Return to an object properties - How?

Return to an object properties - How?

Anonymous
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Message 1 of 29

Return to an object properties - How?

Anonymous
Not applicable

Whenever you select an object to draw, ie, Create>>Cylinder, a dialog window is put up that allows you to adjust the dimensions.  Once you say "OK" to this box, it is gone.  Sometimes, you have made a mistake. 

 

How can you get this dialog window to show back up once you have dismissed the dialog pop-up with the OK button?

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Replies (28)
Message 21 of 29

TrippyLighting
Consultant
Consultant

Mike, I'll be darned and eat my words!

 

I don't ever start a sulpt with a box and frankly most of my Sculpts I start in Blender. Thus I had not previously observed that behaviour.

So I tested what you said and created a box with 4 edge loops along the long axis and then I created one with the same basic dimensions but only one edge loop. Then I added two edge loops and the result is clearly different.

 

That definitely requires some explanation. If we don't get any good anwsers here, I'll start another thread. 

 

T-Spline oddity.png


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Message 22 of 29

HughesTooling
Consultant
Consultant

@Anonymous wrote:

That's the problem....I have had to click the Undo button 30 times in the last 2 days because the action of the carriage return when creating this intial shape is 100% COMPLETELY different than it is for every other Object where it either takes 2 carriage returns or it takes a carriage return and an OK button click.

 

 

I see what you mean about the action of the carriage return being different to the primitives in the model space, I never use the model primitives so I've not picked up any habits from that workspace. You could put an idea on the Ideastation asking for the same behaviour in both workspaces.

 

You could put an idea for edit of the base form as well but as it would only work as long a you've not edited the form it could cause more confusion.

 

Mark

Mark Hughes
Owner, Hughes Tooling
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Message 23 of 29

Anonymous
Not applicable

Thanks the ability to go back and edit was only my first knee jerk solution when I kept running into the problem.  I understand why you can't edit this once its changed and that is much more complicated programming to flag it and determine whether it has been changed or not.  I don't think it really is necessary if the issue were fixed.

 

The action of the carriage return being different is really a GUI "bug" (not a fatal one).  It's not really an idea.  It's a bug because there is no reason for this action to be different than the rest of the GUI, and thus makes the GUI inconsistent and confusing to new users.  Is there a bug report?  Bugs don't usually get votes by users...it is something the product management and developers either mutually agree is a bug or isn't.  If it's a bug, it's prioritized and fixed.  If they think it is not a bug, it is ignored.

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Message 24 of 29

TrippyLighting
Consultant
Consultant

I'd start a new thread and perhapos start the thread title with "BUG".

If it is recognized as a bug it will get fixed usually fairly quicky depending on complexity.

 

Based on the feedback you'll receive you can still add it to the Idea Station as a new idea. AD is pretty good on implementing these as well.

 

Another option is to invite other users such as @jeff_strater who is very active and helpful here.

You just need to type the @ sign and a number of possible users show up.


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Message 25 of 29

Phil.E
Autodesk
Autodesk

This is logged as a bug now. Thanks for reporting it.

 

However, it is a minor bug. There is no data loss, crash, or other severe result. Only a frustrated user, which is P3, borderline P4.

 

It may get taken up as an improvement if, as you say DEV and PM can agree it's worth fixing.

 

 





Phil Eichmiller
Software Engineer
Quality Assurance
Autodesk, Inc.


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Message 26 of 29

Anonymous
Not applicable

Thanks, I understand. I'm already working around it and have moved on to bigger fish.  

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Message 27 of 29

jakefowler
Autodesk
Autodesk

@TrippyLighting

 

Regarding the two different results: this is related to surface knot vectors, a property of NURBS that T-Splines makes use of (and something you won't see in standard SubD modelling). I gave another overview of this concept here, in explaining how this relates to error T-points. Here's a brief summary:

 

The shape of a T-Splines surface is not only affected by the position of the control points - there are also hidden "knot vectors" embedded in the T-Splines body (something like a 'weighting' applied to edges on the model), which also influence the smooth body shape. You'll have seperate knot vectors in the 'u' and 'v' directions of a surface. You can think of the knot vector in one direction as a list of spacings between adjacent edges; something like this:

1.png

 

When you first create a primitive (like the above), all knot spacings will be equal to 1 (= 'uniform' knot spacing).

A fundamental rule to these knot spacings is that adjacent spacings (i.e. the spacing on opposite sides of each T-Splines face) need to match-up. You can't have one edge on a face be a '1' and the opposite edge of that face be a '0.5' or a '1.1'.

 

When you start inserting edges, in order for the numbers to add up, we need to divide the existing knot spacing values. Here's what it will look like if you insert a single edge:

2.png

 

(and likewise, deleting an edge would introduce knot spacings of length 2).

 

The ability of T-Splines to divide knot spacings like this is important in allowing things like T-points, 'Exact' subdivision, etc.. But the downside is that, as you insert and delete topology, the knot spacings will become de-regularised, and in some cases may lead to unexpected shape problems (if you have star points that looked screwed-up, or inexplicably large distances between box mode control points and their smooth mode equivalents, it may well be down to irregular knot spacings in those areas).

 

So this is why we have the Make Uniform command: what this does is try to reset as many of the knot values as possible to 1.

 

In your examples; the box created with 2x4 to start with has uniform spacing (1s all over). The 2x2 box starts with uniform spacing as well, but when you insert edge loops it divides these up and introduces some spacing of <1 (probably ~0.5 on your example). If you perform Make Uniform on this model, is should reset all of the knot spacings back to 1, and give you the same shape as if you had originally created it with a 2x4 box:

 

3.png

 

We don't explicitly 'expose' knot spacings because it's a fairly complex concept, and for the most part it's not something you need to be concious of - T-Splines are designed to take care of knot spacings in a way that make modeling as intuitive as possible (for example, if Fusion were to automatically apply Make Uniforms at regular intervals, this would likely introduce more unexpected shape changes, not less). But as an advanced user, it's somewhat helpful to be aware of this concept at least, if only to recognise when this might be responsible for unexpected shape issues, and therefore knowing when it's useful to apply a Make Uniform.

 

Hope this helps clarify the behaviour, and let me know if you had any questions about this.

 

Thanks,

Jake



Jake Fowler
Principal Experience Designer
Fusion 360
Autodesk

Message 28 of 29

TrippyLighting
Consultant
Consultant

This goes into my list of AWESOME responses!

Very well explained.


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Message 29 of 29

jakefowler
Autodesk
Autodesk

Glad that helped 🙂



Jake Fowler
Principal Experience Designer
Fusion 360
Autodesk

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