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elte's Avatar
Old (#351)
Just wondering if you can do this in any other software? Kick ass!

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ghib's Avatar
Old (#352)
wow, lots of fantastic changes. elte that bridge tool looks great, can see that coming in VERY handy. Also really loving the cut tool; very strong.

Thanks for working hard on this guys.

I'd like to give a little feedback on the changes:
  • Thanks for implementing the 'tumble around point of interest' Is it possible to have an option to turn it on permanently? If so, maybe pressing Caps will switch back to 'regular' way of rotating in viewport.
  • I can't seem to change the hotkey for Tweak to Ctrl
  • Snapping tool works great now. It's sometimes hard to tell exactly what it is snapping to. Would it be possible to have some kind of highlighting on the targeted component?
  • I haven't figuerd out how to set mouse customization for Tweak yet but will post when/if I do.
  • I still feel that H 'normal/local move' should be made 1 function that is context sensitive and that works for ALL components selected or pre-selected.
  • Vertex Normal move effect is somewhat weaker than the polygon local move. So you have to make many mouse movements to make the vertices move a short distance. (Perhaps a hotkey combination or mouse scroll wheel could alter the strength of movement +/-)
  • Pre-selection highlighting should work with the delete key. I think pre-selection is a tricky one to master in 3d apps as you want it to work immediately for some functions and not for others e.g. not for edge loop slide but yes for local move.

Overall I think this is a strong release. The Streamline Engine Options are a bit confusing right now but I'll get used to them.

Last edited by ghib; 09-17-2011 at 01:44 PM..
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elte's Avatar
Old (#353)
@Ghib, how do you generate the gif file? Seems its lighter and better resolution than youtube video.
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ghib's Avatar
Old (#354)
Hey elte, I used a combination of Camstudio to capture and a program called Format Factory to convert to gif. They're both free and I think small animated gifs are good to show simple functions.
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IStonia's Avatar
Old (#355)
ghib: I think you may have tried to assign Ctrl key to the button tweak tool instead of the streamline Tweak tool. It works in my machine, but it does block some shortcut operations but not the undo redo ones. This is caused by the new codes, I will fix it.
Btw, thanks for the new feedbacks!
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Kris's Avatar
Old (#356)
I just wonder why you still keep Tweak mapped to the T key when most of us switch it to the CTRL key. It seems you would just make this the default key so no one would have to remap it.

I mean, I'm not sure of the numbers, but if most everyone is changing it, then something tells me it should be the default. Therefore, if you just remapped Tweak to CTRL and a few other things to make it work, then no one would have to change anything -- except for other hotkeys.

Last edited by Kris; 11-07-2010 at 08:19 AM..
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elte's Avatar
Old (#357)
@ghib thanks Ghib! wonderful tool.

@Kris, If we remap it to ctrl, can u suggest how the selection works?

Currently
shift+lmb toggle selection
ctrl+lmb subtract selection
shift+ctrl add selection
alt+lmb tumble viewport

This is maya's way btw, and t is also set to tweak in modo as well. I understand lots of ppl prefer ctrl, but if vw expand to other aspect than modeling, your suggestion might be reconsidered again, imho.
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PolyHertz's Avatar
Old (#358)
Kris: You and ghib are the only ones afaik that have said they remaped tweak to ctrl, hardly "most everyone". Either way imo alt/ctrl/shift should never be used for anything other then navigation and selection.

Last edited by PolyHertz; 11-07-2010 at 05:43 PM..
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IStonia's Avatar
Old (#359)
I have two suggestions:

1.Every time you move to a new update, you can simply copy the [Media/AnimationDesign/User Settings] folder from the old version to the new version. You can also use the Export/Import features in each customizing forms.
2.If any one has setup a hotkey sets that is close to Max/Maya/Modo/Silo settings, I would like to adopt it as an option file to include into the pakage so users can load it at any time.
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ghib's Avatar
Old (#360)
IStonia I had actually assigned the CTRL hotkey to the Streamline Tweak option, but I had forgotten to reassign 'exclude selection' as you'd earlier suggested so thanks for putting me straight. It did, however, highlight something in the hotkey editor.. Is it possible to assign a hotkey to multiple functions? I think this is why it didn't previously work; as Ctrl was used for both Tweak & exclude selection.
Two suggestions for the future of the hotkey editor;
  • A search tool would be very useful for finding functions. Especially if your toolset become vast.
  • For the Hotkey Editor & Steamline Engine Customize Tools to NOT take over VoidWorld while in use. It would make testing combinations and streamlining tools a lot easier if you could quickly make changes apply and try out in the scene.

Also..further suggestion.
I made a quick vid capture to show what I mean by
Quote:
I still feel that H 'normal/local move' should be made 1 function that is context sensitive and that works for ALL components selected or pre-selected.

Local Move is assigned to a hotkey (in this case ctrl + RMB) that works for all components & soft-selection.

Cheers for listening. If I'm becoming too pushy you can tell me where to go
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IStonia's Avatar
Old (#361)
ghib: You have been very helpfull, so what else can I say, telling you to go to top of the moon?
Normally you can't assign different functions upon the same hotkey unless it is specially made, Tweak tool for example. In silo you may be able to do so, but in VoidWorld, the toolsets are different, some operations may work across mouse buttons, Cut tool for example.
Regarding the 2 suggestions about the Customize tools, I need more help. What kind of searches you may perform? what search parameters you use? what purporse for that? What methods I can use to perform customizing instead of launching the customizing form?
If I make another Streamline tool for nomal/local move purporse only and it can be assigned to Shift key and uses RMB, will you be happy?
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Kris's Avatar
Old (#362)
Quote:
Originally Posted by PolyHertz View Post
Kris: You and ghib are the only ones afaik that have said they remaped tweak to ctrl, hardly "most everyone"
There are more users here than he and I that use CTRL for tweak. Everyone or not then, I guess this is what the people coming from Silo are used to. I would think a few other guys commenting here from the Silo forums do the same thing, and I'm sure they could back that up should they choose to reply about it. I know Modo uses the T key for Tweak; this is simply a case of what users are comfortable with from their previous package.

Just as much as it's your opinion about CTRL being only for navigational purposes, those from Silo will tell you that CTRL is pretty damn handy for Tweak. Opinions...well, that's what this thread is all about. Everyone voicing theirs and then Kun either implements it or doesn't.

Either way, it doesn't matter. I'll just copy over my prefs if I choose to new versions of VW if I choose to totally ditch Silo in the coming year.

;)
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elte's Avatar
Old (#363)
Yes, a pref loading at startup like blender, everyone's happy.

Urm btw, we need a better splash screen. I'll start to do the mockup. Who cares to join?
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PolyHertz's Avatar
Old (#364)
Why not just use a smaller version of the one racer445 posted a while back?:

http://dl.dropbox.com/u/1725586/crits/logo.png
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elte's Avatar
Old (#365)
Let Kun decide then..
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ghib's Avatar
Old (#366)
Quote:
Originally Posted by IStonia View Post
What kind of searches you may perform? what search parameters you use? what purporse for that?
Apologies, I was really meaning a search function (or ability to begin typing the word of the function you look for and it will scroll down and highlight the 1st match) only within the hotkey editor.
An example in Softimage on left started typing XSI and on the right Polygon. You can see it jumped to the appropriate entry

Anyway this is one for the future, potentially.

Quote:
Originally Posted by IStonia View Post
What methods I can use to perform customizing instead of launching the customizing form?
I'm not sure how it works currently, but bringing up the hotkey editor locks down the app so you cannot perform any edits within the scene. Not even sure if it's possible to do it otherwise but it would be great if the hotkey editor behaved just like any other tool. By this I mean to NOT disrupt the workflow.

Quote:
Originally Posted by IStonia View Post
If I make another Streamline tool for normal/local move purporse only and it can be assigned to Shift key and uses RMB, will you be happy?
I think this would definitely work.
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elte's Avatar
Old (#367)
Hi Ghib,

WHile I prefer the xsi way of customizing, I don't see it necessary at the moment because VW is currently focusing on the modeling and honestly there won't be too many commands and cluttered. I'd think the time would be better invested on making this app more stable and ready for production.
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ghib's Avatar
Old (#368)
I absolutely agree; I was just thinking ahead and aloud.

I noticed a few more things:
  • I tried bringing into VW an obj file that consisted of several separate meshes in Softimage; is there an easy way to break up the mesh. In Silo there is an option to import 'Groups' as objects. You can see the result of this in the gif.


  • Import scale seems vastly different from Softimage, Silo, 3ds Max. Ideally the user would be able to set Import/Export scale factor in the obj options.

  • Softselection - pivot shouldn't move from actual selection when activated.


  • When the subdivision toggle is on the pre-selection cut doesn't show. It does show when you LMB.
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IStonia's Avatar
Old (#369)
Hi ghib: Thanks for the feedbacks.
1. In polygon mode, select all the polygons, click the Split button, choose 'Break into seperate meshes' option. Once done, goto mesh mode and open the 'Mesh List' tool, you should see the result meshes. In the same way, you can select all the meshes and hit the mesh Split button to split them into different objects.
2. Void World's default scale is a bit too big compare to other apps. But you can setup your own faverate scale. 'View > Floor Settings' to bring up the scale setting form, set your scale, hit the best fit button on left to adjust all the view cameras. This scale is part of the preference settings.
3. I will improve the pivot on softselection.
4. I would see if i can create pre-selection cut lines on subdivision mesh. but one thing for sure, the cut result won't be the same as highlighted.

[Edit]:When exporting to .obj, VW will group meshes into groups. When importing form .obj, VW will sort polygons by groups into meshes. This only happen if you use Save/Load scene functions.

Last edited by IStonia; 11-10-2010 at 02:02 AM..
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ghib's Avatar
Old (#370)
Thanks for the tips IStonia. I have a bit of feedback on these topics.
Quote:
Originally Posted by IStonia View Post
1. In polygon mode, select all the polygons, click the Split button, choose 'Break into seperate meshes' option. Once done, goto mesh mode and open the 'Mesh List' tool, you should see the result meshes. In the same way, you can select all the meshes and hit the mesh Split button to split them into different objects.
I had initially tried the split function but noticed that it duplicates the polys rather than break them off the main mesh which is why I thought there was another function or one missing.

I think that having the concept of Meshes within Objects is very confusing, at least to a traditional 3d way of thinking. What are the advantages of this if you don't mind my asking?
It makes more sense to me as a visual artist to merely have Objects and the sub-objects (vertex, edge, polygon, shells) Shells should be parts of the mesh that have contiguous topology. The way it is setup in VW at the moment has created the unnecessary need for multiple functions (in the split /duplication tools).

Also I could find no way to split or break Polygons off to a completely separate Object. Here I used multiple combinations from the Split & Duplicate options. and you can see it's still part of the same Object.

The only way I could think to do it was to select the entire Mesh > Split > delete the parts that I didn't want to duplicate. Not a very efficient way of working you'll agree.

All you'd really need is-

Last edited by ghib; 11-10-2010 at 03:48 AM..
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IStonia's Avatar
Old (#371)
ghib: I don't understand why you hit the polygon Split button and 'it duplicates the polys rather than break them off the main mesh '. I think you may have hit the Duplicate button.

VW was initially build for animation and objects have hierarchy structure. The modeling feature was build on top of the animation framework so share the same structure feature. What's in my mind is, if I build a human head, I should treat the eye balls as part of the head instead of differnt objects. You may treat the eyeballs as shells, but when it comes to animation, you can't animate the eyeballs seperately or you may just leave it to the animators to sort it out. That's my thought, I am not an artist so likely i am incorrect.

If you select meshes and hit the mesh Split button, the selected meshes will be copied and splited out into seperate objects.
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CheeseOnToast's Avatar
Old (#372)
re: the animation thing - either the game engine supports multiple meshes being bound to the same skeleton (and all the ones I've worked with have) or at the final stage of modeling the artist merges all the separate objects together, retaining separate shells but being treated as one object. Being able to properly separate shells into discrete objects is an important thing to have.

As another Silo user I have to agree that I prefer tweak on Ctrl by default as well. It's just a handy key that's easily reachable for such a heavily-used feature. If it's user-configurable it doesn't really matter though, as long as using CTRL doesn't clash with anything such as viewport navigation.
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elte's Avatar
Old (#373)
Sorry out of topic, have a look at this, maybe an eye opener for you Kun in term of interface and layout

http://www.isotropix.com/

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elte's Avatar
Old (#374)
I try to use racer445's logo for the splash screen, but the background all transparent. You can see that in the new update. Can you make a background for that? It doesn't have to be square, some biting effect could be nice.

http://www.digitalfossils.com/Downlo...rld-Nov-12.rar

Summary of changes

* SmartTips timing behaviour improved.

* "tumble around point of interest" rotation style can be set as default view rotation style either via view radial menu or a dedicated shortcut. If it is set as default style, <b>Alt + RedirectModifierKey(default:Caps) + LMB</b> will rotate view in standard style.

* Snapping indication implemented.

* For shortcut tool or streamline tool customizing, the customize form runs parallel with the main application form. So the changes can be tested straight away in the scene without having to close the customize form.

* Manipulator's pivot is no longer affected by softselection changing.

* Edge S tool pre-cut highlight on subdivision mesh implemented. The highlight lines may not be correct in some cases When the base mesh has nonquad polygons, thus may missleading.

* 'Tweak Normal Move' streamline tool is added. Default key is Z, default operation mouse button is RMB.

* On app initial startup, a hotkey style option dialog will present so user can choose Maya style or Silo style. Hotkey style can also be changed through 'Edge > Reset Hotkey Style' menu.
Currently only settings for the 'Tweak', 'Tweak Normal Move' and selection tools are different between these two styles.
For Maya Style:
Tweak: T
Tweak Normal Move: Z + LMB
Include Selection: Ctrl + Shift
Exclude Selection: Ctrl
Toggle Selection: Shift
For Silo Style:
Tweak: Ctrl
Tweak Normal Move: Shift + RMB.
Include Selection: Shift
Exclude Selection: Alt + Shift (if use this, please press down Alt first. Otherwise, the nomal move tool will be activated and consequent Alt will result in view navigation)
Toggle Selection: Ctrl + Shift

* ..obj export/import scale factor added.

* Break into different object options are added into polygon Split/Duplicate tool.

Thanks!
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Kris's Avatar
Old (#375)
The transparent splash screen looks nice as it is.. it could be placed in the center of the screen instead of the upper left side though. Not sure why there is a need for a splash screen at all but anyway. New update looks nice. I like the ability to switch to Silo at the beginning.

I haven't had a chance to play with it much due to work, but it's looking good.
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