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51
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(?).
52
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.
53
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.
54
Bug Reports / Extend Edge
« Last post by steve on June 12, 2022, 02:15:41 pm »
Mar-07-22 build. Using a new default config.

Just started looking at latest build.
When attempting to use "Extend Edge", I am unable to select a sub-object to extend to.

55
NVILL Discussion / Re: Questions about deformers
« Last post by IStonia on June 04, 2022, 10:52:27 pm »
There are also other deform tools.

-- Geometry > Create > Deform > ...
-- Help > Contents > Modeling > Object Section > Create Primitive Objects > Lattice.
-- Help > Contents > Modeling > Mesh Section > UV Deform.
56
NVILL Discussion / Re: Questions about deformers
« Last post by steve on May 28, 2022, 03:18:33 am »
In Nvil

Help > Contents >>> Modeling > Vertex Section > Mesh Vertex > "Spline Modify"

57
NVILL Discussion / Questions about deformers
« Last post by casio10o1 on May 23, 2022, 10:54:41 am »
Are there going to be deformers added in the future? Most deformation apart from FFDs are spline based?
58
Community Help / Welding two meshes
« Last post by blackboard on April 25, 2022, 04:15:09 am »
I found one thing.If you weld two meshes with combine withound merge meshes.For welding vertexes you need at first use two point welding and after that you can use original weld function for welld all naked edges between two meshes.Maybe i do something wrong
60
Community Help / Object list things to improve
« Last post by blackboard on April 01, 2022, 06:44:52 pm »
Cool thing to add in object list fuction to fast bool kitbash mesh to mesh in ur scene
https://youtu.be/eILnDC0c2nM
https://youtu.be/e6CHpZCOVCg
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