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2-- To resume the drawing of a drawn line, Caps-Lock+RMB-Click the line at any of its two ends. Then continue its drawing or right click another line to connect.
6-- To create lines inside a rectangle enclosed by 4 lines, Caps-Lock+LMB and drag, or Shift/Ctrl+drag, to adjust the segments.
Quote2-- To resume the drawing of a drawn line, Caps-Lock+RMB-Click the line at any of its two ends. Then continue its drawing or right click another line to connect.IStonia, a resumed curve snaps to vertices of a reference mesh if vertex snapping is enabled.
System.NullReferenceException: Object reference not set to an instance of an object. at DigitalFossil.AnimationDesign.ModelDesigner.OnLoopTimerClick() at DigitalFossil.AnimationDesign.AnimationDesignGraphicWindow.OnLoopTimerClick() at DigitalFossil.AnimationDesign.AnimationDesignForm.OnLoopTimerClick() at DigitalFossil.AnimationDesign.StartForm.loopTimer_Tick(Object sender, EventArgs e) at System.Windows.Forms.Timer.OnTick(EventArgs e) at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Another problem regarding retopo geometry is that when you start tweaking components with soft selection enabled, groups of vertices will go in opposite directions. It's simple to reproduce. Create a sphere as a reference mesh, create a relatively dense retopo geometry over it so soft selection has something to work with, enable soft selection and start tweaking.
Is surface from the video too curved or too small for Draw Mesh to generate the mesh correctly? Initially I thought that I set welding radius too high again, but it turned out it was okay. Maybe some other setting?https://drive.google.com/open?id=0B5_r9d5SdkIvMkVwb3FXSkR6S0U
System.AggregateException: One or more errors occurred. ---> System.NullReferenceException: Object reference not set to an instance of an object. at DigitalFossil.BaseComponent.BuildMeshStandard_2(VertexAttachingSmoothGroup& vasg, Int32 vertex, Boolean meshTextured, Single u, Single v, Int32 vertexColor, Int32 vertexAttachingGroupIndex, Int32 uvCount, VertexMeshVerticesIndexInfo& vertexMeshVerticesIndexInfo, PositionNormalTextured[] vertsPositionNormalTextured, PositionNormal[] vertsPositionNormal, PositionNormalColored[] vertsPositionNormalColored, PositionNormalColoredTextured[] vertsPositionNormalColoredTextured) at DigitalFossil.BaseComponent.BuildMeshStandard_2(VertexAttachingGroup& vag, Int32 vertex, Boolean meshTextured, Int32 vertexColor, Int32 vertexAttachingGroupIndex, Int32 uvCount, VertexMeshVerticesIndexInfo& vertexMeshVerticesIndexInfo, PositionNormalTextured[] vertsPositionNormalTextured, PositionNormal[] vertsPositionNormal, PositionNormalColored[] vertsPositionNormalColored, PositionNormalColoredTextured[] vertsPositionNormalColoredTextured) at DigitalFossil.BaseComponent.BuildMeshStandard_2(Int32 vertex, Boolean meshTextured, Int32 vertexColor, VertexMeshVerticesIndexInfo& vertexMeshVerticesIndexInfo, PositionNormalTextured[] vertsPositionNormalTextured, PositionNormal[] vertsPositionNormal, PositionNormalColored[] vertsPositionNormalColored, PositionNormalColoredTextured[] vertsPositionNormalColoredTextured) at DigitalFossil.BaseComponent.<>c__DisplayClass12.<BuildMesh>b__e(Tuple`2 range, ParallelLoopState loopState) at System.Threading.Tasks.Parallel.<>c__DisplayClass42_0`2.<PartitionerForEachWorker>b__1() at System.Threading.Tasks.Task.InnerInvokeWithArg(Task childTask) at System.Threading.Tasks.Task.<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(Object ) --- End of inner exception stack trace --- at DigitalFossil.BaseComponent.BuildMesh(AbstractGraphicWindow graphicWindow, Int32[]& adjOut) at DigitalFossil.BaseComponent.UpdateMesh(AbstractGraphicWindow graphicWindow) at DigitalFossil.AnimationDesign.Component.UpdateMesh() at DigitalFossil.AnimationDesign.ModelDesigner.Strln_DrawRetopo.CreateMesh(ArrayList polyHolders, ArrayList finalPts, Single scale) at DigitalFossil.AnimationDesign.ModelDesigner.Strln_DrawRetopo.CreateGeometry(CharacterHolder hintObj) at DigitalFossil.AnimationDesign.ModelDesigner.Strln_DrawRetopo.Exit() at DigitalFossil.AnimationDesign.ModelDesigner.StreamLineEngine.ActivateToolCore(StreamLineTool strlTool, Boolean enviromentCheckRequired, Boolean activatingByMouseButton) at DigitalFossil.AnimationDesign.ModelDesigner.StreamLineEngine.set_activatedStrlTool(StreamLineTool value) at DigitalFossil.AnimationDesign.ModelDesigner.StreamLineEngine.OnAppFormKeyUp(Object sender, KeyEventArgs e) at DigitalFossil.AnimationDesign.ModelDesigner.OnAppFormKeyUp(Object sender, KeyEventArgs e) at DigitalFossil.AnimationDesign.AnimationDesignGraphicWindow.OnAppFormKeyUp(Object sender, KeyEventArgs e) at DigitalFossil.AnimationDesign.AnimationDesignForm.OnFormKeyUp(Object sender, KeyEventArgs e) at DigitalFossil.KeyboardControler.Form_KeyUp(Object sender, KeyEventArgs e) at System.Windows.Forms.KeyEventHandler.Invoke(Object sender, KeyEventArgs e) at System.Windows.Forms.Control.OnKeyUp(KeyEventArgs e) at System.Windows.Forms.Control.ProcessKeyEventArgs(Message& m) at System.Windows.Forms.Form.ProcessKeyPreview(Message& m) at System.Windows.Forms.Control.ProcessKeyMessage(Message& m) at System.Windows.Forms.Control.WmKeyChar(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)---> (Inner Exception #0) System.NullReferenceException: Object reference not set to an instance of an object. at DigitalFossil.BaseComponent.BuildMeshStandard_2(VertexAttachingSmoothGroup& vasg, Int32 vertex, Boolean meshTextured, Single u, Single v, Int32 vertexColor, Int32 vertexAttachingGroupIndex, Int32 uvCount, VertexMeshVerticesIndexInfo& vertexMeshVerticesIndexInfo, PositionNormalTextured[] vertsPositionNormalTextured, PositionNormal[] vertsPositionNormal, PositionNormalColored[] vertsPositionNormalColored, PositionNormalColoredTextured[] vertsPositionNormalColoredTextured) at DigitalFossil.BaseComponent.BuildMeshStandard_2(VertexAttachingGroup& vag, Int32 vertex, Boolean meshTextured, Int32 vertexColor, Int32 vertexAttachingGroupIndex, Int32 uvCount, VertexMeshVerticesIndexInfo& vertexMeshVerticesIndexInfo, PositionNormalTextured[] vertsPositionNormalTextured, PositionNormal[] vertsPositionNormal, PositionNormalColored[] vertsPositionNormalColored, PositionNormalColoredTextured[] vertsPositionNormalColoredTextured) at DigitalFossil.BaseComponent.BuildMeshStandard_2(Int32 vertex, Boolean meshTextured, Int32 vertexColor, VertexMeshVerticesIndexInfo& vertexMeshVerticesIndexInfo, PositionNormalTextured[] vertsPositionNormalTextured, PositionNormal[] vertsPositionNormal, PositionNormalColored[] vertsPositionNormalColored, PositionNormalColoredTextured[] vertsPositionNormalColoredTextured) at DigitalFossil.BaseComponent.<>c__DisplayClass12.<BuildMesh>b__e(Tuple`2 range, ParallelLoopState loopState) at System.Threading.Tasks.Parallel.<>c__DisplayClass42_0`2.<PartitionerForEachWorker>b__1() at System.Threading.Tasks.Task.InnerInvokeWithArg(Task childTask) at System.Threading.Tasks.Task.<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(Object )<---
(...) before generating the mesh, make sure the lines lay out is looking good in viewport.
To break a line, press RMB at the line then tap Space key.