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Everything posted by dast
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What do you mean by that? The idea I had was to use the tool to select a set of polygons to be copied. The you could select polygons on the same mesh, or other mesh, to paste the copied polygons to. But I would go further, and allow to "store" more than one source. You could copy and store up to 5 sources, and paste any of them on any mesh. I wouldn't go futher than this, otherwise I would just be copying the PolyGnome plugin. This PolyDup plugin (while using the idea behind PolyGnome) is just meant to quickly select polygons and copy them. So, the user wouldn't have to bother with the steps to create assets (or presets) from these selected polygons. Just select polygons, use the tool to indicate these are the source, select other polygons and indicate these are the targets ... and the source gets copied to the targets.
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Here is a first rough concept. Currently the concept tool uses already existing polygon selections as source and target. In final version the idea is to create your polygon selections with the same tool which you use to designate source and targets.
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I know, I know ... I should be working on version 3.0 But I recently got feedback from a customer who suggested some additions. These seemed so obvious that I realized I wanted to include them as soon as possible. As such, I added the visualization of the dimensions of the used texture, when in Texture Display Mode. And also made sure to update this visualization when user modified the chosen texture. Next to that I also provided a way for the user to zoom in/out in the UV View using the mouse scroll wheel. I am still in discussion with said customer, and hope to add some more suggestions. When all is completed I will then port the new additions to all supported Cinema 4D releases for v2.9x.
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Nice to see some competition. Having created some UV plugins of my own, I know how difficult it can be to have completed a toolkit like this.
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There you go. Version 2.91 finalized and released. Some small bugs did sneak into the final code, and took a little longer to get fixed. While quite some testing has been performed (and bugs fixed as a result of that) I am sure some bugs might still have been left unnoticed. Should you find any, please report. By now, every customer of Tools & Pixels' Seamilar should have received an e-mail containing the latest version of the plugin, ported to all supported releases of Cinema4D. If you haven't received an e-mail, please check you spam and/or junk folder, or contact me. As mentioned earlier the bugs in Cinema4D R21 that are preventing the plugin from running smoothly in that release have been confirmed by MAXON, but no further estimate for fixing has been reported. As such, I had withdrawn the plugin from selling for this release of Cinema4D until fixed by MAXON. In the meantime quite a number of potential customers have contacted me in order to obtain the plugin for R21. I will thus be looking to provide some information to potential customers indicating the level of seriousness of these issues, which can help them to decide waiting for a fix, or proceed with the purchase now (and get an update later if needed). Here is a video displaying the drawing issues introduced by R21.
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With the documentation having been completed, I went ahead and focused on bringing every version of Seamilar in sync. Over the past year new features had been added to the plugin. Due to differences in SDK for the different releases of Cinema4D this required that updates to the plugin needed to be written for every separate release. As such, usually the latest available release of Cinema4D (r20) was supported for testing purposes and for quick user-required updates. For the last 4 weeks I have been updating the implementation of the plugin for the older releases (R16 - R19). With that completed, it's now testing time. And if that goes well, I will port the updates to macOS (for R16 - R19). Since beginning of December (2019) I have encountered a few bugs in Cinema4D R21, which I have reported to MAXON. I still haven't heard back about possible work-arounds or future fixes. Existing customers will soon be provided with the updated version(s) of the plugin. If all goes well (and no further issues are encountered) this will be the last Seamilar 2 update ... before switching to Seamilar 3. This future version of the plugin already has its own thread on the forums. As this current thread has been running for a little over 3 years it is about time to get a rest ...
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Yes, it will be on mesh level only. You select "source" polygons on a mesh and select "target" polygons on that same (or other) mesh to replicate the source polygons to. Not procedural, not cloner-like. Although, this procedural/cloner-like thing might be an idea for a different plugin: where you specify source and target polygons, and changes applied to the source (like move, rotate, scale, extrude, ...) gets also applied to the target ones. That might be a nice idea, but quite more complex to implement.
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PolyDup (I am open for suggestion for a suitable name, as well as for icon, images, ...) Description: PolyDup is a tool plugin which allows to easily select part of a mesh and replace polygon(s) of the mesh with a duplicate of this part. The concept is the same as with PolyGnome, where you can replace polygon(s) of a mesh with predefined asset objects, allowing to construct meshes from parts. The difference with PolyDup is that you do not need to create asset objects. The selected part of the mesh will represent the asset. With this you will be able to easily duplicate parts of a mesh, without the need to model it more than once. Status: The plugin is still in its design phase. It will reuse the modelling engine from PolyGnome, so that part is basically available as is and will only need fine tuning for the new purpose of this plugin. While PolyGnome was a command (= "single-shot" action), this new PolyDup plugin will be a multiple action tool. Development of the plugin will be in Cinema4D R20 (Windows) and ported to other releases of Cinema4D, both Windows and macOS. Release Date: 11 July 2020 Supported Cinema4D releases and platforms: R16-R21 Windows, macOS Price: 20 euros A short video description of the plugin: More Info available at: https://tolspixels.be/plugins View full record
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Ah ... I actually thought that was what you meant when I first read your question, but then I figured "who would want to know that?". That mouse mat has been a birthday present many many years ago ... custom made, still cherish it to this day. Unfortunately, sunlight has degraded the picture.
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A Logitech G600 mouse with 20 programmable buttons. I once thought it would enhance my workflow having all necessary shortcuts at the click of a button instead of using keyboard. It has 12 buttons on the side, the regular left and right mouse buttons, then an additional "pinky" mouse button at the far right. On top: a scroll wheel with down, left and right button actions, and two "mode" buttons in front of the scroll wheel. One of the mode buttons has a 3-cycle state, which allows to have a different set of actions for the buttons on the side. This allows to have up to 36 different actions for side buttons. I used to map tools and commands depending the layout I was in. It was heavily used when I still was doing 3D modeling and animation, but lost its use when I switched to plugin development, some years ago. The (quite useful) 3D mouse on the left isn't even connected anymore. Hasn't been for the last 3 years. Nowadays it is just sitting pretty, reminding me that someday I need to pick up 3D animation again ... It's a shame, but it is what it is.
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Just a quick set up of the extra screen. Now I can debug the plugin code on one screen, while working in Cinema4D on the main screen. No need to constantly swap application screens anymore. And that via a single USB (A) cable ... nice. I just don't have the room to fit 28" screens. And with these small monitor sizes I cannot justify for 4K screens. My old eyes already have difficulty reading text on HD screens, let alone 4K. Sure, you can scale up text and graphics ...
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Happy New Year. I ordered a portable monitor for my laptop (should be delivered any time now) ... doubling my resolution. That will be my one and only resolution for 2020.
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I agree. Didn't expect this plugin to exist for so long, before being overruled by the updates in the native UV tools. It seems MAXON is finally ready to provide updated tools, looking at the recent tweet from the CEO. Looking forward to what these UV updates might be. Hope that these don't introduce even more issues than what MAXON did with the new GUI. Anyway, Seamilar has turned 3 earlier this month, maybe it's time for a new name for next version? The first and second iteration of the plugin were heavily based on the "seam" part of the unwrapping story. Hence the plugin's name. With the next version we'll focus more on the editing part of the story. Not neglecting the already available tools from the current version, but extending them. Adding more possibilities. Making it easier to use. Changing the small things that have a large impact. My only wish is that by then MAXON has fixed the issues in R21, so every plugin at least behaves as it does in previous releases. Anyway, let the new name roll in ... I am open for suggestions.
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I am usually at 120%, but when switching back to 100% all is OK. Going to 110% I notice that half of the area is accessible, half not. Meaning that it seems to only accept the 100% area, whatever scaling is used. With 120% the profile settings falls right outside of the 100% area. When at 110% it falls halfway outside. It seems to be related to a recent change (yesterday, or the day before), as in the past I have been using 120% for quite a while without issues.
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Not only the sign-in button is affected. When you're already signed in you cannot access your profile settings. It shares the same area as the sign-in button. Being a monthly contributor I don't have or see the ads, but still encounter the limitation.
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Finalizing the documentation for version 2.9.1 Update and more details coming soon ...
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A new UV editor ("U haVe ...")? About time. Now I can finally stop adding features to Seamilar.
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A few weeks ago, while preparing a tutorial about EasyUV and Seamilar, I discovered some bugs in the plugin and spent some time fixing them. As mentioned in other threads I am mainly working and developing with R20, as this feels the most comfortable. With bugs fixed in the R20 implementation, I then "simply" had to port the changes to previous version. This went fairly well, and testing of the R20 and previous releases indicated no further bugs (as far as I could tell). However, while porting the changes to R21 was not a problem either, testing revealed quite some surprises. I encountered two issues within the implementation of the new GUI in R21 and contacted MAXON SDK support about these. One of the problems was a performance hiccup, while the other was rather cosmetic, and I provided MAXON with sample code to reproduce both. The perfomance related one was confirmed, and I would be contacted later with possible workaround (if any). The other, in my eyes less important, hasn't yet been accepted nor rejected by MAXON. What I am trying to say is that while I do have a new version available for R16 - R20, I would rather wait to have a final response about the issues with R21 before releasing this 1.3 version of the plugin. I would prefer to release a single update containing changes for all supported Cinema 4D releases. Thanks for your patience. EDIT: As mentioned in the following blog post, version 1.3 of EasyUV will be provided to existing customers, without a proper fix for R21. https://www.c4dcafe.com/ipb/blogs/entry/601-the-post-r21-announcement-depression/?tab=comments#comment-518
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Seamilar 2 is nearing a 3-year development birthday, having reached version 2.9 and with over 26000 views (see here) I guess it's time to turn the page, and start a new topic. I will refrain from going through the details again, but for the time being my main development version of Cinema 4D will be R20. With support for earlier releases, back to R16. As well as the latest R21 release. Both Windows and macOS are supported, for as long as possible. I will be looking into providing a final maintenance release as version 2.9x before jumping into designing its sequel: Seamilar 3 More news to follow ...
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EasyUV is being updated to R21. Still some minor things to finalize. Current customers will be contacted by e-mail shortly.
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PolyGnome is being updated to R21. Still some minor things to finalize. Current customers will be contacted by e-mail shortly.
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Dials is being updated to R21. Still some minor things to finalize. Current customers will be contacted by e-mail shortly.
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Seamilar is being updated to R21. Still some minor things to finalize. Current customers will be contacted by e-mail shortly.
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That was more or less the idea behind the whole concept of lack of advertising: provide members of the cafe some additional value for being member.