News:

 

Topic: retopo auto-weld  (Read 6913 times)

0 Members and 1 Guest are viewing this topic.

  • Posts: 496
  • Triangle
August 14, 2013, 10:49:48 pm
When I used the retopo tool, i often came across some inconvinience, where I would extrude a loop along the surface, but on one end there's a corner which results in having to weld 2 vertices manually. Just imagine the extrusion of the long line of the letter L. I'd have to weld it with the lower line. And now I saw in a video preview for the new maya modelling tools, how easily (for the user) that could be prevented: http://youtu.be/SiRjOptXAPU?t=7m30s
I'd like Nvil to keep up. Thanks!

  • No avatar
  • Posts: 48
  • Vertex
February 21, 2014, 12:53:40 am
I second this request. Please make this available in nvil.

Thanks

  • No avatar
  • Posts: 3760
  • Developer
  • Administrator
  • Polygon
February 23, 2014, 10:55:39 am
Try this one
http://www.digitalfossils.com/Download/NVil-Feb-22-14.rar

To weld extruded/moving vertex/edges to under cursor target, press down W key.

  • Posts: 496
  • Triangle
February 23, 2014, 12:20:51 pm
The hotkey solution is a nice idea! But with its current implementation (under cursor target) it doesn't work well if i extrude or move a loop. I get results like this:

So I guess a weld to nearest solution could work better. Therefor it would be a good idea to have a threshold option in the retopo tool options window. I don't know how difficult it would be to implement. It'll need to take all vertices being moved into consideration an look for vertices that are inside the threshold to weld to.

  • Posts: 496
  • Triangle
February 23, 2014, 12:24:47 pm
Oh and also: Since retopo work is mostly done on organic models, it'll be nice if the welded edges would be softened after welding.

  • No avatar
  • Posts: 3760
  • Developer
  • Administrator
  • Polygon
February 23, 2014, 05:46:12 pm
The hotkey solution is a nice idea! But with its current implementation (under cursor target) it doesn't work well if i extrude or move a loop. I get results like this:

So I guess a weld to nearest solution could work better. Therefor it would be a good idea to have a threshold option in the retopo tool options window. I don't know how difficult it would be to implement. It'll need to take all vertices being moved into consideration an look for vertices that are inside the threshold to weld to.

What is the original shape?

  • Posts: 496
  • Triangle
February 23, 2014, 07:09:34 pm
I found, that it fails after the deletion of faces. When the same task is attempted while building around a hole, it works fine. I made a short video for you to watch:
http://youtu.be/OzY38iCEVfc
The first part is the working method, the second attempt fails.

  • No avatar
  • Posts: 3760
  • Developer
  • Administrator
  • Polygon
February 24, 2014, 10:38:06 am
Try this one and see if it's better now.
http://www.digitalfossils.com/Download/NVil-Feb-23-14.rar

  • Posts: 496
  • Triangle
February 24, 2014, 02:14:26 pm
Try this one and see if it's better now.
http://www.digitalfossils.com/Download/NVil-Feb-23-14.rar
I didn't came across the problem anymore, thank you! This weld is so awesome, I wonder, if it could be turned into a streamline tool for regular modelling.
Only thing I that still comes up with the retopo weld are the hard edges. I believe it's the case, when welding existing edges, because it doesn't happen while extruding edges. But I'm not sure.

  • No avatar
  • Posts: 48
  • Vertex
February 26, 2014, 12:56:03 am
Try this one and see if it's better now.
http://www.digitalfossils.com/Download/NVil-Feb-23-14.rar

wonderful!! ;), thank you very much.

  • No avatar
  • Posts: 3760
  • Developer
  • Administrator
  • Polygon
February 26, 2014, 10:29:22 am
I think the hard edge problem is fixed.

  • No avatar
  • Posts: 2103
  • Polygon
February 26, 2014, 10:52:20 am
I think the hard edge problem is fixed.

It looks like you are removing the Hard_edges, but not the cause.

Many of the Hard_Edges created during modeling in Nvil are from unassigned smooth groups(each new polygon is given its own unassigned smooth group and creates hard edges around those groups), the same is for the welding. If for example you export the mesh as .obj, you are still exporting the smooth groups, and with those, the hard_edges.

IMHO, simply hiding the hard_edges is probably going to cause issues if users are exporting to other applications that are using the smooth groups, as hard_edges will be created. If the .obj file is imported back to Nvil, that too will show the hard_edges, and trying to find the reason could show Nvil as having a bug not showing the hard_edges on smooth group boundaries in the first instance.

« Last Edit: February 26, 2014, 10:55:03 am by steve »