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scupts: discrete modelling in blender?

Watermelon Tokyo
Square
Join date: 20 Nov 2006
Posts: 93
05-29-2007 08:58
Anybody know if it's possible to restrict vertex locations to integer (or some other discrete) values in blender?
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Cindy Crabgrass
Crashed to Desktop
Join date: 9 Sep 2006
Posts: 158
05-29-2007 09:05
All i know is using a grid (in view-view properties) can help.
(and snap selection to grid)
Another fine option is the new 'Retopo', but i cant really get
the Results that i want from that :o
What exactly do you want to do ?
3D modelers use floats, so restricting to integer is a bit strange.

You might have some sucess with a custom startup file,
like place the cube at 127,127,127 and zoom out so you
can see the range from 0-255.

Another option : try MoI, it has a great grid-snap and is
very simple to use. Its my favorite Application to make sculpties.
Torture a NURBS sphere in MoI, or extrude a shape along a path,
as long as its a single object with ony one surface, my 3dm2sculpt
should be able to convert it to a sculpty.
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Watermelon Tokyo
Square
Join date: 20 Nov 2006
Posts: 93
05-29-2007 09:52
Oh yeah snap might work. Thanks! :P

The problem: blender has a much higher modelling resolution than sculpt maps. All other problems aside, I think that a large source of lumpiness in the end is due to modelling in floats, which are the sampled into integers. I figure if the modelling program were constrained to what sculpt maps could reproduce, I would have much better, and predictable results overall.
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
05-29-2007 13:10
From: Watermelon Tokyo
Anybody know if it's possible to restrict vertex locations to integer (or some other discrete) values in blender?


Hold down CTRL while dragging to snap to grid
Hold down SHIFT while dragging for finer control

You can hold both at once to snap each 0.1 instead of 1.0

These work in Rotate mode too for adjusting angle of rotation, and in scale mode.

Speaking of which.. If scaling up move pointer near middle of selection before hitting S, if scaling down, move pointer further away from selection before hitting S.

Pressing X, Y or Z will constrain movement to that axis, pressing shift and X, Y or Z will omit that axis from movement.