![]() ![]() Custom properties/Attributes, so that users can add spinners in the interface to drive values that scripts work with.Very recommended - a character set based approach to manage keyframes.Keyframes that can be applied to any input.You can just scroll down, and you'll see the renderman light shaders options. It means that too do something like edit a lights intensity, you don't have to dig into the light shader.you should only see one section for the mesh instance and one section for the lights, (affecting a property in there would affect both lights) If you select two lights and a mesh instance.The mesh instance shown in the first section (because it was selected last), and the light properties shown further down. It means that if you select a light and a mesh instance, and go to the properties editor, you'll see both there properties. ![]() The properties of each node in somethings history should be stacked in the property editor.Its intensity won't show in the property editor until you go into the history and find the lightshader properties. You can't select a light and just change its intensity. A major problem right now is digging for properties. This sort of goes along with the above.FillSelectedHoles : should handle faces that share one or more vertices.Īssuming selected objects are the same type, the property editor should be able to edit them together.BridgeFaces should bridge faces that don't have the same edge number.BridgeEdges should work after MergeMesh.BevelFaces should handle more than one face.Ideally, the resulting mesh should have the center verticies merged, so there is no seam down the middle. A system that lets you model on one side while the other side automatically updates, so that symmetrical objects can be handled easily. These new edges are moved.Ĭreates a new manifold by duplicating the selected polygons. For open edges, one new polygon is created, between the orginal selected edges, and a duplication of the original selected edges. ![]() On a winged edge, and edge loop is drawn around the selected edges and the originally selected edges are then moved. On an open edge this behaves quite differently than on a winged edge. Extrude Vertex (Will have the same caveats as those described for the edge extrude.).Components are moved along their surrounding edges. any selected component with one-or-more unselected neighbor. The reverse of Grow selection: deselects points/edges/faces along the border of a selection, i.e. Select Similar (selects items similar to the current selection, see wings for reference).For many of our functions, Wings3D can provide a very positive reference.Standardized names exist for most modeling operations.This has a lot to do with that fact that such geometry is generally easier to work with, and also that most people will be using SDS on the surfaces, which works poorly with non quads. In most cases the desired output is a clean mesh that is all quads wherever possible, but possibly contains triangles and n-sided polygons with many more sides.Generally, modeling plugins will be used in succession. Modeling plugins need to be very good about the selection they output.This might be better if handled in a generic fashion across the whole application, rather than per plugin. All plugins should request the main selection type they operate on, and if applied to the wrong sort, they should convert to the type requested.Things that need to be kept in mind, and of utmost priority for polygon modeling plugins The Front, Back, Top, Bottom, Left, Right views could be implemented in this specialized camera space since they're UI only features.Įxtending this idea it would be very powerfull to have a undo stack for every object/module attribute, or rather have a object/module history of the values of the attributes. View undo always affects the active viewports camera, so its impossible to issue the command on a deleted camera. When modeling, a lot of time is spent navigating the scene, storing camera movements in the global undo stack is wrong : create a view undo tree per camera that stores camera navigation actions only.Īdding information, manually moving the camera with the move tool, changing spinners etc, animating/connection properties of the camera are still all part of the document undo system. This is a general purpose feature that will, for example, allow separation of Camera/Viewport navigation and document's undo stacks. Keep that in mind as you let loose your wildest flights of fancy. K 3D MEASURE SOFTWAREWe're often asked "why doesn't K-3D do X?" As with all Free Software projects, the answer could be any one of: ![]()
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