[Bf-committers] Sculpt Mode Dynamic Topo

Campbell Barton ideasman42 at gmail.com
Mon Jun 20 09:54:34 CEST 2016


We can re-enables dynamic topology when entering sculpt mode,
as long as its not loosing uv's, vertex colors - or triangulating.

Differential:
https://developer.blender.org/D2059

On Mon, Jun 20, 2016 at 7:32 AM, Knapp <magick.crow at gmail.com> wrote:
> Would you not have the same problem if you went into edit mode and added
> verts? Perhaps I am missing something? In anycase just set a flag and then
> when they jump back into sculpt and dyno is on, warn them. Otherwise just
> leave it turned on. Turning it off seems to me to be very bad UI design.
>
> BTW thanks for making dyno it is GREAT!
>
> On Sun, Jun 19, 2016 at 11:28 PM, Knapp <magick.crow at gmail.com> wrote:
>
>> How about just setting a flag that gets turned on when the user does
>> something that needs a return-on calculation and then the warning? I am
>> think what I am doing would not require a recalc.
>>
>> On Sun, Jun 19, 2016 at 11:25 PM, Knapp <magick.crow at gmail.com> wrote:
>>
>>> I see the warning every time I turn it on and that can be often as I hope
>>> back and forth. I can't tell you the number of times I have been working
>>> for 10 minutes wondering why the mesh is so rough and then remember that I
>>> need to turn it on AGAIN. I end up turning it on about every 5 minutes and
>>> this is a real bother when I am doing this sort of mode jumping. Why? For
>>> example I am making and eye and placing it and then working the eye socket
>>> a bit and then moving the eyeball and then working the eye socket but wait
>>> the dyno is turned off AGAIN! Palm to face!
>>>
>>> On Sun, Jun 19, 2016 at 4:45 PM, Rain Gloom <raingloom42 at gmail.com>
>>> wrote:
>>>
>>>> Can't this be implemented as a quick hacky Python add-on? With the event
>>>> framework?
>>>> ps.: I don't exactly need it but it might help.
>>>>
>>>> On Sun, Jun 19, 2016 at 4:39 PM, Ronan Ducluzeau <zeauron at gmail.com>
>>>> wrote:
>>>>
>>>> > I can understand your frustration if you are just going back and forth
>>>> > between Sculpt mode and Object mode or Edit Mode for modeling tools.
>>>> > But in texture paint mode, you are using UVs. In vertex paint or weight
>>>> > paint mode, result is proper to vertices indices.
>>>> >
>>>> > Dynamic Topology is the fact to collapse, remove vertices and create
>>>> new
>>>> > vertices under brush pointer.
>>>> > Using it, geometry is constantly re-indexed messing up what can be
>>>> done in
>>>> > paint modes.
>>>> > Adopted solution was to clearly inform user that UVs, Vertex color and
>>>> > Vertex Groups would be lost and properly delete these former data.
>>>> >
>>>> > I don't know if it is possible to keep an historical index with gaps,
>>>> > discontinuities in number list created by deletion of vertices instead
>>>> of
>>>> > current automatic re-indexation. That would solve many problems. I
>>>> suppose
>>>> > that if automatic re-indexation is there, it is needed.
>>>> >
>>>> > User may know that dynamic sculpting and painting can't be done
>>>> together.
>>>> > But I don't see a simpler way to warn a user that don't know it.
>>>> > It would imply not just an OK pop-up at entering in sculpt mode. But a
>>>> > pop-up with three choïces :
>>>> > _ Continue to sculpt mode with dynamic topology and loose painted data.
>>>> > _ Continue to sculpt mode but disable DynTopo.
>>>> > _ Go back to object mode to duplicate mesh and preserve a chance to
>>>> > retrieve painted data through a mesh data transfer.
>>>> >
>>>> > 2016-06-19 11:08 GMT+02:00 Knapp <magick.crow at gmail.com>:
>>>> >
>>>> > > Hello,
>>>> > >
>>>> > > I was not sure where to post this so I picked here. I was tempted to
>>>> post
>>>> > > it as a bug but it seems to be designed this way so no bug but why??
>>>> > > Thought about funboard but I don't want a new feature so that does
>>>> not
>>>> > > work.
>>>> > >
>>>> > > When You are using Dynamic topo you must enable it. And this is
>>>> normal
>>>> > for
>>>> > > blender to have to set something up. This is good. But when you
>>>> switch to
>>>> > > another mode and back then Topo is turned back off with no warning or
>>>> > > reason that I can see. This it totally not normal for Blender UI. I
>>>> can't
>>>> > > name any other mode or setting that turns itself off every time you
>>>> do
>>>> > > something else. This is none standard and is very annoying to me.
>>>> > >
>>>> > >
>>>> > > So what is up with this? Can we change it? Why should it stay the
>>>> way it
>>>> > > is? Why was it made this way in the first place?
>>>> > >
>>>> > > Thanks.
>>>> > >
>>>> > > Douglas E Knapp.
>>>> > > _______________________________________________
>>>> > > Bf-committers mailing list
>>>> > > Bf-committers at blender.org
>>>> > > https://lists.blender.org/mailman/listinfo/bf-committers
>>>> > >
>>>> > _______________________________________________
>>>> > Bf-committers mailing list
>>>> > Bf-committers at blender.org
>>>> > https://lists.blender.org/mailman/listinfo/bf-committers
>>>> >
>>>> _______________________________________________
>>>> Bf-committers mailing list
>>>> Bf-committers at blender.org
>>>> https://lists.blender.org/mailman/listinfo/bf-committers
>>>>
>>>
>>>
>>>
>>> --
>>> Douglas E Knapp, MSAOM, LAc.
>>>
>>
>>
>>
>> --
>> Douglas E Knapp, MSAOM, LAc.
>>
>
>
>
> --
> Douglas E Knapp, MSAOM, LAc.
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> https://lists.blender.org/mailman/listinfo/bf-committers



-- 
- Campbell


More information about the Bf-committers mailing list