First of all - I could cry!
What a boost! Again! In just one week. Please, do not forget to sleep @stephomi .
Let’s collect the tiny bits here and leave the bugs for the bug report section.
New Polygon in trim etc.
Awesome! Even better than hoped. I love the possibility to move complete shape.
One tiny thing. Switching from smooth to sharp should be one tap only. Time threshold seems to be a bit high. Even after adjusting a point for a second it switches from smooth hard.
And please consider the stamp option. A poly path can get complex. Not easy to reproduce. To stamp a trim, move, stamp trim again would be so cool!
When reentering the polygon trim etc. an option like “use last shape” would be terrific. Nomad saves last polygon shape and one can recall for all polygons in different tools.
I’m sure you’ll be getting a lot of this but yet another well considered & awesome update!
These new methods of adding geometry are fantastic & save so much time. Loving the tube tool & its various end point settings which make it really flexible for modelling on-face or in space. The insert tool works completely as expected & love the use of move / scale with finger during the positioning of the insert, which I find very intuitive.
I do, however, have one small issue with the lathe tool. I realise that the centreline of the lathe is on the midline of the screen, which is not a problem. If I draw another lathe then I’d expect the centreline to be in the same place as the first, as long as I don’t move the view, but it isn’t. I only noticed this as I was trying to lathe a pot shape and then lathe a second surface to boolean from the same centreline - unfortunately it doesn’t work like that. It appears to position the lathe in a space that is connected with how wide the overall object becomes - draw smaller widths and they get closer to the view plane (or something like that).
EDIT: It doesn’t do this EVERY time, and I think that having orthographic view setting helps it to not happen. It definitely does it some time - I think that maybe it depends if the lathe is started with a first point on an object or in clear space?
Also, is there some functionality to how tight the curves are when using the polygon edit? Am I missing a way to drag the bezier handles away from the node, or is that not implemented? I think its a huge addition how it is now, and it just means making more nodes are required to get the same resulting smooth curve.
@Bezzo I know exactly how you feel. One wants those handles so badly after all these decades. But with adding points you’ll achieve almost same. You just need to get used to.
In the line there is a small dot at the center.
It will pick the surface underneath and insert the lathe there (like insert mesh).
If there is nothing under this point it will try along the axis and keep the closest hit.
Note that you can go in the tool settings and use an alternative method for the lathe axis.
That is one awesome feature in IP. You have a little stamp icon in top right corner. You can execute the path trim I.e. with stamp the tool but the path will stay for further transformation, editing etc.
Super useful if you want to repeat with exact same path.
I made a video.
The stamp tool is just there, no need to use it but so powerful if you need it.
Testing the insert mesh functions. Very nice!
An interesting idea to control
I have a little “prob” with scale. It’s a long way to scale object significantly. On 10,5” device already.On phone this must be very hard. Could scale be a bit more aggressive, please?
If I saw it correctly, there is a finer step scale when touch hold second finger anyway.
It would be very cool if scale & rotate are stored as long tool is active, so next inserted object is same size and has same rotation as previous.
There is a relationship between zoom and size, isn’t it? Still exploring.
So nice!!
Yes the size is fixed in screen size.
I could re-use the last size if it’s the same primitive, I’ll experiment.
Also maybe using only the first finger coordinate for positioning instead of averaging the fingers.
(Righ now the mesh “jump” when adding the second finger input).
Jeez, what a great update (I feel like I’m saying this every week).
Tube tool requests:
Would it be possible to add the ability to save the start/end thickness settings in a tool preset (say, for quickly sketching out hair. Going into each strand and setting the taper is kind of tedious)?
Also, would it be possible to replace start/end thickness with a curve (like the falloff/pressure curve editor) to set the thickness along the entire length? That would give a ton of flexibility with a widget you already have. If that’s doable, it might be nice to add that to the cylinder primitive settings, too.
And now I’m thinking about whether being able to save our own curve presets would be useful.
Some good points.
A possible workflow here could be to adjust once, and stay till changing tool.
Advantage, quick and easy, no UI easy to understand.
Disadvantage, hard to reproduce after one changed tool and come back to tube.
Controlling tube size distance to camera feels a bit undefined. A slider to control radius would give very quick and intuitive control from my point of view.
Second finger hold and move pencil vertical for taper instead of mirror.
Mirror gesture feels a bit strange to me.
Second finger hold and move pencil horizontal for division X.
Yeah, the tube tool falls into a weird middle ground between primitive creation and tool work, so I can see why it’s hard to figure out where its settings should go.
I will say, the first place I looked was in the tool settings (top bar). I think I only found them because I know that other primitive creation settings are in the topo menu. As a new user, I’d be really confused.
For consistency’s sake, I’d almost argue that the tube tool and insert mesh tool should have their settings moved into the tool settings menu, and just create already-verified meshes. That would feel more like the way every other tool works.
I want to improve the primitives, especially moving some geometry settings (torus radiuses, cylinder sizes, tube thickensses, etc) directly in the viewport with interactive widgets.
The idea is to offer more customization:
lathe profile editing in 3d as well
tube curve editing (in case it was created with the path shape)
That way you simply have to select a primitive and no need to go in a menu.
I disagree.
If you are sculpting and then select back a curve or a lathe you need to remember “oh I need to select the tool associated as well”, which is far from ideal).
That being said the issue would be mostly solved if most customization is available directly in the viewport, the idea is mostly to leave the topological sliders in their menu.
–
I was thinking about removing the primitives icons in the Scene tab, now that Insert is there. Would someone missed these buttons?
The overall idea is :
I create my primitive with the insert/lathe/tube directly in the viewport
I modify (most) its geometry directly in the viewport
I only go in the topology tab for irregular division (or stuffs that I didn’t implement as interactive widgets)