[Plugin][$] Vertex Tools
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I'd imagine what David is mentioning is that VCB input after CTRL+Drag returns the selected extrusion to it's origin.
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that's VT 2. try VT 1.
Extrude and then type value for length. boom...snaps back to origin
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Ah... forgot about that. Been using the dev version of VT2 for so long...
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I must admit that has be annoying me for ages and I thought I was either being stupid or there was a glitch in my setup.
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Sorry about that. I really need to get VT2 ready. Still working on the feature-set though.
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Rich hit the nail on the head...that's exactly what I was talking about.
Glad I'm not the only one Box
As long as it's in the pipeline and it's not down to me being dumb then I'm happy to wait for the next version....no rush Thomas .
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Hi thomthom,
Ive been wanting to ask you this question.
I think the soft selection of Vertex tools is awesome. The only thing is, Can we set the soft selection to select only neighbor vertices (within the specified radius) that are connected. I hope you get what I mean by connected.
The problem I face is if I try to select vertices in the front, the back are also selected and couldnt deselect it because its with the 'soft select radius', but those are not connected to the rest of the selection in front.
Image shows what I mean
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I know in VT2 Thom is tackling that issue. I requested an 'Only Connected' type fall-off to allow this type of manipulation.
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Or "follow surface" so only points are soft-selected in a contiguous fashion from the selection
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Yes - this is slated for V2 of VT.
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Hey Thomthom,
how's Version 2.0 coming along?
I have some questions concerning the new version's functionality:
1. Different Soft Selection Falloff-Curves
for the Soft Selection currently we are able to select between linear falloff and cosine falloff (soft on both ends). But sometimes different behaviors would be helpful, like soft on one end, hard on the other (exponential).
Even better (but increasingly complicated in terms of GUI) would be custom curves2. Extrude Quad-Faces
when using the CTRL key to extrude surfaces, would it be possible to automatically turn the resulting surfaces into quad faces? That would help a lot when using SUbD
3. Global vs Local Orientation of Gizmo
also it could be useful to have an option to orient the Manipulation Gizmo either globally (current behavior) or locally. Should all the selected vertices happen to lie on one plane, the gizmo could be oriented perpendicular to it.
Should the selection not be as simple... well, you'll figure something out -
You can change the orientation of te gizmo already with the right click context menu
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@plot-paris said:
how's Version 2.0 coming along?
Not all too much activity the last few months. During the summer I do less coding - trying to make use of the little "summer" we get in Norway.
The plan is to ship SUbD 2.0 with OpenSubdiv support. (it's not far from complete.) Then pick up Vertex Tools.@plot-paris said:
1. Different Soft Selection Falloff-Curves
I've been thinking of something like adding a UI that let you control the falloff using bezier curves. Something similar to what 3dsmax do.
@plot-paris said:
2. Extrude Quad-Faces
I'm not sure I follow on this one - extruded edges are all planar faces, right?
@plot-paris said:
3. Global vs Local Orientation of Gizmo
I like that idea - orient to the best fit plane.
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HI Thomthom,
May I wish the ability to make planar along say x , y or z based on the active gizmo.
I always had problem mirroring when the vertices are not in their perfect x,y or z.Thanks
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@cuttingedge said:
May I wish the ability to make planar along say x , y or z based on the active gizmo.
Use gizmo-scale to zero?
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@thomthom said:
@cuttingedge said:
May I wish the ability to make planar along say x , y or z based on the active gizmo.
Use gizmo-scale to zero?
I hope I could made my point clearer. At some point whenever modeling more complicated models, somehow
the models gets messed up so i need to cut the half and mirror from the center to make it whole again.But to successfully mirror it, vertices need to be coplanar and need to be at least in perfect alignment with an axis, say x or y.
Whenever I run "make planar". Vertices get aligned for sure but not in a defined axis (x or y)
Maybe there is something I am not doing correctly. -
Select the verts you want planar and use the Gizmo scale handle to make them planar in the axis of choice.
Just be sure to hit 0 and enter after dragging the handle to scale them planar.
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In VT2 the scale will stop at 0 - making it easier.
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Ah...VT2.
#waitingpatientlyforthat
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