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41
Feature Requests / Chamfer spacebar toggle
« Last post by TinyTracker on November 14, 2022, 12:09:36 am »
Is there a way to add the command, "Equal edge chamfer amount$", and "edge Chamfer option1" to one of the options that are toggled with using the spacebar during a chamfer (f)? As it is now, it is on and off feature for chamfer. It would be nice if it was an option that I could toggle through via the spacebar. (I apologize if this question is naive. and maybe it already exists?)
42
Bug Reports / Re: NVil selection problem.
« Last post by TinyTracker on November 11, 2022, 11:09:35 pm »
Thank you! that did the trick!
43
Bug Reports / Re: NVil selection problem.
« Last post by steve on November 11, 2022, 10:48:37 pm »
Edit -> Options -> "Subobject Occlusion Selection Enabled"
44
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
45
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?
46
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?
47
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?
48
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.
49
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.
50
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)
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