0 Members and 1 Guest are viewing this topic.
"Organic" objects added more complexity (and confusion) for users
I work with this still it appears, no any confusion just advantages very simple and there are no any problems. I think this feature is unique feature of NVil that no other apps have.
The fact that this does not appear in other applications will also cause confusion to anyone possibly looking at changing over to Nvil.
How do you select all organic objects in scene?
What about hard/soft flagged edges, how do you select them?
Which hard_edge is flagged as hard and which is not?
We have "Hard edge threshold angle" and "organic objects" both options are supposed to stop hard_edges being created, niether option works correctly/fully.
The reason we have 2 kind of objects is very simple Idea - we do not need hard edges on organic objects. So why we have to deal with them if we work with organic object? Why we need to spend our time fixing them? We just do not have them at all!
It would of been much better (IMO) to not automatically add smooth_groups/hard_edges, as with the other applications I have used.
How many tools have now been added due to "Organic objects"?
You say it is a good idea for "Organic objects", I think it a bad idea as they should not of been needed.
I continue to think about it and can not understand if it is good idea. Now I think without it NVil more simple and you can Smooth any harden edges at any time if do not need it, so what is benefit of this Object Type conception I can not clearly see.