Most Wanted/Needed Modelling Features.


#6

Shear/Skew would be nice


#7

Angelique2, If you go to the help menu and select “defined hotkeys” it will show a list of all shortcuts, default and user defined.

“…and to be able to change the focal length of the rendering camera - because it is VERY wide-angle and distorting”

The renderer renders the same view as the active window, camera properties are set up in Edit>camera settings.

Glorious Cow - What exactly would Shear/Skew do? My guess is you could do it using magnet move.

Personally I’d be happy if we got Clacos’ tools back and the selection problems were sorted out! - Baz


#8

<< automatically selected ? - because you always want it to be >>

Think we go about things in a different way, then
:slight_smile:

<< equivalent of “tighten” on the body menu >>

Have you tried Vert | Tighten on a selection, rather than a whole body (also got a magnet option)

<< be great not to have to do this every time >>

Select -> Random options (and Deform | Crumple -> Random) can be set to hotkeys – might this help?

pp

Btw, with your ‘trees’ workflow – did you consider setting frequently used ops to default commands (details in ‘Help’) – you could call them up whenever needed then


#9

Wings isn’t missing a thing…or almost. :wink:

Really there’s two features I’d love to have:

|Circularize segments-scale,like in Nendo when you scale a set of Edges,it makes a rounder shape rather than overlapping vertice/edges together,that would save me a lot of tweaking time.

|Being a 50/50 Hotkeys/RMB menu user,I would appreciate QuadMenus or similar customizable RMB menus so I can add the Virtual Mirror or other operations that are on the top menus.


#10

<< Circularize segments-scale,like in Nendo… >>

Where is this command in Ndo, please? (I did ask in the ‘mirroring objects’ thread - but you presumably missed it)

pp


#11

I don’t know how they call the function.

I think Mirai calls it Zero-Scale segments or something but it does not have it’s own Menu item…Instead it is built-in directly into the scale function when in edge mode.

I’ll load Nendo and make a lil anigif if you like but I know you also own it :slight_smile:


#12

Here’s a quick torso Nendo Script that shows it.

Similarly as Bay does it in bayplaymirai.avi,I extruded a region,then unselected the mid-segment edge to have a roundable shape,then used a uniform Scale.

It is the last step,except for the face,shrink selection.


#13

Ok,sorry if I missed the question in the mirroring objects thread.

Yes I’ve tried the inflate command,it is one of the most useful commands when making breast or spherical objects from blockier forms…Unfortunately,what I am refering to is much of the same thing but as a 2d planar action where you’d only get a flat circle of edges…

Sorry that’s about the only way I can phrase it in english,unless you speak french :wink: j/k


#14

actarusprocyon - inflate will act as a circularise command provided all the verts lie on one one plane, if you flatten first you should get what you want :o) - Baz


#15

I just tried and no,it does not work.

I flattened Normals,

Selection Jump from Faces to Edges to Vertice,

Deform/Inflate

got the same result as if I hadn’t flattened,

the Two top vertice(according you did watch my script or tried yourself) seem to be stuck and the others move around their normals

The only way I could get a Round shape was to Scale it immensily big and even there,it didn’t look right

I didn’t bother trying with the flatten X or something since having to flatten Normals already distorts my shapes in an Non-Round form which isn’t the goal…having to flatten X,Y or Z before,tweak and scale is in fact much longer than just using scale or even my old extrude then tweak option…

Bah.


#16

A – thx for taking the time to do the script J

Yes, as you say, it’s a difference in the way scale works, rather than a particular command (all wgs Scale | Uniform modes tend towards a single point) – as such, it’s unlikely to change, I suspect.

I imported your object into wgs and ended up with a similar basic shape with the following:

Selected all 6 verts around the 2 ‘armpit’ faces
Vert | Tighten -> 120% (I basically eyeballed (roughly) the position of the middle edge to be halfway between the 2 outer parallel edges)
Vert | Inflate -> 100% RMB option (used middle edge for centre, corner vert for radius)

No real need to flatten here – but that’s an option prior to the Inflate op to keep all on a 2D plane – if necessary. (I use the Inflate RMB ->100% a lot on 2D planes)

Thx again for your time – it’s appreciated.

pp

edit
above written offline - just seen new stuff !

edit2
Inflate -> 100% RMB on a 2D plane can give results which may not be what you’re after - ie ‘circularised’ edges AND of a similar length - but technically they will lie on a circle (after using Inflate)

(That’s why I used the tighten command above, to alter stuff and give the Inflate command a better chance of producing something similar to the required shape)


#17

Let me thank you…

Come to think of it,a Scripting record feature like nendo’s would be nice as well. :slight_smile:


#18

re/ previous post

||||"…and to be able to change the focal length of the rendering camera - because it is VERY wide-angle and distorting"

The renderer renders the same view as the active window, camera properties are set up in Edit>camera settings. - Baz ||||

so it does ! …i was just setting up a screeshot to PROVE that it didnt …and it goddammit it DOES !!! thanks mutters "damn sure it didnt yesterday ! "

||||||<< automatically selected ? - because you always want it to be >>

Think we go about things in a different way, then
. puzzled paul ||||||
…we MUST do !!! …doesnt the new primitive always arrive INSIDE whatever you are working on …and need to be fished out ?

||||||<< face equivalent of “tighten” on the body menu >>

Have you tried Vert | Tighten on a selection, rather than a whole body (also got a magnet option) ||||||

…problem here is that with the tree ( or similar )…where you want to work on a lot of seperate faces at the same time - working in batches is what makes it bearable !..but for the effect to work on them individually …so you have -say- sixteen triangular branch ends selected - that you want to be more equilateral …vert |tighten works on all the vertices as a mass …which is useful -as is “inflate”- but it is not the same thing

||||| << be great not to have to do this every time >>

Select -> Random options (and Deform | Crumple -> Random) can be set to hotkeys – might this help?

pp |||||

…yes …i have had some problems with hotkeys … " some " being an understatement …on sunday the ones i HAD assigned stopped working or worked strangely - ensued ages of digging around in program files- renaming / deleting /reinstalling all to NO avail …and just as i was giving dark looks to the .dlls and wondering whether to delete them or write and ask for help …i noticed i accidently had caps-lock on …this seemed to make a difference …and explains why i always thought they were tempremental !!! …duhhhhh :blush:
…so THAT problem is largely solved …and Random is now Alt=B ! :slight_smile:
it would still be ideal to have it on the Face menu- but no, not nescesary

|||| Btw, with your ‘trees’ workflow – did you consider setting frequently used ops to default commands (details in ‘Help’) – you could call them up whenever needed then
pp ||||

do you mean hotkeys as above ? …or could you mean the much sought-after “string beast” is NOT mythical after all ?
:wide-eyed and gullible smiley : …it would be ever so good for roots …and …er…string !


#19

a Shear or Skew as I see it would distort an object or a selection like a parallelogram in 3d. I have tried every possible variation of magnet move, and although many come close to approximating the effect, nothing is perfect.

I would think it would be very easy to implement, I just don’t know the first thing about erlang or how Wings plugins work.


#20

GloriousCow - It works for me , on simple objects at least. You need to set it up right though.

Choose move>free>magnet, set it to shortest mode in magnet options and choose straight profile. Set your camera view to an appropriate angle and drag. On a divided cube stretched through the y axis it leans perfectly. I don’t know how a more complex shape would behave though! - Baz

Note: Tweak magnet doesn’t work for this - Bjorn is looking into it.


#21

ang

<< new primitive always arrive INSIDE >>

Depends what I’m doing – quite often, I’ve already moved existing stuff to one side, and bring in a cube as a reference for an origin centred rotate, say.

Perhaps if I want a new bit of geom somewhere – rather than starting with a prim, I’ll (find and) loopcut off a (more) suitable bit, dupe it, move it whilst still selected – then weld the original back up again.

Variation on above – for cylindrical bits – find a suitable circular face nearby, extract from it and then extrude – and use this (or just extrude (from face) then lop off with LoopCut.

Presumably you’re using the Geom Graph in ‘difficult’ situations – as the most recent prim addition is always the last / bottom – it’s easy to select from here?

I suppose a tick box for a user pref to have prims come in highlighted and ‘oven ready’ might be an idea – but that’s something to take up with Bj :slight_smile:

Vert | Tighten on multiple selections – yep, me not paying attention (slapped wrist job) – as with any op on a vert selection, going to work on the total swept volume of the Bounding Box.

Default Commands – different from hkeys.
Say you do a ‘full blown’ vector op – MMB rotate, say – and choose both an axis and a ref point for that axis to pass thro’ .
Then – immediately after completing the op, press Shift + Cntrl + L or MMB. You can then bind / assign the (vector) rotate op to either the L or M mouse button.

To recall, use Cntrl + L /M – and this brings back the vector rotate – BUT – you can select a different chunk of geom on a different object (if you want) – AND – select a different axis / ref point – all without having to dive into a menu – and since you can’t (currently) hotkey vector based options, then it’s a way of shortcutting that IS available.

This lets you do the same ‘type’ of op on different items – but using parameters that are specifically geared to that item.

Btw – using Cntrl + D (repeat function) – offers similar flexibility – but will only work on the last op – so if you do something different in the meantime – you’ll lose the original / first option.

Putting stuff on a default command will always be available for the whole modelling session (until re-defined) etc.

Since you can have 2 Def Comms (not DefCon, hehe) – set to ops you’re likely to use on a regular basis – then this can be quite useful – imo.

All of the above worth looking at – but I’ll not lose any sleep if you chose to ignore :slight_smile:

Each to their own.

pp

(If I think of anything re ‘multi true-up’ - I’ll post it)


#22

pardon, but what do you mean by “select straight profile?”


#23

Oh, n/m, straight magnet mode. Yes, this approximates a skew, but a generalized skew operation would be much more useful.

How would you skew just one side of an object with a magnet move?


#24

“How would you skew just one side of an object with a magnet move?”

Your right, it wouldn’t work for that. I’d try a vector rotate and then resize the area if necessary. - Baz


#25

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