Most Wanted/Needed Modelling Features.


#2

Optimize… would be nice to have a command that analyzes the mesh (like cleanup) but removes any edgeloops and corresponding vertices that have no effect on the shape of the mesh.

Inset Region… requested many, many times.

Vertex locking… I can see a lot of uses for selecting verts and locking them in worldspace before using a deform like inflate on other verts.


#3

Correct me if I am wrong (e.g. already implemented), but I could really use a “hide faces” feature.
It is kinda hard to work on the inside of a mesh right now (for example on the inside of a mouth).
There is a hide feature, but it only hides complete groups.


#4

Yeah … vertex locking would be …

HUGE.


#5

…all of the above …plus three wishes ? :wink: …two of them would be on the RMB face menu …one would be “randomise”- this is essential for organic shapes (trees/roots/hair)between extrusions - it CAN be done by going into the vertex menu - but it would be great not to have to do this every time ! …the other would be the equivalent of “tighten” on the body menu …ie/bring triangles toward equilateral, quads towards square-etc( like “smooth”- but without adding vertices )
…these would both be useful for making trees http://www.renderosity.com/messages.ez?Form.ShowMessage=1551013 and -of course -other things
the third thing i would most like is the option of exporting materials with only the name you give them - so they can turn into groups on export - and go straight into Poser…called things like lForeArm - or however Poser wants it spelt …at present it will be called something like cube1_copy8_lForeArm …and has to be stripped down in a text editor every time you export in .obj (Hellborn kindly explained how to do this in the Renderosity Forum ) -which is tedious -but better than renaming body parts …especially if fingers are involved !
…and…is there a way to make a new primitive on the scene to be automatically selected ? - because you always want it to be
…and to be able to change the focal length of the rendering camera - because it is VERY wide-angle and distorting
…and a way of seeing what shortcuts you have assigned -and what are available
…this seems to be more than three :wink: …as usual -if any of these are ALREADY possible -PLEASE tell me !
…and if not , and never will be ,Wings is STILL the greatest !


#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)