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A little clarification please
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A little clarification please // Feature suggestions
Post by Naes3d // Feb 3, 2006, 9:40am
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I think this is the best for this post:
I am still a little confused on what new features tS has added.
Does tS7 Model have a 3D Manipulator that lets you move verts, edges and faces?
Does tS7 Model allow point modelling (where you just lay down verts in space)?
Edge extrusion?
Morph targets?
Named Selections (verts, edges, faces)?
Do booleans still default to being triangulated before the operation?
Just a few questions I never got to ask... |
Post by Naes3d // Feb 3, 2006, 2:59pm
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20 views and no comments?
Are the answers sitting in another thread that I missed or sumthin?
Somebody has to know...pretty please? I'll give rep... |
Post by daybe // Feb 3, 2006, 4:56pm
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I take a stab at this, I haven't seen the feature list for what's in the pipeline but right now this is how it stands. Have you gone through the TS 7 brochure info it should be all there, anyway?
HTH
Dave
Does tS7 Model have a 3D Manipulator that lets you move verts, edges and faces? not sure what you mean by this, do you mean widgets, can you explain.
Does tS7 Model allow point modelling (where you just lay down verts in space)? Not that I am aware. do you mean points like connect the dots.
Edge extrusion? no, hopefully 7.1.
Morph targets? No, unless I missed it.
Named Selections (verts, edges, faces)? Yes, all can be included in 1 mesh.
Do booleans still default to being triangulated before the operation? Do you Have you checked this is the dialog box, I haven't experienced this myself. |
Post by Naes3d // Feb 3, 2006, 10:58pm
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Thanks for the reply daybe.
Yes, I am referring to a widget. If you are familiar with the way berts/edges/faces are manipulated in Silo/C4D/Carrara you know what I mean. The widget looks like the axes indicator in tS, movement is constrained to the corresponding axis you click and drag. The videos made it look like tS7 had it but when I saw it in action it didn't work like I expected it to.
Connect the dots would be pretty accurate. Like CKGamefactory's FaceDraw plugin I believe.
When I right click the boolean tool in tS5, the triangulate first option is always selected by default. If I don't uncheck it the resulting union is triangulated. Does that happen in tS7? |
Post by mrbones // Feb 3, 2006, 11:11pm
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Boolean off by default in TS7 model side. |
Post by Alien // Feb 4, 2006, 1:46am
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Yes, I am referring to a widget. If you are familiar with the way berts/edges/faces are manipulated in Silo/C4D/Carrara you know what I mean. The widget looks like the axes indicator in tS, movement is constrained to the corresponding axis you click and drag. The videos made it look like tS7 had it but when I saw it in action it didn't work like I expected it to.
As far as my understanding goes on the matter, you can create your own widgets, so if it doesn't have 1 you want [eg 1 you've seen in a different prog], you can just create it yourself. |
Post by Naes3d // Feb 6, 2006, 2:37pm
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As far as my understanding goes on the matter, you can create your own widgets, so if it doesn't have 1 you want [eg 1 you've seen in a different prog], you can just create it yourself.
OMG
Create it myself???
::cringes:: |
Post by Alien // Feb 6, 2006, 2:52pm
Alien
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OMG
Create it myself???
::cringes::
ROFLMAO! :D
Now perhaps you start to see how powerful tS7 really is, eh?
from the proTeam forum:
I keep getting more and more ideas. I think I'm getting dizzy. Roman, you're going to have to put a warning label on the TS7 box.
"WARNING: Insomnia and brain tingling may occur due to an enormous amount of ideas and possibilities" :)As the old saying goes, "never a truer word spoken in jest". |
Post by ADL7 // Feb 6, 2006, 4:38pm
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I currently have 5.2 and the widgets get lost behind objects in solid shade does this still happen in 7?
-Kevin |
Post by Alien // Feb 6, 2006, 4:51pm
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I currently have 5.2 and the widgets get lost behind objects in solid shade does this still happen in 7?
-Kevin
Nope, not as far as I can tell.
waitasec... You won the January contest using only 5.2??? Can't wait to see what you do with 7 [I'm assuming you chose that as your prize]. |
Post by TomG // Feb 7, 2006, 6:48am
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Widgets in modeler are unchanged, so they display all the behaviors you are familiar with in tS6.6 and earlier (ie they are in the workspace and can end up "inside" or "behind" objects).
The widgets in Player are different and they don't get lost inside or behind objects (unless you want them to, there is a way to do it if you edit the widget I believe :) )
HTH!
Tom |
Post by ADL7 // Feb 7, 2006, 3:14pm
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Thanks Alien and Tom for the info.
waitasec... You won the January contest using only 5.2??? Can't wait to see what you do with 7 [I'm assuming you chose that as your prize].
Yes I used 5.2. I do plan to choose TS7 as my prize, I can't wait to use the new tools. I'd like to run some of my old scenes as well as my current projects though TS7. :D
-Kevin |
Post by Naes3d // Feb 9, 2006, 7:41am
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ROFLMAO! :D
Now perhaps you start to see how powerful tS7 really is, eh?
Actually, I was referring to the fact that I don't want to create my own widgets.
I want it done for me.
I am not a programmer and don't think I should pretend to be. I've got my hands full modelling. |
Post by Alien // Feb 9, 2006, 10:35am
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Well, I haven't looked into making widgets myself, but if I understand correctly everything Caligari's been saying on the subject, you don't really need to do much in the way of programming [if any at all].
Using the LE is kinda like using Lego - you can join simple items together to get something that's more complex/can do more, & you can do the same with those items you've created.
Also, you can use the script recording function. You start recording, do 1 or more actions in the 3D bit, then stop recording. Then you can see a script version of what you just did. You don't have to really learn to program - just record what you want to do as a script, then save it, & you can use that as 1 of your "bricks", to put together with other stuff to achieve even more impressive results.
Or, you could just sit back, wait, & hope someone else creates exactly what you're looking for. :) |
Post by Naes3d // Feb 9, 2006, 3:48pm
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Well, if anybody is looking for something to do, here's a challenge:
Somebody whip up a Universal Manipulator. A single widget from which you can move, rotate and/or scale any vert, edge or face.
Anybody up to that task? |
Post by Vizu // Feb 9, 2006, 11:48pm
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Take a look on Polytools for Draw faces, Edge extrude or many other nice functuons that i miss as integrated feature in 7.
http://www.primitiveitch.com/php/catalog.php?uiKeySearch=PolyTools&Linux |
Post by parva // Feb 10, 2006, 12:21am
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Well, if anybody is looking for something to do, here's a challenge:
Somebody whip up a Universal Manipulator. A single widget from which you can move, rotate and/or scale any vert, edge or face.
Anybody up to that task?
The standart Player Widget is already a Universal Manipulator but sure you can create your own like this:
http://www.parva-project.de/stuff/ts/wid1b.jpg |
Post by Naes3d // Feb 10, 2006, 12:36am
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I know from the videos that Player duplicates at least the functionality of Select and Divide Loop from polyTools, but I saw no evidence of any of the other tools.
If tS7 does have all 17 of polyTools funxtions that would be nice... |
Post by Naes3d // Feb 10, 2006, 12:51am
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The standart Player Widget is already a Universal Manipulator but sure you can create your own like this:
http://www.parva-project.de/stuff/ts/wid1b.jpg
One can only wonder why that is not standard. I think that is the best use of a widget. Something like that in tS5 would single handedly solve 90% of my modelling woes...
Doesn't seem like it took you very long at all to whip that up Parva. Nice job. Even tho I am puzzled as to why you are the only one who seems to know that the standard player widget was a universal manipulator.
Would have been nice if we had truePlay and I could see it in action. |
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