Jump to content
AutoDesSys Forums

setz

Members
  • Content count

    496
  • Joined

  • Last visited

  • Days Won

    75

Posts posted by setz


  1. FZ 6.5

     

    In the Coordinates Palette uncheck A, W, and C and then highlight  the "d" field (click so that it is light blue - as shown below).  This will then enable you to type in a distance to move selected elements similar to the feature available in V8 described above.

     

    Also if you select a single point you can then use the Query Tool to bring up a dialog where you can then enter specific coordinates.

     

    post-176-0-71178700-1502925328_thumb.png


  2. Can the Reposition Dimension tool be re-introduced.  It is a very quick and efficient option to quickly edit dimension positions without having to show controls.

     

    ...and can the Move Tool be re-enabled to move dimension text if clicked upon or entire dimensions if Leaders are clicked on as in V6.  It's very fast and easy to edit dimensions with these options.


  3. I set up scenes with different rendering sizes and views as well as a "Full Screen" version to switch quickly without having the need to have multiple windows. "Image Options" saves the render resolutions.

    post-176-0-25248700-1502204247_thumb.png


  4. Nurbs and other smooth objects are more for engineering than for rendering/animation. 3D coat is geared for creating high detail, low poly assets for gaming and rendering or for creating very high poly assets for 3D printing. While obj files can contain smooth information, 3D coat can not import smooth objects. Any object being processed by 3D coat will be exported as a poly object. This is not a limitation of FZ. In fact FZ is one of a limited number or softwares which can utilize both smooth and poly (and Sub-D) objects efficiently.

     

    I use FZ and 3D coat. It is a great combination. I prefer to model in smooth objects and I typically make a "rendering" copy of objects I want to paint. I use the polygonize tool to quickly and easily create a poly version of the objects. This gives you the opportunity to adjust and control the smoothness of the facetting of smooth objects as you desire for optimal rendering. 3D coat does not like n-gons (unlike versatile FZ) so as a last step it is important to eliminate them. I use FZ's triangulate tool for this. I then export as obj to 3D coat, create UVs and paint. When done, I export back into FZ for rendering with Maxwell. Also note that many objects don't require complex UVs and can be more quickly and easily mapped with FZs mapping tools. (A note to ADS, I really miss the texture editor fromV6 and ability to edit texture groups; would be great to have it returned). Exporting pre mapped objects (which are converted for you by FZ during the obj export to UVs) can save a lot of time as well being ready to paint/age in 3D coat immediately upon import.

     

    I retain both the smooth and poly versions of the files or objects because it gives me the most control for optimization for both rendering and for CNC for which my clients require smooth models.

     

    Having said all this, It would be fun to have an app link for FZ but in reality it is pretty easy and straightforward to just use obj especially for Maxwell renders because I rebuil and adjust the materials in Maxwells material editor manually anyway. The app link would be a lot more helpful for Renderzone renders, placing the textures in the appropriate places automatically.


  5. Post or email bugs and requests. ADS does listen to their user base and is truely interested in making their software as great as it can be.

     

    Version 8 has come a long way from V7 and is very stable. ADS continues to constantly update the functionality and is consistently adding value to the software. I wish I had more time to submit requests/suggestions and I do whenever I have a moment.


  6. I use 3DCoat all the time with FZ for just this purpose.  It's actually very efficient.  My models in 3dcoat are large, usually between 10-20 million polys.  The key is in Decimating the model PRIOR to exporting from 3DCoat.  My process is as follows:

     

    1. If working in voxels, convert to surface mode.

    2. I like to change display to wireframe at this point to see what effect the decimation is actually having.

    3. Go to the Geometry menu, and choose decimation.  Enter your reduction percent.  I usually use 95-98% which for a 10 million poly model will output a mesh of 200-500k polys, FZ handles these fine.  Verify that the wireframe and the shaded views that your details are preserved.  Undo and repeat until you have a good balance between low count and high detail, .5% can make a difference.

    4. File/Export Model

    5. When the Export Dialog asks for amount to reduce the file on export enter "0". This is important because for some reason the export decimation is much more destructive to detail.

     

    Forgive me if you know this info already, but hopefully it will help.


  7. Currently, Sweeping is most functional when "As Positioned" is used.

     

    The interactive widget defaults to centroid which is not very useful most of the time.  Is there a way to snap move it to a different position on the profile?  I tried key modifiers to drag and reposition, which could work well for editing, but found nothing that would work.  Adding a  "flip vertical" and "flip horizontal" option would also be of great help.  As Pipo states, reversing path sometimes works but not always.

     

    +1 for non parametric option for rounding

     

    @rod - Are you using the Polygon Mesh Tool for converting to facetted?  There are a few ways of converting an object to facetted, but this tool is IMHO the most useful.  See the settings below as to how they affect the top of an extruded cylinder.  I did first convert from an Extruded Objet to a Plain Object although I don't know if that matters.

     

     

    post-176-0-83887700-1497455203_thumb.png

    post-176-0-12107000-1497455213_thumb.jpg


  8. The work around is to use the Polygon Tool and set the number of sides you want there.  It's really the same as a polygonal circle, but you wouldn't think so at first glance.  Just Choose "By Number of Segments" and enter the resolution -number of sides- as you like.

    post-176-0-05952300-1497369827_thumb.png

    post-176-0-67227100-1497369832_thumb.png


  9. When the cursor is over the Objects Palette can the Key Sct for "Fit All" have a secondary function which would both expand the object's hierarchies and then highlight the selected objects?

     

    I don't remember if Cmd+F is the default Key Sct for "Fit All", but it is the one which I use, and it would also conveniently represent "Find" when used as described above.

×