I'm trying to set up a nice way to toggle on/off Transparent Mesh with a keypress, but I can't see any way to set up toggles. I'll read through the help file later (at work now), so sorry if it's described in there. If you could set the amount and following order of steps in the toggle, that would be great. For example: press z once: wire, press it again: transparent, press once more: back to solid mesh.
Ideally, I'd like to have transparent mesh disregard face selection, allowing me to select verts and edges that are inside/behind other meshes. This is what I use transparency for in Blender, and it works very nicely.
Can the soft-selection fallof be tweaked while moving/rotating/scaling something? I use wmb up/down for this, but I can only set the falloff before an operation, meaning I often find that it affects too much/not enough of the mesh, and I need to go back, set it higher/lower and retry. If this could be tweaked in realtime, that would be very nice.
I'm trying to set up a nice way to toggle on/off Transparent Mesh with a keypress, but I can't see any way to set up toggles. I'll read through the help file later (at work now), so sorry if it's described in there. If you could set the amount and following order of steps in the toggle, that would be great. For example: press z once: wire, press it again: transparent, press once more: back to solid mesh.
Ideally, I'd like to have transparent mesh disregard face selection, allowing me to select verts and edges that are inside/behind other meshes. This is what I use transparency for in Blender, and it works very nicely.
Can the soft-selection fallof be tweaked while moving/rotating/scaling something? I use wmb up/down for this, but I can only set the falloff before an operation, meaning I often find that it affects too much/not enough of the mesh, and I need to go back, set it higher/lower and retry. If this could be tweaked in realtime, that would be very nice.
edit:
I'd also like to be able to set the default marquee selection to be lasso, and to have a shortcut to maximise the viewport/hide the entire interface (there's F5, but that gives me a very pixelated view)
editagain: quick bugreport - if you hide something on a mirrored model, at the first interaction with the mesh the other (mirrored) side re-appears, all of it. It seems to only happen with operations that create new geometry, moving, scaling and rotating seem to work fine.
Another thought I had: What about being able to set the location of your user dir? I'm always copying my user dir to dropbox between home and work, but if I could just have vw read my settings from Dropbox, that'd be perfect. That way my interface, hotkeys and everything would be instantly synced.
Summary of changes:
* View > Auto Scene Scale Enabled. If this option is on, the program will keep checking objects in the scene and change the scene scale automatically when needed to make sure the scene scale is appropriate to the overall bounding box of visible objects.
Thanks!
I'm trying to set up a nice way to toggle on/off Transparent Mesh with a keypress, but I can't see any way to set up toggles. I'll read through the help file later (at work now), so sorry if it's described in there. If you could set the amount and following order of steps in the toggle, that would be great. For example: press z once: wire, press it again: transparent, press once more: back to solid mesh.
Ideally, I'd like to have transparent mesh disregard face selection, allowing me to select verts and edges that are inside/behind other meshes. This is what I use transparency for in Blender, and it works very nicely.
QUOTE]
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Another thought I had: What about being able to set the location of your user dir? I'm always copying my user dir to dropbox between home and work, but if I could just have vw read my settings from Dropbox, that'd be perfect. That way my interface, hotkeys and everything would be instantly synced.
What I've done is move "My Documents" folder to a location in my dropbox folder. It's handy for saving a bunch of settings that default to that folder, including saved games!
Just right-click on your Documents folder, properties, and then on the location tab you can pick a new path.
I'm in edge mode (the icon says so, at least), as I began with an edge selection, but it's a vertex selection. Even when the resulting selection could remain an edge selection (as in the case of collapsing a ring selection), vw displays it as a vert selection and I can't use it. I understand the issue (a single collapsed edge turns into a vert), but when the result is still an edge (or multiple edges) it should probably be considered a bug that it's displayed as vertices, and can't be tweaked? So then, in the case of a single vert remaining, possibly have vw automatically switch to vertex mode?
edit: Oh, at the risk of repeating myself, thanks a lot for the quick support!
Summary of changes:
* Curved option is added to hole bridging tool. For detail, see Help > Contents > Modeling > Edge Section > Bridge Holes.
* Some bug fixings.
Thanks!
I thought I'd put collapse through its paces, and test it in a situation where it can't work predictably, and it immediately crashed. Here's the selection:
I've been thinking about the interface lately, and I've started a mockup image. This is only a few minutes work so far, and I'll be reworking it as I think about it more, but my hope is that I can condense the text down, and make things a little bit more organised and easy to read.
edit: updated the image. I'm taking my colours from the original, as well as the nvil forum. Contrast isn't where it should be, but I'm just slowly going over it all, getting a base. After that I'll do some more thinking about overall layout and colour contrast.
Summary of changes:
* Drag cut feature is added to 'Cut' tool. Mouse over a vertex or an edge. Press down left mouse button and hold. Drag the cursor along a path. The operation will cut through each edge at its middle position along the path.
* 'Edit Exit' button is added to 'Bridge Hole' tool. It is used to exit this tool but still keep it alive so splines can be modified by all the available spline tools and the changes on mesh geometries can be observed. Once this tool is exited, selection and spline modification operations are expected. Other operations may not be safe and may cause geometry loss or crashings.To confirm the mesh result, either come back to this tool or execute the 'Geometry > Finalize Spline Modifier' command. To cancel the mesh result, either come back to this tool or execute the 'Geometry > Cancel Spline Modifier' command.
* Some bug fixins.
Thanks!
MightyPea: The ui looking is very hard to implement. I just feel once streamline sub tool is activated, the tool-tip should be removed to avoid blocking view. Some users like passerby may need to chang the steping values very often so it's better to keep them there.
the ui is just a mockup, I'm organising things for myself.
The smart-tips wouldn't show at the same time as the tool information, that's just o visualise it for myself.
Are you saying any type of graphical overhaul (like a bitmap based interface) would be hard to implement?
You've got to create routine to calculate every border and corner width/height to match the panel/ui item.
It's a bit tiresome but to be honest the mockups of MightyPea are giving watery mouth and I'm sure I would not be the only one to want to try a modeler which look as nice as this (it looks simple/slick)
Also: DARK UI SHOULD BE A REQUIREMENT FOR ANY SOFTWARE YOU HAVE TO LOOK AT FOR HOURS §!
Summary of changes:
* A bug in Retopo tool is fixed. It may occur if try to create mesh from splines.
* Some improvements on edge 'Retopo' spline creation tool. Once X key is pressed down, to draw vertically/Horizotally/X, press down Shift key additionally. To draw with angle constraint using Angle Step setting value, press down Ctrl key additionally. The same behaviour also applies to connecting splines operation in Retopo tool. The same behaviour also applies to slice tools.
* A new view tool. Viewport context menu > Align Along Subobject normal. If there is highlighted subobject, it will be used. Otherwise if there is subobject selection, it will be used.
Summary of changes:
* A bug in the new view tool, viewport context menu > Align Along Subobject Normal, is fixed. The normal is not converted from local space to world pace in previous update.
Thanks!
Summary of changes:
Some bugs are fixed. They appeared since 'Jan 15 2013 Update'.
* Bugs in obj exporting when exporting more than one mesh.
* Bugs in internal library object loading and exporting.
Thanks!
Replies
http://www.digitalfossils.com/Download/VoidWorld-Dec-08-12.rar
Summary of changes:
* Some minor bug fixing and improvements.
Thanks!
I'm trying to set up a nice way to toggle on/off Transparent Mesh with a keypress, but I can't see any way to set up toggles. I'll read through the help file later (at work now), so sorry if it's described in there. If you could set the amount and following order of steps in the toggle, that would be great. For example: press z once: wire, press it again: transparent, press once more: back to solid mesh.
Ideally, I'd like to have transparent mesh disregard face selection, allowing me to select verts and edges that are inside/behind other meshes. This is what I use transparency for in Blender, and it works very nicely.
Can the soft-selection fallof be tweaked while moving/rotating/scaling something? I use wmb up/down for this, but I can only set the falloff before an operation, meaning I often find that it affects too much/not enough of the mesh, and I need to go back, set it higher/lower and retry. If this could be tweaked in realtime, that would be very nice.
I'm trying to set up a nice way to toggle on/off Transparent Mesh with a keypress, but I can't see any way to set up toggles. I'll read through the help file later (at work now), so sorry if it's described in there. If you could set the amount and following order of steps in the toggle, that would be great. For example: press z once: wire, press it again: transparent, press once more: back to solid mesh.
Ideally, I'd like to have transparent mesh disregard face selection, allowing me to select verts and edges that are inside/behind other meshes. This is what I use transparency for in Blender, and it works very nicely.
Can the soft-selection fallof be tweaked while moving/rotating/scaling something? I use wmb up/down for this, but I can only set the falloff before an operation, meaning I often find that it affects too much/not enough of the mesh, and I need to go back, set it higher/lower and retry. If this could be tweaked in realtime, that would be very nice.
edit:
I'd also like to be able to set the default marquee selection to be lasso, and to have a shortcut to maximise the viewport/hide the entire interface (there's F5, but that gives me a very pixelated view)
editagain: quick bugreport - if you hide something on a mirrored model, at the first interaction with the mesh the other (mirrored) side re-appears, all of it. It seems to only happen with operations that create new geometry, moving, scaling and rotating seem to work fine.
Another thought I had: What about being able to set the location of your user dir? I'm always copying my user dir to dropbox between home and work, but if I could just have vw read my settings from Dropbox, that'd be perfect. That way my interface, hotkeys and everything would be instantly synced.
http://www.digitalfossils.com/Download/VoidWorld-Dec-10-12.rar
Summary of changes:
* View > Auto Scene Scale Enabled. If this option is on, the program will keep checking objects in the scene and change the scene scale automatically when needed to make sure the scene scale is appropriate to the overall bounding box of visible objects.
Thanks!
http://www.digitalfossils.com/Download/VoidWorld-Dec-16-12.rar
Summary of changes:
* Edit > Preference > General > Lasso is default selection style On Startup.
* View > Hide Title n Menu On Full Screen.
* Edit > Options > Ignore Wired/Transparent Polygon On Selection. This provides the convenience for selecting objects behind.
* View > Object Shading > Object Individual Shading > Solid Unselected/General.
* View > Object Shading > Object Individual Shading > Solid Gray Unselected/General.
* View > Object Shading > Object Individual Shading > Transparent Unselected/General.
* View > Object Shading > Object Individual Shading > Wire MEsh Unselected/General.
* View > Object Shading > Object Individual Shading > Cycle Object Individual Shading Unselected.
* Some bug fixings.
* It is possible to adjust soft selection fall-out during subobject tweak operation.
Thanks!
What I've done is move "My Documents" folder to a location in my dropbox folder. It's handy for saving a bunch of settings that default to that folder, including saved games!
Just right-click on your Documents folder, properties, and then on the location tab you can pick a new path.
edit: Oh, at the risk of repeating myself, thanks a lot for the quick support!
http://www.digitalfossils.com/Download/VoidWorld-Dec-19-12.rar
Summary of changes:
* Curved option is added to hole bridging tool. For detail, see Help > Contents > Modeling > Edge Section > Bridge Holes.
* Some bug fixings.
Thanks!
I thought I'd put collapse through its paces, and test it in a situation where it can't work predictably, and it immediately crashed. Here's the selection:
https://dl.dropbox.com/u/17715/vw_UI.jpg
edit: updated the image. I'm taking my colours from the original, as well as the nvil forum. Contrast isn't where it should be, but I'm just slowly going over it all, getting a base. After that I'll do some more thinking about overall layout and colour contrast.
http://www.digitalfossils.com/Download/VoidWorld-Dec-21-12.rar
Summary of changes:
* Drag cut feature is added to 'Cut' tool. Mouse over a vertex or an edge. Press down left mouse button and hold. Drag the cursor along a path. The operation will cut through each edge at its middle position along the path.
* 'Edit Exit' button is added to 'Bridge Hole' tool. It is used to exit this tool but still keep it alive so splines can be modified by all the available spline tools and the changes on mesh geometries can be observed. Once this tool is exited, selection and spline modification operations are expected. Other operations may not be safe and may cause geometry loss or crashings.To confirm the mesh result, either come back to this tool or execute the 'Geometry > Finalize Spline Modifier' command. To cancel the mesh result, either come back to this tool or execute the 'Geometry > Cancel Spline Modifier' command.
* Some bug fixins.
Thanks!
MightyPea: The ui looking is very hard to implement. I just feel once streamline sub tool is activated, the tool-tip should be removed to avoid blocking view. Some users like passerby may need to chang the steping values very often so it's better to keep them there.
the ui is just a mockup, I'm organising things for myself.
The smart-tips wouldn't show at the same time as the tool information, that's just o visualise it for myself.
Are you saying any type of graphical overhaul (like a bitmap based interface) would be hard to implement?
It's a bit tiresome but to be honest the mockups of MightyPea are giving watery mouth and I'm sure I would not be the only one to want to try a modeler which look as nice as this (it looks simple/slick)
Also: DARK UI SHOULD BE A REQUIREMENT FOR ANY SOFTWARE YOU HAVE TO LOOK AT FOR HOURS §!
http://www.digitalfossils.com/Download/VoidWorld-Dec-28-12.rar
Summary of changes:
* Some bugs in 'Take Snapt Shot' operation are fixed.
Thanks!
http://www.digitalfossils.com/Download/VoidWorld-Dec-29-12.rar
Summary of changes:
* Some bugs in edge 'Chamfer' tool are fixed. They occured in previous update.
Thanks!
http://www.digitalfossils.com/Download/VoidWorld-Dec-30-12.rar
Summary of changes:
* One more bug in edge 'Chamfer' tool is fixed.
Thanks!
http://www.digitalfossils.com/Download/VoidWorld-Dec-31-12.rar
Summary of changes:
* Another bug fixing on edge 'Chamfer' tool.
Thanks!
http://www.digitalfossils.com/Download/VoidWorld-Jan-15-13.rar
Summary of changes:
* Some performance improvement. About 50%.
* Some bug fixings.
* WARNING: This update might be quite buggy.
Thanks!
http://www.digitalfossils.com/Download/VoidWorld-Jan-24-13.rar
Summary of changes:
* A bug in Retopo tool is fixed. It may occur if try to create mesh from splines.
* Some improvements on edge 'Retopo' spline creation tool. Once X key is pressed down, to draw vertically/Horizotally/X, press down Shift key additionally. To draw with angle constraint using Angle Step setting value, press down Ctrl key additionally. The same behaviour also applies to connecting splines operation in Retopo tool. The same behaviour also applies to slice tools.
* A new view tool. Viewport context menu > Align Along Subobject normal. If there is highlighted subobject, it will be used. Otherwise if there is subobject selection, it will be used.
Thanks!
http://www.digitalfossils.com/Download/VoidWorld-Jan-25-13.rar
Summary of changes:
* A bug in the new view tool, viewport context menu > Align Along Subobject Normal, is fixed. The normal is not converted from local space to world pace in previous update.
Thanks!
http://www.digitalfossils.com/Download/VoidWorld-Jan-27-13.rar
Summary of changes:
* Snapping bugs in Polygon_Create tool are fixed.
Thanks!
http://www.digitalfossils.com/Download/VoidWorld-Jan-30-13.rar
Summary of changes:
Some bugs are fixed. They appeared since 'Jan 15 2013 Update'.
* Bugs in obj exporting when exporting more than one mesh.
* Bugs in internal library object loading and exporting.
Thanks!
http://www.digitalfossils.com/Download/VoidWorld-Jan-31-13.rar
Summary of changes:
* Bugs in selection mode commands are fixed. They occured if executed from radial menu.
Thanks!