I figured as much, but I was looking at their wireframes in one of the videos and the topology at some connections was very funky. I wasn't sure of the accuracy of it all. It would just be nice to see a fully baked version of a relatively complex mesh.
If you're an active Modo user, you can get into the Direct Connect forum there and Darrel has been posting about that issue in a few threads. Basically, he says it's going to be like Groboto but a few steps evolved. So I think it'll be alright...
No organics, yet, no. But I did do this in less than a minute ... And that's all fully adjustable, editable (down to the face/edge/vert level), real time. I'm blown away. Plus, you can tweak the chamfers at the connection points in real time, whenever you like.
Bisector stuff is definitely going to be imperative going forward. Getting those separation lines in there by just connecting a curve or a plane mesh would just be killer. So, in closing, here's the sum total of the MeshFusion stuff I did yesterday afternoon. Killer plugin, my god...
@Torch, you can render curves into polys and there are also a tube tool and an editable spline tool (bezier, linear, pen) that can do those tubular connections in your posts video. http://community.thefoundry.co.uk/tv/training/view.aspx?id=689 Major difference with Max is it's not live and editable after "dropping" the…
The meshes generally look great for baking. You won't want to use them as game geometry but the smoothing is set up perfectly and the edges are great most of the time. The strips that form the connections between meshes are often NOT perfectly stitched to the geo around them which means once you freeze the mesh you…