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headus 3D scans

Current Bug/Wish List
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Littlefox



Posts: 33
Joined: 07 Mar 2006
Location: Oklahoma

PostPosted: Tue May 23, 2006 8:52 am    Post subject: Reply with quote

Additional (not sure if you saw the above post about rectangular hair...)

Big request..... Is there any way to turn /off/ the automatic unwelding/inverting of the collapsed polys upon import?

Its nice to have them flagged but bringing back in a problem obj just to relax it to fix a crease it is turning into a major production of inverting, rewelding selecting, checking for extra mesh connections, magneting and then welding just to get back to where you were when you saved it the last time so that you can start fixing the problem ;P
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headus
Site Admin


Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Tue May 23, 2006 6:58 pm    Post subject: Reply with quote

Sorry, missed this one!

Littlefox wrote:
... have it flatten out into a rectangle so you can reuse hair textures pretty quickly


Yes, you should be able to do that with the edge straightening tool. I have started
on that, so it shouldnt be too far away.

Quote:
Is there any way to turn /off/ the automatic unwelding/inverting of the collapsed polys upon import?


No, but I can see now why it could be a good idea! Maybe it should only
invert/detach connected pieces, not individual polys? Anyway, I'll try and
get this into the next release.

Phil
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Littlefox



Posts: 33
Joined: 07 Mar 2006
Location: Oklahoma

PostPosted: Tue May 23, 2006 7:03 pm    Post subject: Reply with quote

Snugs ya silly Thanks!!!

YEAH! on the straightening tool!!!!!!!
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tragan62



Posts: 4
Joined: 08 May 2006

PostPosted: Mon Jun 05, 2006 10:43 am    Post subject: Reply with quote

Perhaps it already has been requested but a wireframe mode in Edit and 3D view and a snap tool (point or edges) would be fine for cutting complex meshes.

Fine tool Laughing
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headus
Site Admin


Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Mon Jun 05, 2006 5:46 pm    Post subject: Reply with quote

Yes, some way to pick hard to pick edges is a common request and will be sorted
out someday. In the meantime, the Home key is good for focusing the view on a
particular poly, then you can zoom in on that, and sometimes spinning the view
around so you can see the mesh from the inside helps.

Phil
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Morellco



Posts: 8
Joined: 10 Jun 2006

PostPosted: Sun Jun 11, 2006 4:36 pm    Post subject: A Way to Freeze partial objects Reply with quote

Would be nice if you could freeze only part of a mesh and let the other part (parts) continue to flatten... maybe a group PIN button that would attach multiple pins on vertex points with like a paint brush tool.
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headus
Site Admin


Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Sun Jun 11, 2006 5:44 pm    Post subject: Re: A Way to Freeze partial objects Reply with quote

Morellco wrote:
Would be nice if you could freeze only part of a mesh and let the other part (parts) continue to flatten...

You can use Shift-P to pin/unpin a rectangle of points; use LMB to pin them, and RMB to unpin. So then when you flatten, those pinned points wont move.

You can also use the 'b' key as a flattening brush; only the points inside the circle will chage. Use the '-' and '=' hotkeys to change the size of the brush.

Phil
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Morellco



Posts: 8
Joined: 10 Jun 2006

PostPosted: Sun Jun 11, 2006 8:46 pm    Post subject: Reply with quote

Kewl, Thanks. You are so quick to respond. I think I am falling in love... Very Happy Just kidding.
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headus
Site Admin


Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Sun Jun 11, 2006 9:26 pm    Post subject: Reply with quote

Reply speed depends on whether I'm in a "do support at beginning of day" or "do support at end of day" sort of mood. You just got lucky this time :-)

Phil
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SuperCGpro



Posts: 2
Joined: 26 May 2006

PostPosted: Mon Jun 12, 2006 7:02 pm    Post subject: Bug Reports question Reply with quote

Hello,
Where do we post our bug reports ? Do we post them here or in another area ?

Thanks again for access to your wonderful program!
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headus
Site Admin


Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Mon Jun 12, 2006 7:06 pm    Post subject: Reply with quote

Yes, you can post them in this topic, or open up a new one; either way is fine.

Phil
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Morellco



Posts: 8
Joined: 10 Jun 2006

PostPosted: Thu Jun 15, 2006 12:36 pm    Post subject: Snapping to Grid and Version number? Reply with quote

Hi Phil,
Is there a way to cause the pins to snap to grid points? I have read through the discussions, and have not found that option talked about? I know that the entire mesh will snap to center grid (or left or right or top or bottom) but can individual pins?

Also, what version number are you up to? I noticed the first post in here talks about v1.9, yet all I have seen to be able to download for beta testing so far is 1.12.1
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headus
Site Admin


Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Thu Jun 15, 2006 5:48 pm    Post subject: Re: Snapping to Grid and Version number? Reply with quote

Morellco wrote:
Is there a way to cause the pins to snap to grid points?

Not currently. Did you want to be able to do that to straighten edges? I do have an edge straightening tool on the list, but actually, snapping points to the grid might be an easier thing to add in the short-term.

Quote:
Also, what version number are you up to?

v1.12.1. You can grab the latest, and some earlier ones, from ...

http://www.uvlayout.com/try

Phil
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Morellco



Posts: 8
Joined: 10 Jun 2006

PostPosted: Thu Jun 15, 2006 8:15 pm    Post subject: Reply with quote

Yes... that is what I was wanting to do... is to straighten an edge.
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twocust



Posts: 77
Joined: 25 Feb 2006

PostPosted: Thu Jun 15, 2006 9:42 pm    Post subject: Reply with quote

Howdy Phil,

Is there currently a way to turn visibility of individual shells on/off in the 3D view?
I can see this as just a handy addition for tough to visualize areas that need
cutting or welding.

I've run across this small "wish" with the internals of mouth/sock/teeth/gums
(they are a seperate model than the character) I was working on...got it done, but
it was kinda tight manipulating around in there. Wink

Kind regards,

twocust
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