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71
Bug Reports / NVil selection problem.
« Last post by TinyTracker on November 11, 2022, 02:51:50 pm »
For LMB select, the selection passes through the geometry and selects faces behind the selected faces. This for polygons all on the same geometry that are facing the same direction.

https://youtu.be/j5jnIa26x9k
72
Feature Requests / Re: View Port Navigation
« Last post by rubberDuck on November 02, 2022, 11:57:33 pm »
I second the request.
May I suggest to slow down navigation by holding a SHIFT key?
73
Feature Requests / View Port Navigation
« Last post by samardac on November 02, 2022, 07:19:30 am »
Hay IStonia, Is it way to make viewport navigation slower and smoother?
74
Bug Reports / FBX: Clipboard Paste
« Last post by rubberDuck on August 30, 2022, 10:56:01 pm »
IStonia,

Pasting FBX from Clipboard with File->Clipboard->Paste and Paste (Replace) doesn't work. Even with a cube exported from NVil using File->Clipboard->Copy (fbx). Can you please check it out?
75
Bug Reports / Re: Cylinder tool and MMB
« Last post by rubberDuck on July 14, 2022, 09:38:56 pm »
It might be one of test versions IStonia sent me after a bug report or feature request.
76
Bug Reports / Re: Cylinder tool and MMB
« Last post by steve on July 13, 2022, 12:00:59 pm »
Tested on NVil 2022-Jun-26

Where did you get that build from. I do not see a link on the forum.
77
Bug Reports / Spline Vertex tools
« Last post by steve on July 13, 2022, 11:56:25 am »
I decided to look at the latest version again.

It appears the Spline Vertex Tools are broken.

Using new default config.

Slide > Path. Produces no Mesh
Slide > tube. Crash-Fatal Error
Surface. Crash-Fatal Error
Lathe. Crash-Fatal Error
etc etc.


Crash report:
Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object.
   at DigitalFossil.Character.DrawInStandardMethod(FrameDerived frame, Device deviceIn, Texture texture, Boolean textureTransparenceSuppressed, Boolean isFlatShading, Material mtrl, Int32 numVertexIndices, Int32 indexStartPos, Int32 primitiveCount, IndexBuffer ib, VertexBuffer vb, Int32 stride, Boolean useAOEffect, Boolean renderAO, Boolean showRawAO, Boolean showNormalMap, Boolean renderShadowHolder, Boolean fogEnabled, Color4 fogColor, Single fogPow, Single fogStart, Single fogEnd, Single fogIntensity)
   at DigitalFossil.Character.RenderInRetopoModeWithEffectBuffered(FrameDerived frame, Boolean useEffect, Boolean textured, Texture texture, Boolean textureTransparenceSuppressed, Boolean isFlatShading, Single effectAmount, Device deviceIn, Material mtrl, Int32 numVertexIndices, Int32 indexStartPos, Int32 primitiveCount, IndexBuffer ib, VertexBuffer vb, Int32 stride, Boolean isForBackFacing, Boolean renderInSilhouette, Boolean isObjectSelected)
   at DigitalFossil.Character.RenderInRetopoModeWithEffectBuffered_Standard(FrameDerived frame, Boolean forEdgeRendering, Boolean textured, Texture tx, Boolean textureTransparenceSuppressed, Boolean isFlatShading, Single effectAmount, Device deviceIn, Material mtrl, Int32 numVertexIndices, Int32 indexStartPos, Int32 primitiveCount, IndexBuffer ib, VertexBuffer vb, Int32 stride, Boolean isObjectSelected)
   at DigitalFossil.Character.DrawMeshContainerInRawData_Standard(Device deviceIn, MeshContainerDerived mesh, FrameDerived frame, Boolean drawMaterialWithTransparent, Single effectAmount, Boolean forEdgeRendering, Color edgeColor, Boolean isObjectSelected, ExtendedMaterial[] mtrl, DeviceTextureBundle[] txBundles, Boolean[] alphaStates, Boolean[] isFlatShadings, Boolean useSecondBuffer)
   at DigitalFossil.Character.DrawMeshContainerInRawData(Device deviceIn, MeshContainerDerived mesh, FrameDerived frame, Boolean drawMaterialWithTransparent, Single effectAmount, Boolean forEdgeRendering, Color edgeColor, Boolean isObjectSelected)
   at DigitalFossil.Character.DrawMeshContainerInRawData(Device deviceIn, MeshContainerDerived mesh, FrameDerived frame, Boolean drawMaterialWithTransparent, Boolean isObjectSelected)
   at DigitalFossil.Character.Render(Boolean isObjectSelected)
   at DigitalFossil.Character.Render()
   at DigitalFossil.AnimationDesign.CurveLatheSimpleOp.RenderMesh()
   at DigitalFossil.AnimationDesign.ModelDesigner.RenderMesh(Boolean solid, Boolean shadowHoldersOnly)
   at DigitalFossil.AnimationDesign.AnimationDesignGraphicWindow.RenderObjects()
   at DigitalFossil.AnimationDesign.AnimationDesignGraphicWindow.Render()
   at DigitalFossil.BaseGraphicWindow.Render3DEnvironment()
   at DigitalFossil.BaseGraphicWindow.FullRenderDetail(Boolean forced)
78
Bug Reports / Re: Cylinder tool and MMB
« Last post by rubberDuck on July 04, 2022, 09:24:04 pm »
I could not reproduce the problem you're describing. When I move my mouse to set depth after changing orientation, the orientation does not reset. It only changes direction to a negative of a selected orientation if I move past the origin of the orientation axis.

The only problem I noticed is that setting depth is a little choppy, but it might be because I'm running NVil on GNU/Linux.

Tested on NVil 2022-Jun-26, so perhaps it was already fixed(?).
79
Bug Reports / Cylinder tool and MMB
« Last post by TinyTracker on June 17, 2022, 05:31:52 pm »
Click cylinder.
Draw 1 stroke with cylinder tool activated.
Now while drawing the second stroke for the depth of cylinder. Click middle mouse button to toggle the radio buttons for X, Y, Z. The cylinder will change direction.
Move the mouse around while adjusting the depth and the cylinder orientation will reset.
80
Feature Requests / Insert and auto stich new geometry
« Last post by TinyTracker on June 13, 2022, 05:37:59 am »
Something similar to the polystein plugin for modo would be cool. (see videos for examples)

https://youtu.be/0qF4wxvXElI?t=34
https://youtu.be/ogtkw2bzxk8?t=74

Basically it is fast way of copy and pasting mesh shapes onto a surface. It does have limits as you have to conform to the polygonal numbers for the inserted meshes. Note that the list of inserted meshes have their poly dimensions listed. (In a sense it is a lot like lego bricks)

2x2 insert goes to a 2x2 grid. 2x3 insert goes to 2x3 grid.
I imagine this tool probably conforms to the curvature of the mesh normals. (maybe this could be a setting that is adjustable?) Perhaps there would be an arrow designating the upward direction for the inserted mesh? Or some other way of adjust the orientation of the inserted mesh.


I and the rest of the community could probably supply a variety of shapes and graphics for mesh inserts if needed.

Don't get me wrong. This tool isn't necessary. It would just be nice to speed things along when adding these types of details to a mesh in a clean and quick fashion.
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