News:

 

Topic: QuadCap's  (Read 13279 times)

0 Members and 1 Guest are viewing this topic.

  • Posts: 547
  • Administrator
  • Polygon
November 22, 2011, 04:14:39 pm
would love to see all quad caps as a option for creating cylinders, and also ngon caps, also ontop of this i would be nice to see the same options for the "Cap Hole" command, so you could use it's to cap with a ngon how it does, now, cap with segments like it does now, and cap with segments all quads.

  • No avatar
  • Posts: 3705
  • Developer
  • Administrator
  • Polygon
November 23, 2011, 06:47:05 am
What is quad cap?

  • Posts: 547
  • Administrator
  • Polygon
November 24, 2011, 02:48:26 pm
simply a cap for a cylinder that is made out of all quads, and no triangles.
http://www.mariussilaghi.com/qcap.htm

and also being have to create a cylinder with a ngon for the top and bottom would be nice too instead of having to delete the top and bottom tris, and fill it again.

in max and modo you can create it with just a ngon, or with normal triangle caps, or a quad cap with that plugin i linked.

  • Posts: 55
  • Edge
    • Fusion DIgital Productions LLC
January 14, 2012, 06:57:11 pm
That would be brilliant.  If it's at all possible, I'd love to see quad caps for anything that has a circular cap.

  • Posts: 85
  • Edge
January 15, 2012, 03:25:09 pm
This guy makes a lot of nice plugins.
I see few already made it into Wworld.
+1 for quad cap, afetr everything else is in place.
I'd still like to have performance with subD surfaces, over new tools.

  • Posts: 547
  • Administrator
  • Polygon
January 15, 2012, 09:16:20 pm
This guy makes a lot of nice plugins.
I see few already made it into Wworld.
+1 for quad cap, afetr everything else is in place.
I'd still like to have performance with subD surfaces, over new tools.

agreed, performance is hte biggest issue atm, and better integration with 3d packages would be nice too, finding useing hte obj foramt to move stuff between maya and VW limiting since it loses the hierarchy and pivits.

  • Posts: 85
  • Edge
January 15, 2012, 09:19:25 pm
Maybe even alembic format, in the future? :)

  • Posts: 547
  • Administrator
  • Polygon
January 15, 2012, 09:22:24 pm
hmm never used or head of that one i was thinking FBX, or maybe evne plugins for maya and max to let them read void-worlds VWS files.


thinking it would be really cool if i could just select a object in maya, and with 1 button have it sent over to voidworld for editing, than with a other command send back to replace the original object in maya.

think that would be a pretty sweet thing for workflow.
« Last Edit: January 15, 2012, 09:24:22 pm by Passerby »

  • Posts: 55
  • Edge
    • Fusion DIgital Productions LLC
January 17, 2012, 12:32:13 pm
I would suggest looking into Crosswalk.  Since Autodesk now owns Max, Maya and Softimage, it's supposed to make it the perfect way to exchange assets between the apps.  Plus it's free:

http://softimage.wiki.softimage.com/index.php/Category:Crosswalk

http://softimage.wiki.softimage.com/xwalkdocs/hh_start.htm

There's an SDK listed there.

As far as Alembic, I know Helge Mathee is developing it for Softimage:  http://vimeo.com/32136520

Paul

  • Posts: 31
  • Vertex
January 18, 2012, 07:29:18 pm
+1 for quad caps, and another +1 for easier import/export with other apps.
-ShaneO
Cheers,
-ShaneO