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twocust
Posts: 77
Joined: 25 Feb 2006
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Posted: Sat Jul 14, 2007 5:37 pm Post subject: |
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based on Phil's track record thusfar, I'd put my money on 'yes'
(in fact, I already have)  |
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r_knightly
Posts: 74
Joined: 29 Jun 2007
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Posted: Wed Aug 01, 2007 3:04 pm Post subject: |
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one request id have is when you begin to support multiple uv channel editing could you please still support .OBJ as its so universally supported. If each channel could be exported into its own OBJ file i could easily handle that
twocust wrote: | based on Phil's track record thusfar, I'd put my money on 'yes'
(in fact, I already have)  |
Likewise, the dongle is like a little beacon isnt it! |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Wed Aug 01, 2007 5:45 pm Post subject: |
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Don't worry, OBJ will always be supported!
Phil |
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arix
Posts: 5
Joined: 01 Sep 2005
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Posted: Tue Aug 21, 2007 10:32 am Post subject: |
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I havn't read every page of this thread, but did a search on 'wireframe' so i figured it has been wished for/suggested in this thread.
Wireframe mode or a x-ray shaded mode (similar to Maya's x-ray shaded mode) in the Edit and 3D views, so you can cut/weld edges in hard to see places.
ps. thank you for this program it has totally saved me hours upon hours of work! MUCH LOVE to you Phil! |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Tue Aug 21, 2007 6:00 pm Post subject: |
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"... so you can cut/weld edges in hard to see places."
Yes, thats a common request, so I expect it'll happen someday :-) There's a bit of discussion about it in this recent posting ...
http://www.headus.com/phpbb/viewtopic.php?t=414
Phil |
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TTC
Posts: 2
Joined: 20 Jun 2007
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Posted: Wed Oct 17, 2007 10:48 pm Post subject: |
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Hey Phil,
Just a couple more requests for the edit view in UVL:
1. Object selection in edit view (multiple selection?)
2. Auto-drop feature → this ties into number 1 (after creating shells, select all objects at once and drop... etc.)
3. Object separation feature (when working with models that have dozens of objects, separating them all by hand gets time-consuming...)
The pro version has been working wonderfully! Thanks again for all your hard work.
Tom |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Thu Oct 18, 2007 12:54 am Post subject: |
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"1. Object selection in edit view (multiple selection?)"
Click and drag the LMB to stretch a box round multiple shells; this "picks" them and turns them green. You can then move them as a group (with Space-MMB), and a number of other operations (like Optimize) will then operate only on the selected shells. Look for the "Picking" video. Is that what you meant?
"2. Auto-drop feature ... (after creating shells, select all objects at once and drop..."
Aim the mouse pointer at nothing, then hit D, then you can stretch a box around the shells you want to drop.
"3. Object separation feature"
Can you email me a pic of the sorts of models you're working with? I would have thought that automatically moving the 3D pieces apart to remove overlaps might create a confusing mess, but I might see what you mean with an example.
Phil |
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TTC
Posts: 2
Joined: 20 Jun 2007
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Posted: Mon Oct 22, 2007 6:44 pm Post subject: |
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Quote: | Click and drag the LMB to stretch a box round multiple shells; this "picks" them and turns them green. You can then move them as a group (with Space-MMB), and a number of other operations (like Optimize) will then operate only on the selected shells. Look for the "Picking" video. Is that what you meant?
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I'm sorry, I meant in the edit view (2). It would be beneficial sometimes to be able to highlight certain objects or shells simultaneously while still in edit view. It's not a huge need, but would be a nice little tool. The picking tool in UV view is a wonderful time saver though, I use it often.
Thanks for the drop shortcut, I never noticed that there was a selection box mode for that as well.
Quote: | Object separation feature |
I'll try and get you a model sample sometime today. Thanks!
Tom |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Mon Oct 22, 2007 7:06 pm Post subject: |
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" be able to highlight certain objects ... while still in edit view."
Got it! I've added it to the list :-)
Phil |
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thestudio
Posts: 3
Joined: 29 Oct 2007
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Posted: Thu Nov 01, 2007 3:46 pm Post subject: |
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I'm not sure if these have been addressed:
1.The ability to move/relax texture coordinates in 3D space, not just uvspace.
Or, splitting the user window into two windows, specifically 2d/3d space. This will allow you to see what is happening to the pattern in 3d space as you are fixing detailied compressed or stretched texture coordinates.
2. Soft selection move tool with color codes for falloff in texture coordinate/3d space editing.
I'm obviously a new user, but I just want to say "thanks". This little application is going to change our whole process for the better.
Best,
Jeremy |
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headus Site Admin

Posts: 2902
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Location: Perth, Australia
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Posted: Thu Nov 01, 2007 4:35 pm Post subject: |
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"splitting the user window into two windows, specifically 2d/3d space."
Yes, I hope to have a go at that sometime sooner rather than later.
"Soft selection move tool with color codes for falloff"
Not sure what you mean there. The Shift-MMB combination gives you a move brush that sort of sounds like your request.
Phil |
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thestudio
Posts: 3
Joined: 29 Oct 2007
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Posted: Thu Nov 01, 2007 6:05 pm Post subject: |
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headus wrote: |
Not sure what you mean there. The Shift-MMB combination gives you a move brush that sort of sounds like your request.
Phil |
I'd like a little more control over knowing the falloff values and how they influence an area with shift+MMB, before I start to use the brush. In 3dsmax, the basic control is a spinner that allows you to increase or decease the amount of falloff on a particular brush type once you select a Texture coordinate. It displays the weights of influence based on the falloff value that you enter, the higher the value the greater the area of influence.
If this were to be implemented, I think it would work best if the falloff spinner values could be linked to a horizonal/vertical movement(+shift) of your mouse, which would essentially do the same thing as entering a value. IE, as the mouse moves up+shift, the falloff increases... I know the area of influence can be increased via -/+ but it doesn't show where the falloff begins or ends relative to the brush size.
Its not really important at the moment, since it is a built-in feature within 3dsmax. No need to reinvent the wheel. I just mentioned it so that way I can cut 3dsmax out of the equation and go straight into my 3rd party rendering application.
Thanks for listening.
Best,
Jeremy |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Thu Nov 01, 2007 6:35 pm Post subject: |
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"I'd like a little more control over knowing the falloff values ..."
Got it! I've added it to my job tracker here.
Phil |
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anrshelt
Posts: 8
Joined: 23 Dec 2007
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Posted: Fri Dec 28, 2007 6:58 pm Post subject: One of my wishes... |
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I'd like to see a visual indicator of overlapping UVs...
Using Zbrush -creating normal/displacement maps
will crash EVERYTIME with any overlapping UV...
This was Zbrush 2 when I had these problems, and Pixologic
is currently using v3.1
Sweeeeeeeeet!!!
~Drew |
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strages
Posts: 1
Joined: 25 Sep 2008
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Posted: Thu Sep 25, 2008 1:38 pm Post subject: |
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hey,
Me, myself am currently exploring the functions of this uv programm which up until now really suprises me of how good it works. However there are still a few things that i would wish. correct me if they are already on the wish list, but i'd like to see them still
flatten out sculpt tool and other uv edit brushes be able to use in the 3d view, with texture on.
abiltiy to use your own textures for optimal small edits or whatever, maybe to use even my own nice colorfull happy texturemap
a nice user friendly intertface, also for the eye and a layout of the keyboard and mouse with what functions are bound to which.
this is of course a wish list so!
for nice layout plz look at zbrush or modo
tx, strages |
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