Here’s the first test of QuickPose tool, a surprise tool I was working on. As its name points, is a tool aimed for quick and dirty posing and transforming a selected region from a mesh. It turns an area into a rubber like material so all transformation are nicely propagated to the vertices in a physical way.
Sometimes you don´t need complex setup just for bending few parts from a model 🙂
Under the hood it performs complex implicit representation of the mesh and store its diferential coordinates in order to preserve high frecuency detail when the mesh is deformed.
Still is subject to further optimization and interface change, particularily I need to add support for pose rotations so stay tunned!
Smoothing algorithm seems to be a never ending source of inspiration. There´s probably as much smoothing algorithm as there´s researchers out there!
So far 3dCoat has a plenty of smoothing tools, but nearly all of them suffered when mesh density is high or varies a lot across a surface.
Every artist know this when a small dense area rebels against a smoothing eefort. We have tools like recently developed like Smoother, that ideally smooth a painted area, useful for pre-planned smoothing. Or powerfull smoothing, that performs a more aggressive smoothing but still suffers from the curse of the high numbers.
well, Now i have added to TSmooth a third algorithm: Strong smoothing. it will always smooth the mesh under the pen regardless the base geometry, and vene better, in a consistent way!
So be careful smoothing with this tool because it can obliterate the most stubborn details!
For CopyClay I´ve actively researched several bending algorithm. Making the parts seamless blend with the base mesh is far from trivial, and many algorithms can be used. A membrane based algorithm was first develop, which strored an offest from an ideal membrane for each vertex, it turned out not very robust and limited.
Then I cam up with an iterative, spring elastic algorithm that perform quite good and moreover, is fast. For most cases is the default.
It has the limitation that for parts that required extreme bending over mesh, it requires a lot of iterations and thus, become slow and non optimal.
So finally I’ve implemented a laplacian iteration-free method, completely based on linear system solution,wich has many advantages over previous one: it provides the best bending algorithm altough is not as fast as few iterations on Elastic method) but for best quality is unmatched!
It accurately bend the part over the surface because in theory is the convergence mesh of the elastic method at unlimited iterations.
Working over few bugs in Bridge I realize that not always we need such a high resolution in bridging detail provided by the automatic splitting algorithm implemented in it.
And the fact that in most cases tunnels are hidden from the actual models it can be good to fine tune its detail level so it can be less or perhaps more?, because there’s everything in this world 😛
So I add a slider to control that possibility if user wants too, but the default will be the automatic detail estimation.
Some weeks ago I got a pretty interesting mantis bug repport about LiveClay couldn’t correctly handle long stretched triangles. I’ve develop for current LC tools a very advanced splits triangle criterias that ensure we always get nice triangulation, nice topology and nice valence on the mesh, in a very organic like way.
Also 3DCoat almost always deals with high density meshes so I never saw the artit use cases dealing with such ill formed triangles…it turns out it was more common that I initially tougth!
Any low poly model imported from every general purpose 3dpackage can have such triangles and in furniture modeling those are everywhere, so yes, hard surface low density meshes was a missing spot for LC tools.
And the solution was the simplest split criteria: split only the longest edge of a face. It will always subdivide ill triangles in a way they become tractables latter, something was not happen with previous criteria, but ofcourse a tradeoff must be made, between nice topology and stroke preserving shape. So former advanced split criteria will still be the best when mesh density is relatively high compared to the brush size or mesh is organic.
Summarizing, there´s now two options for split faces: Soft (previous advanced algorithm for organic or dense meshes that keeps nice topology/geometry ) and Hard (new algorithm for keep hard edges and preserve as much geometry as possible at the cost of topology quality)