I am not sure this is a bug, but Ive seen the behavior several times when editing a surface.
This sceencast explains this better that I can in written words.
Solved! Go to Solution.
I am not sure this is a bug, but Ive seen the behavior several times when editing a surface.
This sceencast explains this better that I can in written words.
Solved! Go to Solution.
Solved by deyop. Go to Solution.
There are vertices that are displayed for the control frame and for the smooth model. You can see where these positions are when you are in smooth or box display mode or where both are if you use the control frame display mode. When you begin to create a face we default to box display mode because the face controls have to snap to targets on the control frame not the smooth vertex locations. When you complete your face creation we put the model back in the display mode you entered the command with.
Thanks
There are vertices that are displayed for the control frame and for the smooth model. You can see where these positions are when you are in smooth or box display mode or where both are if you use the control frame display mode. When you begin to create a face we default to box display mode because the face controls have to snap to targets on the control frame not the smooth vertex locations. When you complete your face creation we put the model back in the display mode you entered the command with.
Thanks
We would certainly be interested in hearing what improvements you miss in Blender. I know cekunnen (Claas) has expressed similar frustration with the differences between Blender polygonal modeling and T-Splines. Although they appear to be the same animal the big difference with T-Splines is that the smooth mode is not just an increased number of polygons it is actually a reflection of the underlying Bezier patches. When the T-Splines are smooth mode there are two operations happening in the background. There is an extraction of the Bezier patch and then a tessellation of those patches. The advantage is that the T-Splines can always be evaluated as a surface model and there are no approximations when the T-Spline is converted to NURBS surfaces.
Please let us know where you are having difficulties. Thanks for your participation on the forum.
We would certainly be interested in hearing what improvements you miss in Blender. I know cekunnen (Claas) has expressed similar frustration with the differences between Blender polygonal modeling and T-Splines. Although they appear to be the same animal the big difference with T-Splines is that the smooth mode is not just an increased number of polygons it is actually a reflection of the underlying Bezier patches. When the T-Splines are smooth mode there are two operations happening in the background. There is an extraction of the Bezier patch and then a tessellation of those patches. The advantage is that the T-Splines can always be evaluated as a surface model and there are no approximations when the T-Spline is converted to NURBS surfaces.
Please let us know where you are having difficulties. Thanks for your participation on the forum.
We have a backlog item to provide the insert edge at a specified distance. Good to know that there is another person out there waiting for it. I will add that to the dev task.
I am sympathetic to the keyboard shortcuts issue. You are aware of the shortcuts available when in Edit Form right? Still, not configurable. I got this listing from the introductory tutorial documents.
Thanks for your input.
We have a backlog item to provide the insert edge at a specified distance. Good to know that there is another person out there waiting for it. I will add that to the dev task.
I am sympathetic to the keyboard shortcuts issue. You are aware of the shortcuts available when in Edit Form right? Still, not configurable. I got this listing from the introductory tutorial documents.
Thanks for your input.
Maybe I'm weird but it's the ALT that kills the shortcuts for me. Also right side of the keyboard.
Maybe I'm weird but it's the ALT that kills the shortcuts for me. Also right side of the keyboard.
Also on Mac side most of these are two handed shortcuts. If I have to let go of my mouse it's not a shortcut. Control only exists on the left side of the keyboard on laptops.
Also on Mac side most of these are two handed shortcuts. If I have to let go of my mouse it's not a shortcut. Control only exists on the left side of the keyboard on laptops.
I get your point. The current conflict is that the default input focus is always the numerical input when in a command. Any keyboard input heads to the numerical input. Why not exclude alpha characters? Alpha characters can be used for parameter inputs. How about putting in a qualifier to utilize parameter inputs? Which one? It gets complicated.
Numerical inputs are probably not high priorities for anyone concentrating on sculpt workflows but we need to have some consisitency in the behaviors. Although keyboard focus may not be desired here you could likely miss it in other locations. We could probably provide a prefrences option to support keyboard shortcuts instead of numerical input.
Just some background to let you know it is being considered.
Thanks
I get your point. The current conflict is that the default input focus is always the numerical input when in a command. Any keyboard input heads to the numerical input. Why not exclude alpha characters? Alpha characters can be used for parameter inputs. How about putting in a qualifier to utilize parameter inputs? Which one? It gets complicated.
Numerical inputs are probably not high priorities for anyone concentrating on sculpt workflows but we need to have some consisitency in the behaviors. Although keyboard focus may not be desired here you could likely miss it in other locations. We could probably provide a prefrences option to support keyboard shortcuts instead of numerical input.
Just some background to let you know it is being considered.
Thanks
That makes a lot of sense!
That makes a lot of sense!
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