Inspiratiion Stuff: Modo
Moderators: jesterKing, stiv
Inspiratiion Stuff: Modo
Luxology launches Modo and called it a "Next Generation Modeler". This could maybe an inspiratipon for the developers:
http://www.luxology.com/modo/interface.aspx
There are a lot of big screens and some Quicktime videos.
http://www.luxology.com/modo/interface.aspx
There are a lot of big screens and some Quicktime videos.
-
- Posts: 0
- Joined: Thu Apr 24, 2003 12:54 am
- Location: Greenville,IL USA
-
- Posts: 0
- Joined: Thu Apr 24, 2003 12:54 am
- Location: Greenville,IL USA
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.
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).
Martin
Martin
Life is what happens to you when you're busy making other plans.
- John Lennon
- John Lennon
Here is some other inspiraton stuff, a new cinema4d comes out too:
http://maxon.net/pages/products/c4d/hig ... low_e.html
http://maxon.net/pages/products/c4d/hig ... low_e.html
-
- Posts: 0
- Joined: Thu Apr 24, 2003 12:54 am
- Location: Greenville,IL USA
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://69.44.62.119/modo/video/workflow ... unding.mov
Take a look at secound part of the quicktime movie:
http://69.44.62.119/modo/video/workflow ... unding.mov
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:/it depends not on selected faces, it depends on selected edges. So you can just bevel on site it you like.
example:
http://www.cglearn.com/tutorials/max5/h ... wpoly.html
se Figure 3-190 (almost at the bottom)
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.
@ElBarto
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?;)
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?;)
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.
-
- Posts: 442
- Joined: Wed Oct 23, 2002 2:47 pm
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.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).
-
- Posts: 0
- Joined: Thu Apr 24, 2003 12:54 am
- Location: Greenville,IL USA
Ok here is an update on the edge rotate tool...
Here is a video (3.6 mb)
http://www.gvc.net/~johnny/blender/rotate/rotate2.avi
Here is a patch
http://www.gvc.net/~johnny/blender/rotate/rotate1.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.
Here is a video (3.6 mb)
http://www.gvc.net/~johnny/blender/rotate/rotate2.avi
Here is a patch
http://www.gvc.net/~johnny/blender/rotate/rotate1.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.