB''' with this tool creates a snake like shape in your viewport. It’s position is based on your first click and your viewport perspective. As with the curves tool, you can reset it back to it’s default with the “Tube” button, you can select a number of profiles and of course use spline presets. One unique parameter for this tool is called '''''“Smoothing speed”'''''. What this does, at higher values as you drag out, the snake will smooth along it’s entire lenght, causing it to move. At lower values it will move less, or not at all, causing no smoothing to occur. (Min/max values 1-5).<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Snake.mp4 Snake tool demo video]<br /><br />
<br /><br />
'''Spikes.''' This tool functions exactly as the snake tool, however it’s only difference is that it tapers on the end point of your stroke, causing a spike-like appearance.<br /><br />
[http://www.3d-coat.com/tutorials/from_javis/Voxel-Spikes.mp4 Spikes tool demo video]<br /><br />
<br /><br />
[[File:musclesonground.jpg|320px|right]]'''Muscles.''' This tool allows you to sculpt muscle & tendon looking shapes simply with a stroke of your stylus. You can achieve different looks by using this tool in different ways, for instance, if you sculpt with this tool outside of a volume, you can create objects that look to be wings very quickly.<br />
There are a number of settings of this tool:<br /><br />
:'''''Smoothing Speed.''''' This allows you to manually key or use the slider to adjust the rate at which your stroke is smoothed.<br /><br />
:'''''Stick to ground.''''' This option forces your stroke to append to the surface of the object instead of smoothing through it as it does when this option is turned off.<br /><br />
[[File:voxmuscles-insideout.jpg|720px]]<br />
[[File:musclesoffground.jpg|320px|right]]<br />
:'''''Muscle types.''''' You can select between two different muscle types and a tendon. In the image on the previous page, you can see from left to right: Tendon, Muscle 2 and then Muscle 1.<br /><br />
<br /><br />
'''Toothpaste.''' This tool shares all of the options other then the muscle types with the muscles tool. It’s function is similar to it’s name, it is like applying toothpaste or tubes to a surface. A huge different and benefit to this tool, is that it respects pen alphas, so you can use it to create<br />
some rather unique looking rake brushes.<br /><br />
<br /><br />
'''Primitives.''' This is a pretty powerful tool for voxels. While it’s name is misleading in this regard, you should certainly explore each one of them thoroughly. They are: Sphere, Cube, Ellipse, Cylinder, Cone, Capsule, Tube, N-Gon and the Gear. A few of them are very similar such as the sphere and ellipse. The difference between is the ellipse has a different gizmo for adjustments. Another set are the cylinder and tube, the difference is the tube is hollowed out at its center. Each tool also have a set of parameters, ranging from adjusting scale, position (some have two positions: top & bottom), radius, and with the n-gon and gear primitives, you’ll have unique options like number of sides, inner radius or number of gears. These settings are of course self explanatory and you are strongly encouraged to explore these settings further.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Primitives.mp4 Primitives tool demo video]<br /><br />
<br /><br />
'''Text.''' Allows you to place text along a spline curve, and create text in voxel form. It’s parameters are identical to that of the curves tool so you should already be familiar with it after reading that section above. It has a few unique features: You can select a font for your text, you can of course type in the text you would like to make volumetric, and you can adjust the thickness of this volumetric text.<br /><br />
[[File:7.4.15.jpg|720px]]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Text.mp4 Text tool demo video]<br /><br />
<br /><br />
'''Cloth.''' This tool is a cloth simulator which you can use to drape a polygon mesh over another object. There is a default “cloth” with which you can test, but you are not limited to this as you can also import an external polygonal mesh. The parameters for this tool are:<br /><br />
:'''''Select mesh.''''' This will prompt you with a file requester which allows you to select a file (.obj, .lwo, ,fbx, .stl, .ply, and .3b) on disk to use as the object to be draped.<br /><br />
:'''''Subdivide.''''' This will subdivide the object you have imported. It can be used before or after you run the simulation.<br /><br />
:'''''Start/Reset.''''' These two buttons will start and reset the simulation, respectively.<br /><br />
:'''''Pick from retopo.''''' If you have retopologized something and it is in the Retopo tab, then you can use this button to select that mesh as the object to drape.<br /><br />
:'''''To retopo.''''' By clicking this, the recently draped mesh will be sent to the Retopo tab for further retopologization.<br /><br />
:'''''Other.''''' You can set a number of other parameters, such as the ''graviy'', and the ''friction'' of the draped object on the object you are draping over, as well as set the cloth ''thickness''. For the thickness, the higher the value, the thicker the cloth.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Cloth.mp4 Cloth tool demo video]<br /><br />
<br /><br />
[[File:7.4.16.jpg|720px]] [[File:7.4.17.jpg|720px]]<br />
<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.4_Object_Tools&diff=15997.4 Object Tools2010-02-04T15:14:30Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
'''Logo.''' The logo tool allows you to import any black and white picture and convert it to voxels. You can convert images that are .bmp, .tga, .jpeg and .png formats. Click on the Logo tool and select image. As you import it, it will bring you in with then default to the merge tool, so you can use the standard merge gizmo here.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Logo.mp4 Logo tool demo video]<br /><br />
<br /><br />
[[File:7.4.3.jpg|right]] '''Cut&Clone.''' The Cut&Clone tool will let you do just that, you can cut and clone the volume of a voxel object based on the type of brush parameters, and defaults to the drag rectangle pen mode. It will copy the whole volume of the object underneath. You can also adjust your border parameters with three different types: Round, Plane & Sharp.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-CutNClone.mp4 Cut&Clone tool demo video]<br /><br />
<br /><br />
'''Split.''' The split tool is very similar to the “Cut&Clone tool”. It also has the exact same border settings. The only difference is that when you use this tool it actually tears a chunk of the object that you are operating on and creates it’s own object layer in the VoxTree.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Split.mp4 Split tool demo video]<br /><br />
<br /><br />
'''Merge.''' Simply put this tool allows you to import polygonal meshes to convert to voxels. It has a much more advanced usage of course, as well. First let us go over some of the functions of this tool:<br /><br />
:'''''Select mesh.''''' Use this to select a mesh stored on your hard drive.<br /><br />
:'''''Pick from retopo.''''' If you have something retopologized in the Retopo tab, then you can use the mesh to merge to voxels.<br /><br />
:'''''On pen.''''' Will turn any merged mesh into a pen to sculpt with.<br /><br />
(Note: If you are using a high-res object and then click that, you’ll be painting high-res objects all over something, and that can cause a lot of lagging if it is very high-res.)<br /><br />
:'''''Subdivide.''''' Will of course subdivide your unmerged mesh.<br /><br />
:'''''Transform.''''' Will change to the transform gizmo, allowing you to transform the unmerged mesh.<br /><br />
:'''''Shift (X, Y & Z).''''' Shifts the unmerged mesh along the selected axis inside a bounding box in local space.<br /><br />
:'''''Presets.''''' This tool has a number of presets, you are encouraged to explore them.<br /><br />
Some of the more advanced functions of this tool are:<br /><br />
:'''''Merge separate volumes.''''' Merges each sub-object to it’s own unique layer in the VoxTree.<br /><br />
:[[File:7.4.4.jpg|right]] '''''Respect negative volumes.''''' This is a new function in v3.1. If an unmerged object has “_negative” somewhere in it’s name upon selecting the mesh, it will subtract this volume from before merging with other sub-objects. Generally you should know when you are going to use this feature, as the file must have “_negative” in it’s file name. It is great for creating greebles & nurnies. Let’s take a more detailed look at this feature in the usage of this feature, to create greebles & nurnies (Thanks to user Tinker for the description):<br /><br />
:: Greebles or nurnies can be created in any application for 3D modeling, usually with a series of arbitrary extrusions.<br /><br />
[[File:7.4.6.jpg|450px]]<br /><br />
<br />
Details with angled surface look better than with parallel to horizon. For easier placing of details on a model create a contour for the detail (that’s an object with a name “_negative” which excludes from the model automatically and leaves a slot for the detail.)<br /><br />
[[File:7.4.5.jpg]]<br /><br />
<br />
It’s important to turn on ‘respect negative volume’ in the Merge Params tab to permit contour exclusion. Because of “negative volume” width is bigger than detail’s width we have an interesting effect:<br /><br />
[[File:7.4.7.jpg|720px]]<br /><br />
<br />
There is a joint between the body and the object. The detail looks as if it stands right on its place, and the body looks as if it has a special slot for the detail. Such joints look good with ambient occlusion. Above is an example of how would it look without that effect. Looks not so interesting, and also there is a problem that was caused by different curvatures of the body and the detail – the detail looks tumbled down (it wouldn’t happen with negative volume). Negative volume shouldn’t have the exact form as the body. You may change its form to get various effects. It’s time to detail the object. Load the greebles using Merge tool. Use ‘on pen’ mode. Use “9” and “0” keys to rotate the brush.<br /><br />
[[File:7.4.9.jpg|720px]]<br /><br />
<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Merge.mp4 Merge tool demo video]<br /><br />
<br /><br />
'''Sketch.''' This is a new tool in v3.1, and is a very important addition the the toolset. It allows for the creation of a volume object with 2 or 3 images. If you use 3 images of course the voxel object will be more detailed. You are strongly encouraged to try this new tool out, it is great for creating basic shapes of a more detailed objects very quickly. This tool has a few operations, all of which are very self explanatory. You are strongly encouraged to explore the options for this tool.<br /><br />
[[File:7.4.10.jpg|720px]]<br /><br />
[[File:7.4.12.jpg]] [[File:7.4.11.jpg]]<br /><br />
<br /><br />
'''Curves.''' One of the most powerful tools in the voxel arsenal, this allows you to place points of a space directly into your scene with the '''LMB'''. This tool also uses a gizmo for transformations. The arrows will translate, the boxes will scale or stretch, the inner white ring will translate on all axes, and lastly when using the function, “apply to whole curve” there will be another white ring which allows for viewport based rotations. This allows for quite a number of things, including pipes, chains, basic character or creature shapes and bodies, and so on.<br /><br />
There are now 4 modes in addition to the standard curves tools, they are:<br /><br />
'''''Extrude.''''' This tool allows for the extrusion of new hierarchies from an existing point of a curve. To use simply click and hold the '''LMB''', then drag in the desired direction you wish to create the extrusion. Holding '''SHIFT''' will default to the new Rotate mode. It can also be activated by hitting the “Q” key.<br /><br />
''''''Move.''''' By default this tool allows for the moving of points of a curve individually, holding the '''SHIFT''' key will move it’s child or parent hierarchy, depending on the direction of the manipulator arrow. It can also be activated by hitting the “W” key.<br /><br />
'''''Rotate.''''' This mode allows you to rotate the child or parent hierarchy of a point with viewport based rotations. It can also be activated by hitting the “R” key.<br /><br />
'''''Scale.''''' This mode allows you to scale the child or parent hierarchy of a point. It can also be activated by hitting the “E” key.<br /><br />
[[File:curvetools.jpg|720px]]<br />
[[File:archer-curves.jpg|720px]]<br /><br />
<br /><br />
::'''''NOTES:''''' Remember, you need to click the '''LMB''' to edit a point, '''ESC''' to stop editing a point. When using one of the four new edit modes, you do not need to have a point selected. Simply hold '''SHIFT''' (or have “Invert SHIFT action” turned on) and you’ll see green cones allowing you to edit the point and it’s hierarchy. Lastly, the affected direction of the hierarchy is the larger side of the green cone.<br /><br />
<br /><br />
These tools allow for quite a number of things, including pipes, chains, basic character or creature shapes and bodies, and so on.<br /><br />
Some of the parameters of this tool:<br /><br />
:'''''Fill Inside.''''' Fills the entire space between all points to create a solid volume object throughout the entire space.<br /><br />
:'''''Run brush along curve.''''' Is a tool all on it’s own, it allows for perfectly indented or protruded areas along the spline. It has a number of options which are all self explanatory. You are strongly encouraged to explore this setting for the curves tool.<br /><br />
:'''''Stick to ground.''''' When this option is turned on, it forces points of your curve to constrain to the surface of a volume object, with which you click on.<br /><br />
:'''''Jagged line.''''' By default the curves tool will create a smooth TCBspline. With this option turned on, you can create a linear spline, essentially creating “pointy” intersections.<br /><br />
:'''''Snap to symm plane.''''' This will force any newly created points to be created on the symmetry plane when you click on or near the plane.<br /><br />
:'''''Invert shift action.''''' This option exclusvely effects the four new curve modes. By default in any of these modes you must hold '''SHIFT''' to perform their alternate functions. This will invert this setting, so that by default you use the alternate functions, and the normal default methods require you to hold down '''SHIFT'''.<br /><br />
:'''''Extrude same radius.''''' With this option turned on, in the ''Extrude'' mode, it will create a new point which is the same size as the point that you extruded from. By Default a newly created point is the size of your pen cursor.<br /><br />
:'''''New curve.''''' Will add another curve to your scene, in addition to your existing curve(s).<br /><br />
:'''''Tube.''''' Resets the curve back to it’s default state.<br /><br />
:'''''Reset scale/angles.''''' These two tools will reset any scaling or rotations you have done to the selected curve.<br /><br />
:'''''Hardness.''''' To use this you must have a point on a curve selected, upon pressing this button It will cause the selected point to become very sharp and pointed.<br /><br />
:'''''Closed.''''' Allows you to close the spline curve between the first and last points on the spline. You can of course still add or remove points while using this function.<br /><br />
:'''''Del curve/point.''''' These two functions allow you to delete curves and points on a curve respectively. You can also hover over a point on a curve and hit the '''DELETE''' key.<br /><br />
:'''''Clear all.''''' This will clear all curves from the scene.<br /><br />
:'''''Save/Load.''''' You can now save and load entire sets of curves for use at a later time, or distribution to other users.<br /><br />
:'''''Profile.''''' This drop down list contains a number of profiles, each will change the over all shape of the spline curve.<br /><br />
:'''''Apply to whole curve.''''' With this turned on, any rotations, scaling or translation you do will apply to the whole curve centered from your current selected point on the spline. When using this function the gizmo for the point will change, adding a new large white circle around the rest of the gizmo. This new circle will allow for viewport based rotations.<br /><br />
:'''''Spline presets.''''' There are a number of other self explanatory settings for this tool. But one thing that stands out, and that you should definitely explore, are the spline presets. These allow for some very unique voxel sculpting techniques and styles. You are strongly encouraged to explore these and add more by using external files like .obj or .lwo formats.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Curves.mp4 Curves tool demo video]<br /><br />
<br /><br />
'''Snake.''' Clicking and dragging with the '''LMB''' with this tool creates a snake like shape in your viewport. It’s position is based on your first click and your viewport perspective. As with the curves tool, you can reset it back to it’s default with the “Tube” button, you can select a number of profiles and of course use spline presets. One unique parameter for this tool is called '''''“Smoothing speed”'''''. What this does, at higher values as you drag out, the snake will smooth along it’s entire lenght, causing it to move. At lower values it will move less, or not at all, causing no smoothing to occur. (Min/max values 1-5).<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Snake.mp4 Snake tool demo video]<br /><br />
<br /><br />
'''Spikes.''' This tool functions exactly as the snake tool, however it’s only difference is that it tapers on the end point of your stroke, causing a spike-like appearance.<br /><br />
[http://www.3d-coat.com/tutorials/from_javis/Voxel-Spikes.mp4 Spikes tool demo video]<br /><br />
<br /><br />
[[File:musclesonground.jpg|390px|right]]'''Muscles.''' This tool allows you to sculpt muscle & tendon looking shapes simply with a stroke of your stylus. You can achieve different looks by using this tool in different ways, for instance, if you sculpt with this tool outside of a volume, you can create objects that look to be wings very quickly.<br />
There are a number of settings of this tool:<br /><br />
:'''''Smoothing Speed.''''' This allows you to manually key or use the slider to adjust the rate at which your stroke is smoothed.<br /><br />
:'''''Stick to ground.''''' This option forces your stroke to append to the surface of the object instead of smoothing through it as it does when this option is turned off.<br /><br />
[[File:voxmuscles-insideout.jpg|720px]]<br />
[[File:musclesoffground.jpg|390px|right]]<br />
:'''''Muscle types.''''' You can select between two different muscle types and a tendon. In the image on the previous page, you can see from left to right: Tendon, Muscle 2 and then Muscle 1.<br /><br />
<br /><br />
'''Toothpaste.''' This tool shares all of the options other then the muscle types with the muscles tool. It’s function is similar to it’s name, it is like applying toothpaste or tubes to a surface. A huge different and benefit to this tool, is that it respects pen alphas, so you can use it to create<br />
some rather unique looking rake brushes.<br /><br />
<br /><br />
'''Primitives.''' This is a pretty powerful tool for voxels. While it’s name is misleading in this regard, you should certainly explore each one of them thoroughly. They are: Sphere, Cube, Ellipse, Cylinder, Cone, Capsule, Tube, N-Gon and the Gear. A few of them are very similar such as the sphere and ellipse. The difference between is the ellipse has a different gizmo for adjustments. Another set are the cylinder and tube, the difference is the tube is hollowed out at its center. Each tool also have a set of parameters, ranging from adjusting scale, position (some have two positions: top & bottom), radius, and with the n-gon and gear primitives, you’ll have unique options like number of sides, inner radius or number of gears. These settings are of course self explanatory and you are strongly encouraged to explore these settings further.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Primitives.mp4 Primitives tool demo video]<br /><br />
<br /><br />
'''Text.''' Allows you to place text along a spline curve, and create text in voxel form. It’s parameters are identical to that of the curves tool so you should already be familiar with it after reading that section above. It has a few unique features: You can select a font for your text, you can of course type in the text you would like to make volumetric, and you can adjust the thickness of this volumetric text.<br /><br />
[[File:7.4.15.jpg]]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Text.mp4 Text tool demo video]<br /><br />
<br /><br />
'''Cloth.''' This tool is a cloth simulator which you can use to drape a polygon mesh over another object. There is a default “cloth” with which you can test, but you are not limited to this as you can also import an external polygonal mesh. The parameters for this tool are:<br /><br />
:'''''Select mesh.''''' This will prompt you with a file requester which allows you to select a file (.obj, .lwo, ,fbx, .stl, .ply, and .3b) on disk to use as the object to be draped.<br /><br />
:'''''Subdivide.''''' This will subdivide the object you have imported. It can be used before or after you run the simulation.<br /><br />
:'''''Start/Reset.''''' These two buttons will start and reset the simulation, respectively.<br /><br />
:'''''Pick from retopo.''''' If you have retopologized something and it is in the Retopo tab, then you can use this button to select that mesh as the object to drape.<br /><br />
:'''''To retopo.''''' By clicking this, the recently draped mesh will be sent to the Retopo tab for further retopologization.<br /><br />
:'''''Other.''''' You can set a number of other parameters, such as the ''graviy'', and the ''friction'' of the draped object on the object you are draping over, as well as set the cloth ''thickness''. For the thickness, the higher the value, the thicker the cloth.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Cloth.mp4 Cloth tool demo video]<br /><br />
<br /><br />
[[File:7.4.16.jpg|720px]] [[File:7.4.17.jpg|720px]]<br />
<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.3_Adjustment_Tools&diff=15987.3 Adjustment Tools2010-02-04T15:11:33Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
'''Pose tool.''' The pose tool is a great tool to quickly change the rotation, scale and translation of a selection. You can determine the selection by a number of ways. You can use a line, ring, sphere, and you can even paint on it with pen or by object. You can also check the Airbrush mode when using Select with pen to increase selection area smoothly. After selection is made a special gizmo will appear:<br /><br />
[[File:7.3.1.jpg|720px]]<br /><br />
It has three states: ''Rotate'', ''Scale'' and ''Translate''. You can switch modes by clicking on the long red rectangular bar at the base of the gizmo. In each state the gizmo has set of parameters in the Params window. Lastly, as with all tools in 3D-Coat, the pose tool respects symmetry, as well as all of it’s selection modes such as drag rectangle, lasso, etc..<br /><br />
[[File:transgizmo.jpg]]<br /><br />
Let’s take a look at some of the pose tool parameters:<br /><br />
:'''''Line.''''' This mode allows you to draw a line based gradient for use with the pose tool gizmo, starting with your intial click of the '''LMB''' and ending with the release of the '''LMB'''.<br /><br />
:'''''Ring.''''' This selects a ring based gradient, starting with the intial<br />
click of the '''LMB''' and ending with the release of the '''LMB'''.<br /><br />
:'''''Sphere.''''' This selects a spherical gradient, again starting with your intial click of the '''LMB''' and ending with the release of the '''LMB'''.<br /><br />
:'''''Select with pen.''''' Select with pen mode allows you to brush directly your selection. Your pen size directly affects the selection area. Furthermore you can also smooth your selected area by holding '''SHIFT+LMB'''. This is a great way to select things quickly if you just need tiny little details selected. This mode also has a special option, “Airbrush mode”. By using airbrush mode you can also smoothly select areas instead of having a hard edges selection. It makes for tidy deformations around the edes of your selection.<br /><br />
Special note for the Pose tool. This is worth mentioning twice, as it is very useful. With the Pose tool, you can also use almost any of the selection methods in the Pen mode bar. Such as<br />
drag rectangle, lasso, and so on. You can also subtract for your selection by using the tool normal, plus holding the '''CTRL''' key at the same time.<br /><br />
:'''''Object.''''' If you have multiple objects in your vox tree, this mode will come in quite handy. To use it, simply click on the object you want to deform using the pose tool and it will place the entire volume as your selection.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Pose.mp4 Pose tool demo video]<br /><br />
<br /><br />
'''Move.''' With the move tool you can literally move the surface area within your cursor. Press and drag '''LMB''' to move the surface within the cursor, relative to the screen view. Use '''CTRL''' to move surface along the normal. It also works with the alphas of a pen so then of course, different pens give different result.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Move.mp4 Move tool demo video]<br /><br />
<br /><br />
'''Hide.''' In v3.1 of 3D-Coat the hide tool has undergone a massive change. You can now hide on a per voxel basis. This allows you the sculpt with your brush the areas you wish to hide, while it also respects other selection methods as well, such as drag rectangle, drawn contours, etc.. This new method of hiding makes it much easier to create the quite essential hard edged surfaces for objects. This tool also has a few other functions you will find in the “Voxel” menu. They are:<br /><br />
:'''''Unhide all.''''' This unhides any hidden voxels.<br /><br />
:'''''Invert hidden.''''' Inverts hidden voxels.<br /><br />
:'''''Delete hidden part.''''' Deletes any voxels you have hidden.<br /><br />
:'''''Separate hidden part.''''' This will create a new layer in the vox tree and place the previously hidden voxels into the newly created layer.<br /><br />
[[File:voxnewhidetool.jpg|720px]]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Hide.mp4 Hide tool demo vido]<br /><br />
<br /><br />
'''Cell hide.''' This tool will hide “cells” of voxels based on your brush size. Unlike the other Hide tool, it does not allow for sculpting or seperating hidden parts to create seams and other objects.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Hide.mp4 Cell tool demo video]<br /><br />
<br /><br />
'''Copy.''' To use this tool you must have two layers in the vox tree. It is preferred if one of the layers is empty, but it doesn’t need to be. In your other layer there must be a portion of a volume object you wish to copy, with this layer visible and your empty layer your active you can brush along the surface of the background object. This will copy the brushed areas to the previously empty layer.<br /><br />
[[File:7.3.3.jpg|720px]]<br /><br />
It is a really quick way to create objects based on a characters surface topology, such as body armor, clothing, etc..<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Copy.mp4 Copy tool demo video]<br /><br />
<br /><br />
'''Transform.''' This is tool allows you to rotate, scale and transform your currently selected layer. By grabbing one of the gizmo handles, you can constrain to whatever axis you clicked on,<br />
you can also perform a screen based rotation using the large outer circle. A few of the other options for this tool are:<br /><br />
:'''''Move only gizmo.''''' Allows for adjustments to be made exclusively to the gizmo. This helps when you need to place the gizmo in another location.<br /><br />
:'''''Leave rotated axis.''''' This is self explanatory. It is great for when you need to rotate an object multiple times while retaining it’s previous rotations.<br /><br />
:'''''Position & Axes (1,2 & 3).''''' These parameters allow you to manually key in position and rotational coordinates.<br /><br />
:'''''Scale (X, Y & Z).''''' These parameters allow you the manually key in scalar modulations.<br /><br />
:'''''Reset axis/space.''''' These two functions allow for the resetting of the axis and an objects local space, respectively.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Transform.mp4 Transform tool demo video]<br /><br />
<br /><br />
'''Wrap.''' New in v3.1, you’ll find this tool is quite versatile! It allows you to twist and bend the currently selected object layer in the VoxTree. One thing to note here, and this is VERY important: Each function of each of the WrapType’s will alter any of the other types end functions. So you are strongly encouraged to test this tool out, to find out what works for you. That said, the following descriptions are based on the use of a default sphere.<br /><br />
[[File:7.3.4.jpg|720px]]<br /><br />
[[File:7.3.5.jpg|720px]]<br />
Let’s take a look:<br /><br />
:'''WrapType.''' Drop down list with two methods: '''''Bend''''' and '''''Twist.''''' Each are very different from one another. Bend will literally bend or wrap the current layer around the base of the gizmo. Twist will rotate the current layer on it’s pole. Each of the following functions are for the Bend type:<br /><br />
:'''''-Segments count.''''' This will increase the amount of segments.<br /><br />
:'''''-Start/Final angle.''''' You can adjust the begining and end of the wrap with this.<br /><br />
:'''''-FowardStep.''''' This will create a “spiral staircase” look, it will literally spiral the object upward.<br /><br />
:'''''-Overlap.''''' The effects will vary depending on the object. Essentially this tapers each segment where they meet each other.<br /><br />
The following functions are for the Twist type:<br /><br />
:'''''-Segments count.''''' This will increase the amount of segments.<br /><br />
:'''''-Twist angle.''''' This will twist the current object around the gizmo.<br /><br />
:'''''-Overlap.''''' This will taper each segment where they meet each other, simultaneously increasing/decreasing the space between each spiral.<br /><br />
[[File:videoicon.png]] [http://www.pilgway.com/~javis2/3-1_Vids/Vox-Wrap.mp4 Wrap tool demo video]<br /><br />
<br /><br />
[[File:7.4.1.jpg|350px|right]] '''Axial symmetry.''' The axial tool lets you clone the active layer from the Vox tree with axial symmetry. You can set the number of copies in the Params tab. The gizmo operates just like all the other gizmos, so you shouldn’t be any stranger to it. Move the translate handler (octahedron-like) to get an idea of similar things you can do with it. You are strongly encouraged to explore this tools possibilities.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Axial.mp4 Axial symmetry tool demo video]<br /><br />
<br /><br />
'''Barelief.''' This new tool "looks" at the existing volume of an object, and extrudes to create new volume based on the position of the gizmo. The area at the base (sphere) of the gizmo from the tip is the area that will be affected. It is great for creating coins and jewelry.<br /><br />
[[File:barelief.jpg|720px]]<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.3_Adjustment_Tools&diff=15977.3 Adjustment Tools2010-02-04T15:07:13Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
'''Pose tool.''' The pose tool is a great tool to quickly change the rotation, scale and translation of a selection. You can determine the selection by a number of ways. You can use a line, ring, sphere, and you can even paint on it with pen or by object. You can also check the Airbrush mode when using Select with pen to increase selection area smoothly. After selection is made a special gizmo will appear:<br /><br />
[[File:7.3.1.jpg|720px]]<br /><br />
It has three states: ''Rotate'', ''Scale'' and ''Translate''. You can switch modes by clicking on the long red rectangular bar at the base of the gizmo. In each state the gizmo has set of parameters in the Params window. Lastly, as with all tools in 3D-Coat, the pose tool respects symmetry, as well as all of it’s selection modes such as drag rectangle, lasso, etc..<br /><br />
[[File:transgizmo.jpg]]<br /><br />
Let’s take a look at some of the pose tool parameters:<br /><br />
:'''''Line.''''' This mode allows you to draw a line based gradient for use with the pose tool gizmo, starting with your intial click of the '''LMB''' and ending with the release of the '''LMB'''.<br /><br />
:'''''Ring.''''' This selects a ring based gradient, starting with the intial<br />
click of the '''LMB''' and ending with the release of the '''LMB'''.<br /><br />
:'''''Sphere.''''' This selects a spherical gradient, again starting with your intial click of the '''LMB''' and ending with the release of the '''LMB'''.<br /><br />
:'''''Select with pen.''''' Select with pen mode allows you to brush directly your selection. Your pen size directly affects the selection area. Furthermore you can also smooth your selected area by holding '''SHIFT+LMB'''. This is a great way to select things quickly if you just need tiny little details selected. This mode also has a special option, “Airbrush mode”. By using airbrush mode you can also smoothly select areas instead of having a hard edges selection. It makes for tidy deformations around the edes of your selection.<br /><br />
Special note for the Pose tool. This is worth mentioning twice, as it is very useful. With the Pose tool, you can also use almost any of the selection methods in the Pen mode bar. Such as<br />
drag rectangle, lasso, and so on. You can also subtract for your selection by using the tool normal, plus holding the '''CTRL''' key at the same time.<br /><br />
:'''''Object.''''' If you have multiple objects in your vox tree, this mode will come in quite handy. To use it, simply click on the object you want to deform using the pose tool and it will place the entire volume as your selection.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Pose.mp4 Pose tool demo video]<br /><br />
<br /><br />
'''Move.''' With the move tool you can literally move the surface area within your cursor. Press and drag '''LMB''' to move the surface within the cursor, relative to the screen view. Use '''CTRL''' to move surface along the normal. It also works with the alphas of a pen so then of course, different pens give different result.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Move.mp4 Move tool demo video]<br /><br />
<br /><br />
'''Hide.''' In v3.1 of 3D-Coat the hide tool has undergone a massive change. You can now hide on a per voxel basis. This allows you the sculpt with your brush the areas you wish to hide, while it also respects other selection methods as well, such as drag rectangle, drawn contours, etc.. This new method of hiding makes it much easier to create the quite essential hard edged surfaces for objects. This tool also has a few other functions you will find in the “Voxel” menu. They are:<br /><br />
:'''''Unhide all.''''' This unhides any hidden voxels.<br /><br />
:'''''Invert hidden.''''' Inverts hidden voxels.<br /><br />
:'''''Delete hidden part.''''' Deletes any voxels you have hidden.<br /><br />
:'''''Separate hidden part.''''' This will create a new layer in the vox tree and place the previously hidden voxels into the newly created layer.<br /><br />
[[File:voxnewhidetool.jpg|720px]]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Hide.mp4 Hide tool demo vido]<br /><br />
<br /><br />
'''Cell hide.''' This tool will hide “cells” of voxels based on your brush size. Unlike the other Hide tool, it does not allow for sculpting or seperating hidden parts to create seams and other objects.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Hide.mp4 Cell tool demo video]<br /><br />
<br /><br />
'''Copy.''' To use this tool you must have two layers in the vox tree. It is preferred if one of the layers is empty, but it doesn’t need to be. In your other layer there must be a portion of a volume object you wish to copy, with this layer visible and your empty layer your active you can brush along the surface of the background object. This will copy the brushed areas to the previously empty layer.<br /><br />
[[File:7.3.3.jpg|720px]]<br /><br />
It is a really quick way to create objects based on a characters surface topology, such as body armor, clothing, etc..<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Copy.mp4 Copy tool demo video]<br /><br />
<br /><br />
'''Transform.''' This is tool allows you to rotate, scale and transform your currently selected layer. By grabbing one of the gizmo handles, you can constrain to whatever axis you clicked on,<br />
you can also perform a screen based rotation using the large outer circle. A few of the other options for this tool are:<br /><br />
:'''''Move only gizmo.''''' Allows for adjustments to be made exclusively to the gizmo. This helps when you need to place the gizmo in another location.<br /><br />
:'''''Leave rotated axis.''''' This is self explanatory. It is great for when you need to rotate an object multiple times while retaining it’s previous rotations.<br /><br />
:'''''Position & Axes (1,2 & 3).''''' These parameters allow you to manually key in position and rotational coordinates.<br /><br />
:'''''Scale (X, Y & Z).''''' These parameters allow you the manually key in scalar modulations.<br /><br />
:'''''Reset axis/space.''''' These two functions allow for the resetting of the axis and an objects local space, respectively.<br /><br />
'''Wrap.''' New in v3.1, you’ll find this tool is quite versatile! It allows you to twist and bend the currently selected object layer in the VoxTree. One thing to note here, and this is VERY important: Each function of each of the WrapType’s will alter any of the other types end functions. So you are strongly encouraged to test this tool out, to find out what works for you. That said, the following descriptions are based on the use of a default sphere.<br /><br />
[[File:7.3.4.jpg|780px]]<br /><br />
[[File:7.3.5.jpg|780px]]<br />
Let’s take a look:<br /><br />
:'''WrapType.''' Drop down list with two methods: '''''Bend''''' and '''''Twist.''''' Each are very different from one another. Bend will literally bend or wrap the current layer around the base of the gizmo. Twist will rotate the current layer on it’s pole. Each of the following functions are for the Bend type:<br /><br />
:'''''-Segments count.''''' This will increase the amount of segments.<br /><br />
:'''''-Start/Final angle.''''' You can adjust the begining and end of the wrap with this.<br /><br />
:'''''-FowardStep.''''' This will create a “spiral staircase” look, it will literally spiral the object upward.<br /><br />
:'''''-Overlap.''''' The effects will vary depending on the object. Essentially this tapers each segment where they meet each other.<br /><br />
The following functions are for the Twist type:<br /><br />
:'''''-Segments count.''''' This will increase the amount of segments.<br /><br />
:'''''-Twist angle.''''' This will twist the current object around the gizmo.<br /><br />
:'''''-Overlap.''''' This will taper each segment where they meet each other, simultaneously increasing/decreasing the space between each spiral.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Transform.mp4 Transform tool demo video]<br /><br />
<br /><br />
[[File:7.4.1.jpg|350px|right]] '''Axial symmetry.''' The axial tool lets you clone the active layer from the Vox tree with axial symmetry. You can set the number of copies in the Params tab. The gizmo operates just like all the other gizmos, so you shouldn’t be any stranger to it. Move the translate handler (octahedron-like) to get an idea of similar things you can do with it. You are strongly encouraged to explore this tools possibilities.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Axial.mp4 Axial symmetry tool demo video]<br /><br />
<br /><br />
'''Barelief.''' This new tool "looks" at the existing volume of an object, and extrudes to create new volume based on the position of the gizmo. The area at the base (sphere) of the gizmo from the tip is the area that will be affected. It is great for creating coins and jewelry.<br /><br />
[[File:barelief.jpg|780px]]<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=File:Transgizmo.jpg&diff=1596File:Transgizmo.jpg2010-02-04T15:03:28Z<p>Daniel: </p>
<hr />
<div></div>Danielhttps://3dcoat.com/wiki/index.php?title=7.3_Adjustment_Tools&diff=15957.3 Adjustment Tools2010-02-04T15:02:59Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
'''Pose tool.''' The pose tool is a great tool to quickly change the rotation, scale and translation of a selection. You can determine the selection by a number of ways. You can use a line, ring, sphere, and you can even paint on it with pen or by object. You can also check the Airbrush mode when using Select with pen to increase selection area smoothly. After selection is made a special gizmo will appear:<br /><br />
[[File:7.3.1.jpg|720px]]<br /><br />
It has three states: ''Rotate'', ''Scale'' and ''Translate''. You can switch modes by clicking on the long red rectangular bar at the base of the gizmo. In each state the gizmo has set of parameters in the Params window. Lastly, as with all tools in 3D-Coat, the pose tool respects symmetry, as well as all of it’s selection modes such as drag rectangle, lasso, etc..<br /><br />
[[File:transgizmo.jpg]]<br /><br />
Let’s take a look at some of the pose tool parameters:<br /><br />
:'''''Line.''''' This mode allows you to draw a line based gradient for use with the pose tool gizmo, starting with your intial click of the '''LMB''' and ending with the release of the '''LMB'''.<br /><br />
:'''''Ring.''''' This selects a ring based gradient, starting with the intial<br />
click of the '''LMB''' and ending with the release of the '''LMB'''.<br /><br />
:'''''Sphere.''''' This selects a spherical gradient, again starting with your intial click of the '''LMB''' and ending with the release of the '''LMB'''.<br /><br />
:'''''Select with pen.''''' Select with pen mode allows you to brush directly your selection. Your pen size directly affects the selection area. Furthermore you can also smooth your selected area by holding '''SHIFT+LMB'''. This is a great way to select things quickly if you just need tiny little details selected. This mode also has a special option, “Airbrush mode”. By using airbrush mode you can also smoothly select areas instead of having a hard edges selection. It makes for tidy deformations around the edes of your selection.<br /><br />
Special note for the Pose tool. This is worth mentioning twice, as it is very useful. With the Pose tool, you can also use almost any of the selection methods in the Pen mode bar. Such as<br />
drag rectangle, lasso, and so on. You can also subtract for your selection by using the tool normal, plus holding the '''CTRL''' key at the same time.<br /><br />
:'''''Object.''''' If you have multiple objects in your vox tree, this mode will come in quite handy. To use it, simply click on the object you want to deform using the pose tool and it will place the entire volume as your selection.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Pose.mp4 Pose tool demo video]<br /><br />
<br /><br />
'''Move.''' With the move tool you can literally move the surface area within your cursor. Press and drag '''LMB''' to move the surface within the cursor, relative to the screen view. Use '''CTRL''' to move surface along the normal. It also works with the alphas of a pen so then of course, different pens give different result.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Move.mp4 Move tool demo video]<br /><br />
<br /><br />
'''Hide.''' In v3.1 of 3D-Coat the hide tool has undergone a massive change. You can now hide on a per voxel basis. This allows you the sculpt with your brush the areas you wish to hide, while it also respects other selection methods as well, such as drag rectangle, drawn contours, etc.. This new method of hiding makes it much easier to create the quite essential hard edged surfaces for objects. This tool also has a few other functions you will find in the “Voxel” menu. They are:<br /><br />
:'''''Unhide all.''''' This unhides any hidden voxels.<br /><br />
:'''''Invert hidden.''''' Inverts hidden voxels.<br /><br />
:'''''Delete hidden part.''''' Deletes any voxels you have hidden.<br /><br />
:'''''Separate hidden part.''''' This will create a new layer in the vox tree and place the previously hidden voxels into the newly created layer.<br /><br />
[[File:voxnewhidetool.jpg|780px]]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Hide.mp4 Hide tool demo vido]<br /><br />
<br /><br />
'''Cell hide.''' This tool will hide “cells” of voxels based on your brush size. Unlike the other Hide tool, it does not allow for sculpting or seperating hidden parts to create seams and other objects.<br /><br />
<br /><br />
'''Copy.''' To use this tool you must have two layers in the vox tree. It is preferred if one of the layers is empty, but it doesn’t need to be. In your other layer there must be a portion of a volume object you wish to copy, with this layer visible and your empty layer your active you can brush along the surface of the background object. This will copy the brushed areas to the previously empty layer.<br /><br />
[[File:7.3.3.jpg|780px]]<br /><br />
It is a really quick way to create objects based on a characters surface topology, such as body armor, clothing, etc..<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Copy.mp4 Copy tool demo video]<br /><br />
<br /><br />
'''Transform.''' This is tool allows you to rotate, scale and transform your currently selected layer. By grabbing one of the gizmo handles, you can constrain to whatever axis you clicked on,<br />
you can also perform a screen based rotation using the large outer circle. A few of the other options for this tool are:<br /><br />
:'''''Move only gizmo.''''' Allows for adjustments to be made exclusively to the gizmo. This helps when you need to place the gizmo in another location.<br /><br />
:'''''Leave rotated axis.''''' This is self explanatory. It is great for when you need to rotate an object multiple times while retaining it’s previous rotations.<br /><br />
:'''''Position & Axes (1,2 & 3).''''' These parameters allow you to manually key in position and rotational coordinates.<br /><br />
:'''''Scale (X, Y & Z).''''' These parameters allow you the manually key in scalar modulations.<br /><br />
:'''''Reset axis/space.''''' These two functions allow for the resetting of the axis and an objects local space, respectively.<br /><br />
'''Wrap.''' New in v3.1, you’ll find this tool is quite versatile! It allows you to twist and bend the currently selected object layer in the VoxTree. One thing to note here, and this is VERY important: Each function of each of the WrapType’s will alter any of the other types end functions. So you are strongly encouraged to test this tool out, to find out what works for you. That said, the following descriptions are based on the use of a default sphere.<br /><br />
[[File:7.3.4.jpg|780px]]<br /><br />
[[File:7.3.5.jpg|780px]]<br />
Let’s take a look:<br /><br />
:'''WrapType.''' Drop down list with two methods: '''''Bend''''' and '''''Twist.''''' Each are very different from one another. Bend will literally bend or wrap the current layer around the base of the gizmo. Twist will rotate the current layer on it’s pole. Each of the following functions are for the Bend type:<br /><br />
:'''''-Segments count.''''' This will increase the amount of segments.<br /><br />
:'''''-Start/Final angle.''''' You can adjust the begining and end of the wrap with this.<br /><br />
:'''''-FowardStep.''''' This will create a “spiral staircase” look, it will literally spiral the object upward.<br /><br />
:'''''-Overlap.''''' The effects will vary depending on the object. Essentially this tapers each segment where they meet each other.<br /><br />
The following functions are for the Twist type:<br /><br />
:'''''-Segments count.''''' This will increase the amount of segments.<br /><br />
:'''''-Twist angle.''''' This will twist the current object around the gizmo.<br /><br />
:'''''-Overlap.''''' This will taper each segment where they meet each other, simultaneously increasing/decreasing the space between each spiral.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Transform.mp4 Transform tool demo video]<br /><br />
<br /><br />
[[File:7.4.1.jpg|350px|right]] '''Axial symmetry.''' The axial tool lets you clone the active layer from the Vox tree with axial symmetry. You can set the number of copies in the Params tab. The gizmo operates just like all the other gizmos, so you shouldn’t be any stranger to it. Move the translate handler (octahedron-like) to get an idea of similar things you can do with it. You are strongly encouraged to explore this tools possibilities.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Axial.mp4 Axial symmetry tool demo video]<br /><br />
<br /><br />
'''Barelief.''' This new tool "looks" at the existing volume of an object, and extrudes to create new volume based on the position of the gizmo. The area at the base (sphere) of the gizmo from the tip is the area that will be affected. It is great for creating coins and jewelry.<br /><br />
[[File:barelief.jpg|780px]]<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.2_Volume_Sculpting_Tools&diff=15947.2 Volume Sculpting Tools2010-02-04T14:59:03Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
[[File:voxel_tools.jpg|left]] When you’re in Voxel Mode there is a robust set of tools that you can use for sculpting and to perform different operations. They are located on the left-side tool panel. You can always call the tools panel by pressing SPACE anywhere on the screen. As with any other panel, you can pin it for your convience.<br /><br />
You may watch a short video with general information about working in Voxels room:<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-General01.mp4 General info 1]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-General02.mp4 General info 2]<br />
<br /><br />
<br /><br />
[[File:7.2.1.jpg|right]] '''Increase''' tool is the first in the list of tool. It increases or decreases the surface beneath the cursor. None of the pens having effect on it - just the brush size and the intensity. Press '''LMB''' and move the mouse to increase. '''CTRL+LMB''' to decrease. On the top panel '''''Growth power''''' controls the intensity of the increasing and then '''''Thaw power''''' will control the intensity of the decreasing.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Increase.mp4 Increase tool demo video]<br /><br />
<br /><br />
'''Fill.''' The Fill tool will fill any cavities that you apply the brush to. It’s useful when you just want to make cavities ‘not so deep’ and not quite level with the rest of the surface. It sometimes requires very high intensity settings to fill areas.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Fill.mp4 Fill tool demo video]<br /><br />
<br /><br />
'''Clay.''' The clay tool will allow you to place strokes quickly onto your voxel sculpt. The difference with this tool and the carve brush, is that it will also simultaneously smooth the surface after you’ve brushed it.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Clay.mp4 Clay tool demo video]<br /><br />
<br /><br />
'''Carve.''' The carve tool will allow you to place higher peaks and deep gauges quickly on your mesh withno smoothing applied to it.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Carve.mp4 Carve tool demo video]<br /><br />
<br /><br />
'''Airbrush.''' The airbrush tool is great for placing horns or anything else like that very quickly. The difference between the airbrush tool and the increase or clay tool is that it constantly grows underneath your brush as you press the lm b regardless of forward movement.<br />
[[File:7.2.3.jpg|680px|none]]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Airbrush.mp4 Airbrush tool demo video]<br /><br />
<br /><br />
'''Build.''' The Build tool is similar to the increase and airbrush tool. The difference between the airbrush tool is that airbrush will continue to build while holding down your cursor. Build doesn’t do that. You have to move it, similar to the increase brush. However, the difference between increase brush and the build tool is that you can use alpha pens with it, and the build tool doesn’t also smooth like the increase brush.<br /><br />
[http://www.3d-coat.com/tutorials/from_javis/Voxel-Build.mp4 Build tool demo video]<br /><br />
<br /><br />
'''Extrude.''' The Extrude tool is very similar to the carve tool. The difference is that the operation is also smoothed quite a lot.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Extrude.mp4 Extrude tool demo video]<br /><br />
<br /><br />
'''Sphere.''' The sphere tool is a very quick way to create bubbles, bodies and so on. The size of the sphere is dependent on the size of the brush. You can also make it (click on the icon near the“Sphere extrusion” slider) dependent on the pressure. The maximum size will be the maximum size of the brush in that case. With the sphere tool you can create separate spheres and long cylinders rounded on the ends.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Sphere.mp4 Sphere tool demo video]<br /><br />
<br /><br />
'''2D-Paint.''' The 2D-Paint tool paints on two axis that you specify by right-clicking somewhere. Notice first, that as you rotate the view and move the brush, it’s moving along the two axis of which they are apparently specified. Now when you<br />
change it, it will always face the camera. Pick any pen you like and try to draw. Note that this tool also has an important option on the top tool bar: '''''Double sided.''''' With this option checked you can paint double sided strokes.<br /><br />
[[File:7.2.4.jpg|725px]] <br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-2DPaint.mp4 2D Paint tool demo video]<br /><br />
<br /><br />
'''Planar.''' The Planar tool acts as a wood plane does. It will scrape the volume from set set position & normal of the brush cursor. You can set the brush cursors position/normal by clicking and holding the rm b and then dragging along the surface of a voxel object. There are five modes with which you can decide the position of the brush:<br /><br />
:[[File:planar_options.jpg|right]]'''''Pick point & forward direction.''''' This will place the cursor at the last location you used the rm b, facing toward the camera.<br /><br />
:'''''Pick point only.''''' This will place the cursor at the last location you used the '''RMB''' only. It’s direction is selected based on the settings in the parameters tab.<br /><br />
:'''''Pick point & direction.''''' This will place the cursor at the last location you used the '''RMB''', it’s direction will be based on the average normals of the voxels that your brush covers.<br /><br />
:'''''Pick point & direction (local).''''' This will place the cursor at the last location you used the '''RMB''', it’s direction will be based on the single normal of the voxel your brush is dead center on.<br /><br />
:'''''Navigate.''''' This will allow you to simply navigate the viewport, this can also be done while holding '''ALT'''.<br /><br />
[[File:planartool.jpg|725px]]<br /><br />
[[File:videoicon.png]] [http://www.pilgway.com/~javis2/3-1_Vids/Vox-Planar.mp4 Planar tool demo video]<br /><br />
<br /><br />
[[File:7.2.5.jpg|right]] '''Scrape.''' The scrape tool is not affected by pens, just the size of the brush and the intensity. It’s very similar to the flatten tool. It flattens the surface beneath the brush.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Scrape.mp4 Scrape tool demo video]<br /><br />
<br /><br />
'''Vox pinch.''' This is very great for making very nice tight edges, cavities and peaks. You can better see that on the pictures below.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-VoxPinch.mp4 VoxPinch tool demo video]<br /><br />
<br /><br />
'''Vox follow.''' This tool drags the surface topology along with the brush. It’s great for producing wrinkles and so on the character or a creature or for making cloth.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-VoxFollow.mp4 Vox Follow tool demo video]<br /><br />
[[File:7.2.6.jpg]]<br />
<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=File:Uvmanipulator.jpg&diff=1593File:Uvmanipulator.jpg2010-02-04T14:50:37Z<p>Daniel: </p>
<hr />
<div></div>Danielhttps://3dcoat.com/wiki/index.php?title=6.0_UV_Tools&diff=15926.0 UV Tools2010-02-04T14:50:11Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
===UV Tools=== <br />
<br />
When enter the UV room you will see several sections:<br />
<br /><br />
:1. Modes, commands and operations with selected items (on the left by default).<br /><br />
:2. Top bar with different selectors (on the top).<br /><br />
:3. UV preview window (on the screen; it can be docked anywhere you like).<br /><br />
<br /><br />
[[File:general1.jpg|740px]]<br />
<br /><br />
<p>If your mesh doesn't have a UV set yet the preview window will appear empty and the model will appear colored with only one color (because it has only one UV island for now).</p><br />
<p>You can simply begin with '''''Add clusters''''' or '''''Mark seams''''' mode.<br />
<br />
:''Note:'' if the mesh is symmetrical it is possible to use symmetry along X, Y or Z-axis.<br />
<br /><br />
[[File:Clusters.jpg|250px|right]]In '''''Add clusters''''' mode click with '''LMB''' on a face that you want to make a center of the future UV island. 3D-Coat will select islands arbitrarily based on topology of the mesh.<br />
<br /><br />
In '''''Mark seams''''' mode click with '''LMB''' on the edges that you want to make seams. You can select edge loops with '''SHIFT+LMB''' or click on '''''Edge loops''''' button and select edge loops with '''LMB''' only. Use '''CTRL+LMB''' to deselect an edge or '''SHIFT+CTRL+LMB''' to deselect an edge loop.<br /><br />
:''Note:'' if you want to mark only the part of an edge loop mark the first and the last edge of that part and then click on any edge between with '''SHIFT+LMB''' and that will mark the part of the edge loop.<br /><br />
<br />
While marking seams new UV islands will appear. Move the cursor on the UV island on the mesh and you will see it in the '''''UV preview window'''''. With each new seam the islands appearance will be updated immediately.<br /><br />
'''''Mark seams''''' mode works with symmetry to.<br />
</p><br />
<p><br />
In '''Commands''' list you will find a set of commands.<br /><br />
- '''''Clear clusters''''' and '''''Clear seams''''' will clear all clusters or seams if there are such.<br /><br />
- '''''Auto seams''''' will cut the mesh automatically. It's better not to make UV set in such way because 3D-Coat marks seams arbitrarily. Do it manually to get what you want!<br /><br />
[[File:6.2.1.jpg|right]]- '''''Unwrap''''' command fits all the clusters onto the texture. All clusters will appear in the UV preview window. Use this command when all seams are marked.<br /><br />
- '''''Pack UV''''' command packs all UV islands onto the texture trying to scale and place them in such a way to make them fill as much space as possible. '''''Pack UV''''' command does nothing if the '''''Unwrap''''' command has not been applied at least once. When this operation is complete, you can then edit the islands on the UV map. At this point you can perform many essential functions which require a UV map.<br /><br />
:''Note:'' if you scale any UV island and then press the '''''Pack UV''''' command it will pack all islands with relative scale.<br /><br />
- '''''Upd. Islands.''''' This command updates UV islands in the preview window after any adjustments that you've performed (marking seam, deleting seam, etc.)<br /><br />
- '''''Apply UV-set.''''' This applies the current UV set to the mesh.<br /><br />
:''Note:'' if you already have a texture painted and you have edited the UV map and applied it the texture map can be applied to a new UV map without additional editing.<br /><br />
- '''''Save''''' and '''''Load''''' commands save and load seam and cluster information so you may use it later.<br /><br />
:''Note:'' these commands DO NOT export or import a UV map! For import/export use '''''Textures->Import UV or Export UV'''''.<br /><br />
</p><br />
<p><br />
In block '''Selected''' you will find a set of commands that are related to the selections made in the UV preview window. After applying the Unwrap command you may want to edit UV island in the UV preview window.<br /><br />
<br /><br />
[[File:ver-isl-sel .jpg]]<br /><br />
<br /><br />
On the top panel you can choose selection types: '''''Vertices, Edges, Faces, Islands, Brush''''' and '''''Tweak'''''. Select vertices, edges or faces (depend on what type have you chosen) with '''LMB'''. If you hold '''LMB''' and drag the mouse you can select several vertices/edges/faces. Use '''SHIFT''' to add an item to selection, use '''CTRL''' to subtract an item from selection.<br /><br />
Depending on selection type operations in the '''Selected''' block may change. For '''''Vertices''''' it is: ''Clear, Invert, Rotate CW, Rotate CCW, Flip U, Flip V, Relax.''<br /><br />
:- '''''Clear''''' clears the selection.<br /><br />
:- '''''Invert''''' inverts the selection.<br /><br />
:- '''''Rotate CW''''' rotates the selection clockwise (it doesn't do anything if only one vertex is selected).<br /><br />
:- '''''Rotate CCW''''' rotates the selection counter-clockwise (it doesn't do anything if only one vertex is selected).<br /><br />
:- '''''Flip U''''' flips the U-coordinate of the selection.<br /><br />
:- '''''Flip V''''' flips the V-coordinate of the selection.<br /><br />
:- '''''Relax''''' slightly relaxes the selection from stretching or pinching.<br /><br />
</p><br />
<p><br />
In '''''Edges''''' selection mode there are a few new tools. They are: ''To line, Equidistant, Horizontal, Vertical.''<br /><br />
:''Note:'' you can select an edge loop by double-clicking on an edge or you may simply use an '''''Edgeloop''''' command in the '''Selected''' block. With '''''Edgering''''' command you can select edge rings.<br /><br />
[[File:sel1.jpg]]<br /><br />
:'''''To line''''' command places all selected edges along the line.<br /><br />
[[File:toline.jpg]]<br /><br />
:'''''Equidistant''''' command places all selected edges along the line and sets equal distance between points.<br /><br />
[[File:equidist.jpg]]<br /><br />
:'''''Horizontal''''' command puts all selected edges horizontally.<br /><br />
[[File:horiz.jpg]]<br /><br />
:'''''Vertical''''' command puts all selected edges vertically.<br /><br />
[[File:vertic.jpg]]<br /><br />
<br /><br />
:'''''Set seams''''' command marks selected edges as seams.<br /><br />
:'''''Del seams''''' command unmarks selected seams if there are such.<br /><br />
</p><br />
<p><br />
'''''Faces''''' selection mode differs from '''''Vertices''''' selection mode in four additional commands: ''Hide, Inv. Hidden, Unhide, Unhide all.'' Use this commands to show only selected faces in the viewport.<br /><br />
All other commands work the same as for ''Vertices''.<br /><br />
</p><br />
<p><br />
'''''Islands''''' selection mode allows you to operate with separate UV islands. You can translate, rotate and scale (vertically, horizontally and proportionally) an island with the help of '''''Manipulator'''''.<br />
: Note that you need to activate the '''''manipulator''''' on the top bar. Check the ''Select'' and ''Manipulate'' check-boxes.<br /><br />
[[File:sel-manip.jpg]]<br /><br />
:''Advise:'' Keep the ''Select'' check-box always checked unless you don't want to select anything.<br /><br />
</p><br />
<p><br />
'''''Manipulator''''' usage:<br /><br />
[[File:uvmanipulator.jpg]]<br /><br />
<br />
(The ''manipulator'' works the same way for vertices, edges and faces!)<br /><br />
<br />
You are to press '''''Upd. Islands''''' command to update the UV preview window after operations with UV islands.<br /><br />
<br /><br />
Another important commands are: ''To ABF, To LSCM'' and ''To Planar''.<br /><br />
'''ABF''' (''Angle Based Flattening'') and '''LSCM''' (''Least Squares Conformal Maps'') are algorithms for mesh unwrapping. ABF is a newer one and is used for organic models. Meshes in 3D-Coat are unwrapping with LSCM by default. You can select any island and choose ''To ABF'' command and you will notice that it unwraps slightly different than LSCM.<br /><br />
'''To Planar''' projects across the arbitrary axis, so you may use it if you need.<br /><br />
</p><br />
<p><br />
'''''Brushes''''' mode. In this mode you operate with the brush which size and be changed by holding '''RMB''' pressed and moving the mouse aside. With the '''LMB''' click and drag you can manipulate the mesh under brush. Use '''SHIFT+LMB''' to smooth the mesh. Use '''CTRL+LMB''' to pinch the area under the brush. Use ''SHIFT+CTRL+LMB'' to expand the area under the brush.<br />
</p><br />
<p><br />
The last mode is '''''Tweak'''''. It allows to drag vertices, edges or faces around in a very easy way. Simply move the cursor over a vertex/edge/face until it becomes highlighted and then drag it with '''LMB'''.<br />
</p><br />
<p><br />
The mesh can be displayed in one of three ways: with no checker, with simple checker, with complex checker.<br /><br />
[[File:checker-sel.jpg]]<br /><br />
<br /><br />
It is very useful as it shows the distortions of the texture in different areas of the mesh.<br /><br />
[[File:nochecker.jpg|235px]][[File:simplechecker.jpg|235px]][[File:complexchecker.jpg|235px]]<br /><br />
<br /><br />
Another drop-down list on the left of the top bar is '''''Choose a UV-set''''' list. If the mesh has a multiple UVs you can switch them in that drop-down list.<br /><br />
[[File:uv-ddl.png]]<br /><br />
<br /><br />
'''''Overlapping UVs.''''' You can have overlapping UVs within 3D-Coat with no problems occurring. As seen on the image.<br /><br />
[[File:6.3.3.jpg|700px]]<br /><br />
<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/~javis/3-1_Vids/UV-Tools.mp4 Watch a descriptive video on UV-Tools]<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=5.4_Retopo_Menu_%26_Tool_Bar&diff=15915.4 Retopo Menu & Tool Bar2010-02-04T14:41:19Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
Of course any good tool probably has more to it then meets the<br />
eye. The retopology tools are no exception to this rule. You can<br />
find the menu in the top tool bar, under “Retopo”. Below are listed<br />
all of the functions in this menu.<br /><br />
<br /><br />
[[File:retopomenu.jpg|right]] '''Import.''' You can import external mesh there to continue retopologization started in other 3D-modeler.<br /><br />
'''Export.''' you can export retopo mesh to continue work in other 3D-modeling tool.<br /><br />
'''Export selected.''' Export only selected faces.<br />
'''Use current low-poly mesh.''' Reference mesh can be imported to retopologize big objects made in other 3D modeling tools. They can contain reference to textures. In this case objects will be colored; color will be used in baking and merging into scene.<br /><br />
'''Unwrap.''' The same as '''''Unwrap''''' in '''''Mark seams''''' mode.<br /><br />
'''Clear mesh.''' Clear the whole mesh.<br /><br />
'''Subdivide.''' Subdivide the whole mesh.<br /><br />
'''Relax.''' Relax the whole retopo mesh.<br /><br />
'''Apply symmetry.''' Apply symmetrical mirroring.<br /><br />
'''Bake Texture.''' Bake texture onto patch. This operation requires a UV-set.<br /><br />
'''Merge selected only.'''<br /> Use selected faces only for all merge/bake operations.<br /><br />
'''Merge into scene (microverts).''' This command allows you to merge retopologized mesh into scene. All details from reference mesh will be baked to a new object. Additional extrusion can also be applied. UV-set is required, but if you have not assigned UV-set it will be generated automatically.<br /><br />
'''Merge hull (microverts).''' Merge outer hull over reference object into scene. This function works like Merge into scene but optimized for multi-objected reference mesh. It prefers outer points while baking surface.<br /><br />
'''Merge patch (microverts).''' Merge raw patch into scene. No baking will be performed. This command can be used to merge new object without projecting details from the reference mesh.<br /><br />
'''Merge into scene (per-pixel).''' The same as for microverts. The only difference is that merging will be performed into Per-Pixel painting room.<br /><br />
'''Merge for per-pixel painting with normalmap.''' Normal map will be baked to a separate layer. Displacement won't be baked.<br /><br />
'''Merge patch (per-pixel).''' Merge patch into scene for per-pixel painting<br /><br />
'''Save retopology state.''' Store retopology state to a separate file.<br /><br />
'''Restore retopology state.''' Restore retopology state from a separate file.<br /><br />
<br /><br />
Lastly of course we have a small handful of functions that reside in the top tool bar for the Retopo tab:<br /><br />
:'''''Z-bias.''''' Adjust the z-bias to get a better look at the retopologized mesh preview.<br /><br />
:'''''Additional extrusion.''''' You can extrude the retopologized mesh. This is a great way to make clothing for your characters.<br /><br />
[[File:5.4.2.jpg]]<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=5.4_Retopo_Menu_%26_Tool_Bar&diff=15905.4 Retopo Menu & Tool Bar2010-02-04T14:39:30Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
Of course any good tool probably has more to it then meets the<br />
eye. The retopology tools are no exception to this rule. You can<br />
find the menu in the top tool bar, under “Retopo”. Below are listed<br />
all of the functions in this menu.<br /><br />
<br /><br />
[[File:retopomenu.jpg|right]] '''Import.''' You can import external mesh there to continue retopologization started in other 3D-modeler.<br /><br />
'''Export.''' you can export retopo mesh to continue work in other 3D-modeling tool.<br /><br />
'''Export selected.''' Export only selected faces.<br />
'''Use current low-poly mesh.''' Reference mesh can be imported to retopologize big objects made in other 3D modeling tools. They can contain reference to textures. In this case objects will be colored; color will be used in baking and merging into scene.<br /><br />
'''Unwrap.''' The same as '''''Unwrap''''' in '''''Mark seams''''' mode.<br /><br />
'''Clear mesh.''' Clear the whole mesh.<br /><br />
'''Subdivide.''' Subdivide the whole mesh.<br /><br />
'''Relax.''' Relax the whole retopo mesh.<br /><br />
'''Apply symmetry.''' Apply symmetrical mirroring.<br /><br />
'''Bake Texture.''' Bake texture onto patch. This operation requires a UV-set.<br /><br />
'''Merge selected only.'''<br /> Use selected faces only for all merge/bake operations.<br /><br />
'''Merge into scene (microverts).''' This command allows you to merge retopologized mesh into scene. All details from reference mesh will be baked to a new object. Additional extrusion can also be applied. UV-set is required, but if you have not assigned UV-set it will be generated automatically.<br /><br />
'''Merge hull (microverts).''' Merge outer hull over reference object into scene. This function works like Merge into scene but optimized for multi-objected reference mesh. It prefers outer points while baking surface.<br /><br />
'''Merge patch (microverts).''' Merge raw patch into scene. No baking will be performed. This command can be used to merge new object without projecting details from the reference mesh.<br /><br />
'''Merge into scene (per-pixel).''' The same as above. The only difference is that merging will be performed into Per-Pixel painting room.<br /><br />
'''Merge for per-pixel painting with normalmap.''' Normal map will be baked to a separate layer. Displacement won't be baked.<br /><br />
'''Merge patch (per-pixel).''' Merge patch into scene for per-pixel painting<br /><br />
'''Save retopology state.''' Store retopology state to a separate file.<br /><br />
'''Restore retopology state.''' Restore retopology state from a separate file.<br /><br />
<br /><br />
Lastly of course we have a small handful of functions that reside in the top tool bar for the Retopo tab:<br /><br />
:'''''Z-bias.''''' Adjust the z-bias to get a better look at the retopologized mesh preview.<br /><br />
:'''''Additional extrusion.''''' You can extrude the retopologized mesh. This is a great way to make clothing for your characters.<br /><br />
[[File:5.4.2.jpg]]<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=5.4_Retopo_Menu_%26_Tool_Bar&diff=15895.4 Retopo Menu & Tool Bar2010-02-04T13:12:28Z<p>Daniel: </p>
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<div>{{Languages}}<br />
<br />
Of course any good tool probably has more to it then meets the<br />
eye. The retopology tools are no exception to this rule. You can<br />
find the menu in the top tool bar, under “Retopo”. Below are listed<br />
all of the functions in this menu.<br /><br />
<br /><br />
[[File:retopomenu.jpg|right]] '''Import.''' You can import external mesh there to continue retopologization started in other 3D-modeler.<br /><br />
'''Export.''' you can export retopo mesh to continue work in other 3D-modeling tool.<br /><br />
'''Export selected.'''<br />
'''Use current low-poly mesh.''' Reference mesh can be imported to retopologize big objects made in other 3D modeling tools. They can contain reference to textures. In this case objects will be colored; color will be used in baking and merging into scene.<br /><br />
'''Unwrap.''' The same as Unwrap in '''''Mark seams''''' mode.<br /><br />
'''Clear mesh.''' Clear the whole mesh.<br /><br />
'''Subdivide.''' Subdivide the whole mesh.<br /><br />
'''Relax.''' <br /><br />
'''Apply symmetry.''' Apply symmetrical mirroring.<br /><br />
'''Bake Texture.''' Bake texture onto patch. This operation requires UV-set.<br /><br />
'''Merge selected only.'''<br /><br />
'''Merge into scene (microverts).''' This command allows you to merge retopologized mesh into scene. All details from reference mesh will be baked to new object. Additional extrusion can also be applied. UV-set is required, but if you have not assigned UV-set it will be generated automatically.<br /><br />
'''Merge hull (microverts).''' Merge outer hull over reference object into scene. This function works like Merge into scene but optimized for multi-objected reference mesh. It prefers outer points while baking surface.<br /><br />
'''Merge patch (microverts).''' Merge raw patch into scene. No baking will be performed. This command can be used to merge new object without projecting details from the reference mesh.<br /><br />
'''Merge into scene (per pixel).'''<br /><br />
'''Merge for per-pixel painting with normalmap.'''<br />
'''Merge patch (per-pixel).'''<br /><br />
'''Save retopology state.'''<br /><br />
'''Restore retopology state.'''<br /><br />
<br /><br />
Lastly of course we have a small handful of functions that reside in the top tool bar for the Retopo tab:<br /><br />
:'''''Z-bias.''''' Adjust the z-bias to get a better look at the retopologized mesh preview.<br /><br />
:'''''Additional extrusion.''''' You can extrude the retopologized mesh. This is a great way to make clothing for your characters.<br /><br />
[[File:5.4.2.jpg]]<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=File:Retopomenu.jpg&diff=1588File:Retopomenu.jpg2010-02-04T13:11:34Z<p>Daniel: </p>
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<div></div>Danielhttps://3dcoat.com/wiki/index.php?title=5.3_UV&diff=15875.3 UV2010-02-04T13:01:01Z<p>Daniel: </p>
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<div>{{Languages}}<br />
<br />
'''Mark Seams.''' When you are ready to unwrap your mesh to create a UV map, you must first of course select your seams. That is where this tool comes in. You can select edges with the '''LMB''', edge loops with '''SHIFT+LMB''' and deselect with '''CTRL+LMB'''.<br /><br />
'''Edge loops.''' This tool is no different then holding down '''SHIFT+LMB''' with the “Mark seams” tool. The difference here is that you are not required to hold down the '''SHIFT''' key to select your desired edge loops.<br /><br />
'''Clear clusters.''' Clears all UV clusters (also called UV islands) and seams.<br /><br />
'''Clear seams.''' Clears only the seams of the current mesh.<br /><br />
'''Auto seams.''' This function is mostly self explanatory. It will essentially create seams automatically with a “best guess” on what edges to select as the seams.<br /><br />
[[File:5.3.1.jpg|right]] '''Unwrap.''' Fits all clusters into the UV space.<br /><br />
'''Pack UV.''' This will pack all unwrapped UV clusters onto the UV map. When this operation is<br />
complete, you can then edit the islands on the UV map. At this point you can perform many essential functions which require a UV map.<br /><br />
'''Upd. Islands.''' This command updates UV islands in the preview window after any adjustments that you've performed (marking seam, deleting seam, etc.)<br /><br />
'''Save/Load.''' You can also save and load seam and cluster information of the current scene<br />
so it can be edited later. Note that this does NOT export or import a UV map.<br /><br />
<br /><br />
Further advanced tools for editing your UV maps directly reside<br />
in the “Selected” portion of the of the retopology tools. These<br />
tools all require a selection in the UV Preview window. To select<br />
a cluster (or island) simply click on one with the '''LMB'''.<br /><br />
'''Rotate CW.''' This will rotate the selected island clock-wise.<br /><br />
'''Rotate CCW.''' This will rotate the selected island counter clockwise.<br /><br />
'''Flip U.''' This will flip the '''U''' of the UV map.<br /><br />
'''Flip U.''' This will flip the '''V''' of the UV map.<br /><br />
'''Relax.''' Applies a light smoothing across the selected cluster (or island) to relieve stretching or pinching.<br /><br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=6.0_UV_Tools&diff=15866.0 UV Tools2010-02-04T12:58:31Z<p>Daniel: </p>
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<div>{{Languages}}<br />
===UV Tools=== <br />
<br />
When enter the UV room you will see several sections:<br />
<br /><br />
:1. Modes, commands and operations with selected items (on the left by default).<br /><br />
:2. Top bar with different selectors (on the top).<br /><br />
:3. UV preview window (on the screen; it can be docked anywhere you like).<br /><br />
<br /><br />
[[File:general1.jpg|750px]]<br />
<br /><br />
<p>If your mesh doesn't have a UV set yet the preview window will appear empty and the model will appear colored with only one color (because it has only one UV island for now).</p><br />
<p>You can simply begin with '''''Add clusters''''' or '''''Mark seams''''' mode.<br />
<br />
:''Note:'' if the mesh is symmetrical it is possible to use symmetry along X, Y or Z-axis.<br />
<br /><br />
[[File:Clusters.jpg|250px|right]]In '''''Add clusters''''' mode click with '''LMB''' on a face that you want to make a center of the future UV island. 3D-Coat will select islands arbitrarily based on topology of the mesh.<br />
<br /><br />
In '''''Mark seams''''' mode click with '''LMB''' on the edges that you want to make seams. You can select edge loops with '''SHIFT+LMB''' or click on '''''Edge loops''''' button and select edge loops with '''LMB''' only. Use '''CTRL+LMB''' to deselect an edge or '''SHIFT+CTRL+LMB''' to deselect an edge loop.<br /><br />
:''Note:'' if you want to mark only the part of an edge loop mark the first and the last edge of that part and then click on any edge between with '''SHIFT+LMB''' and that will mark the part of the edge loop.<br /><br />
<br />
While marking seams new UV islands will appear. Move the cursor on the UV island on the mesh and you will see it in the '''''UV preview window'''''. With each new seam the islands appearance will be updated immediately.<br /><br />
'''''Mark seams''''' mode works with symmetry to.<br />
</p><br />
<p><br />
In '''Commands''' list you will find a set of commands.<br /><br />
- '''''Clear clusters''''' and '''''Clear seams''''' will clear all clusters or seams if there are such.<br /><br />
- '''''Auto seams''''' will cut the mesh automatically. It's better not to make UV set in such way because 3D-Coat marks seams arbitrarily. Do it manually to get what you want!<br /><br />
[[File:6.2.1.jpg|right]]- '''''Unwrap''''' command fits all the clusters onto the texture. All clusters will appear in the UV preview window. Use this command when all seams are marked.<br /><br />
- '''''Pack UV''''' command packs all UV islands onto the texture trying to scale and place them in such a way to make them fill as much space as possible. '''''Pack UV''''' command does nothing if the '''''Unwrap''''' command has not been applied at least once. When this operation is complete, you can then edit the islands on the UV map. At this point you can perform many essential functions which require a UV map.<br /><br />
:''Note:'' if you scale any UV island and then press the '''''Pack UV''''' command it will pack all islands with relative scale.<br /><br />
- '''''Upd. Islands.''''' This command updates UV islands in the preview window after any adjustments that you've performed (marking seam, deleting seam, etc.)<br /><br />
- '''''Apply UV-set.''''' This applies the current UV set to the mesh.<br /><br />
:''Note:'' if you already have a texture painted and you have edited the UV map and applied it the texture map can be applied to a new UV map without additional editing.<br /><br />
- '''''Save''''' and '''''Load''''' commands save and load seam and cluster information so you may use it later.<br /><br />
:''Note:'' these commands DO NOT export or import a UV map! For import/export use '''''Textures->Import UV or Export UV'''''.<br /><br />
</p><br />
<p><br />
In block '''Selected''' you will find a set of commands that are related to the selections made in the UV preview window. After applying the Unwrap command you may want to edit UV island in the UV preview window.<br /><br />
<br /><br />
[[File:ver-isl-sel .jpg]]<br /><br />
<br /><br />
On the top panel you can choose selection types: '''''Vertices, Edges, Faces, Islands, Brush''''' and '''''Tweak'''''. Select vertices, edges or faces (depend on what type have you chosen) with '''LMB'''. If you hold '''LMB''' and drag the mouse you can select several vertices/edges/faces. Use '''SHIFT''' to add an item to selection, use '''CTRL''' to subtract an item from selection.<br /><br />
Depending on selection type operations in the '''Selected''' block may change. For '''''Vertices''''' it is: ''Clear, Invert, Rotate CW, Rotate CCW, Flip U, Flip V, Relax.''<br /><br />
:- '''''Clear''''' clears the selection.<br /><br />
:- '''''Invert''''' inverts the selection.<br /><br />
:- '''''Rotate CW''''' rotates the selection clockwise (it doesn't do anything if only one vertex is selected).<br /><br />
:- '''''Rotate CCW''''' rotates the selection counter-clockwise (it doesn't do anything if only one vertex is selected).<br /><br />
:- '''''Flip U''''' flips the U-coordinate of the selection.<br /><br />
:- '''''Flip V''''' flips the V-coordinate of the selection.<br /><br />
:- '''''Relax''''' slightly relaxes the selection from stretching or pinching.<br /><br />
</p><br />
<p><br />
In '''''Edges''''' selection mode there are a few new tools. They are: ''To line, Equidistant, Horizontal, Vertical.''<br /><br />
:''Note:'' you can select an edge loop by double-clicking on an edge or you may simply use an '''''Edgeloop''''' command in the '''Selected''' block. With '''''Edgering''''' command you can select edge rings.<br /><br />
[[File:sel1.jpg]]<br /><br />
:'''''To line''''' command places all selected edges along the line.<br /><br />
[[File:toline.jpg]]<br /><br />
:'''''Equidistant''''' command places all selected edges along the line and sets equal distance between points.<br /><br />
[[File:equidist.jpg]]<br /><br />
:'''''Horizontal''''' command puts all selected edges horizontally.<br /><br />
[[File:horiz.jpg]]<br /><br />
:'''''Vertical''''' command puts all selected edges vertically.<br /><br />
[[File:vertic.jpg]]<br /><br />
<br /><br />
:'''''Set seams''''' command marks selected edges as seams.<br /><br />
:'''''Del seams''''' command unmarks selected seams if there are such.<br /><br />
</p><br />
<p><br />
'''''Faces''''' selection mode differs from '''''Vertices''''' selection mode in four additional commands: ''Hide, Inv. Hidden, Unhide, Unhide all.'' Use this commands to show only selected faces in the viewport.<br /><br />
All other commands work the same as for ''Vertices''.<br /><br />
</p><br />
<p><br />
'''''Islands''''' selection mode allows you to operate with separate UV islands. You can translate, rotate and scale (vertically, horizontally and proportionally) an island with the help of '''''Manipulator'''''.<br />
: Note that you need to activate the '''''manipulator''''' on the top bar. Check the ''Select'' and ''Manipulate'' check-boxes.<br /><br />
[[File:sel-manip.jpg]]<br /><br />
:''Advise:'' Keep the ''Select'' check-box always checked unless you don't want to select anything.<br /><br />
</p><br />
<p><br />
'''''Manipulator''''' usage:<br /><br />
[[File:manip.jpg]]<br /><br />
<br />
(The ''manipulator'' works the same way for vertices, edges and faces!)<br /><br />
<br />
You are to press '''''Upd. Islands''''' command to update the UV preview window after operations with UV islands.<br /><br />
<br /><br />
Another important commands are: ''To ABF, To LSCM'' and ''To Planar''.<br /><br />
'''ABF''' (''Angle Based Flattening'') and '''LSCM''' (''Least Squares Conformal Maps'') are algorithms for mesh unwrapping. ABF is a newer one and is used for organic models. Meshes in 3D-Coat are unwrapping with LSCM by default. You can select any island and choose ''To ABF'' command and you will notice that it unwraps slightly different than LSCM.<br /><br />
'''To Planar''' projects across the arbitrary axis, so you may use it if you need.<br /><br />
</p><br />
<p><br />
'''''Brushes''''' mode. In this mode you operate with the brush which size and be changed by holding '''RMB''' pressed and moving the mouse aside. With the '''LMB''' click and drag you can manipulate the mesh under brush. Use '''SHIFT+LMB''' to smooth the mesh. Use '''CTRL+LMB''' to pinch the area under the brush. Use ''SHIFT+CTRL+LMB'' to expand the area under the brush.<br />
</p><br />
<p><br />
The last mode is '''''Tweak'''''. It allows to drag vertices, edges or faces around in a very easy way. Simply move the cursor over a vertex/edge/face until it becomes highlighted and then drag it with '''LMB'''.<br />
</p><br />
<p><br />
The mesh can be displayed in one of three ways: with no checker, with simple checker, with complex checker.<br /><br />
[[File:checker-sel.jpg]]<br /><br />
<br /><br />
It is very useful as it shows the distortions of the texture in different areas of the mesh.<br /><br />
[[File:nochecker.jpg|235px]][[File:simplechecker.jpg|235px]][[File:complexchecker.jpg|235px]]<br /><br />
<br /><br />
Another drop-down list on the left of the top bar is '''''Choose a UV-set''''' list. If the mesh has a multiple UVs you can switch them in that drop-down list.<br /><br />
[[File:uv-ddl.png]]<br /><br />
<br /><br />
'''''Overlapping UVs.''''' You can have overlapping UVs within 3D-Coat with no problems occurring. As seen on the image.<br /><br />
[[File:6.3.3.jpg|700px]]<br /><br />
<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/~javis/3-1_Vids/UV-Tools.mp4 Watch a descriptive video on UV-Tools]<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.2_Volume_Sculpting_Tools&diff=15527.2 Volume Sculpting Tools2010-01-27T14:14:54Z<p>Daniel: </p>
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<br />
[[File:voxel_tools.jpg|left]] When you’re in Voxel Mode there is a robust set of tools that you can use for sculpting and to perform different operations. They are located on the left-side tool panel. You can always call the tools panel by pressing SPACE anywhere on the screen. As with any other panel, you can pin it for your convience.<br /><br />
You may watch a short video with general information about working in Voxels room:<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-General01.mp4 General info 1]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-General02.mp4 General info 2]<br />
<br /><br />
<br /><br />
[[File:7.2.1.jpg|right]] '''Increase''' tool is the first in the list of tool. It increases or decreases the surface beneath the cursor. None of the pens having effect on it - just the brush size and the intensity. Press '''LMB''' and move the mouse to increase. '''CTRL+LMB''' to decrease. On the top panel '''''Growth power''''' controls the intensity of the increasing and then '''''Thaw power''''' will control the intensity of the decreasing.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Increase.mp4 Increase tool demo video]<br /><br />
<br /><br />
'''Fill.''' The Fill tool will fill any cavities that you apply the brush to. It’s useful when you just want to make cavities ‘not so deep’ and not quite level with the rest of the surface. It sometimes requires very high intensity settings to fill areas.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Fill.mp4 Fill tool demo video]<br /><br />
<br /><br />
'''Clay.''' The clay tool will allow you to place strokes quickly onto your voxel sculpt. The difference with this tool and the carve brush, is that it will also simultaneously smooth the surface after you’ve brushed it.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Clay.mp4 Clay tool demo video]<br /><br />
<br /><br />
'''Carve.''' The carve tool will allow you to place higher peaks and deep gauges quickly on your mesh withno smoothing applied to it.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Carve.mp4 Carve tool demo video]<br /><br />
<br /><br />
'''Airbrush.''' The airbrush tool is great for placing horns or anything else like that very quickly. The difference between the airbrush tool and the increase or clay tool is that it constantly grows underneath your brush as you press the lm b regardless of forward movement.<br />
[[File:7.2.3.jpg|680px|none]]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Airbrush.mp4 Airbrush tool demo video]<br /><br />
<br /><br />
'''Build.''' The Build tool is similar to the increase and airbrush tool. The difference between the airbrush tool is that airbrush will continue to build while holding down your cursor. Build doesn’t do that. You have to move it, similar to the increase brush. However, the difference between increase brush and the build tool is that you can use alpha pens with it, and the build tool doesn’t also smooth like the increase brush.<br /><br />
[http://www.3d-coat.com/tutorials/from_javis/Voxel-Build.mp4 Build tool demo video]<br /><br />
<br /><br />
'''Extrude.''' The Extrude tool is very similar to the carve tool. The difference is that the operation is also smoothed quite a lot.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Extrude.mp4 Extrude tool demo video]<br /><br />
<br /><br />
'''Sphere.''' The sphere tool is a very quick way to create bubbles, bodies and so on. The size of the sphere is dependent on the size of the brush. You can also make it (click on the icon near the“Sphere extrusion” slider) dependent on the pressure. The maximum size will be the maximum size of the brush in that case. With the sphere tool you can create separate spheres and long cylinders rounded on the ends.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Sphere.mp4 Sphere tool demo video]<br /><br />
<br /><br />
'''2D-Paint.''' The 2D-Paint tool paints on two axis that you specify by right-clicking somewhere. Notice first, that as you rotate the view and move the brush, it’s moving along the two axis of which they are apparently specified. Now when you<br />
change it, it will always face the camera. Pick any pen you like and try to draw. Note that this tool also has an important option on the top tool bar: '''''Double sided.''''' With this option checked you can paint double sided strokes.<br /><br />
[[File:7.2.4.jpg|725px]] <br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-2DPaint.mp4 2D Paint tool demo video]<br /><br />
<br /><br />
'''Planar.''' The Planar tool acts as a wood plane does. It will scrape the volume from set set position & normal of the brush cursor. You can set the brush cursors position/normal by clicking and holding the rm b and then dragging along the surface of a voxel object. There are five modes with which you can decide the position of the brush:<br /><br />
:[[File:planar_options.jpg|right]]'''''Pick point & forward direction.''''' This will place the cursor at the last location you used the rm b, facing toward the camera.<br /><br />
:'''''Pick point only.''''' This will place the cursor at the last location you used the '''RMB''' only. It’s direction is selected based on the settings in the parameters tab.<br /><br />
:'''''Pick point & direction.''''' This will place the cursor at the last location you used the '''RMB''', it’s direction will be based on the average normals of the voxels that your brush covers.<br /><br />
:'''''Pick point & direction (local).''''' This will place the cursor at the last location you used the '''RMB''', it’s direction will be based on the single normal of the voxel your brush is dead center on.<br /><br />
:'''''Navigate.''''' This will allow you to simply navigate the viewport, this can also be done while holding '''ALT'''.<br /><br />
[[File:planartool.jpg|725px]]<br /><br />
<br /><br />
[[File:7.2.5.jpg|right]] '''Scrape.''' The scrape tool is not affected by pens, just the size of the brush and the intensity. It’s very similar to the flatten tool. It flattens the surface beneath the brush.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Scrape.mp4 Scrape tool demo video]<br /><br />
<br /><br />
'''Vox pinch.''' This is very great for making very nice tight edges, cavities and peaks. You can better see that on the pictures below.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-VoxPinch.mp4 VoxPinch tool demo video]<br /><br />
<br /><br />
'''Vox follow.''' This tool drags the surface topology along with the brush. It’s great for producing wrinkles and so on the character or a creature or for making cloth.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-VoxFollow.mp4 Vox Follow tool demo video]<br /><br />
[[File:7.2.6.jpg]]<br />
<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.4_Object_Tools&diff=10127.4 Object Tools2009-11-10T12:05:09Z<p>Daniel: </p>
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<div>{{Languages}}<br />
<br />
'''Logo.''' The logo tool allows you to import any black and white picture and convert it to voxels. You can convert images that are .bmp, .tga, .jpeg and .png formats. Click on the Logo tool and select image. As you import it, it will bring you in with then default to the merge tool, so you can use the standard merge gizmo here.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Logo.mp4 Logo tool demo video]<br /><br />
<br /><br />
[[File:7.4.3.jpg|right]] '''Cut&Clone.''' The Cut&Clone tool will let you do just that, you can cut and clone the volume of a voxel object based on the type of brush parameters, and defaults to the drag rectangle pen mode. It will copy the whole volume of the object underneath. You can also adjust your border parameters with three different types: Round, Plane & Sharp.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-CutNClone.mp4 Cut&Clone tool demo video]<br /><br />
<br /><br />
'''Split.''' The split tool is very similar to the “Cut&Clone tool”. It also has the exact same border settings. The only difference is that when you use this tool it actually tears a chunk of the object that you are operating on and creates it’s own object layer in the VoxTree.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Split.mp4 Split tool demo video]<br /><br />
<br /><br />
'''Merge.''' Simply put this tool allows you to import polygonal meshes to convert to voxels. It has a much more advanced usage of course, as well. First let us go over some of the functions of this tool:<br /><br />
:'''''Select mesh.''''' Use this to select a mesh stored on your hard drive.<br /><br />
:'''''Pick from retopo.''''' If you have something retopologized in the Retopo tab, then you can use the mesh to merge to voxels.<br /><br />
:'''''On pen.''''' Will turn any merged mesh into a pen to sculpt with.<br /><br />
(Note: If you are using a high-res object and then click that, you’ll be painting high-res objects all over something, and that can cause a lot of lagging if it is very high-res.)<br /><br />
:'''''Subdivide.''''' Will of course subdivide your unmerged mesh.<br /><br />
:'''''Transform.''''' Will change to the transform gizmo, allowing you to transform the unmerged mesh.<br /><br />
:'''''Shift (X, Y & Z).''''' Shifts the unmerged mesh along the selected axis inside a bounding box in local space.<br /><br />
:'''''Presets.''''' This tool has a number of presets, you are encouraged to explore them.<br /><br />
Some of the more advanced functions of this tool are:<br /><br />
:'''''Merge separate volumes.''''' Merges each sub-object to it’s own unique layer in the VoxTree.<br /><br />
:[[File:7.4.4.jpg|right]] '''''Respect negative volumes.''''' This is a new function in v3.1. If an unmerged object has “_negative” somewhere in it’s name upon selecting the mesh, it will subtract this volume from before merging with other sub-objects. Generally you should know when you are going to use this feature, as the file must have “_negative” in it’s file name. It is great for creating greebles & nurnies. Let’s take a more detailed look at this feature in the usage of this feature, to create greebles & nurnies (Thanks to user Tinker for the description):<br /><br />
:: Greebles or nurnies can be created in any application for 3D modeling, usually with a series of arbitrary extrusions.<br /><br />
[[File:7.4.6.jpg|450px]]<br /><br />
<br />
Details with angled surface look better than with parallel to horizon. For easier placing of details on a model create a contour for the detail (that’s an object with a name “_negative” which excludes from the model automatically and leaves a slot for the detail.)<br /><br />
[[File:7.4.5.jpg]]<br /><br />
<br />
It’s important to turn on ‘respect negative volume’ in the Merge Params tab to permit contour exclusion. Because of “negative volume” width is bigger than detail’s width we have an interesting effect:<br /><br />
[[File:7.4.7.jpg|780px]]<br /><br />
<br />
There is a joint between the body and the object. The detail looks as if it stands right on its place, and the body looks as if it has a special slot for the detail. Such joints look good with ambient occlusion. Above is an example of how would it look without that effect. Looks not so interesting, and also there is a problem that was caused by different curvatures of the body and the detail – the detail looks tumbled down (it wouldn’t happen with negative volume). Negative volume shouldn’t have the exact form as the body. You may change its form to get various effects. It’s time to detail the object. Load the greebles using Merge tool. Use ‘on pen’ mode. Use “9” and “0” keys to rotate the brush.<br /><br />
[[File:7.4.9.jpg|780px]]<br /><br />
<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Merge.mp4 Merge tool demo video]<br /><br />
<br /><br />
'''Sketch.''' This is a new tool in v3.1, and is a very important addition the the toolset. It allows for the creation of a volume object with 2 or 3 images. If you use 3 images of course the voxel object will be more detailed. You are strongly encouraged to try this new tool out, it is great for creating basic shapes of a more detailed objects very quickly. This tool has a few operations, all of which are very self explanatory. You are strongly encouraged to explore the options for this tool.<br /><br />
[[File:7.4.10.jpg|780px]]<br /><br />
[[File:7.4.12.jpg]] [[File:7.4.11.jpg]]<br /><br />
<br /><br />
'''Curves.''' One of the most powerful tools in the voxel arsenal, this allows you to place points of a space directly into your scene with the '''LMB'''. This tool also uses a gizmo for transformations. The arrows will translate, the boxes will scale or stretch, the inner white ring will translate on all axes, and lastly when using the function, “apply to whole curve” there will be another white ring which allows for viewport based rotations. This allows for quite a number of things, including pipes, chains, basic character or creature shapes and bodies, and so on.<br /><br />
There are now 4 modes in addition to the standard curves tools, they are:<br /><br />
'''''Extrude.''''' This tool allows for the extrusion of new hierarchies from an existing point of a curve. To use simply click and hold the '''LMB''', then drag in the desired direction you wish to create the extrusion. Holding '''SHIFT''' will default to the new Rotate mode. It can also be activated by hitting the “Q” key.<br /><br />
''''''Move.''''' By default this tool allows for the moving of points of a curve individually, holding the '''SHIFT''' key will move it’s child or parent hierarchy, depending on the direction of the manipulator arrow. It can also be activated by hitting the “W” key.<br /><br />
'''''Rotate.''''' This mode allows you to rotate the child or parent hierarchy of a point with viewport based rotations. It can also be activated by hitting the “R” key.<br /><br />
'''''Scale.''''' This mode allows you to scale the child or parent hierarchy of a point. It can also be activated by hitting the “E” key.<br /><br />
[[File:curvetools.jpg|780px]]<br />
[[File:archer-curves.jpg|780px]]<br /><br />
<br /><br />
::'''''NOTES:''''' Remember, you need to click the '''LMB''' to edit a point, '''ESC''' to stop editing a point. When using one of the four new edit modes, you do not need to have a point selected. Simply hold '''SHIFT''' (or have “Invert SHIFT action” turned on) and you’ll see green cones allowing you to edit the point and it’s hierarchy. Lastly, the affected direction of the hierarchy is the larger side of the green cone.<br /><br />
<br /><br />
These tools allow for quite a number of things, including pipes, chains, basic character or creature shapes and bodies, and so on.<br /><br />
Some of the parameters of this tool:<br /><br />
:'''''Fill Inside.''''' Fills the entire space between all points to create a solid volume object throughout the entire space.<br /><br />
:'''''Run brush along curve.''''' Is a tool all on it’s own, it allows for perfectly indented or protruded areas along the spline. It has a number of options which are all self explanatory. You are strongly encouraged to explore this setting for the curves tool.<br /><br />
:'''''Stick to ground.''''' When this option is turned on, it forces points of your curve to constrain to the surface of a volume object, with which you click on.<br /><br />
:'''''Jagged line.''''' By default the curves tool will create a smooth TCBspline. With this option turned on, you can create a linear spline, essentially creating “pointy” intersections.<br /><br />
:'''''Snap to symm plane.''''' This will force any newly created points to be created on the symmetry plane when you click on or near the plane.<br /><br />
:'''''Invert shift action.''''' This option exclusvely effects the four new curve modes. By default in any of these modes you must hold '''SHIFT''' to perform their alternate functions. This will invert this setting, so that by default you use the alternate functions, and the normal default methods require you to hold down '''SHIFT'''.<br /><br />
:'''''Extrude same radius.''''' With this option turned on, in the ''Extrude'' mode, it will create a new point which is the same size as the point that you extruded from. By Default a newly created point is the size of your pen cursor.<br /><br />
:'''''New curve.''''' Will add another curve to your scene, in addition to your existing curve(s).<br /><br />
:'''''Tube.''''' Resets the curve back to it’s default state.<br /><br />
:'''''Reset scale/angles.''''' These two tools will reset any scaling or rotations you have done to the selected curve.<br /><br />
:'''''Hardness.''''' To use this you must have a point on a curve selected, upon pressing this button It will cause the selected point to become very sharp and pointed.<br /><br />
:'''''Closed.''''' Allows you to close the spline curve between the first and last points on the spline. You can of course still add or remove points while using this function.<br /><br />
:'''''Del curve/point.''''' These two functions allow you to delete curves and points on a curve respectively. You can also hover over a point on a curve and hit the '''DELETE''' key.<br /><br />
:'''''Clear all.''''' This will clear all curves from the scene.<br /><br />
:'''''Save/Load.''''' You can now save and load entire sets of curves for use at a later time, or distribution to other users.<br /><br />
:'''''Profile.''''' This drop down list contains a number of profiles, each will change the over all shape of the spline curve.<br /><br />
:'''''Apply to whole curve.''''' With this turned on, any rotations, scaling or translation you do will apply to the whole curve centered from your current selected point on the spline. When using this function the gizmo for the point will change, adding a new large white circle around the rest of the gizmo. This new circle will allow for viewport based rotations.<br /><br />
:'''''Spline presets.''''' There are a number of other self explanatory settings for this tool. But one thing that stands out, and that you should definitely explore, are the spline presets. These allow for some very unique voxel sculpting techniques and styles. You are strongly encouraged to explore these and add more by using external files like .obj or .lwo formats.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Curves.mp4 Curves tool demo video]<br /><br />
<br /><br />
'''Snake.''' Clicking and dragging with the '''LMB''' with this tool creates a snake like shape in your viewport. It’s position is based on your first click and your viewport perspective. As with the curves tool, you can reset it back to it’s default with the “Tube” button, you can select a number of profiles and of course use spline presets. One unique parameter for this tool is called '''''“Smoothing speed”'''''. What this does, at higher values as you drag out, the snake will smooth along it’s entire lenght, causing it to move. At lower values it will move less, or not at all, causing no smoothing to occur. (Min/max values 1-5).<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Snake.mp4 Snake tool demo video]<br /><br />
<br /><br />
'''Spikes.''' This tool functions exactly as the snake tool, however it’s only difference is that it tapers on the end point of your stroke, causing a spike-like appearance.<br /><br />
[http://www.3d-coat.com/tutorials/from_javis/Voxel-Spikes.mp4 Spikes tool demo video]<br /><br />
<br /><br />
[[File:musclesonground.jpg|390px|right]]'''Muscles.''' This tool allows you to sculpt muscle & tendon looking shapes simply with a stroke of your stylus. You can achieve different looks by using this tool in different ways, for instance, if you sculpt with this tool outside of a volume, you can create objects that look to be wings very quickly.<br />
There are a number of settings of this tool:<br /><br />
:'''''Smoothing Speed.''''' This allows you to manually key or use the slider to adjust the rate at which your stroke is smoothed.<br /><br />
:'''''Stick to ground.''''' This option forces your stroke to append to the surface of the object instead of smoothing through it as it does when this option is turned off.<br /><br />
[[File:voxmuscles-insideout.jpg|780px]]<br />
[[File:musclesoffground.jpg|390px|right]]<br />
:'''''Muscle types.''''' You can select between two different muscle types and a tendon. In the image on the previous page, you can see from left to right: Tendon, Muscle 2 and then Muscle 1.<br /><br />
<br /><br />
'''Toothpaste.''' This tool shares all of the options other then the muscle types with the muscles tool. It’s function is similar to it’s name, it is like applying toothpaste or tubes to a surface. A huge different and benefit to this tool, is that it respects pen alphas, so you can use it to create<br />
some rather unique looking rake brushes.<br /><br />
<br /><br />
'''Primitives.''' This is a pretty powerful tool for voxels. While it’s name is misleading in this regard, you should certainly explore each one of them thoroughly. They are: Sphere, Cube, Ellipse, Cylinder, Cone, Capsule, Tube, N-Gon and the Gear. A few of them are very similar such as the sphere and ellipse. The difference between is the ellipse has a different gizmo for adjustments. Another set are the cylinder and tube, the difference is the tube is hollowed out at its center. Each tool also have a set of parameters, ranging from adjusting scale, position (some have two positions: top & bottom), radius, and with the n-gon and gear primitives, you’ll have unique options like number of sides, inner radius or number of gears. These settings are of course self explanatory and you are strongly encouraged to explore these settings further.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Primitives.mp4 Primitives tool demo video]<br /><br />
<br /><br />
'''Text.''' Allows you to place text along a spline curve, and create text in voxel form. It’s parameters are identical to that of the curves tool so you should already be familiar with it after reading that section above. It has a few unique features: You can select a font for your text, you can of course type in the text you would like to make volumetric, and you can adjust the thickness of this volumetric text.<br /><br />
[[File:7.4.15.jpg]]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Text.mp4 Text tool demo video]<br /><br />
<br /><br />
'''Cloth.''' This tool is a cloth simulator which you can use to drape a polygon mesh over another object. There is a default “cloth” with which you can test, but you are not limited to this as you can also import an external polygonal mesh. The parameters for this tool are:<br /><br />
:'''''Select mesh.''''' This will prompt you with a file requester which allows you to select a file (.obj, .lwo, ,fbx, .stl, .ply, and .3b) on disk to use as the object to be draped.<br /><br />
:'''''Subdivide.''''' This will subdivide the object you have imported. It can be used before or after you run the simulation.<br /><br />
:'''''Start/Reset.''''' These two buttons will start and reset the simulation, respectively.<br /><br />
:'''''Pick from retopo.''''' If you have retopologized something and it is in the Retopo tab, then you can use this button to select that mesh as the object to drape.<br /><br />
:'''''To retopo.''''' By clicking this, the recently draped mesh will be sent to the Retopo tab for further retopologization.<br /><br />
:'''''Other.''''' You can set a number of other parameters, such as the ''graviy'', and the ''friction'' of the draped object on the object you are draping over, as well as set the cloth ''thickness''. For the thickness, the higher the value, the thicker the cloth.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Cloth.mp4 Cloth tool demo video]<br /><br />
<br /><br />
[[File:7.4.16.jpg|780px]] [[File:7.4.17.jpg|780px]]<br />
<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=7.4_Object_Tools&diff=10117.4 Object Tools2009-11-10T11:59:34Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
<br />
'''Logo.''' The logo tool allows you to import any black and white picture and convert it to voxels. You can convert images that are .bmp, .tga, .jpeg and .png formats. Click on the Logo tool and select image. As you import it, it will bring you in with then default to the merge tool, so you can use the standard merge gizmo here.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Logo.mp4 Logo tool demo video]<br /><br />
<br /><br />
[[File:7.4.3.jpg|right]] '''Cut&Clone.''' The Cut&Clone tool will let you do just that, you can cut and clone the volume of a voxel object based on the type of brush parameters, and defaults to the drag rectangle pen mode. It will copy the whole volume of the object underneath. You can also adjust your border parameters with three different types: Round, Plane & Sharp.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-CutNClone.mp4 Cut&Clone tool demo video]<br /><br />
<br /><br />
'''Split.''' The split tool is very similar to the “Cut&Clone tool”. It also has the exact same border settings. The only difference is that when you use this tool it actually tears a chunk of the object that you are operating on and creates it’s own object layer in the VoxTree.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Split.mp4 Split tool demo video]<br /><br />
<br /><br />
'''Merge.''' Simply put this tool allows you to import polygonal meshes to convert to voxels. It has a much more advanced usage of course, as well. First let us go over some of the functions of this tool:<br /><br />
:'''''Select mesh.''''' Use this to select a mesh stored on your hard drive.<br /><br />
:'''''Pick from retopo.''''' If you have something retopologized in the Retopo tab, then you can use the mesh to merge to voxels.<br /><br />
:'''''On pen.''''' Will turn any merged mesh into a pen to sculpt with.<br /><br />
(Note: If you are using a high-res object and then click that, you’ll be painting high-res objects all over something, and that can cause a lot of lagging if it is very high-res.)<br /><br />
:'''''Subdivide.''''' Will of course subdivide your unmerged mesh.<br /><br />
:'''''Transform.''''' Will change to the transform gizmo, allowing you to transform the unmerged mesh.<br /><br />
:'''''Shift (X, Y & Z).''''' Shifts the unmerged mesh along the selected axis inside a bounding box in local space.<br /><br />
:'''''Presets.''''' This tool has a number of presets, you are encouraged to explore them.<br /><br />
Some of the more advanced functions of this tool are:<br /><br />
:'''''Merge separate volumes.''''' Merges each sub-object to it’s own unique layer in the VoxTree.<br /><br />
:[[File:7.4.4.jpg|right]] '''''Respect negative volumes.''''' This is a new function in v3.1. If an unmerged object has “_negative” somewhere in it’s name upon selecting the mesh, it will subtract this volume from before merging with other sub-objects. Generally you should know when you are going to use this feature, as the file must have “_negative” in it’s file name. It is great for creating greebles & nurnies. Let’s take a more detailed look at this feature in the usage of this feature, to create greebles & nurnies (Thanks to user Tinker for the description):<br /><br />
:: Greebles or nurnies can be created in any application for 3D modeling, usually with a series of arbitrary extrusions.<br /><br />
[[File:7.4.6.jpg|450px]]<br /><br />
<br />
Details with angled surface look better than with parallel to horizon. For easier placing of details on a model create a contour for the detail (that’s an object with a name “_negative” which excludes from the model automatically and leaves a slot for the detail.)<br /><br />
[[File:7.4.5.jpg]]<br /><br />
<br />
It’s important to turn on ‘respect negative volume’ in the Merge Params tab to permit contour exclusion. Because of “negative volume” width is bigger than detail’s width we have an interesting effect:<br /><br />
[[File:7.4.7.jpg|780px]]<br /><br />
<br />
There is a joint between the body and the object. The detail looks as if it stands right on its place, and the body looks as if it has a special slot for the detail. Such joints look good with ambient occlusion. Above is an example of how would it look without that effect. Looks not so interesting, and also there is a problem that was caused by different curvatures of the body and the detail – the detail looks tumbled down (it wouldn’t happen with negative volume). Negative volume shouldn’t have the exact form as the body. You may change its form to get various effects. It’s time to detail the object. Load the greebles using Merge tool. Use ‘on pen’ mode. Use “9” and “0” keys to rotate the brush.<br /><br />
[[File:7.4.9.jpg|780px]]<br /><br />
<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Merge.mp4 Merge tool demo video]<br /><br />
<br /><br />
'''Sketch.''' This is a new tool in v3.1, and is a very important addition the the toolset. It allows for the creation of a volume object with 2 or 3 images. If you use 3 images of course the voxel object will be more detailed. You are strongly encouraged to try this new tool out, it is great for creating basic shapes of a more detailed objects very quickly. This tool has a few operations, all of which are very self explanatory. You are strongly encouraged to explore the options for this tool.<br /><br />
[[File:7.4.10.jpg|780px]]<br /><br />
[[File:7.4.12.jpg]] [[File:7.4.11.jpg]]<br /><br />
<br /><br />
'''Curves.''' One of the most powerful tools in the voxel arsenal, this allows you to place points of a space directly into your scene with the '''LMB'''. This tool also uses a gizmo for transformations. The arrows will translate, the boxes will scale or stretch, the inner white ring will translate on all axes, and lastly when using the function, “apply to whole curve” there will be another white ring which allows for viewport based rotations. This allows for quite a number of things, including pipes, chains, basic character or creature shapes and bodies, and so on.<br /><br />
There are now 4 modes in addition to the standard curves tools, they are:<br /><br />
'''''Extrude.''''' This tool allows for the extrusion of new hierarchies from an existing point of a curve. To use simply click and hold the '''LMB''', then drag in the desired direction you wish to create the extrusion. Holding '''SHIFT''' will default to the new Rotate mode. It can also be activated by hitting the “Q” key.<br /><br />
''''''Move.''''' By default this tool allows for the moving of points of a curve individually, holding the '''SHIFT''' key will move it’s child or parent hierarchy, depending on the direction of the manipulator arrow. It can also be activated by hitting the “W” key.<br /><br />
'''''Rotate.''''' This mode allows you to rotate the child or parent hierarchy of a point with viewport based rotations. It can also be activated by hitting the “R” key.<br /><br />
'''''Scale.''''' This mode allows you to scale the child or parent hierarchy of a point. It can also be activated by hitting the “E” key.<br /><br />
[[File:curvetools.jpg|780px]]<br />
[[File:archer-curves.jpg|780px]]<br /><br />
<br /><br />
::'''''NOTES:''''' Remember, you need to click the '''LMB''' to edit a point, '''ESC''' to stop editing a point. When using one of the four new edit modes, you do not need to have a point selected. Simply hold '''SHIFT''' (or have “Invert SHIFT action” turned on) and you’ll see green cones allowing you to edit the point and it’s hierarchy. Lastly, the affected direction of the hierarchy is the larger side of the green cone.<br /><br />
<br /><br />
These tools allow for quite a number of things, including pipes, chains, basic character or creature shapes and bodies, and so on.<br /><br />
Some of the parameters of this tool:<br /><br />
:'''''Fill Inside.''''' Fills the entire space between all points to create a solid volume object throughout the entire space.<br /><br />
:'''''Run brush along curve.''''' Is a tool all on it’s own, it allows for perfectly indented or protruded areas along the spline. It has a number of options which are all self explanatory. You are strongly encouraged to explore this setting for the curves tool.<br /><br />
:'''''Stick to ground.''''' When this option is turned on, it forces points of your curve to constrain to the surface of a volume object, with which you click on.<br /><br />
:'''''Jagged line.''''' By default the curves tool will create a smooth TCBspline. With this option turned on, you can create a linear spline, essentially creating “pointy” intersections.<br /><br />
:'''''Snap to symm plane.''''' This will force any newly created points to be created on the symmetry plane when you click on or near the plane.<br /><br />
:'''''Invert shift action.''''' This option exclusvely effects the four new curve modes. By default in any of these modes you must hold '''SHIFT''' to perform their alternate functions. This will invert this setting, so that by default you use the alternate functions, and the normal default methods require you to hold down '''SHIFT'''.<br /><br />
:'''''Extrude same radius.''''' With this option turned on, in the ''Extrude'' mode, it will create a new point which is the same size as the point that you extruded from. By Default a newly created point is the size of your pen cursor.<br /><br />
:'''''New curve.''''' Will add another curve to your scene, in addition to your existing curve(s).<br /><br />
:'''''Tube.''''' Resets the curve back to it’s default state.<br /><br />
:'''''Reset scale/angles.''''' These two tools will reset any scaling or rotations you have done to the selected curve.<br /><br />
:'''''Hardness.''''' To use this you must have a point on a curve selected, upon pressing this button It will cause the selected point to become very sharp and pointed.<br /><br />
:'''''Closed.''''' Allows you to close the spline curve between the first and last points on the spline. You can of course still add or remove points while using this function.<br /><br />
:'''''Del curve/point.''''' These two functions allow you to delete curves and points on a curve respectively. You can also hover over a point on a curve and hit the '''DELETE''' key.<br /><br />
:'''''Clear all.''''' This will clear all curves from the scene.<br /><br />
:'''''Save/Load.''''' You can now save and load entire sets of curves for use at a later time, or distribution to other users.<br /><br />
:'''''Profile.''''' This drop down list contains a number of profiles, each will change the over all shape of the spline curve.<br /><br />
:'''''Apply to whole curve.''''' With this turned on, any rotations, scaling or translation you do will apply to the whole curve centered from your current selected point on the spline. When using this function the gizmo for the point will change, adding a new large white circle around the rest of the gizmo. This new circle will allow for viewport based rotations.<br /><br />
:'''''Spline presets.''''' There are a number of other self explanatory settings for this tool. But one thing that stands out, and that you should definitely explore, are the spline presets. These allow for some very unique voxel sculpting techniques and styles. You are strongly encouraged to explore these and add more by using external files like .obj or .lwo formats.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Curves.mp4 Curves tool demo video]<br /><br />
<br /><br />
'''Snake.''' Clicking and dragging with the '''LMB''' with this tool creates a snake like shape in your viewport. It’s position is based on your first click and your viewport perspective. As with the curves tool, you can reset it back to it’s default with the “Tube” button, you can select a number of profiles and of course use spline presets. One unique parameter for this tool is called '''''“Smoothing speed”'''''. What this does, at higher values as you drag out, the snake will smooth along it’s entire lenght, causing it to move. At lower values it will move less, or not at all, causing no smoothing to occur. (Min/max values 1-5).<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Snake.mp4 Snake tool demo video]<br /><br />
<br /><br />
'''Spikes.''' This tool functions exactly as the snake tool, however it’s only difference is that it tapers on the end point of your stroke, causing a spike-like appearance.<br /><br />
[http://www.3d-coat.com/tutorials/from_javis/Voxel-Spikes.mp4 Spikes tool demo video]<br /><br />
<br /><br />
'''Muscles.''' This tool allows you to sculpt muscle & tendon looking shapes simply with a stroke of your stylus. You can achieve different looks by using this tool in different ways, for instance, if you sculpt with this tool outside of a volume, you can create objects that look to be wings very quickly.<br />
There are a number of settings of this tool:<br /><br />
:'''''Smoothing Speed.''''' This allows you to manually key or use the slider to adjust the rate at which your stroke is smoothed.<br /><br />
:'''''Stick to ground.''''' This option forces your stroke to append to the surface of the object instead of smoothing through it as it does when this option is turned off.<br /><br />
[[File:voxmuscles-insideout.jpg|780px]]<br />
[[File:musclesonground.jpg|390px]][[File:musclesoffground.jpg|390px]]<br />
:'''''Muscle types.''''' You can select between two different muscle types and a tendon. In the image on the previous page, you can see from left to right: Tendon, Muscle 2 and then Muscle 1.<br /><br />
<br /><br />
'''Toothpaste.''' This tool shares all of the options other then the muscle types with the muscles tool. It’s function is similar to it’s name, it is like applying toothpaste or tubes to a surface. A huge different and benefit to this tool, is that it respects pen alphas, so you can use it to create<br />
some rather unique looking rake brushes.<br /><br />
<br /><br />
'''Primitives.''' This is a pretty powerful tool for voxels. While it’s name is misleading in this regard, you should certainly explore each one of them thoroughly. They are: Sphere, Cube, Ellipse, Cylinder, Cone, Capsule, Tube, N-Gon and the Gear. A few of them are very similar such as the sphere and ellipse. The difference between is the ellipse has a different gizmo for adjustments. Another set are the cylinder and tube, the difference is the tube is hollowed out at its center. Each tool also have a set of parameters, ranging from adjusting scale, position (some have two positions: top & bottom), radius, and with the n-gon and gear primitives, you’ll have unique options like number of sides, inner radius or number of gears. These settings are of course self explanatory and you are strongly encouraged to explore these settings further.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Primitives.mp4 Primitives tool demo video]<br /><br />
<br /><br />
'''Text.''' Allows you to place text along a spline curve, and create text in voxel form. It’s parameters are identical to that of the curves tool so you should already be familiar with it after reading that section above. It has a few unique features: You can select a font for your text, you can of course type in the text you would like to make volumetric, and you can adjust the thickness of this volumetric text.<br /><br />
[[File:7.4.15.jpg]]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Text.mp4 Text tool demo video]<br /><br />
<br /><br />
'''Cloth.''' This tool is a cloth simulator which you can use to drape a polygon mesh over another object. There is a default “cloth” with which you can test, but you are not limited to this as you can also import an external polygonal mesh. The parameters for this tool are:<br /><br />
:'''''Select mesh.''''' This will prompt you with a file requester which allows you to select a file (.obj, .lwo, ,fbx, .stl, .ply, and .3b) on disk to use as the object to be draped.<br /><br />
:'''''Subdivide.''''' This will subdivide the object you have imported. It can be used before or after you run the simulation.<br /><br />
:'''''Start/Reset.''''' These two buttons will start and reset the simulation, respectively.<br /><br />
:'''''Pick from retopo.''''' If you have retopologized something and it is in the Retopo tab, then you can use this button to select that mesh as the object to drape.<br /><br />
:'''''To retopo.''''' By clicking this, the recently draped mesh will be sent to the Retopo tab for further retopologization.<br /><br />
:'''''Other.''''' You can set a number of other parameters, such as the ''graviy'', and the ''friction'' of the draped object on the object you are draping over, as well as set the cloth ''thickness''. For the thickness, the higher the value, the thicker the cloth.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Cloth.mp4 Cloth tool demo video]<br /><br />
<br /><br />
[[File:7.4.16.jpg|780px]] [[File:7.4.17.jpg|780px]]<br />
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{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=File:Musclesoffground.jpg&diff=1010File:Musclesoffground.jpg2009-11-10T11:58:34Z<p>Daniel: </p>
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<div></div>Danielhttps://3dcoat.com/wiki/index.php?title=File:Musclesonground.jpg&diff=1009File:Musclesonground.jpg2009-11-10T11:58:06Z<p>Daniel: </p>
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<div></div>Danielhttps://3dcoat.com/wiki/index.php?title=File:Voxmuscles-insideout.jpg&diff=1008File:Voxmuscles-insideout.jpg2009-11-10T11:56:46Z<p>Daniel: </p>
<hr />
<div></div>Danielhttps://3dcoat.com/wiki/index.php?title=7.4_Object_Tools&diff=10077.4 Object Tools2009-11-10T11:56:13Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
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'''Logo.''' The logo tool allows you to import any black and white picture and convert it to voxels. You can convert images that are .bmp, .tga, .jpeg and .png formats. Click on the Logo tool and select image. As you import it, it will bring you in with then default to the merge tool, so you can use the standard merge gizmo here.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Logo.mp4 Logo tool demo video]<br /><br />
<br /><br />
[[File:7.4.3.jpg|right]] '''Cut&Clone.''' The Cut&Clone tool will let you do just that, you can cut and clone the volume of a voxel object based on the type of brush parameters, and defaults to the drag rectangle pen mode. It will copy the whole volume of the object underneath. You can also adjust your border parameters with three different types: Round, Plane & Sharp.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-CutNClone.mp4 Cut&Clone tool demo video]<br /><br />
<br /><br />
'''Split.''' The split tool is very similar to the “Cut&Clone tool”. It also has the exact same border settings. The only difference is that when you use this tool it actually tears a chunk of the object that you are operating on and creates it’s own object layer in the VoxTree.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Split.mp4 Split tool demo video]<br /><br />
<br /><br />
'''Merge.''' Simply put this tool allows you to import polygonal meshes to convert to voxels. It has a much more advanced usage of course, as well. First let us go over some of the functions of this tool:<br /><br />
:'''''Select mesh.''''' Use this to select a mesh stored on your hard drive.<br /><br />
:'''''Pick from retopo.''''' If you have something retopologized in the Retopo tab, then you can use the mesh to merge to voxels.<br /><br />
:'''''On pen.''''' Will turn any merged mesh into a pen to sculpt with.<br /><br />
(Note: If you are using a high-res object and then click that, you’ll be painting high-res objects all over something, and that can cause a lot of lagging if it is very high-res.)<br /><br />
:'''''Subdivide.''''' Will of course subdivide your unmerged mesh.<br /><br />
:'''''Transform.''''' Will change to the transform gizmo, allowing you to transform the unmerged mesh.<br /><br />
:'''''Shift (X, Y & Z).''''' Shifts the unmerged mesh along the selected axis inside a bounding box in local space.<br /><br />
:'''''Presets.''''' This tool has a number of presets, you are encouraged to explore them.<br /><br />
Some of the more advanced functions of this tool are:<br /><br />
:'''''Merge separate volumes.''''' Merges each sub-object to it’s own unique layer in the VoxTree.<br /><br />
:[[File:7.4.4.jpg|right]] '''''Respect negative volumes.''''' This is a new function in v3.1. If an unmerged object has “_negative” somewhere in it’s name upon selecting the mesh, it will subtract this volume from before merging with other sub-objects. Generally you should know when you are going to use this feature, as the file must have “_negative” in it’s file name. It is great for creating greebles & nurnies. Let’s take a more detailed look at this feature in the usage of this feature, to create greebles & nurnies (Thanks to user Tinker for the description):<br /><br />
:: Greebles or nurnies can be created in any application for 3D modeling, usually with a series of arbitrary extrusions.<br /><br />
[[File:7.4.6.jpg|450px]]<br /><br />
<br />
Details with angled surface look better than with parallel to horizon. For easier placing of details on a model create a contour for the detail (that’s an object with a name “_negative” which excludes from the model automatically and leaves a slot for the detail.)<br /><br />
[[File:7.4.5.jpg]]<br /><br />
<br />
It’s important to turn on ‘respect negative volume’ in the Merge Params tab to permit contour exclusion. Because of “negative volume” width is bigger than detail’s width we have an interesting effect:<br /><br />
[[File:7.4.7.jpg|780px]]<br /><br />
<br />
There is a joint between the body and the object. The detail looks as if it stands right on its place, and the body looks as if it has a special slot for the detail. Such joints look good with ambient occlusion. Above is an example of how would it look without that effect. Looks not so interesting, and also there is a problem that was caused by different curvatures of the body and the detail – the detail looks tumbled down (it wouldn’t happen with negative volume). Negative volume shouldn’t have the exact form as the body. You may change its form to get various effects. It’s time to detail the object. Load the greebles using Merge tool. Use ‘on pen’ mode. Use “9” and “0” keys to rotate the brush.<br /><br />
[[File:7.4.9.jpg|780px]]<br /><br />
<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Merge.mp4 Merge tool demo video]<br /><br />
<br /><br />
'''Sketch.''' This is a new tool in v3.1, and is a very important addition the the toolset. It allows for the creation of a volume object with 2 or 3 images. If you use 3 images of course the voxel object will be more detailed. You are strongly encouraged to try this new tool out, it is great for creating basic shapes of a more detailed objects very quickly. This tool has a few operations, all of which are very self explanatory. You are strongly encouraged to explore the options for this tool.<br /><br />
[[File:7.4.10.jpg|780px]]<br /><br />
[[File:7.4.12.jpg]] [[File:7.4.11.jpg]]<br /><br />
<br /><br />
'''Curves.''' One of the most powerful tools in the voxel arsenal, this allows you to place points of a space directly into your scene with the '''LMB'''. This tool also uses a gizmo for transformations. The arrows will translate, the boxes will scale or stretch, the inner white ring will translate on all axes, and lastly when using the function, “apply to whole curve” there will be another white ring which allows for viewport based rotations. This allows for quite a number of things, including pipes, chains, basic character or creature shapes and bodies, and so on.<br /><br />
There are now 4 modes in addition to the standard curves tools, they are:<br /><br />
'''''Extrude.''''' This tool allows for the extrusion of new hierarchies from an existing point of a curve. To use simply click and hold the '''LMB''', then drag in the desired direction you wish to create the extrusion. Holding '''SHIFT''' will default to the new Rotate mode. It can also be activated by hitting the “Q” key.<br /><br />
''''''Move.''''' By default this tool allows for the moving of points of a curve individually, holding the '''SHIFT''' key will move it’s child or parent hierarchy, depending on the direction of the manipulator arrow. It can also be activated by hitting the “W” key.<br /><br />
'''''Rotate.''''' This mode allows you to rotate the child or parent hierarchy of a point with viewport based rotations. It can also be activated by hitting the “R” key.<br /><br />
'''''Scale.''''' This mode allows you to scale the child or parent hierarchy of a point. It can also be activated by hitting the “E” key.<br /><br />
[[File:curvetools.jpg|780px]]<br />
[[File:archer-curves.jpg|780px]]<br /><br />
<br /><br />
::'''''NOTES:''''' Remember, you need to click the '''LMB''' to edit a point, '''ESC''' to stop editing a point. When using one of the four new edit modes, you do not need to have a point selected. Simply hold '''SHIFT''' (or have “Invert SHIFT action” turned on) and you’ll see green cones allowing you to edit the point and it’s hierarchy. Lastly, the affected direction of the hierarchy is the larger side of the green cone.<br /><br />
<br /><br />
These tools allow for quite a number of things, including pipes, chains, basic character or creature shapes and bodies, and so on.<br /><br />
Some of the parameters of this tool:<br /><br />
:'''''Fill Inside.''''' Fills the entire space between all points to create a solid volume object throughout the entire space.<br /><br />
:'''''Run brush along curve.''''' Is a tool all on it’s own, it allows for perfectly indented or protruded areas along the spline. It has a number of options which are all self explanatory. You are strongly encouraged to explore this setting for the curves tool.<br /><br />
:'''''Stick to ground.''''' When this option is turned on, it forces points of your curve to constrain to the surface of a volume object, with which you click on.<br /><br />
:'''''Jagged line.''''' By default the curves tool will create a smooth TCBspline. With this option turned on, you can create a linear spline, essentially creating “pointy” intersections.<br /><br />
:'''''Snap to symm plane.''''' This will force any newly created points to be created on the symmetry plane when you click on or near the plane.<br /><br />
:'''''Invert shift action.''''' This option exclusvely effects the four new curve modes. By default in any of these modes you must hold '''SHIFT''' to perform their alternate functions. This will invert this setting, so that by default you use the alternate functions, and the normal default methods require you to hold down '''SHIFT'''.<br /><br />
:'''''Extrude same radius.''''' With this option turned on, in the ''Extrude'' mode, it will create a new point which is the same size as the point that you extruded from. By Default a newly created point is the size of your pen cursor.<br /><br />
:'''''New curve.''''' Will add another curve to your scene, in addition to your existing curve(s).<br /><br />
:'''''Tube.''''' Resets the curve back to it’s default state.<br /><br />
:'''''Reset scale/angles.''''' These two tools will reset any scaling or rotations you have done to the selected curve.<br /><br />
:'''''Hardness.''''' To use this you must have a point on a curve selected, upon pressing this button It will cause the selected point to become very sharp and pointed.<br /><br />
:'''''Closed.''''' Allows you to close the spline curve between the first and last points on the spline. You can of course still add or remove points while using this function.<br /><br />
:'''''Del curve/point.''''' These two functions allow you to delete curves and points on a curve respectively. You can also hover over a point on a curve and hit the '''DELETE''' key.<br /><br />
:'''''Clear all.''''' This will clear all curves from the scene.<br /><br />
:'''''Save/Load.''''' You can now save and load entire sets of curves for use at a later time, or distribution to other users.<br /><br />
:'''''Profile.''''' This drop down list contains a number of profiles, each will change the over all shape of the spline curve.<br /><br />
:'''''Apply to whole curve.''''' With this turned on, any rotations, scaling or translation you do will apply to the whole curve centered from your current selected point on the spline. When using this function the gizmo for the point will change, adding a new large white circle around the rest of the gizmo. This new circle will allow for viewport based rotations.<br /><br />
:'''''Spline presets.''''' There are a number of other self explanatory settings for this tool. But one thing that stands out, and that you should definitely explore, are the spline presets. These allow for some very unique voxel sculpting techniques and styles. You are strongly encouraged to explore these and add more by using external files like .obj or .lwo formats.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Curves.mp4 Curves tool demo video]<br /><br />
<br /><br />
'''Snake.''' Clicking and dragging with the '''LMB''' with this tool creates a snake like shape in your viewport. It’s position is based on your first click and your viewport perspective. As with the curves tool, you can reset it back to it’s default with the “Tube” button, you can select a number of profiles and of course use spline presets. One unique parameter for this tool is called '''''“Smoothing speed”'''''. What this does, at higher values as you drag out, the snake will smooth along it’s entire lenght, causing it to move. At lower values it will move less, or not at all, causing no smoothing to occur. (Min/max values 1-5).<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Snake.mp4 Snake tool demo video]<br /><br />
<br /><br />
'''Spikes.''' This tool functions exactly as the snake tool, however it’s only difference is that it tapers on the end point of your stroke, causing a spike-like appearance.<br /><br />
[http://www.3d-coat.com/tutorials/from_javis/Voxel-Spikes.mp4 Spikes tool demo video]<br /><br />
<br /><br />
'''Muscles.''' This tool allows you to sculpt muscle & tendon looking shapes simply with a stroke of your stylus. You can achieve different looks by using this tool in different ways, for instance, if you sculpt with this tool outside of a volume, you can create objects that look to be wings very quickly.<br />
There are a number of settings of this tool:<br /><br />
:'''''Smoothing Speed.''''' This allows you to manually key or use the slider to adjust the rate at which your stroke is smoothed.<br /><br />
:'''''Stick to ground.''''' This option forces your stroke to append to the surface of the object instead of smoothing through it as it does when this option is turned off.<br /><br />
[[File:voxmuscles-insideout.jpg]]<br />
[[File:musclesonground.jpg]][[File:musclesoffground.jpg]]<br />
:'''''Muscle types.''''' You can select between two different muscle types and a tendon. In the image on the previous page, you can see from left to right: Tendon, Muscle 2 and then Muscle 1.<br /><br />
<br /><br />
'''Toothpaste.''' This tool shares all of the options other then the muscle types with the muscles tool. It’s function is similar to it’s name, it is like applying toothpaste or tubes to a surface. A huge different and benefit to this tool, is that it respects pen alphas, so you can use it to create<br />
some rather unique looking rake brushes.<br /><br />
<br /><br />
'''Primitives.''' This is a pretty powerful tool for voxels. While it’s name is misleading in this regard, you should certainly explore each one of them thoroughly. They are: Sphere, Cube, Ellipse, Cylinder, Cone, Capsule, Tube, N-Gon and the Gear. A few of them are very similar such as the sphere and ellipse. The difference between is the ellipse has a different gizmo for adjustments. Another set are the cylinder and tube, the difference is the tube is hollowed out at its center. Each tool also have a set of parameters, ranging from adjusting scale, position (some have two positions: top & bottom), radius, and with the n-gon and gear primitives, you’ll have unique options like number of sides, inner radius or number of gears. These settings are of course self explanatory and you are strongly encouraged to explore these settings further.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Primitives.mp4 Primitives tool demo video]<br /><br />
<br /><br />
'''Text.''' Allows you to place text along a spline curve, and create text in voxel form. It’s parameters are identical to that of the curves tool so you should already be familiar with it after reading that section above. It has a few unique features: You can select a font for your text, you can of course type in the text you would like to make volumetric, and you can adjust the thickness of this volumetric text.<br /><br />
[[File:7.4.15.jpg]]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Text.mp4 Text tool demo video]<br /><br />
<br /><br />
'''Cloth.''' This tool is a cloth simulator which you can use to drape a polygon mesh over another object. There is a default “cloth” with which you can test, but you are not limited to this as you can also import an external polygonal mesh. The parameters for this tool are:<br /><br />
:'''''Select mesh.''''' This will prompt you with a file requester which allows you to select a file (.obj, .lwo, ,fbx, .stl, .ply, and .3b) on disk to use as the object to be draped.<br /><br />
:'''''Subdivide.''''' This will subdivide the object you have imported. It can be used before or after you run the simulation.<br /><br />
:'''''Start/Reset.''''' These two buttons will start and reset the simulation, respectively.<br /><br />
:'''''Pick from retopo.''''' If you have retopologized something and it is in the Retopo tab, then you can use this button to select that mesh as the object to drape.<br /><br />
:'''''To retopo.''''' By clicking this, the recently draped mesh will be sent to the Retopo tab for further retopologization.<br /><br />
:'''''Other.''''' You can set a number of other parameters, such as the ''graviy'', and the ''friction'' of the draped object on the object you are draping over, as well as set the cloth ''thickness''. For the thickness, the higher the value, the thicker the cloth.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Cloth.mp4 Cloth tool demo video]<br /><br />
<br /><br />
[[File:7.4.16.jpg|780px]] [[File:7.4.17.jpg|780px]]<br />
<br />
<br />
{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=File:Archer-curves.jpg&diff=1006File:Archer-curves.jpg2009-11-10T11:10:28Z<p>Daniel: </p>
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<div></div>Danielhttps://3dcoat.com/wiki/index.php?title=7.4_Object_Tools&diff=10057.4 Object Tools2009-11-10T11:09:44Z<p>Daniel: </p>
<hr />
<div>{{Languages}}<br />
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'''Logo.''' The logo tool allows you to import any black and white picture and convert it to voxels. You can convert images that are .bmp, .tga, .jpeg and .png formats. Click on the Logo tool and select image. As you import it, it will bring you in with then default to the merge tool, so you can use the standard merge gizmo here.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Logo.mp4 Logo tool demo video]<br /><br />
<br /><br />
[[File:7.4.3.jpg|right]] '''Cut&Clone.''' The Cut&Clone tool will let you do just that, you can cut and clone the volume of a voxel object based on the type of brush parameters, and defaults to the drag rectangle pen mode. It will copy the whole volume of the object underneath. You can also adjust your border parameters with three different types: Round, Plane & Sharp.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-CutNClone.mp4 Cut&Clone tool demo video]<br /><br />
<br /><br />
'''Split.''' The split tool is very similar to the “Cut&Clone tool”. It also has the exact same border settings. The only difference is that when you use this tool it actually tears a chunk of the object that you are operating on and creates it’s own object layer in the VoxTree.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Split.mp4 Split tool demo video]<br /><br />
<br /><br />
'''Merge.''' Simply put this tool allows you to import polygonal meshes to convert to voxels. It has a much more advanced usage of course, as well. First let us go over some of the functions of this tool:<br /><br />
:'''''Select mesh.''''' Use this to select a mesh stored on your hard drive.<br /><br />
:'''''Pick from retopo.''''' If you have something retopologized in the Retopo tab, then you can use the mesh to merge to voxels.<br /><br />
:'''''On pen.''''' Will turn any merged mesh into a pen to sculpt with.<br /><br />
(Note: If you are using a high-res object and then click that, you’ll be painting high-res objects all over something, and that can cause a lot of lagging if it is very high-res.)<br /><br />
:'''''Subdivide.''''' Will of course subdivide your unmerged mesh.<br /><br />
:'''''Transform.''''' Will change to the transform gizmo, allowing you to transform the unmerged mesh.<br /><br />
:'''''Shift (X, Y & Z).''''' Shifts the unmerged mesh along the selected axis inside a bounding box in local space.<br /><br />
:'''''Presets.''''' This tool has a number of presets, you are encouraged to explore them.<br /><br />
Some of the more advanced functions of this tool are:<br /><br />
:'''''Merge separate volumes.''''' Merges each sub-object to it’s own unique layer in the VoxTree.<br /><br />
:[[File:7.4.4.jpg|right]] '''''Respect negative volumes.''''' This is a new function in v3.1. If an unmerged object has “_negative” somewhere in it’s name upon selecting the mesh, it will subtract this volume from before merging with other sub-objects. Generally you should know when you are going to use this feature, as the file must have “_negative” in it’s file name. It is great for creating greebles & nurnies. Let’s take a more detailed look at this feature in the usage of this feature, to create greebles & nurnies (Thanks to user Tinker for the description):<br /><br />
:: Greebles or nurnies can be created in any application for 3D modeling, usually with a series of arbitrary extrusions.<br /><br />
[[File:7.4.6.jpg|450px]]<br /><br />
<br />
Details with angled surface look better than with parallel to horizon. For easier placing of details on a model create a contour for the detail (that’s an object with a name “_negative” which excludes from the model automatically and leaves a slot for the detail.)<br /><br />
[[File:7.4.5.jpg]]<br /><br />
<br />
It’s important to turn on ‘respect negative volume’ in the Merge Params tab to permit contour exclusion. Because of “negative volume” width is bigger than detail’s width we have an interesting effect:<br /><br />
[[File:7.4.7.jpg|780px]]<br /><br />
<br />
There is a joint between the body and the object. The detail looks as if it stands right on its place, and the body looks as if it has a special slot for the detail. Such joints look good with ambient occlusion. Above is an example of how would it look without that effect. Looks not so interesting, and also there is a problem that was caused by different curvatures of the body and the detail – the detail looks tumbled down (it wouldn’t happen with negative volume). Negative volume shouldn’t have the exact form as the body. You may change its form to get various effects. It’s time to detail the object. Load the greebles using Merge tool. Use ‘on pen’ mode. Use “9” and “0” keys to rotate the brush.<br /><br />
[[File:7.4.9.jpg|780px]]<br /><br />
<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Merge.mp4 Merge tool demo video]<br /><br />
<br /><br />
'''Sketch.''' This is a new tool in v3.1, and is a very important addition the the toolset. It allows for the creation of a volume object with 2 or 3 images. If you use 3 images of course the voxel object will be more detailed. You are strongly encouraged to try this new tool out, it is great for creating basic shapes of a more detailed objects very quickly. This tool has a few operations, all of which are very self explanatory. You are strongly encouraged to explore the options for this tool.<br /><br />
[[File:7.4.10.jpg|780px]]<br /><br />
[[File:7.4.12.jpg]] [[File:7.4.11.jpg]]<br /><br />
<br /><br />
'''Curves.''' One of the most powerful tools in the voxel arsenal, this allows you to place points of a space directly into your scene with the '''LMB'''. This tool also uses a gizmo for transformations. The arrows will translate, the boxes will scale or stretch, the inner white ring will translate on all axes, and lastly when using the function, “apply to whole curve” there will be another white ring which allows for viewport based rotations. This allows for quite a number of things, including pipes, chains, basic character or creature shapes and bodies, and so on.<br /><br />
There are now 4 modes in addition to the standard curves tools, they are:<br /><br />
'''''Extrude.''''' This tool allows for the extrusion of new hierarchies from an existing point of a curve. To use simply click and hold the '''LMB''', then drag in the desired direction you wish to create the extrusion. Holding '''SHIFT''' will default to the new Rotate mode. It can also be activated by hitting the “Q” key.<br /><br />
''''''Move.''''' By default this tool allows for the moving of points of a curve individually, holding the '''SHIFT''' key will move it’s child or parent hierarchy, depending on the direction of the manipulator arrow. It can also be activated by hitting the “W” key.<br /><br />
'''''Rotate.''''' This mode allows you to rotate the child or parent hierarchy of a point with viewport based rotations. It can also be activated by hitting the “R” key.<br /><br />
'''''Scale.''''' This mode allows you to scale the child or parent hierarchy of a point. It can also be activated by hitting the “E” key.<br /><br />
[[File:curvetools.jpg|780px]]<br />
[[File:archer-curves.jpg|780px]]<br /><br />
<br /><br />
::'''''NOTES:''''' Remember, you need to click the '''LMB''' to edit a point, '''ESC''' to stop editing a point. When using one of the four new edit modes, you do not need to have a point selected. Simply hold '''SHIFT''' (or have “Invert SHIFT action” turned on) and you’ll see green cones allowing you to edit the point and it’s hierarchy. Lastly, the affected direction of the hierarchy is the larger side of the green cone.<br /><br />
<br /><br />
These tools allow for quite a number of things, including pipes, chains, basic character or creature shapes and bodies, and so on.<br /><br />
Some of the parameters of this tool:<br /><br />
:'''''Fill Inside.''''' Fills the entire space between all points to create a solid volume object throughout the entire space.<br /><br />
:'''''Run brush along curve.''''' Is a tool all on it’s own, it allows for perfectly indented or protruded areas along the spline. It has a number of options which are all self explanatory. You are strongly encouraged to explore this setting for the curves tool.<br /><br />
:'''''Stick to ground.''''' When this option is turned on, it forces points of your curve to constrain to the surface of a volume object, with which you click on.<br /><br />
:'''''Jagged line.''''' By default the curves tool will create a smooth TCBspline. With this option turned on, you can create a linear spline, essentially creating “pointy” intersections.<br /><br />
:'''''Snap to symm plane.''''' This will force any newly created points to be created on the symmetry plane when you click on or near the plane.<br /><br />
:'''''Invert shift action.''''' This option exclusvely effects the four new curve modes. By default in any of these modes you must hold '''SHIFT''' to perform their alternate functions. This will invert this setting, so that by default you use the alternate functions, and the normal default methods require you to hold down '''SHIFT'''.<br /><br />
:'''''Extrude same radius.''''' With this option turned on, in the ''Extrude'' mode, it will create a new point which is the same size as the point that you extruded from. By Default a newly created point is the size of your pen cursor.<br /><br />
:'''''New curve.''''' Will add another curve to your scene, in addition to your existing curve(s).<br /><br />
:'''''Tube.''''' Resets the curve back to it’s default state.<br /><br />
:'''''Reset scale/angles.''''' These two tools will reset any scaling or rotations you have done to the selected curve.<br /><br />
:'''''Hardness.''''' To use this you must have a point on a curve selected, upon pressing this button It will cause the selected point to become very sharp and pointed.<br /><br />
:'''''Closed.''''' Allows you to close the spline curve between the first and last points on the spline. You can of course still add or remove points while using this function.<br /><br />
:'''''Del curve/point.''''' These two functions allow you to delete curves and points on a curve respectively. You can also hover over a point on a curve and hit the '''DELETE''' key.<br /><br />
:'''''Clear all.''''' This will clear all curves from the scene.<br /><br />
:'''''Save/Load.''''' You can now save and load entire sets of curves for use at a later time, or distribution to other users.<br /><br />
:'''''Profile.''''' This drop down list contains a number of profiles, each will change the over all shape of the spline curve.<br /><br />
:'''''Apply to whole curve.''''' With this turned on, any rotations, scaling or translation you do will apply to the whole curve centered from your current selected point on the spline. When using this function the gizmo for the point will change, adding a new large white circle around the rest of the gizmo. This new circle will allow for viewport based rotations.<br /><br />
:'''''Spline presets.''''' There are a number of other self explanatory settings for this tool. But one thing that stands out, and that you should definitely explore, are the spline presets. These allow for some very unique voxel sculpting techniques and styles. You are strongly encouraged to explore these and add more by using external files like .obj or .lwo formats.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Curves.mp4 Curves tool demo video]<br /><br />
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'''Snake.''' Clicking and dragging with the '''LMB''' with this tool creates a snake like shape in your viewport. It’s position is based on your first click and your viewport perspective. As with the curves tool, you can reset it back to it’s default with the “Tube” button, you can select a number of profiles and of course use spline presets. One unique parameter for this tool is called '''''“Smoothing speed”'''''. What this does, at higher values as you drag out, the snake will smooth along it’s entire lenght, causing it to move. At lower values it will move less, or not at all, causing no smoothing to occur. (Min/max values 1-5).<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Snake.mp4 Snake tool demo video]<br /><br />
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'''Spikes.''' This tool functions exactly as the snake tool, however it’s only difference is that it tapers on the end point of your stroke, causing a spike-like appearance.<br /><br />
[http://www.3d-coat.com/tutorials/from_javis/Voxel-Spikes.mp4 Spikes tool demo video]<br /><br />
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'''Primitives.''' This is a pretty powerful tool for voxels. While it’s name is misleading in this regard, you should certainly explore each one of them thoroughly. They are: Sphere, Cube, Ellipse, Cylinder, Cone, Capsule, Tube, N-Gon and the Gear. A few of them are very similar such as the sphere and ellipse. The difference between is the ellipse has a different gizmo for adjustments. Another set are the cylinder and tube, the difference is the tube is hollowed out at its center. Each tool also have a set of parameters, ranging from adjusting scale, position (some have two positions: top & bottom), radius, and with the n-gon and gear primitives, you’ll have unique options like number of sides, inner radius or number of gears. These settings are of course self explanatory and you are strongly encouraged to explore these settings further.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Primitives.mp4 Primitives tool demo video]<br /><br />
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'''Text.''' Allows you to place text along a spline curve, and create text in voxel form. It’s parameters are identical to that of the curves tool so you should already be familiar with it after reading that section above. It has a few unique features: You can select a font for your text, you can of course type in the text you would like to make volumetric, and you can adjust the thickness of this volumetric text.<br /><br />
[[File:7.4.15.jpg]]<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Text.mp4 Text tool demo video]<br /><br />
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'''Cloth.''' This tool is a cloth simulator which you can use to drape a polygon mesh over another object. There is a default “cloth” with which you can test, but you are not limited to this as you can also import an external polygonal mesh. The parameters for this tool are:<br /><br />
:''''''Select mesh.'''''' This will prompt you with a file requester which allows you to select a file (.obj, .lwo, ,fbx, .stl, .ply, and .3b) on disk to use as the object to be draped.<br /><br />
:'''''Subdivide.''''' This will subdivide the object you have imported. It can be used before or after you run the simulation.<br /><br />
:'''''Start/Reset.''''' These two buttons will start and reset the simulation, respectively.<br /><br />
:'''''Pick from retopo.''''' If you have retopologized something and it is in the Retopo tab, then you can use this button to select that mesh as the object to drape.<br /><br />
:'''''To retopo.''''' By clicking this, the recently draped mesh will be sent to the Retopo tab for further retopologization.<br /><br />
:'''''Other.''''' You can set a number of other parameters, such as the ''graviy'', and the ''friction'' of the draped object on the object you are draping over, as well as set the cloth ''thickness''. For the thickness, the higher the value, the thicker the cloth.<br /><br />
[[File:videoicon.png]] [http://www.3d-coat.com/tutorials/from_javis/Voxel-Cloth.mp4 Cloth tool demo video]<br /><br />
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[[File:7.4.16.jpg|780px]] [[File:7.4.17.jpg|780px]]<br />
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{{Languages}}</div>Danielhttps://3dcoat.com/wiki/index.php?title=File:Curvetools.jpg&diff=1004File:Curvetools.jpg2009-11-10T11:06:38Z<p>Daniel: </p>
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<div></div>Daniel