Author Topic: mm04 update test build  (Read 3075 times)

hieveryone

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Re: mm04 update test build
« Reply #15 on: April 26, 2011, 11:49:28 AM »
Oh, I see... thanks for the clarification jim. ;)

RMS

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Re: mm04 update test build
« Reply #16 on: April 26, 2011, 03:11:28 PM »
re: camera being stuck. Are you using a pen? I haven't tested the pen a lot, but I know that when I was doing the initial implementation it I was sometimes having a problem where the 'pen-up' events didn't work properly. I thought I dealt with this but maybe I didn't...

on a 32-bit machine once you get near the 2GB memory limit, things will start to bog down. I can sculpt on a 1.8 million poly object w/o much slowdown in my 64-bit builds. It does depend on how many triangles are visible - if you zoom in it will be faster. (Trying to get clipping working to help with this...)

About reducing, I am working on a specific 'reduce brush' that will do a better job of this. Most likely I will hold off for mm05 to release this...but ideally mm05 will be out soon =)

jim

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Re: mm04 update test build
« Reply #17 on: April 26, 2011, 05:27:47 PM »
re: camera being stuck. Are you using a pen?

Yes, im working with the wacom intuos 3.

About reducing, I am working on a specific 'reduce brush' that will do a better job of this. Most likely I will hold off for mm05 to release this...but ideally mm05 will be out soon =)

These are fantastic news!   :)  :)  :)

hieveryone

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Re: mm04 update test build
« Reply #18 on: April 27, 2011, 04:54:39 AM »
Pen issue: yep I use a wacom graphire 4.
Slow down on 32 bit:  it can't be helped I guess... :(
Zoom in and the difference wih the x64 version: I know, but this last version was a 32bit so I tried it on win xp 32bit (as usual). ;)
A new reducing tool is an interesting news, besides I can't wait to try mm05. ;D


mercy

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Re: mm04 update test build
« Reply #19 on: April 27, 2011, 06:46:15 AM »
Update:

Set UV to origin 0,0,0 I misunderstood while reading the tutorial, wanted to relax the mesh UVs, set the UV-boundary enclosing the rest of UV-s align it to mesh size, etc.. All this isn't needed.

In XSI:

1. Create any mesh you like, leave a hole at bottom as a loop (attachment-place)
2. Give the mesh an UV property.
3. Select UV verts, enter 0,0 into UV-coordinate fields: the whole UV set collapses into one point to U,V. coordinate: 0,0
4. Export the mesh for use in meshmixer
5. In Meshmixer: import  or F it loads perfectly
6. From main menu select Actions---Convert to part
7. Meshmixer converts the thing to a part: changes color
8. Load your main model into meshmixer: a human or a big robot, etc..
9. Attach the newly created part to your main human mesh model.
10. Export to OBJ from meshmixer: works perfectly
11. Import into XSI: model loads perfectly, review the new combined mid/highpoly

For aesthetic reasons a midpoly mesh needs to be created in XSI to retain mechanical details in meshmixer after mixing  - and because meshmixer will not have a quadrangulate function in the near future and it is not really needed as it is clear now that a retopo of the meshmixed model must be made at the end anyway.

So a very very nice  meshmixer04 we have here. Congratulations Ryan!
OBJ import, meshmixing, smooth brush, export of the created model to OBJ, then importing it to XSI is working perfectly.

Ready for going commercial, i would say!
« Last Edit: April 27, 2011, 06:55:17 AM by mercy »

RMS

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Re: mm04 update test build
« Reply #20 on: April 27, 2011, 09:37:57 PM »
Hi mercy, yes, sorry, I meant to respond to your comment. If you use the Convert to Part tool, then the input UVs don't matter at all, the necessary boundary UVs are generated (and stored separately) entirely within meshmixer.

glad it worked out for you =)

MagWeb

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Re: mm04 update test build
« Reply #21 on: April 28, 2011, 04:11:42 AM »
Just tested mm04 on Acer Iconia W500 tab PC:

works really fine  :)
modelling with fingers instead of pen or mouse is cool stuff  8)
only problem is rotating, panning, zooming... found no way till now (virtual keyboard excluded)

could you add a mode were toggles add the needed keys to the LMB (as Sculptris does in "tablett-navigation mode")

Reidh

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Re: mm04 update test build
« Reply #22 on: October 05, 2011, 08:09:43 PM »
Hi, if you are willing, please download this updated mm04 build:  http://dl.dropbox.com/u/12548248/meshmixer04_installer_04_21.exe

Please provide feedback if you can, the purpose of this test is to make sure I have the bugs worked out before I do the "official" public release on the website.

The main things are:
- binary .mix file format. Now after you import an OBJ you can save as a .mix, and then save with ctrl-s. This is much faster than OBJ export, and load is faster too.
- autosave on 30 second timer. This writes to disk in background thread for minimal performance impact...
- fix for OpenGL shader compiler crashes. You will have to start twice. Will crash first time. Should automatically disable shaders on second run.

[changelog since last public mm04 update]
- binary .mix file format (can now open, save w/o exporting each time)
- autosave for crash recovery
- added ALT+CTRL+LMB to zoom, ALT+SHIFT+LMB to pan (for pens)
- previews/next view moved to ( and ), now [ and ] control brush size
- fix for OpenGL shader compiler crashes
- free rotate option (under View/Config menu)
- brush rendering improved (symmetry line, stamp darkness)

IS there a download site that isn't false or broken?