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Messages - RMS

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1
Questions & Troubleshooting / Re: Hats!
« on: June 10, 2013, 08:15:04 PM »
this is one way that might work:

1) make head and hat as separate objects. The hat needs to be a discrete object, with some thickness, that is roughly in the right position (ie there might be a gap but it can't be too big) ((see first image))

2) select the head object, then go to the 'Actions' menu (in the windows/osx menu bars, not the action bar attached to the 3D window) and select "Set as Target"

3) select the hat object, switch to the VolBrush, and select the "Attract" brush (it has the magnet in the icon)

4) now when you apply the brush, the hat will be pulled towards the target (head) in the brush region. When you are done, use Clear Target to get your head back.


It may take some experimentation to get this to look right. I did this quickly and with a trackpad, so it looks pretty terrible, but you can get a much cleaner result by being careful with the brush size (essentially, by going slowly).

The pulling towards the head probably will not go in the right direction all the time, so you will need to alternate with brushes to push things into roughly the right spots. If your hat has a 'flat' botton you can combine with plane cuts.

If there is a hard edge you want to preserve, one thing you can do is use Separate to break the hat into pieces, and then enable 'Hold Boundary' in the VolumeBrush, then the boundary loop will stay put (although it may not go back together again...). This is shown in my third image.



2
Questions & Troubleshooting / Re: Silent Setup
« on: June 05, 2013, 05:07:30 AM »
great to know - thanks!

3
Questions & Troubleshooting / Re: Guide to manipulating FaceGroups?
« on: June 04, 2013, 01:21:15 PM »
that is not a seam, it is a non-manifold area (that is why it is red in the inspector). Possibly there is a double-sheet of triangles there, and it is confusing things.

Yes, if you can export an OBJ of this area and post or email it, that would help me (at least to find out if it is the mesh that is broken, rather than meshmixer)

4
Questions & Troubleshooting / Re: Silent Setup
« on: June 04, 2013, 01:17:50 PM »
no idea, I've never tried.

I am using the NullSoft Installer System, which according to this page:

http://unattended.sourceforge.net/installers.php   (search for "NSIS") may support it using a /S switch.

Give it a try? If it doesn't work, let me know and I will see if we can get it going.

5
sounds awesome. Can you email me meshmixer@gmail.com and I can try to help you out more quickly?

6
Questions & Troubleshooting / Re: How to use Measure?
« on: June 04, 2013, 01:14:06 PM »
yes, the direction is ignored in some measure modes.

Will look into getting other key/trackpad combos to work on osx. Thanks for the tip.

7
Questions & Troubleshooting / Re: Guide to manipulating FaceGroups?
« on: May 28, 2013, 09:35:41 PM »
ctrl-a or command-a when no tool is active will do a Select All. There is no menu option for it anywhere, though.

Facegroups do not affect selection painting or cause inspector to think your model has nonmanifold geometry. Seems more likely that your model actually has nonmanifold geometry on import (which could somehow be a bug in the importer, perhaps).

Can you post a sample file and/or images of what you are seeing? Sounds very odd to me...

8
Questions & Troubleshooting / Re: How to use Measure?
« on: May 28, 2013, 09:31:34 PM »
in the point-to-point mode you mention, use the right mouse button to set the second point.

If you click and drag, the measure tool accumulates the maximum (top value) and minimum (bottom value) measured distances, as well as showing the current value (middle, in black).

The min/max is useful in some cases to find value ranges. For example to measure the min and max radius of a tessellated cylinder, set the direction mode to normal direction and then drag around inside the cylinder.

9
camera orbit point is by default around the center of the model bounding box.

if you pan away, hold spacebar and click the icon that is a sphere with a frame around it to re-center the view on the model bounding box.
(however, this bounding box unfortunately does not always update properly as you change the model...)

If you have a selection active while you do this, it will focus on the centroid of the selection instead.

Hit the 'c' key to quickly jump focus to the point on the surface that is under the cursor (ie the first ray-intersection point)

10
Questions & Troubleshooting / Re: How to box-select faces?
« on: May 28, 2013, 09:25:06 PM »
sorry, no box select yet...

11
no easy way, but there is a hack. Select a face, then start the Transform tool (hit 't'). Then click the little circle with the S in it to toggle on snapping (enabled when the circle turns green), and then make sure that absolute coordinates are toggled on (the A next to it). now Click (but do not drag) on each of the three arrow widgets to get the coordinate for that axis. Or click on the face-transform widgets (the triangles) to get two coordinates at a time.

(I will try to add a mode for this to the Measure tool...)

12
Announcements / Re: meshmixer08 update 5
« on: May 27, 2013, 08:08:00 AM »
magweb: not sure what is happening with the parts with multiple boundaries. That used to work (one would be the attachment boundary, the others would just be holes). Will have to look into it.

"handle" parts: haven't figured that out yet
disconnected pieces: yea that should work but doesn't. I have wanted to use that myself...will try to figure it out.

13
Announcements / Re: meshmixer08 update 5
« on: May 27, 2013, 08:03:32 AM »
yikes...I'm guessing you are using some auto-translate software? Can't tell what you mean by "aircraft" or "species" in that sentence...
I have two guesses though, maybe one of these are the answers you are looking for:
1) it is not possible to move the pivot (yet)
2) it is not possible to move/rotate in directions aligned with the screen, like in some other 3D programs (yet)

14
Announcements / meshmixer08 update 5
« on: May 23, 2013, 01:31:33 PM »
Long time, no update. Well, here's one, although not a lot of new tools for you. This update mainly is focused on improving the drag-and-drop tool:

- part library icon problem is fixed! 
- drag-and-drop is now vastly more robust
- part drop maintains face groups
- option to Flip active part
- default part library now includes letters and numbers

- can recenter camera at point under cursor by pressing 'c'

other bugfixes:
- overhang shader now properly updates while transforming object
- Inspector fill type is set to Membrane fill (no bubbles!) and is configurable
- units now work properly in double-click-on-slider-bar popups
- smoothing degenerate geometry works better, and fewer degenerate faces are introduced by tools when creating sharp edges
- added control of boundary and facegroup-boundary refinement in Remesh and Reduce

About the part icon fix: PNG images are now saved when parts are created. Note that old parts do not have this icon saved and hence will still be broken, but if you import the part .obj manually, select-all, and re-run Convert to Part, you can rebuild your library with the icons. The new app

15
Gallery / Re: learning program.
« on: May 23, 2013, 01:11:55 PM »
your cloth is really cool...was that sculpted in meshmixer?

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