[Bf-committers] Sculpt Mode Dynamic Topo

Knapp magick.crow at gmail.com
Mon Jun 20 22:03:36 CEST 2016


Thanks!

On Mon, Jun 20, 2016 at 9:54 AM, Campbell Barton <ideasman42 at gmail.com>
wrote:

> 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.
> >>>> > > _______________________________________________
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> >>>> > > Bf-committers at blender.org
> >>>> > > https://lists.blender.org/mailman/listinfo/bf-committers
> >>>> > >
> >>>> > _______________________________________________
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> >>>> >
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> >>>>
> >>>
> >>>
> >>>
> >>> --
> >>> 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
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-- 
Douglas E Knapp, MSAOM, LAc.


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