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When Campbell invited me to this list I had some thoughts on his
topics and others.. No I'm subscribed I'll post them here too for
further discussion:<br>
<br>
The following are what I sent him and his response:<br>
<br>
<blockquote type="cite" style="color: #000000;">To your points
above, snapping is quite powerful now.. I'd hate for it to
<br>
become cumbersome! If you can check out MOI
<br>
If I recall right it had some great options as a set of
checkboxes.
<br>
</blockquote>
Right, its already kindof cumbersome IMHO, useful options are a bit
<br>
hidden and hard to extend.
<br>
<br>
<blockquote type="cite" style="color: #000000;">An important thing
in snap in blender that no other package seems to do is I
<br>
can hold down ctrl at any point during a transform and then
snap... Other
<br>
packages I get really annoyed that I have to modify before i start
a
<br>
transform.. this is important because on heavy meshes it can be
cumbersome
<br>
to snap to what you want and in blender it's nice to move "into
the
<br>
ballpark" first.. other projections sounds good too..
<br>
</blockquote>
I have patch for shrinkwrap style projection (without using
<br>
shrinkwrap), but I like to make UI good too.
<br>
<br>
<blockquote type="cite" style="color: #000000;">Shrinkwrap modifier
is our <b class="moz-txt-star"><span class="moz-txt-tag">*</span>best<span
class="moz-txt-tag">*</span></b> retopology tool , even in a
point to point
<br>
workflow.... but in use you often get terrible artefacts and at
really high
<br>
poly counts just a mess! Not sure exactly what goes wrong but it
could do
<br>
with some love, especially now Dyntopo is so amazing!
<br>
</blockquote>
<span class="moz-smiley-s1" title=":)"></span>
<br>
<br>
<blockquote type="cite" style="color: #000000;">I'm not sure it's a
modelling tool strictly speaking but transfering
<br>
attributes between topologically different but similar shape
meshes is a
<br>
feature I could really use... We already have weight transfer but
UVs and
<br>
Vertex colours is needed too!
<br>
</blockquote>
This is a gsoc project, my student is working on it, its not such a
<br>
complex project,
<br>
<br>
<blockquote type="cite" style="color: #000000;">Mirror editing...
because it doesn't work with everything most of us gave
<br>
up on it and use the modifier in the workflow instead..
<br>
Would be nice if it worked very frustrating when it breaks!
<br>
</blockquote>
Yep, We could figure out if limited support is worthwhile or not.
<br>
Having to write custom code for every tool to support this its
really
<br>
not great option.
<br>
<br>
<blockquote type="cite" style="color: #000000;">Proportional
editing... silo had a great feature called Topology distance..
<br>
where it edge walks the connection out.... so for example opening
a closed
<br>
mouth.. top and bottom lip are within the radius but the edges of
the top
<br>
lip are further away it looks like that's how Connected works now
and I
<br>
think it's a great feature.. but maybe the old behavior should be
restored
<br>
too.. so you could have 3 modes... distance, connected distance
and
<br>
connected topological distance as the modes..
<br>
</blockquote>
Yes, ton wanted to kick out this behavior, but Im thinking it could
be
<br>
optional..... tho Im a but worried of just making everything
optional
<br>
too :S, we end up with even more buttons!
<br>
<br>
<br>
<br>
Ok, so that was a kick start to many topics. Great to hear that
there';s a gsoc for transfering attributes!<br>
On snapping.. I suppose i'm just used to it and how it works.. I
know it often gets complained about.. maybe I'm too old school
because it does what I need and I understand it..<br>
<br>
<br>
have to disagree with Ton about connected mode behaviour I find
that there are use cases for all three and they're not fringe cases
either..<br>
<br>
I wonder if Nicholas bishop's symmetrize tool could work on parts of
a mesh rather than the whole thing.. sounds complex and could be a
can of worms but coders often surprise me with what is trivial or
hard to them..<br>
<br>
I'm curious about your "shrinkwrap" patch.. not sure how that fits
in with retopology:<br>
The use case I'm talking about is converting an arbitrary mesh to a
multires object for further sculpt detailing (and/or
displcacment/normal map generation and applying to a subdiv cage
with a displace modifier.. as follows:<br>
<br>
create a subdiv cage around your dyntopo model by point by point
modelling using surface snap (and or shrinkwrap modifier) then
apply..<br>
Add a multires modifier and subdivide..<br>
use shrinkwrap to snap the new multires verts back to the original
mesh... then apply shrinkwrap.. the details are now embedded in
multires modifier and can be sculpted/detailed further...<br>
<br>
The shrinkwrap modifier can work in the modifier stack and so is
viable... i'm guessing your shrinkwrap style snap is editmode only
so won't work with multires as you only get the base cage in
editmode since 2.5?<br>
<br>
Shrinkwrap is problematic.. hard to describe why exactly.. I'll
probably need to get some screenshots here.. a "project" brush in
sculpt mode may be a way to conform your multires to another model..
and by projecting into the screen may give better artist driven
capture.. but is that beyond the scope of this mailing list?<br>
<br>
Finally, Blender's tool prompts and feedback can always be richer!!!<br>
<br>
<br>
<br>
<br>
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