This morning I browsed a few older posts and over the years there have been quite a few people asking for better T-Splines tools such as the ones already implemented in Speedform (same technology). the list is probably not complete but a good example.
-Straighten Vertices
-Reverse Normal
-Simplify
-Cut
-Lattice
-Edit by Curve
-Pull in 2D and 1D
Tools like this really allow you to define shapes more accurately with better control and faster. As such it would make the T-Spline environment much more useful in Fusion 360. I have a really hard time understanding the premium cost Speedform demands , currently roughly 5 times more expensive than Fusion.
At $2,400/year I don't believe a lot of people are adopting Speedform as their primary subD tool. It's simply not as good as dedicated poly modelers and more expensive. In addition, there's plenty of good alternatives, such as Maya/3DS Max/Modo/Blender and convert the OBJ to Nurbs using Fusion. The Maya/Fusion combo is roughly $2,000/year and offers way more functionality than Speedform alone at a lower cost. The Modo/Fusion combo is roughly $1,200/year and the Blender/Fusion combo is roughly $500/year. There's several examples on the forum of people using these workflows. The reason they use these workflows is to work around the limited T-Splines toolset in Fusion compared to other subd modelers.
In addition to this, the Fusion user base is much much larger than the Speedform user base and I believe the growth rate of Fusion is also much much larger than Speedform. The question is, how many additional people would adopt Fusion 360 if it had better subd tools? Well I don't have the answer to that, but I don't believe it's a stretch to think that the specific growth rate for Fusion 360/T-Splines modelers would be 5 times greater than the Speedform growth rate, thus generating more revenue for the same technology.
And you would make a lot of people happy including me ![]()
Can't find what you're looking for? Ask the community or share your knowledge.