[WIP][$] Vertex Edit
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@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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@alz said:
- include the sandbox "Flip Edge" in your toolset
Why not just use the Sandbox function? I'd like to keep the toolset as small as possible to void cluttering it. And this is an edge function rather than a vertex - and it exist already.
@alz said:
- 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?
Soft-Selection is that the vertices within the given radius are also affected by your transformations. The effect with the distance from the selection. Currently the falloff is only linear - but in time I want to allow for a user defined non-linear decay - like you see in 3dsMax.
@alz said:
- 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.
I've had something similar in mind. I wanted to let the user choose some geometry that acts as contraints - so if you where to move vertices towards that surface they'd not move beyond the Contraint Geometry.
@alz said:
- 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.
That's accomplished by the scale tool.
Thanks for all these suggestions.
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