new update. 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…
philem: you are right, you need to merge the two cubes into one object first. in object mode, select the two cube then execute Modiy > Object Commands > Combine.
philem: When you try to use the Surface Align tool, if too many objects in the scene, It's better to hide those unrelated objects. This tool is potentially heavy in memory consumption. It creates temporary optimizing data for all the unselected visilbe objects.
on a related note too, if you do move the objects pivot via the workaround I mention, it's noticable that the 'frame object' command uses the pivot rather than actual mesh, so it can frame nothing if the object pivot is offset from the actual object. It's not a huge deal, but worth noting. When working with things like…
new update. http://www.digitalfossils.com/Download/VoidWorld-Sep-20-12.rar Note: If the app failed to run, it is likely the msvcr71.dll is missing in your system. Summary of changes: * View > Display > Heads Up Display > Show View Size. * Two bugs in object grouping are fixed. * Sorting abilities are added to 'Scene…
passerby: VW needs dotnet 1.1 and dotnet 2.0. Also dx9.0b or newer except dx10 since dx10 not compatible with dx9. You can google 'dotnet version checker' and 'directx version on my computer'. philem: An instance object does not have any geometry itself. It is rendered out by using the source object's geometry. You can…
new update. http://www.digitalfossils.com/Download/VoidWorld-nov-13-11.rar Summary of changes: * The command, View > Toggle Unselected Object Visibility, is improved. When this command is excuted, if there are any unselected objects, the program will remember them in a list and then hide them. When this command is executed…
Each object has a pivot point and each mesh in the object has its own pivot point. If I hide them in vertex/edge/polyong mode and show them in mesh/object mode, will that be alright? or should I a create an option so users can turn it on/off when they want?
I guess so, if not there then somewhere.. but it seems to make sense to use the absolute panel right? set them to 1 when the object is created, and allow them to be changed just like the transform and rotation values yet another edit: ok on the pivot point thing I was talking about. I see what's happening, it uses the…
In polygon mode, select the polygons. Then execute the Split or Duplicate command. An option dialog will show up where you can choose to break the polygons into one object or objects if selections are seperate. There is an option in obj importing which allows you to break the obj into meshes or objects base on grouping…