Drifter Dreamscape
Registered User
Join date: 30 Mar 2008
Posts: 182
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08-16-2009 07:54
Can anyone out there explain, please? - I'm modding a sculpt mesh cylinder, or at least trying to, and I need a sharp corner . I've used crease to define it within Blender but believe the sure way forto ensure a crisp appearance when imported into SL is to move one set of vertices on top of the adjacent ones along the edge of the corner.
For some reason, when I select a vertex and start to move it using Grab, it moves quite freely but when I try to apply Snap to Closest (which I made sure is active) by holding down Ctrl, it refuses to budge!
A different model I'm doing in a separate session works without any trouble. Is there a Blender setting I'm missing?
Thanks once again to all you experts out there.
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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08-16-2009 08:53
Maybe you have changed the snap mode unintentionally ?  You will want to snap to closest "vertex" ... i hope that helps
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Drifter Dreamscape
Registered User
Join date: 30 Mar 2008
Posts: 182
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08-16-2009 09:27
Hi Gaia. Thanks for suggestion but I'd already checked that and everything is as it should be there.
I've now uninstalled and reinstalled Blender 1.49a - unfortunately having lost the Primstar add-on as a result, put Dom's supplementary stable version scripts back in, and tried again. It did the same again and then started working after I got annoyed and waggled the cursor about and hit the Ctrl key repeatedly.
It's almost as if the Blender installation has a loose connection somewhere - I wonder if there's a small glitch somewhere in the programme code that causes intermittent failure. Either that or something in my OS is not quite right. Selecting a vertex and moving it about it appeared as if it is only snapping to an unseen grid. In top view it snapped at 0.1 unit intervals and when I went to an angled view it snapped at 1 unit intervals!
Anyway, it's functioning again now so it's back to tearing my hair out on other aspects of sculptie modelling.
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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08-16-2009 12:16
When i played around with the snapping tool the first time, i thought the vertices would snap when they get close to each other. Nada! It is not the relative position of the vertices, which counts, it is the position of the cursor. So when your cursor does not get near to a vertex during dragging, no snapping would occur. Maybe you are falling into the same trap as i did first ? Besides this i have seen another caveat: If your mesh points are too close to each other (or your viewpoint is too far away from the mesh) then sometimes snapping does not occur. I think that is because the snap range may be coupled to the view and if the mesh points are too near the snap distance would lead to ambigeous snap locations, hence no snap takes place ??? Anyways in that case the workaround for me was always to go nearer to the object and then drag again. And another thing to know: If snap is disabled, then pressing CTRL while dragging will snap relative to the grid (but not to the grid points as you might expect). I checked this behaviour with blender 2.49 and blender-2.49a to be sure, i am not falling into a trap by myself  Still it may be a bug, because i remember, that grid snapping was always a snap to grid position... cheers, Gaia
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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08-16-2009 12:24
From: Drifter Dreamscape I've now uninstalled and reinstalled Blender 1.49a - unfortunately having lost the Primstar add-on as a result, put Dom's supplementary stable version scripts back in, and tried again. You can avoid this by adding your separate users directory to blender and place the primstar scripts therein. primstar does not work with the user scripts directory when you are on windows blender-2.49, but it works again with blender-2.49a (it looks like a bugfix...). See the machinimatrix installation guide for blender: There i explain how to add the user scripts directory  cheers, Gaia
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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08-16-2009 12:27
From: Drifter Dreamscape I've used crease to define it within Blender but believe the sure way forto ensure a crisp appearance when imported into SL is to move one set of vertices on top of the adjacent ones along the edge of the corner. This is only true if you rely on the SL lighting system. In that case doubling the edges will keep SL from bleeding light into the wrong faces. If you work with fullbright, then this problem does not occur and you can keep your vertices for modelling instead of tricking the SL light system  . See also http://blog.machinimatrix.org/sidenode-on-vertex-lighting-in-sl
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Tiziana Catteneo
Registered User
Join date: 19 Feb 2007
Posts: 187
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08-17-2009 03:00
I tried Blender 2.49a and unlike previous versions the snap to vertex + closest is more imprecise, it only work if you zoom very close.
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Drifter Dreamscape
Registered User
Join date: 30 Mar 2008
Posts: 182
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08-17-2009 03:19
Thanks for replies.
Gaia, I'll spend some time absorbing all your comments.
Quick update on the snap problem - trying various buttons I turned off Proportional Edit Falloff, and seem to be able to snap again. Even more I seem to be able to snap to vertex positions on non-active objects in the same blend file. I'm sure it didn't do that before!
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