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 Post subject: Re: quickPrimitive
PostPosted: 16 Feb 2012, 01:20 
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Joined: 09 Jun 2009, 11:59
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Location: warsaw
Thanks Brent for explanation

bottleofram wrote:
I have a question: how does it decide on what length to snap when holding ctrl?

Image

I figured if you drag on the grid diagonally it will snap on grid points (pic1). Sometimes it has this .999 value which i assume is indefinite 9's problem, but other than that, it works. What would be brilliant is if you could snap the length on objects points or edges (pic2). With circular objects it seems to work, but not with the cube.


thanks, already fixed that, so It's behaving correctly like grid prim.
That 0.9999 is display glitch I believe. If you check prim ppg, it will show correct value.

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 Post subject: Re: quickPrimitive
PostPosted: 16 Feb 2012, 08:04 
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Not sure how significant this is, but heres another strangeness:

Image

Aligning seems off on the points that lie on the edges (here selected) where end and start of the revolving mesh meet.


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 Post subject: Re: quickPrimitive
PostPosted: 16 Feb 2012, 10:48 
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Toonafish wrote:
Great tool. Thank you very much !

A thing I noticed is that it works perfectly with a mouse, but with a Wacom holding the RMB to define the height doesn't seem to work very well. Even though I hold the RMB on the wacom pen, I can't seem to drag the height as far a I need, it stops almost immediately after clicking the RMB.

Has anyone else with a wacom noticed this ?


Same problem with my wacom here.


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 Post subject: Re: quickPrimitive
PostPosted: 16 Feb 2012, 11:23 
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Joined: 26 Sep 2009, 15:51
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Late again but thanks for that great tool.

I started working on a click-and-drag tool for nulls, (each null has a local "transform setup " property for that tool ... rotating, translating, both, local XY, global YZ, view space etc... Nulls could be hidden and control icons only show up when the tool is active...)
Probably won't happen as I have no time for it, but I'll just drop the idea here in case someone would like to pick it up.

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 Post subject: Re: quickPrimitive
PostPosted: 16 Feb 2012, 11:24 
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bottleofram wrote:
Not sure how significant this is, but heres another strangeness:

Image

Aligning seems off on the points that lie on the edges (here selected) where end and start of the revolving mesh meet.


When it comes to aligning to polymeshes It's always abit of wild guess. I'm using 'magic formula' for local frame axes taken from sdk helpfile.
If you pick that vertex on cylinder/sphere/... and activate local axis, you will see that (in this case) 1 vertex is off...

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 Post subject: Re: quickPrimitive
PostPosted: 16 Feb 2012, 12:40 
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rray wrote:
Late again but thanks for that great tool.

I started working on a click-and-drag tool for nulls, (each null has a local "transform setup " property for that tool ... rotating, translating, both, local XY, global YZ, view space etc... Nulls could be hidden and control icons only show up when the tool is active...)
Probably won't happen as I have no time for it, but I'll just drop the idea here in case someone would like to pick it up.


That's a great idea, something like Messiah armatures (or Transform Setup 2).





Animators and riggers would love it, too bad you can't accomplish it.
Maybe SI development team could chime in?


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 Post subject: Re: quickPrimitive
PostPosted: 16 Feb 2012, 12:57 
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Joined: 30 May 2010, 22:54
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Exceptional tool! Love it and thanks a lot! :ymapplause:
seems cannot assign shortcut for it...


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 Post subject: Re: quickPrimitive
PostPosted: 16 Feb 2012, 18:04 
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Nizar wrote:
Exceptional tool! Love it and thanks a lot! :ymapplause:
seems cannot assign shortcut for it...


its called pmQuickPrimitive in custom script commands

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 Post subject: Re: quickPrimitive
PostPosted: 20 Feb 2012, 09:53 
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Joined: 12 Jun 2009, 13:33
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GREAT tool, thanks for sharing!

A really nice addition would be to have the possibility to select a "custom" primitive. This way we would have something similar to the "bolts painter" (don't know the exact name) plugins for max, which are really useful.

Just an idea.


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 Post subject: Re: quickPrimitive
PostPosted: 20 Feb 2012, 21:36 
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Well, thats a job for another plugin ;)

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