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#1 |
Junior Member
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Join Date: Sep 2008
Posts: 25
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Interface:
Duplication: Selection: Hiding & Locking: Welding: Combining Surfaces: Object Alignment and General Snapping: Drape: Shrinkwrap: Texture: Boolean Operations: Some of these may be impractical to implement. There may be better ways of doing things I've suggested that I don't know about. All I'll say is that I could have saved 200 hours in the last year if some of them were implemented. |
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#2 |
Junior Member
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Join Date: Sep 2008
Posts: 25
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Virtual Axis:
Extrude Vertices: Hierarchy Highlighting: Hierarchy Hide:
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#3 | |
Senior Member
Professional user
Join Date: Jul 2005
Location: France
Posts: 737
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![]() Quote:
But a proper manipulator would indeed be much more convenient.
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#4 |
Junior Member
Advanced member
Join Date: Sep 2008
Posts: 25
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Hierarchy Window Widgets:
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#5 |
Administrator
Professional user
Join Date: Jun 2003
Posts: 4,565
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This is very useful and interesting feedback - many thanks!
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#6 |
Junior Member
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Join Date: Sep 2008
Posts: 25
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My pleasure. I love this app.
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#7 |
Junior Member
Advanced member
Join Date: Sep 2008
Posts: 25
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Hiding & Locking Redux:
Overlapping Vertices: Maybe you shouldn't have encouraged me. |
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#8 |
Junior Member
Member
Join Date: May 2009
Posts: 14
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I like some of these a lot!
Some of the first ones about the scroll wheel and the moving multiple items would help tremendously. I find myself sometimes trying to move 20 objects through a list of 200... Also, the ones with duplication and merging. Sometimes I then need to move the merged/duplicated object, through 200 like above to get back to the animation group where it came out of. Even a few of these (like the scroll wheel and merging ones) would be amazingly helpful ![]() |
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#9 |
Junior Member
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Join Date: Sep 2008
Posts: 25
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Extrude Vertices Redux:
Actually, this is nothing but a Bevel with negative numbers and zero Out but along a virtual axis. I should've spotted it instantly. ![]() |
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#10 |
Junior Member
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Join Date: Sep 2008
Posts: 25
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Yes, you can, but you'd be guessing how much to move it in the x, y and z directions so that the move is equivalent to a move-by-normal. I suppose you could use trigonometry to work it out but who would bother?
I'm hoping to inspire the author into a payware upgrade. Minor UI annoyances are a must fix as far as I'm concerned, but things like better snapping, virtual axes, drape and shrinkwrap are things I'd be willing to shell out and thank him for the added modelling power. I believe snapping is broken. It should be move one to another and not both together. Snap anything to a carefully placed object or point in relation to the origin and that careful placement is ruined. Where accuracy doesn't count, like making a teddy bear, it doesn't matter, of course. |
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