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Inspiratiion Stuff: Modo
Posted: Thu Aug 12, 2004 2:25 pm
Luxology launches Modo and called it a "Next Generation Modeler". This could maybe an inspiratipon for the developers:
There are a lot of big screens and some Quicktime videos.
Posted: Thu Aug 12, 2004 2:53 pm
If someone wanted to work that "spin edge" feature into the Blender modeller, well, that would be fantastic.
Posted: Thu Aug 12, 2004 6:08 pm
hmmm, I may have found a new project
Posted: Thu Aug 12, 2004 7:27 pm
The only problem I can foresee with Spin Edge is that it's most likely going to be UV Coords destructive.
Posted: Thu Aug 12, 2004 8:25 pm
Yes, that is true. You are creating 2 new faces and deleting the old edge. if the original 2 faces were laid out (in the uv map) along the original edge, you should be able to preserve uv mapping, by shifting the mapping across the 2 new faces, but if they were mapped apart then you would be out of luck. I'll see what I can come up with.
Posted: Thu Aug 12, 2004 9:03 pm
Assuming that the creases are defined correctly, you can probably just detect if the edge is a crease, if it isn't, you can be sure that the UV coords on both face of the edge are going to be the same and therefore work as if they were per vertex coords (copying them over to the new faces).
Posted: Thu Aug 12, 2004 10:11 pm
Here is some other inspiraton stuff, a new cinema4d comes out too:
http://maxon.net/pages/products/c4d/hig ... low_e.html
Posted: Fri Aug 13, 2004 12:14 am
Well, it's already coming along. I am going for a long car trip this weekend, so hopefully I will be able to put some more time into it and have something to show by the begining of next week!!!
Posted: Fri Aug 13, 2004 9:33 pm
Quite impressive is the bevel function (edge rounding) it depends not on selected faces, it depends on selected edges. So you can just bevel on site it you like.
Take a look at secound part of the quicktime movie:
http://22.214.171.124/modo/video/workflow ... unding.mov
Posted: Sat Aug 14, 2004 10:28 am
it depends not on selected faces, it depends on selected edges. So you can just bevel on site it you like.
Not exactly sure if you're meaning the same thing, cuz I can't view that clip on this computer, but it sounds like something similar to MAX's chamfer-function. Great for adding detail, as well as smooth sharp edges, and work on single vertices as well, I think:/
http://www.cglearn.com/tutorials/max5/h ... wpoly.html
se Figure 3-190 (almost at the bottom)
Posted: Mon Aug 16, 2004 9:58 am
I mad some screenshots:
as you can see it bevels just on the selected edges and not at hole face.
Posted: Mon Aug 16, 2004 10:49 am
Yup. Looks like the old chamfer. Unfortunately a function like that would cause a helluvalot of unwanted tris, considering Blender don't support n-gons (yet?) Well, here's a "why" n-gon support would be spiffy:
http://www.maxon.net/pages/products/c4d ... gon_e.html
Have a look at that clean mesh. wouldya:) And with C4D going with n-gons, is Blender left out alone in the cold?;)
Posted: Mon Aug 16, 2004 10:37 pm
cinema 4d doesn't really support ngons in r9. it just hide the edges between faces which normals are pointing in the same direction. this is exactly the same what blender does (edit / object mode).
Posted: Tue Aug 17, 2004 1:02 am
johannes wrote:cinema 4d doesn't really support ngons in r9. it just hide the edges between faces which normals are pointing in the same direction. this is exactly the same what blender does (edit / object mode).
Ya but you can select the entire "group" with just a selection click. Yes we have vertice groups but they are in a menu and have no feedback for fact border selctions. Now if the vertice groups had a feature to "hide" the vertices inside that group, and also have the power to have these vertice groups act as a one face when it is border selected or face selected that would do it nicely.
Posted: Tue Aug 17, 2004 5:14 am
Ok here is an update on the edge rotate tool...
Here is a video (3.6 mb)
Here is a patch
Works on selected edges. Edges must have exactly 2 faces. Ctrl-E edge menu to activate.
2 Caveats at this point...
1. It still needs work on the UV texture side of things. Right now the old faces on the edge are destroyed and 2 new ones are created so the UV's are all screwed up. But I have not even tried to address that yet. Perhaps tomorrow.
2. If the 2 face's normals are not on the same side of the mesh it screws up.