[WIP][$] Vertex Edit
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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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How soon for the Beta release? I could of used this plugin today!
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thomthom, when you publish a video with the progress of the new plugins.?
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I'm planning to make a new video once I've updated the Scale and Rotate tool.
FYI - my current project status:
` # TODO - v1.0
* Scale
* Rotate
* Select Circle
* Select Polygon
* Select Freehand
* Axis Lock
* ToolbarButtons - Toggle, Toggle groups
* Preferences
* > Vertex Size
* Localization
* Absolute [] and relative <> co-ords
* UI Style
* Test and build for OSX
* Relocate the Hamster - make one build for Windows and OSX?
* Info Window (?)
* Invalid Cursor when hovering over Groups/ComponentInstances (?)
TODO - v1.1
* Gizmos
* Insert Vertex
* Eraser
FUTURE TODO
* Collapse
* Jitter
* Lock Vertices with Soft Lock
* Align to View (?)
* Move with geometric constraints (?)
BUGS
* Soft Selection length in VCB appears as Float instead of Length
Seen only on XP laptop
* ToolbarWindow doesn't catch mouse events - only child controls
* Drag doesn't put a lock on events to other controls (?)
ISSUES
* No way to hook into the Delete key`
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@thomthom said:
@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.
Yeah, that's true. I was looking for a way to not have the whole toolbar eating up space for that one (more frequently used) function.
Thanks for the reply and thoughts!
(and effort of course!) -
Its funny to me that the flip edges is the only tool of the sandbox that I pretty much never use.
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@alz said:
Yeah, that's true. I was looking for a way to not have the whole toolbar eating up space for that one (more frequently used) function.
Sounds like a candidate for a shortcut!
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@chris fullmer said:
Its funny to me that the flip edges is the only tool of the sandbox that I pretty much never use.
Although not too much myself either but I regularly use it and not even just for the sandbox but to "quickly fix" ugly autofolded meshes and such when modelling things that need to be distorted somewhat. It is quite a handy tool (sometimes)
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@gaieus said:
[...]ugly autofolded meshes and such when modelling things that need to be distorted somewhat. It is quite a handy tool (sometimes)
That reminds me - I just added a code snippet that will smooth edges created by auto-folding. So that the folded face still appears as a single surface.
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Yes but often it is not indifferent how things are autofolded. Maybe I am just too maniac but I like it when the mesh is nicely and evenly divided and not say just from one vertex radially.
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@gaieus said:
Yes but often it is not indifferent how things are autofolded. Maybe I am just too maniac but I like it when the mesh is nicely and evenly divided and not say just from one vertex radially.
Yes - I know what you mean. Getting a neat autofold mesh some times appear to be a bit of hit and miss...
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Status Update
Project has reached beta stage. Core functions are implemented.
There are a couple of extra features I want to add, but mostly it's about finishing the polish and test until the bug are gone and it behaves as I want it.
I hope to be able to start making the videos for the documentation soon, will post them here as I make them.
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you know i'm always there for you if you need testers right?but seriously...
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Thank. I'll make a note of the office.
But at the moment I just need to get some actual work done. I've not been able to spend as much time on this lately as I'd hoped. But it is shaping up. -
well everyone's definitely drooling, I'm sure you'll have quite a few quick sales on this one. looks like the next essential tool!
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