| Author | Comment | ||
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roadtoad |
Wings Wants Here (part6) |
Lead | |
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(03/18/02 03:07:55) ODF Founder |
Just a reiteration: Scrollable object properties window
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dickie the hole of blackeden |
Tweak and the Magnet | ||
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(03/18/02 08:37:35) |
First off, Chapeau Bjorn!
You've created a very innovative program that goes far beyound the intoxication of Nendo. I've been tweetering back and forth for the past few mounths between Wings, Lightwave, and Blender... And Wings is wedging its merry way deeper and deeper into that corner of my heart reserved for #1 Favorite Modeler. Requests: Tweak is an awesome and powerful tool. Wouldn't it be cool to combine its prowess with the Magnet tool, a la Dragnet in Lightwave... I personally prefer the Magnet>Linear tool in Wings .92.01 to the current setup. Here's why: I'm modeling a rim for an auto tire. I start with a cylinder, grab the top face, move it down the Y axis, grab both the bottom and the top faces, inset them, inset them again, then bridge. I select the bottom row of vertices as well as the top, from the inner most circle , dragging them down the Y axis to create a concaveness. With the former Magnet>Linear setup this was quite easy. However, with the current Magnet options (.93), this relatively simply execution is labourously prolonged. This has probally been suggested, but a "hide selected vertices" function would be great too. You're doing an Awesome Job. -dickie |
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thatbrickwall |
hotkeys | ||
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(03/18/02 19:32:43) |
maybe some optional hotkeys to access some commonly used functions like free move, rotate, etc. so you don't have to use the menu each time.
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jstro |
Re: hotkeys | ||
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(03/19/02 17:33:56) |
brick - You may not be aware of it, but you can assign your own hot keys. Select a menu command so that it is highlighted and then press the Insert key on your keyboard. You will be prompted to press the desired hot key. Press it and you got a new hot key. To unassign a hot key, select menu command that has one, and press the Delete key on your keyboard. Poof, it's gone. Wings is very customizable in that way.
jon |
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Nathan Hauck |
nendo clone | ||
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(03/21/02 11:50:56) |
I would like to see scale to length
this would be like edgeloop in nendo with a few exceptions there would be 100% to -100% if you go - the edges will all scale to the shortest in the selection if you go + it will scale all the edge to the longest in the selection this would be great for restoring distances in models that have been heavily tweaked if this can be done as a plugin please let me know I will write it myself even tho it might take forever |
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puzzledpaul |
scale to length | ||
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(03/21/02 14:49:00) Registered |
Whilst only a work around - have you already tried using tighten to (roughly) equalise el segments, followed by an appropriate scale?
Using an offset radial vector scale op etc if necessary? Just a thought. pp |
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Nathan Hauck |
Re: scale to length | ||
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(03/21/02 16:40:06) |
ah yes the tighten worked like a charm on an edge loop
but if its on an end cap then it pulls the verts back as well "Using an offset radial vector scale op etc if necessary?" not quite sure what you mean can you elaborate? |
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puzzledpaul |
offset thingy | ||
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(03/21/02 18:21:28) Registered |
Will try.
If you do a 'standard' radial scale on some edgeloops around a cylinder, then the resulting (scaled) loops will still be concentric with the rest of the cylinder. However, if you do a radial vector scale, with the vector axis offset from the cyl. axis, then you end up with a 'bulgy' scaled bit on one side - but the e/l sections are still all the same length. (assuming equal at start of op) If this bulge aspect was something you wanted to achieve / retain with the 'equalised' e/l - after using tighten - I thought this procedure might help. (Am assuming that the 'equalised' e/l sections are either too long or too short - compared with required max / min lengths as per orig post - and therefore scaling of some sort needed?) pp |
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Nathan Hauck |
Re: offset thingy | ||
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(03/21/02 22:28:25) |
yeah see what I would like to achieve (and found nendo doesnt do it quite this way) is to space the verts the same distance from the center and make the edges all the same length
I would like it to be interactive but i might just make it an auto command for speed so say you have made some complex details and decided that you want it to go back to a round shape at some point on the object well you run this and it will make it round again I asked for this feature back around 0.84 or so but made do with the inflate command but it doesnt fix the spacing the spacing is important if you are doing non-organic because it can cause slight pinching that will make it un round |
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puzzledpaul |
ot/2 | ||
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(03/22/02 03:50:03) Registered |
<< space the verts the same distance from the center and make the edges all the same length >>
Ahh ... with it now - as no mention in orig post re verts being same distance from centre - only edge loop sections being same length (as I read it, anyway) - different ball game. Since these verts / edges can only exist on the surface of a sphere (and satisfy above conditions), this is essentially the same as the 'make spherical' command that Mirai apparently has - and was mentioned / requested by Roger H in a post way back when. Yes, agree - would have uses - interesting plug project for someone, indeed. Presumably nothing to stop such a plug aligning the verts on the surface of 3d shapes other than spheres, after having the swept volume co-ordinates set by the user? pp |
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Nathan Hauck |
Re: ot/2 | ||
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(03/22/02 11:04:19) |
hmm yeah why mess with the edge lengths
I could just have it do the vert distance from center and their degrees of rotation hmm but I want multiple functions and where would you start the moving with the verts (it might twist the whole thing) i want the plugin to do 2 things the first is make all selected edges the same length as shortest or longest in selection (this would be interactive) the second would be to make all verts even from central point on an edgeloop only the third would be to flatten the edgeloop as it does so hehe I got my work cut out for me well we should probably stop discusing this here as its now a plugin in developement :) |
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meshmonster1 |
UV/Texture Channel compositing ... | ||
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(03/22/02 22:42:28) Banned User |
UV/Texture Channel compositing ...
Allow a user to take a LithUnwrapped, highly customized UVMap (maybe the color channel), and composite it with a very simple map such as a spherical or cylindrical (maybe the bump channel). The compositing would be done using a couple different off-screen canvas and then "blended" together according to some simple rules. Often times bump map can be utilized quite effectively in a simple mapping, whereas coloring might need much more accurate placement. It's often fun to use a procedurally generated map in the bump channel. The bottom line is ... it would be cool to be able to blend different UVMaps onto the same 2D render of the 3D object. Well, those are some of my wishes that assume that someday, Wings3D may entertain more issues of rendering. |
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KayosIII |
Sudivide,cut,dissolve to work with U,V as well as X,Y,Z | ||
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(03/25/02 04:21:40) |
Basically the UV data should remain synchronised with the vertex data.
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roadtoad |
Orientation | ||
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(03/25/02 05:26:00) ODF Founder |
I'd like it if 000 was the 'default bounding box' unless assigned (goes back to 000 whenever save invoked with no selection)
..can see it useful for quickly moving imports that load off-center or out of view, as well in regular work If that was done, being able to quickly move the camera to bounding box (Alt-r - easier reach than ctrl) would allow quickly moving to an area where autorotate really helps in making selections, and having the cam centered is a big plus when you're dealing with symmetry |
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Nathan Hauck |
rotate free | ||
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(03/25/02 10:48:17) |
this is something that I think will add to the functionality and give it a true reason for being
rotate free should rotate around cursor position apon clicking so if your cursor is in the middle of a box it will rotate around its center if the cursor is at its tip it will rotate around its tip if the cursor is far to the right and so on so the cursor position determins the axis this will be great for rotating something when there is no point to define an axis |
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9rin |
bind selection modes | ||
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(03/25/02 21:33:51) |
would be nice if we could change the keys the selection modes are bound to :)
not anything life or death would just be handy :) |
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DrAdamDinosaur |
Re: bind selection modes | ||
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(03/26/02 07:28:34) |
Here are a few things i would like to see added, quite sure they weren't in the list.
- Ability to select a face ( like the face you will be mirroring around on the x axis) adn lock it so you can't move it or its vertex ofrom that position. - A button to hide the bottom menu (selection type, display, grid etc). After using for a little while you can control most of these with hotkeys so its just wasting space. - Better support for showing edges. In nendo i can navigate fine with edges turned on but wings grinds to a halt. - Isolate certain faces of your model by hiding others. - Move a vertex along one of its surrounding edges ( this may have been in the list) - The menus at the top of the screen to be roll over. It slows work down having to click all the time |
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mic |
Magnets... | ||
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(03/26/02 08:23:20) |
I thought it would be nice to be able to switch magnets on with ONE shortcut key instead of right clicking and clicking on different magnets... Something like the way Blender or 3DMax handles magnets.
I hope I make sense... anyway, if it has already been implemented, then please excuse my dumbness. Thanks. |
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jhocking |
rotate camera around selected | ||
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(03/26/02 13:02:49) |
Here's a feature that would be very useful. How about an option to have the camera rotate around your selection? Right now the camera always rotates around the origin of the scene. But when working with, say, the fingers of a figure with his arms outstretched, this is really inconvenient; every time you rotate the camera to view the fingers from another angle, they swing out of view and you have to pan the camera around to get the fingers back into view. With the feature I'm suggesting, the camera would use the currently selected vertex or polygon (in this case, some part of the finger) as the point of rotation.
Thus, if there was an option to rotate the camera around the selection, it would be much easier to focus in on specific details. -Joe Hocking www.3darteest.com |
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jhocking |
oops | ||
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(03/26/02 13:06:04) |
scratch that last message, I just read about the Aim command (shorcut key "A")
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jstro |
Re: rotate camera around selected | ||
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(03/26/02 13:08:37) |
Joe - it sounds like what you want to do is handled by Aim if I'm not mistaken. It's in the View menu.
jon Aren't cross postings fun? :) jon |
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