[Plugin] FredoTools::ThruPaint - v1.3a - 20 Oct 16
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Try this link (just register yourself - free)
http://sketchucation.com/pluginstore?pln=FredoTools -
A silly question I'm sure the answer is here someplace but I'll ask anyway.
How do I stop Thru paint from opening every time I use SU material editor?
I have tried disabling it in extension manager but that does not stop it from still being enabled.
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There's a setting in the ThruPaint parameters that toggles it on/off. By default it's off so at some point you turned it on.
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@rich o brien said:
There's a setting in the ThruPaint parameters that toggles it on/off. By default it's off so at some point you turned it on.
I unchecked that option but still pops up when I use SU material editor
edit F9 worked. Doh!
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Is that on or off?
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A question. Would someone look at these settings and tell me why I can't seem to rotate or otherwise scale this texture? When I rotate or scale the texture with the gizmo nothing happens.
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Dah I had the faces reversed didn't realize that and ThruPaint settings were set to front face.
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@mwm5053 said:
Dah I had the faces reversed didn't realize that and ThruPaint settings were set to front face.
Another D'oh book entry?
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Been back at trying to get better with SubD and Quadface Tools and ran into this situation with Thru Paint. Modeled a pillow with above mentioned tools. The model passed the Quad Tools analyze function. Tried to texture the model with Thru Paint using the "paint quads" function. Piping textured fine, tried for the rest of the model and get error message there is problem with models quads. Don't know why it's doing this. Something I did wrong or am I asking Thru Paint to do something it really can't do ? Still in the learning stages with quad modeling. Attached a screen shot showing what happened. Thru Paint highlighted the row of quads in all four corners.
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I am having problems with the texture mapping gizmo in Thrupaint. When I click on a surface the gizmo appears for a moment, but then goes away before I can make any changes with it. I have reinstalled both Fredo6 Tools and LibFredo.
Looking for any tips on getting the little gizmo to stick around long enough to be useful. -
Difficult for me to reproduce, as I don't have a Mac and I cannot reproduce the problem on Windows.
Maybe a Mac user can help. But first time I hear about that problem.
Fredo
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I tried the plugin in a computer lab over the weekend with Late 2015 4K iMacs running 10.11 and had the same issue.
I am attaching a short screen capture showing what is happening. Sampling, painting into groups and mapping controls all work fine, but the single click on the surface to bring up the mapping adjustment tool results in just a flash of the gizmo and corresponding window, and then it goes away before any adjustments can be made.Let me know if I can provide you with any other information on the problem.
David
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@dmorong said:
Let me know if I can provide you with any other information on the problem.
Could you open the Ruby Console, when running ThruPaint, just in case there is an error message.
Thanks
Fredo
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Nothing shows up in the Ruby Console when running the Extension.
David
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David,
When you hover over the painted surface, could you type Enter. This also goes into the Edition mode.
Fredo
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Yes, anytime you hover over the surface, as long as you see the small postit that indicates the mapping (Front Quadmesh, Natural, or Projected) you can hit enter and the adjustment gizmo will come up and stay so it can be manipulated. Thanks for pointing out that key command. That solves the problem
David
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I didn't realize it but that non-uniform scaling function does not work in the "natural" UV setting (it's "non-deforming")
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I was wondering if someone can tell me where the sliders are on the visual tool in ThruPaint? I used to scale(non uniform) textures in U and V direction seperately but cannot right now. What am I doing wrong?
Thanks in advance!
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Thanks Pbacot!
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@pbacot said:
I didn't realize it but that non-uniform scaling function does not work in the "natural" UV setting (it's "non-deforming")
This is correct. In Natural mode, the textures are never deformed, because the UV mapping is computed by propagation in all direction (so no real geometric reference to rely on, unlike the Projected or Quad modes)
Fredo
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