NVil Forum
General Category => Feature Requests => Topic started by: kevjon on May 09, 2015, 08:17:26 am
-
Hi Istonia
When working on complex scenes with lots of meshes I'm finding it difficult to determine which mesh I have selected in "object mode" because it does not highlight. The manipulator clue does not help much in complex scenes.
Is it possible the edges of the object could highlight the selection colour when it is selected in "object" mode ?
Finding objects in the object list is problematic on complex scenes as there a lot of meshes so it is easier to select them in the viewport.
-
Hi Kevyon,
I agree that there needs to be some way to indicate current selected object. It has been requested numerous times. But changing selected objects edge color would cause conflict, for example, with hard/soft edge color (how would you know if selected objects edges are hard/soft if color is now changed?)
-
Hi Steve,
When you go into subobject mode the highlight would be released and it reverts to its normal colours.
Also if you unselect the object it would revert to normal colours.
-
There are Active1, Active2 and Inactive colors for selected and unselected object, Edit > Preference > Colors > Edge Colors.
To switch Selection edge color between Active1 and Active2, View > Object Shading > Toggle Edge Color.
If you turn on View > Object Shading > Show Hard Edge Color, and all the edges of the object are all hard edges, it would not be able to tell the difference as they all appear in hard edge color. But it is rare that all edges are hard edges.
-
If you turn on View > Object Shading > Show Hard Edge Color, and all the edges of the object are all hard edges, it would not be able to tell the difference as they all appear in hard edge color. But it is rare that all edges are hard edges.
In earlier builds, I could easily see what was selected or not, as Hard_edge colors would show only on selected object. But you changed that, so now all object show hard_edge color(when enabled). I did put forward that the change would kill my workflow, but you changed anyway with no option to change back. That is why I still use earlier build before change made.
I would disable "Show hard_edge color" but Nvil continuously automatically adds Hard_edges in an unpredicable way, so having that option enable is a necessity.
-
I offer to highlight selected objects by highlighting all their polygons.
Like this:
(https://monosnap.com/file/cEzMLTC1k4oH27gevRmvX7363oaR38.png)
I think it would be the best solution.
-
Yep, highlighting all the polys would even better than what I suggested, but I would accept edges if it easier to program.
-
Now edges already working.
In my config selected object have blue edges.
But if it has only hard edges you can not see if it is selected, this is only problem.
So that is why I suggested Highlight all polygons and make for this special color.
-
http://www.digitalfossils.com/Download/NVil-May-12-15.rar
* Edit > Preference > Colors > Form Color Scheme > Viewport Border.
* View > Object Shading > Show Hard Edges On Unselected. By default, it is off. samardac, you need to turn it on in your config.
-
IStonia, just wanted to ask it is complicated to highlight all polygons on selected object?
-
http://www.digitalfossils.com/Download/NVil-May-12-15.rar
* View > Object Shading > Show Hard Edges On Unselected. By default, it is off. samardac, you need to turn it on in your config.
Thanks Istonia, that helps. I still like Andrei suggestion though of highlighting all polys.
Being able to change the viewport colour also allows me to make my interface a tad nicer.
-
Thanks Istonia, that helps.
I preffer not to use it because personaly for me more important to see model in best way with hard edges, instead of see wat is selected. So I prefer not to hide hard edges on unselected because I loose visual representation of model.
-
Well thats why he included the option, to keep everybody happy ;)
-
There is an option to highlight edges on selected only which is just fine. Highlighting polys is a bad idea though because it interferes with the shading when user needs to check for shading errors And its uncomfortable to model on highlighted object.
A pretty cool option is to outline the object profile of selection like in Mari or Max 2016.
-
Highlighting polys is a bad idea though because it interferes with the shading when user needs to check for shading errors And its uncomfortable to model on highlighted object.
The idea is that when you go from selected object mode to subobject mode the highlighted shading would be dropped and it would revert to its normal colours. It would have no effect on modeling.
The existing highlighted edges is hard to see on small parts of a model, especially due to the black hard edge shading.
-
kevjon, +1
-
http://www.digitalfossils.com/Download/NVil-May-13-15.rar
* Edit > Preference > Colors > Edge Colors > Hard Edge2. For unselected object hard edges display.
-
I tested it and this is what I think.
My personal opinion is that all model looks the best when all objects has Black Hard Edges Color. So I still think that highlight all polygons on selected object will be the best solution. As long as you stay in object mode selected object will have all polygons highlighted but when you switch to sub-object mode polygon highlight will be turned off.
-
IStonia,
I just have nice idea for Highlighting selected objects.
So you can add option in settings: Transparent Unselected Objects.
So it will work this way: If you select object all other unselected objects will be semi-transparent.
If you deselect everything everything become visible.
This option has Solid Works and it works greate I tested it during work. It solve 2 problems together, first it will highlignt selected object second it will allow to work with object if it partially inside another objects or is behind some object.
So what we will need:
1. Option - Level of transparency of Unselected Objects. (if it set to 0 all object are fully visible it can be by default, if to 100 object will be fully transparent)
2. Modify LMB+RMB (select objects) So if you LMB+RMB in empty space it will deselect everything.
-
IStonia, when you implement this, add pleas option:
View - Object Shading - Disable transparency on unselected objects during viewport navigation.
This will allow us to preview full model without deselecting all objects(or selecting all objects).
-
Try this
http://www.digitalfossils.com/Download/NVil-Oct-18-15.rar
* View > Object Shading > Show Unselected Object In Transparent/Unselected Object In Transparent Disabled On View Navigating.
* New Basic streamline tool, Generic Tools > Mixed Tools > Unselected Opacity.
-
Very nice! Some suggestions:
1. Can you increase speed of changing oppacity at least at 3 times so if you go from bottom to top ypu will go from 0 to 100? Now I have 23' monitor and it is not enough to go from 0 to 100 I have to scroll about 5 times :D
Now it is like 0.000 but may be 0.00 will change situation. I think we do not need this precision.
2. Can you modify LMB+RMB so if you press in free space it will deselect all objects.
-
And can you change direction of changing transparency so if it goes UP it increase if down it decrease.
-
2. Can you modify LMB+RMB so if you press in free space it will deselect all objects.
I don't understand. Can you explain?
-
I mean now we use LMB+RMB to select objects when we are in any mods like edges, vertexes, etc...
It works great, but would be very nice to have it not only select objects but also deselect all objects when we LMB+RMB in empty space.
-
I still don't understand what you mean. Currently, if you LMB in empty space, it will deselect.
What is "LMB+RMB". Is it clicking LMB and RMB at the same time?
If you give instances that would help for understanding.
-
Now if we press LMB holding it than RMB we can select objects staying in vertex or edge, etc mods.
This is what I asking for:
http://take.ms/VBt6S
-
Try this
http://www.digitalfossils.com/Download/NVil-Oct-19-15.rar
* Edge bug fixed.
* Direction reversed.
* Tool name "Unselected Opacity" changed to "Unselected Transparency". I you have set up a streamline tool with this, you need to rebuild the streamline tool as the setting will be lost.
-
Nice, you do not made LMB+RMB object deselection? Or I still do not describe clearly what I want :) ?
-
Try this
http://www.digitalfossils.com/Download/NVil-Oct-20-15.rar
Not only LMB+RMB, also MMB+RMB(cycle through).
There is another similar method implemented ages ago. Help > Contents > Modeling > Selection Tools > Object Selection In Non-Object Modes.
-
Thank you! Now it works great I found this unselection transparency really great!
-
Now if you try to select freezed object everything deselects can you make that selection does not change if you try to select freezed objects?
-
What is the way you select frozen objects?
-
Just click on them if in object mode or LMB then RMB.
-
IStonia have an idea how to solve it.
May be we will add ability to select freezed objects but without ability to move or modify?
First it will solve problem that I wrote before and secon that is much more important it will allow to unfreez selected objects. Now to unfreez selected objects you have to go to the tree it is the only way. WIth this new feature we will be able to select objects in viewport and unfreez them.
Now we can use only unfreez all if we do not whant to go to tree.
-
Try this
http://www.digitalfossils.com/Download/NVil-Oct-30-15.rar
* Check frozen object edge rendering is what you asked for.
* Edit > Customize > Tools > Common Modeling Tools > Toggle Freeze At Cursor. Once an object is frozen, some related data process is disabled to improve viewport performance. So it can not be selected by normal selection tools.
* You need to turn on this new option, Edit > Options > File Format Options > "Import into own file group node"
-
What does it means?
* Check frozen object edge rendering is what you asked for.
-
What does it means?
* Check frozen object edge rendering is what you asked for.
This is what you asked in the other thread:
I think freeze is good.
Can you make the same thing for freezed objects edge color like you did for instances so color of frozen objects will be on top of all. Now for example hard edges is on top.
-
AA ok, understood :) Works nice.
-
Hi IStonia,
Now if no objects are selected all objects are selected (Not Transparen), can you change it pleas? So if nothing selected all objects will be semitransparent.
-
Fixed.