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81
General Discussion / Re: New user where to begin?
« Last post by steve on February 27, 2025, 03:43:17 am »
"Space Loops" does not straighten, it evenly spaces the edge loops.

For faces, use flatten. There was a "flatten to 3 points" added (streamline basic tool) which is probably the quickest.

(see pic) 1. create guide line object on top edge
2. move guide line to bottom left vertex
3. create guide line on right hand edge
4. move bottom right vertex up to guide line intersection
you then select bottom 3 edges and "straighten edges"
select those 9 polygon faces and "Space Loop"
82
General Discussion / Re: New user where to begin?
« Last post by Noobnvil on February 26, 2025, 10:41:19 pm »
nice and fast.

why use the Geometry -> Common Commands n Tools -> Space Loops???

since the straighten edges already accomplish it?

Is there something like that like select faces and straighten as well?

also how would I neatly align the red lines to the green above

Tnx!
83
General Discussion / Re: New user where to begin?
« Last post by steve on February 26, 2025, 07:52:59 pm »
One way is to select the 4 short edge loops (see pic):-
Geometry -> Straighten edges
then
Geometry -> Common Commands n Tools -> Space Loops

84
General Discussion / Re: New user where to begin?
« Last post by Noobnvil on February 26, 2025, 11:23:22 am »
Tnx...

still at it here.

Is there a way that when you move e section that the remaining section will behave like the one indicated with the arrow? move.jpg

the get the result move2.jpg?

2 ways I did this is
- move the rotation tool to the edge rotate rotate the whole section then rotate the other half the same way.
-move the selection set a guide line and the match the remaining pieces to the guideline.

is there a faster way to do it?

Tnx!
85
Feature Requests / Vertices first before curves, and spline patch modeling
« Last post by fod on February 13, 2025, 03:47:24 pm »
The traditional way of drawing a curve in 3d space is by placing a control point and it is instantly connected to the earlier one . But I am suggesting another tool which should enable the user to place and position a series of lone and disconnected control points first, and then you could use the curve drawing tool to draw a line over them and connect them into a curve.This is a better method since you could place a control point , change  the perspective a little and place another . When you draw a curve over them, it would be  more dimensional to  begin with and less planer.

Second, spline patch modeling is something that could leverage polygon modeling. The user creates a spline network while using a patch preview tool to see how it would turn out, and once satisfied the user could commit the entire shape into polygon in one click . All the splines become polygon edges and the previews become surfaces. Here is a video showing how intuitive spline patch modeling is , the software used is Hash A:M . https://www.youtube.com/watch?v=7rAOYGa19WE . I would love to see something like this in polygon based modeling software.
86
News and Updates / Nvil Update Feb 10 2025
« Last post by IStonia on February 10, 2025, 11:20:12 am »
New Update

https://digitalfossils.com/Download/NVil-Feb-10-25.zip


--Prerequisites : If the application failed to launch and SlimDX is not installed, download/install the CORRECT version(64 or 86(32-bit)) of end user runtime(for slimDX), https://www.digitalfossils.com/Download/SlimDXInstallers.rar
--For installing to run in Linux : https://github.com/ajz3d/lutris-nvil-installation-scripts

Nvil Kick-Start
https://youtu.be/mVRehG-kOQQ

Draw Mesh Kick-Start
https://youtu.be/Yb2iyj5LQoY

Summary of changes:

* "Quad Strip Patch" feature is added to "Draw Mesh" tool. It can be used to create mesh strips from splines. https://youtu.be/N_GDn7fmiqI
* A new UI option is added, Edit > Preference > GUI Scale > Overall GUI scale. It makes it possible to scale gui on Nvil side rather than through pc system's dpi setting control.
* A new viewport button is added for view control.
* Some bug fixings.


Thanks!
87
General Discussion / Re: New user where to begin?
« Last post by steve on February 08, 2025, 09:25:15 pm »
Is there a button for the rotation snap selection?

The tool is set by default. You just need to add a shortcut/hotkey.
88
General Discussion / Re: New user where to begin?
« Last post by Noobnvil on February 08, 2025, 08:54:36 pm »
Istonia's method works quite well
Is there a button for the rotation snap selection?
I used it from the tool search...

going to try Steve method next.

Tnx!
89
General Discussion / Re: New user where to begin?
« Last post by steve on February 07, 2025, 05:12:18 pm »
It is faster by using the "Rotation Snap Selection" streamline tool.

1. Select a polygon.
2. Make sure "Selection" option is chosen for both manipulator's location and orientation.
3. Enable polygon snapping option.
4. Activate the "Rotation Snap Selection" tool.
5. MMB click the target polygon.

It depends on the polygon winding order. Although the Y will be to polygon normal, its orientation around the Y (X/Z direction) can give incorrect results (over_lapping polygons).
I use Transform list so to have ref Y rotation shown on target poly, so then will rewind poly (or set manipulator) on poly to be aligned.
90
General Discussion / Re: New user where to begin?
« Last post by IStonia on February 07, 2025, 03:24:38 pm »
I select a polygon which should be the base one , select another polygon maybe a button, shortcut or something and this will make the 2nd selected polygon to match the base one angles,

You can use the transform list:- Help -> Contents -> Modeling -> Object Manipulation.

It is faster by using the "Rotation Snap Selection" streamline tool.

1. Select a polygon.
2. Make sure "Selection" option is chosen for both manipulator's location and orientation.
3. Enable polygon snapping option.
4. Activate the "Rotation Snap Selection" tool.
5. MMB click the target polygon.
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