|Anonymous | Login | Signup for a new account||2014-03-09 22:34 UTC|
|Main | My View | View Issues | Change Log | Roadmap | plugins_pluginmanager_link | plugins_bugsin_link|
|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0000306||3D-Coat v4||Sculpting with voxels (Voxel room)||public||2011-07-24 08:01||2014-01-20 20:29|
|Platform||PC||OS||Windows 7||OS Version||(64 Bit)|
|Target Version||Fixed in Version|
|Summary||0000306: Symmetry on a volume basis|
|Description||Could we have symmetry per volume ?|
I often deactivate symmetry to work on an asymetrical volume and forget to reactivate it to work on another symmetrical volume leading to some headache with current liveclay integration since resymmetry in surface mode is converted to voxels (losing details).
|Tags||No tags attached.|
|Rebump, major annoyance since resym command can create mesh issues such as explosions/holes/tears.|
edited on: 2014-01-19 08:41
bump. Zbrush has it, mudbox has it, helix has it.
One variable, a check, hard to write.
edited on: 2014-01-20 19:34
Symm copy in SF mode does not convert to voxel.I dont know why you say this.
All Liveclay tesselation is mirrored and preserved.
There is absolutely no loss in details.
In SF mode it is exactly like Zbrush (it flips a copy and weld points at center)
So we have a workaround tool so we don't need a smart workflow. 3dcoat's way !
edited on: 2014-01-20 20:09
Symmetry in 3Dcoat is per volume and always has been.
I dont understand your request(Im not being sarcastic here)
Also you say Resym convert to voxels and its just not true...
its exactly like Zbrush..
I dont understand why you say "workaround"?
Do I understand correctly? ; By "per volume" you mean each volume has its own symmetry?
edited on: 2014-01-20 20:17
No, symmetry is not per volume. Symmetry is global. Symmetry axis is per volume, that's the difference.
Toggle symmetry off, it's off for every tool.
That's stupid, on a model you may need symmetrical and asymmetrical parts, you can't have both mode when switching between parts: you're either symmetrical or you're not on ALL parts.
If I don't want symmetry on a model, I set it, done. As it currently stands I have to toggle it on and off depending on the part I'm working on. That's a waste of time, it's prone to human error, and there comes the "workaround tool": symmcopy. 3dcoat's way.
BTW, if you look at the report date (2011 !! yay !) it was still using voxel for resym, converting to surface mode afterwards, hence the detail loss.
edited on: 2014-01-20 20:19
ohh....the toggling.Ok ,I understand. Good idea.I think you should rename your request like "Please Add "Remember Symmetry on/off for each layers in Preferences"
"per volume symmetry" is too vague.
also please dont say stuff like details loss ect...without verifying first.
Sym copy in Sf mode never converted model to voxels.Always preserved LC details(in all builds).I've been using it everyday since the introduction of LC.There is enough issues in 3DCoat already not to add fake ones on top of it.
edited on: 2014-01-20 20:23
No, it was converting to voxel at that date, I'm not making things up here, it was corrected later on but at that time it was voxel>surface. I'M SURE of it.
proof: Raul said it here: http://farsthary.wordpress.com/2011/10/22/symm-copy-command/ [^]
|my bad,sorry...dont remember where I was in 2011,probably was playing Zelda or something. Hard to believe LC was already implemented.It does not feel that long ago.|
|2011-07-24 08:01||BeatKitano||New Issue|
|2011-07-24 08:02||BeatKitano||Assigned To||=> Andrew|
|2011-07-24 08:02||BeatKitano||Status||new => assigned|
|2011-08-29 07:15||Taros||Category||Voxel room => Sculpting with voxels (Voxel room)|
|2013-02-28 12:48||BeatKitano||Project||3D-Coat 3.x => 3D-Coat v4|
|2013-08-04 05:27||BeatKitano||Note Added: 0003210|
|2013-08-25 06:30||BeatKitano||Note Added: 0003226|
|2014-01-19 08:05||BeatKitano||Note Added: 0003463|
|2014-01-19 08:41||BeatKitano||Note Edited: 0003463||View Revisions|
|2014-01-20 19:33||artman||Note Added: 0003474|
|2014-01-20 19:34||artman||Note Edited: 0003474||View Revisions|
|2014-01-20 19:43||BeatKitano||Note Added: 0003475|
|2014-01-20 19:43||BeatKitano||Status||assigned => closed|
|2014-01-20 19:43||BeatKitano||Resolution||open => fixed|
|2014-01-20 19:43||BeatKitano||Status||closed => feedback|
|2014-01-20 19:43||BeatKitano||Resolution||fixed => reopened|
|2014-01-20 20:07||artman||Note Added: 0003476|
|2014-01-20 20:08||artman||Note Edited: 0003476||View Revisions|
|2014-01-20 20:09||artman||Note Edited: 0003476||View Revisions|
|2014-01-20 20:12||BeatKitano||Note Added: 0003477|
|2014-01-20 20:12||BeatKitano||Status||feedback => assigned|
|2014-01-20 20:13||BeatKitano||Note Edited: 0003477||View Revisions|
|2014-01-20 20:17||BeatKitano||Note Edited: 0003477||View Revisions|
|2014-01-20 20:18||artman||Note Added: 0003478|
|2014-01-20 20:19||artman||Note Edited: 0003478||View Revisions|
|2014-01-20 20:20||BeatKitano||Note Added: 0003479|
|2014-01-20 20:23||BeatKitano||Note Edited: 0003479||View Revisions|
|2014-01-20 20:29||artman||Note Added: 0003480|
|Copyright © 2000 - 2014 MantisBT Team|