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Comments
Thank you for testing, barbult! I'm glad that things have improved. Regarding 1), I had to shuffle a bit of code around to fix the vertex selection problems, so I can't rule out that I broke something else. I'll try to test this more.
Regarding edge selection, I will admit that I haven't spent as much time on edge selection as on vertex selection so I may have overlooked something. I'll have a look at this too.
Thanks for the thorough testing!
Geoshell not geograft! They are different things.
However I'll try with your beta and let you know.
Oh sorry. I didn't pay attention. No need to test, I can reproduce the crash!
Geoshells are not the same thing as geografts, though. I'll see if I have the same problem later today.
Edit: I hadn't seen the reply above. No need for me to try to reproduce the problem any more.
And it's fixed. Thank you for pointing that out! That really needed fixing. :-)
I'll put out another beta soon.
Status update:
Mesh Grabber 1.9.4 public beta
Available at this link: https://mega.nz/#F!n3ARECLC!5viItcscww3VbicPaXUkNA
The folder contains two DLL files, both of which you can copy to your
\Program Files\DAZ 3D\DAZStudio4\plugins
directory (or wherever your Daz Studio is installed). The directory should have an existingMF_meshgrab.dll
file.Like the previous 1.9.x betas, the two files are an update to the existing Mesh Grabber with more fixes, plus a first beta of the upcoming "Mesh Grabber Rotation Add-On". If both files are in the plugin folder, the rotations should work seamlessly in the Mesh Grabber.
Important notes:
What's new since the previous 1.9.2/.3 beta:
If nobody finds anything serious in this, this completes my to-do list before submitting this thing to Daz!
Thank you all so much for testing!
Thank you.
(And this time, I read the entire post, word for word! lol)
I have figured out a procedure to create a symmetrical morph from a one-sided mesh grabber change. I created the temple protrusion on the left, then created a mirror morph to get the same on the right. I can write up a tutorial if anyone is interested.
Very interested @RGcincy!
+1
(Even when we want asymmetry, it's easier to start with symmetry and then further modify individually.)
Ah yes, yes. yes.
It used a different method that requires an outside program, so Josh Darling's method is better. I'll write it up using his approach but include the prepartory steps and have it in a written form.
ETA: here is the tutorial
I am using Mesh Grabber 1.9.4 Beta in DS 4.12.1.76 Public Beta.
Edted for typos.
Geometry Shells are supposed to match the shape of the source object, so i'm confused as to why you're trying to edit the shape of a Geometry Shell. What effect are you trying to achieve?
Some times you wish to give a different shape to the Geoshell. Let's say you want an aura arond your char (Dragonball-like) that has a wider zone on the upper part of the body.
Or simply model an "inner demon" for a char, giving horns to the Geoshell.
Also, you could like to sink some areas of it for a "magic hand" or.... Well, just use your immagination!
Two things I would like to see after using this tool for a while:
1. I like the range of Falloff Radius (very low values (0-5) are good for figures, very high values (900-1000) are good for large terrains and objects) but the slider is frustrating to set at the low end. I find I pretty much have to drag the slider to the lowest value (0.5 or 0.0 depending upon the beta version) and click the tiny + sign multiple times to adjust it. Having a checkbox that changed the range by 10 would be very helpful (e.g. instead of 0-1000 it becomes 0-100). An alternative approach would be a way to type in the value.
2. I would value having one more variety of Falloff Type and that would be an S-curve. The current choices all result in a hard kink at the edge of the falloff ratio which can be hard to eliminate. An S-curve that eases you in and out of the transition would be very helpful.
BTW, I appreciate the effort you are putting in to improve this tool and keeping us up to date with the betas. This is such a valuable addition to Daz Studio and it keeps getting better.
As far as I understand, the geometry shell is a layer around an object with actual geometry and can't have geometry on its own except for the one that DS computed from the original object. Mesh Grabber had a bug that if an object had a geometry shell and you clicked on it, it crashed all of Daz Studio. So my change is that Mesh Grabber detects this case now and refuses to select the geometry shell.
I'll lower the opacity a bit for the final release.
This is great, Richard! Thank you!
Thanks, that will be helpful. Did you see the crazy issue with the tennis outfit? Any idea what is going on there?
I watched the video but I haven't been able to reproduce that yet. I don't have that tennis outfit product myself so I'll have to do some testing tomorrow if I can find something else where I can see this problem. Thank you for reporting!
EDIT: One thing that comes to mind, does the piece of clothing have smoothing enabled? Does the problem go away when you turn off smoothing on it? I'm not 100% sure how the smoothing modifier operates in Daz Studio but it seems to kick in after a certain amount of inactivity which looks like what's happening in the video.
Thank you for the kind words, Richard. I'll have a look if I can add a way to manually type in values with the sliders. A logarithmic slider would probably be the best solution but that would be quite a bit of work. Regarding the S curve, that's an interesting idea but I'm not sure I'll have the time to implement that in my current cycle. There will certainly be more updates later. :-)
Not a problem, just wanted to get them in as feature requests.
I did forget to add one:
3. Is there a way to recover the last selection? I don't know how many times I've gone to select a gizmo handle and accidently click off and lose the selection and have to try and reselect what I had. If there was a right-click menu command to use the last selection that would be awesome.
Not at this time. What most 3D modeling software does is to push selection changes to the undo stack so you can just press undo to go back to the previous selection. But that's a bit of work and I haven't gotten around to doing it. It's on my list too. :-)
I've been seeing the same issue as barbult outlined for the Tennis Outfit on another product. I just loaded the scene and checked. The item did in fact have Smothing enabled, and when I turned Smoothing off, the strange behavior stopped. Hope this info helps.
So it can't be used on Geoshells?
I hadn't the chance to use the beta, I hope you mean I have to select the Geoshell shell from the Scene tab to "activate" it and grab ut with your tool.