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91
Feature Requests / Re: Extend Function Request
« Last post by IStonia on March 07, 2026, 05:19:01 am »
Glad!
92
General Discussion / Re: Dxf import and cap holes
« Last post by kevjon on March 07, 2026, 04:29:50 am »
Quote
Before I waste more time...maybe I am understanding this all wrong.

1. The normal way to model is to import 2d images of the front, side and top views of what you want to model. They can be scaled up close to accuracy required for the final model. You then use primitives to create the final shape in combination with sub'd. See Istonias car rim modelling tutorial https://www.youtube.com/watch?v=OgDXUxwrl1Y&t=1210s. For some parts of the model he uses drawmesh but it only comes with modelling experience and practice which tools to use and when.

2. No, on the new spline tools palette is spline surface and spline patch. You can also extrude polygons from a spline or fill a closed spline with an NGon. You can create cylindrical polygon shape with lathe and loft polygons between splines. Most of the help info you need about these tools is in Tool search. These are very similar tools as to what you find in Moi or Plasticity except they generate polygons instead of nurbs surfaces.

3. No.
93
General Discussion / Re: Dxf import and cap holes
« Last post by IStonia on March 07, 2026, 04:11:22 am »
For precision critical area, you need to use CAC software.
It is impossible just importing a bunch of lines then one click to build everything. Imported lines are mainly used reference to create new splines or mesh geometries.

-- When importing lines from dxf file, if the "Put all lines in one spline" is checked, multiple splines are packed into one spline object. This option is provided in case there are too many lines from the file to prevent the possible messy problem in the scene organisation. To break the packed spline, use the "Split" command. You can also remove the unwanted splines in vertex mode while they are still in one spline object.
-- You set the grid interval value here, Edit > Preference > Grid.
94
News and Updates / Nvil Update Mar 07 2026
« Last post by IStonia on March 07, 2026, 03:35:52 am »
New Update

https://digitalfossils.com/Download/NVil-Mar-07-26.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:

* A new tool window is added for easy spline tools accessing, View > Windows > Spline Tools Window.
* Some bug fixings.
95
General Discussion / Re: Dxf import and cap holes
« Last post by Noobnvil on March 06, 2026, 06:50:04 pm »
Before I waste more time...maybe I am understanding this all wrong.

I imported the dxf and made the item I wanted with draw mesh snapping to it then patching and moving things around until I had the desired outcome.
3 questions before I move on.
1.Is this the way to do it? normally?
2.I see in the manual you can patch splines but I see mostly in the videos the splines are used mostly as guides/ slides instead of object creation is this correct?
3.Is there another file format to import that you can create object from (patching directly)instead of redrawing the lines then patching?

I made this same item in Moi3d, Plasticity and Nvil...all will work ..but again with Nvil I can shape it exactly as I want then this will be send to Moi3d again for exact boolean to exact measurements.

Thanks...my head is spinning about this lol.
96
Feature Requests / Re: Extend Function Request
« Last post by lpkia2026 on March 06, 2026, 02:15:08 pm »
IStonia, thank you so much! That's fantastic. I really want to hug you.  (づ。◕‿‿◕。)づ
97
Feature Requests / Re: Extend Function Request
« Last post by IStonia on March 06, 2026, 01:20:06 pm »
Try this.
https://digitalfossils.com/Download/NVil-Mar-06-26A.zip

...
Collected Issue 1:
Could you also make the "Tweak_Move*" values accessible to me? Add a new option named "Tweak_Move/view-navigate speed" in Preferences.
Its original location is: Tool Search > StreamLine Basic Tools > Generic Tools > Tweak_Move*
This way, I can adjust it to a value that suits me while working.
...

Edit > Preference > General > Tweak Speed.

...
Collected Issue 2 (with attached image):
1: Can independent individuals existing within an "object" that are not welded into a whole also support random assignment of color materials?
2: View > Windows > Tool Search > Assign Random Materials On Selected Objects
    Being able to quickly search for newly added features makes it much easier to stay focused
on work after setting up shortcuts, without having to frequently right-click in the "Materials Window"
to make selections. This is really helpful.

1. It can be achieved by execute the command in subobject modes or if Draw Mesh tool is on.
2. It is available in tool search now.
98
Feature Requests / Re: Extend Function Request
« Last post by lpkia2026 on March 06, 2026, 05:59:04 am »
I am very satisfied with the improved version you provided. Thank you so much, really, it made my day.
Here are some issues I've collected during use that I'd like to provide as feedback to you.

Collected Issue 1:
Could you also make the "Tweak_Move*" values accessible to me? Add a new option named "Tweak_Move/view-navigate speed" in Preferences.
Its original location is: Tool Search > StreamLine Basic Tools > Generic Tools > Tweak_Move*
This way, I can adjust it to a value that suits me while working.

Collected Issue 2 (with attached image):
1: Can independent individuals existing within an "object" that are not welded into a whole also support random assignment of color materials?
2: View > Windows > Tool Search > Assign Random Materials On Selected Objects
    Being able to quickly search for newly added features makes it much easier to stay focused
on work after setting up shortcuts, without having to frequently right-click in the "Materials Window"
to make selections. This is really helpful.
99
General Discussion / Re: Dxf import and cap holes
« Last post by IStonia on March 06, 2026, 04:55:19 am »
A perfect circle can be created from two points by using AB spline.
@1:14
https://youtu.be/J6CsvgpuHN4
100
General Discussion / Re: Dxf import and cap holes
« Last post by kevjon on March 06, 2026, 04:42:13 am »
You tap caps-lock to change it from ellipse to perfect 4 point circle. 4 points are required to make a spline circle.
Tap Spacebar key to change it to a rectangle.

When you run streamline circle/rectangle tool the HUD display in the viewport gives you these tips after the first click when starting to draw these shapes.
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