Points and line tools in next version?

Discussion and updates on Curvy 3D Beta development.
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jason
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Joined: Mon Jul 20, 2009 3:59 am

Points and line tools in next version?

Post by jason »

Im not sure if this is the right place for questions, but there doesnt seem to be a place for general curvy discussion.

I purchased curvy tonight and I have been going through all the resources on the forums. Some features I am eager to use are the point and line tools shown in some of the tutorials. The tutorials are pretty old so I thought they would be in the current version, but am I mistaken?

Thanks
Simon
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Post by Simon »

If you mean the mesh editing tools, I have decided to focus on 'sculpting' rather than 'mesh editing' with Curvy - there are many other apps that do vertex/line/poly modelling and you can easily export to/from these with Curvy to use those kinds of tools.
jason
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Joined: Mon Jul 20, 2009 3:59 am

Post by jason »

I was reffering to the tools shown here-
viewtopic.php?t=1807&highlight=add+point
viewtopic.php?t=1803&highlight=add+point
viewtopic.php?t=1802&highlight=add+point

Curvy is a sculpting tool foremost, but I thought it would be great to use scuplting and mesh editting along side eachother, and the implementation shown in those posts, I thought was a really great way of doing it.
sculptor
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Post by sculptor »

Hi Jason

a really big welcome to curvy.

I am a new user too (about 5 months I think).
I went through a bit of confusion at first because the curvy site needs some updating.

There appear to have been a lot of beta type projects that have not turned into a release version.
At first I thought I might have made a mistake with curvy.

But I have found curvy very powerful and Simon has always been very helpful at answering questions.

If you think about it dealing with 846000 (or whatever) triangles individually is a lot of effort. Why do that when you can bend, twist, shape a curve with ease. Individual triangles can be seen using the widgit move tool (curvy 1.5) brush size etc makes it powerful.
Then you can make a huge amount of detail in a paint program to use as a curvy map(don't forget to push up the resolution slider) (see monsoons tech tutorial)
And of course we can paint details on the curvy map(the smudge tool is indispensable)

I suggest really getting to know the tool set of curvy 1.5.

a big welcome again have fun



:)
jason
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Joined: Mon Jul 20, 2009 3:59 am

Post by jason »

Theres no doubt curvy is a powerful tool. Sculpting is not the only way I intend to model, though. Its easy enough to just use another tool, but I really liked the way the tools were used in those examples and they would provide a streamlined workflow.

I am looking forward to learning the curvy tools more indepth.
Simon
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Post by Simon »

I realised we needed a simpler way to join two objects, so I added the Merge tool which does the whole job automatically. I wouldn't go back to mesh editing myself now ;)
bigH
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Post by bigH »

One of those ideas I constantly come back to drooling over is surface deformation with detail preservation, the ability to take a model and reshape it while the volume and all the modeled on little details - skin folds, decorations etc. - are kept and do not fall victim to the deformation process.

Would anybody else out there want this too?

And just to show what I'm talking about:

Quite nicely illustrated in this video: http://www.cs.nyu.edu/~sorkine/ProjectP ... deo640.mov (size is about 13MB)

http://www.cs.nyu.edu/~sorkine/ProjectP ... ap_web.pdf
http://www.cs.nyu.edu/~sorkine/ProjectP ... survey.pdf
http://www.cs.nyu.edu/~sorkine/ProjectP ... slides.pdf

http://iparla.labri.fr/publications/2007/BSS07a/

http://www.cs.nyu.edu/~sorkine/ProjectP ... STAR68.pdf

And something for more mechanical models: http://www.cs.tau.ac.il/~galran/papers/iWires/
Vanrailey
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Joined: Tue Feb 10, 2009 7:45 pm

Post by Vanrailey »

That video demonstration looked pretty impressive. I'm not a 3D Coat user (I tried the trial version)... although that does remind me of the manipulation of what that program uses. I must say... it made posing faster, more real time, and enjoyable (when it actually worked the way i wanted it too). Which, it did keep detail during manipulation, but not in the since of analyzing the topology to preserve the hard surfaces. But for me it did do the trick.
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