Deeper SUB-D modeling

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Deeper SUB-D modeling // Feature suggestions

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Post by nowherebrain // May 9, 2007, 3:24pm

nowherebrain
Total Posts: 1062
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I think it would be super useful if you could define the iso line shapes and underlying geometry using bezier curves like nurbs surfaces...I hope this makes sense...
It would also remove the need for edge weighting, just set sherp with an alt+RMB click and smooth with alt+LMB...othwise shape the model just like a nurbs oject adjustin both the vertexes and/or the bezier handles.

1. edge tools
1.1 extrude
1.2 spin edge
1.3 split/connect

2. bezier editing of SDS edges at their verts

3. better handling of loops and rings
3.1 accurate selections
3.2 select poly loop/ring with "alt" by type(like polygons, selects bands, verticies select loops like edges do..but as verticies.)

4 when in pick and move mode the widget should be hidden, and set to the user default when outside of that mode.

5. nurbs and metabals(implemented I'm sure you are on it already)
5.1 better conversion algorithm from nurbs/metaballs - polygons,as in quads.

6. topology tools(like silo/blender's topology tools).

7. selection types(select all n-gons/tris , named selections etc)

8. selection sets/named selections

9. hide selection(and all that implies)

Post by Docwolph // May 10, 2007, 8:05am

Docwolph
Total Posts: 20
I get what you're saying, but I think Caligari and most companies would like at that under NURBS. I have said ages ago that NURBS patches could be manipulated like SDS patches giving NURBS control and SDS flexibility. While maybe in the future.

Post by nowherebrain // May 10, 2007, 1:52pm

nowherebrain
Total Posts: 1062
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I like nurbs, but I do not like triangles...ever tried to rig nurbs??? Ever converted nurbs into poly for animating?? Both are just about useless, whoever has a meathod that works well(with UVs) is a far better person than I.

Post by DigitalSoapbox // Jun 1, 2007, 10:53pm

DigitalSoapbox
Total Posts: 71
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I think it would be super useful if you could define the iso line shapes and underlying geometry using bezier curves like nurbs surfaces...I hope this makes sense...

It would also remove the need for edge weighting, just set sherp with an alt+RMB click and smooth with alt+LMB...othwise shape the model just like a nurbs oject adjustin both the vertexes and/or the bezier handles.


I'll take this one step further while still keeping edge and vert weighting intact:


We should be able to paint weight maps with SDS as we can paint them for skeletons.

Post by nowherebrain // Jun 17, 2007, 6:00am

nowherebrain
Total Posts: 1062
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Maybe by adding paint layers(of vertex weights) so you could maintain the underlying weights for the base mesh, and add a layer for higher def muscle riggs...sounds cool, but this is a destructive editing approach if you make any changes to the underlying geometry it subsequently changes the other layers...but the caligari guys have more wisdom than I on this subject. Maybe it is possible.

I'd still like more edge tools(like extrude/sweep/connect)other than just selection and transform.

Post by DigitalSoapbox // Jun 21, 2007, 9:57am

DigitalSoapbox
Total Posts: 71
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Maybe by adding paint layers(of vertex weights) so you could maintain the underlying weights for the base mesh, and add a layer for higher def muscle riggs...sounds cool, but this is a destructive editing approach if you make any changes to the underlying geometry it subsequently changes the other layers...but the caligari guys have more wisdom than I on this subject. Maybe it is possible.

I'd still like more edge tools(like extrude/sweep/connect)other than just selection and transform.


Well, if you make changes to the geometry, then yes, obviously those areas would have to be re-painted for weight...same as they have to be now to fix problems caused by editing and the current system. There's no solution that won't require a user to go back and retouch their weighting if changes were made to the original mesh...nor should a user not want - no, DEMAND - the ability to change the weighting. You make changes, and those changes have consequences you have to deal with.


That's life :).

Post by nowherebrain // Jun 23, 2007, 11:55am

nowherebrain
Total Posts: 1062
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When you edit a post it doesn't update the thread, as in does not appear updated...well I updated the first post. I just do not want the Caligari team to miss it.

Post by nowherebrain // Jul 29, 2007, 12:39pm

nowherebrain
Total Posts: 1062
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I just read my first post again, and man...I gotta say, I really want/need this stuff!
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