[WIP][$] Vertex Edit
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@thomthom said:
I'm thinking that Locked vertices might even benefit from a "Soft Selection". So that given a radius around the locked vertices they are affected less.
yes! would prevent a hard transition, but it should be settable in case you want a hard transition or something in between.
this is getting very exiting, any idea when we'll get our first taste? -
@xrok1 said:
this is getting very exiting, any idea when we'll get our first taste?
Depends on cosmic variables. Such as the Sun. And beer. And BBQ.
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Yes Thom, a transition would be idea. I was imagining that maybe the soft selection from the selected points could recognize if they were going to run into locked points. Then it would just decrease their selected % so it was a smooth gradient to the locked point (if that made any sense.... ).
Chris
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There some truth to that...
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Thom,
It's looking great and will definitely be on my "Buy" list!My feature request should be pretty simple?? Please, please, make a Chris Fulmer type menu item ("TT tools" or similar) - with all your stuff that's on the user's machine listed there.
I am a plugin junkie and "hunt the plugin" gets very tiring!
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@chrisjk said:
Please, please, make a Chris Fulmer type menu item ("TT tools" or similar) - with all your stuff that's on the user's machine listed there.!
Ah yes - not Vertex Edit specific, but I do have something planned for this as well. Though VE is at the top of my priority list I'm working on a update to my TT_Lib where I'll let the user control how they want to arrange the menus if the plugins that register the menus via TT_Lib. I'll be updating my plugin to use that once that system is in place.
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just vertexes ? it could be extended by segment and faces ... inn't it ?
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@the.pjt said:
just vertexes ? it could be extended by segment and faces ... inn't it ?
once you control the vertex the others will follow.
edge = 2 vertex
face = 3 or more vertex
you get the idea, and knowing thomas's selection toys i'm sure he'll through a couple selection filters tricks in here like select verts by face...
right thom? -
Sketchup already have tools for Edges and Faces.
Are you maybe referring to the soft selection?
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ooooo thom excellent tool. I am eager to buy the plugins.
please post another video with advances of plugins.As for cost?
when livera its first version? -
go Thomas!
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hope you keep some of the wikii tools function in mind with your gizmo.
http://forums.sketchucation.com/viewtopic.php?f=323&t=20346&hilit=wikii -
@xrok1 said:
hope you keep some of the wikii tools function in mind with your gizmo.
http://forums.sketchucation.com/viewtopic.php?f=323&t=20346&hilit=wikiiYou're referring to the editing gizmos, right?
I have plans for such features. I'm basing it on the Move/Rotate/Scale gizmo you see in 3DsMax - other 3d apps have similar.
Though I'm still not sure if I include that in the initial release or in the follow up. I want to ensure they work properly, so to avoid dragging out the development time before first release I might just keep the plainer versions first.
Core basic features first. Then cool enhancements added progressively. -
@unknownuser said:
You're referring to the editing gizmos, right?
YES!
@unknownuser said:
I might just keep the plainer versions first.
whatever gets it our hands soonest.
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I am looking forward to this one Thomas.
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As far as locking the edges, isn't that the Soap Skin plugin does?
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Yes, soapskin does that. but it does not give a fine enough control like a soft selection tool (vertex edit) can. So soapskin is great for that, and this tool will be even greater if it va provide that too!
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Hi Chris:
I've been wishing for this type option for the sandbox smooth for a LONG time. What everyone describes in this thread is exactly the problems I have had (and hated) ... I just figured I must be the only one whom it "bugs". Be nice to be able to smooth along any user defined axis as well.
J
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Wow -- very cool thomthom!
Here's a few ideas (which might've been mentioned already):
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include the sandbox "Flip Edge" in your toolset
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have a (variable) tapered radius that pulls or pushes vertex perpendicular to the camera (what yer facing) or axis-aligned (ie. only along the X-axis). Now you can create hills and valleys. (this would also need a "strength" value for the distance of each execution). *** I think this is what you mean by soft-selection, ya?
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Then have a vertex XYZ min/max limit:
It's like you're slowly pushing crazy piece of clay into a glass wall.
For example, you have a 100, 100, 100 room with a subdivided 30,30,30 cube in the middle. Use jitter or a tapered radius to push n' pull parts of each side so it looks like a crazy star fish. Now set the min limit to z=10 and the max limit to z=90. Enlarge your tapered radius to cover a whole side. Pull the warped top side vertex. It will slowly pull upwards. When the peaks of it reach z:90, they stop moving upwards. Continued pulling will cause neighboring vertex to also stop at z:90. Stop somewhere before all vertex are pulled to z:90 and you'll have something looking like Monumental Valley -- a series of flat-top plateaus. They same could be done with the bottom side of the cube. But go all the way -- push them down until they are all flattened at z:10 to form a flat surface once again.
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Now have a way to quickly capture a XYZ limit based on whatever vertex is under the cursor (or selected) -- like an "eyedropper" tool for position info.
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How about an "average" tool -- this takes the affected vertex and brings them closer along 1-axis to reduce "spikes". Use it too much and it will flatten all vertex at the average height.
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