kos88

Hi Everyone,

I wanted to share here a little progress that will be released in the next update.
So far, are mostly UI updates, but that's only the beginning.


Children in Operations:
This feature will make easier understand and interact with the different meshes of an operator, by selecting them directly from the Operators Stack.
children_in_operators.gif 


Detachable windows:

With long chains of operations the space on the UI can be too little to work comfortably.
For this reason 2 new features have been implemented, other than making the parameters more compacts with some alignments edits.

- Now by double clicking on the handle between the two UI the parameters are compressed or expanded
- With the arrow button, the parameters can be detached in another dockable widget that can be placed anywhere, and reparented with the close command.
flexible_windows.gif 

I will post here more updates when they are in a more advanced stage.

If someone is interested in testing the new features please contact me with a private message.

 

Costantino

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pshipkov
I have to say - this looks amazing.
Do you have an idea about release date ?

Also, can we insert "arbitrary operators" ?
Having maybe a descriptor that we can define our own stuff and the system will see it ?
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samadoni

looking good

Maybe using a proximity based selection mode could be a good addition for a faster workflow (now that we have a node for that in maya).

And to stay in that type of contextual workflow, i would like to see maybe a little api. I remember when i tried the plugin i had a hard time building a custom marking menu.

It's quite essential for me to have this type of speed modeling workflow. Be able to quickly perform the boolean, middle mouse button drag to adjust the bevel width and shift+MMB for the spans etc     

[XhUK1Q] 

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pshipkov
This is actually a great idea, not just in this case but in general.
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ruchit
Looks like Blender Kit ops

[5bb86b2702efe94c775f3bbb_KITOPS-01] 
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samadoni

not really the same, kit ops is just a library with with a snapping thing performing a regular boolean.

HardMesh is much moire advanced (boolean wise) it's like modo Mesh Fusion, a boolean with a much more cleaner geometry. 

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kos88

Hi Guys,

thank you for your feedback!

pshipkov wrote:
I have to say - this looks amazing.
Do you have an idea about release date ?

Also, can we insert "arbitrary operators" ?
Having maybe a descriptor that we can define our own stuff and the system will see it ?


The plan now is to have a first intermediate release with a first UI update and some new nodes that I will post soon.

After that, I will start into a more advanced refactoring of the code to allow the users to use a wide array of operations not "only booleans" but also some other interesting operations useful for hard-surface modeling.

samadoni wrote:

And to stay in that type of contextual workflow, i would like to see maybe a little api. I remember when i tried the plugin i had a hard time building a custom marking menu.

It's quite essential for me to have this type of speed modeling workflow. Be able to quickly perform the boolean, middle mouse button drag to adjust the bevel width and shift+MMB for the spans etc     



I like the idea of the proximity visibility, it will be in for the next release.
I can definitely look into an easy way for letting users to access the commands and attributes to allow faster and customizable interaction.

I'll keep you posted.
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NOne
I'm a poweruser of this plugin and can't stress enough how useful HardMesh is in a concept and design process. Those updates look promising. PUX has a vision and understands that UX / usability is king. For example I hope to soon be able to keep both slices of an operation. Imagine a sphere cut by a plane and getting to keep both halves separated (as objects) and properly filleted. Right now this is only possible with duplicating all the operators and inverting the cut plane.
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pshipkov
Agreed. HM has a lot of room for future growth. There just so many possibilities that can be explored by expanding the toolset.
Also, i think that having a "detail" library will be very useful too. Similar to what we see in Blender. This will speed-up the prototyping process a lot.
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kos88

Thank you for the encouraging words!

NOne wrote:
...For example I hope to soon be able to keep both slices of an operation. Imagine a sphere cut by a plane and getting to keep both halves separated (as objects) and properly filleted....


This is actually one of the things that more that one user asked for.
The refactor to expand the available operators will make things like this one definitely possible.

As for the mesh library, is a long awaited feature from the users that for many reasons has always been delayed.. I still have the mesh library branch that I have never finished on the repo.
It would definitely give that extra boost in productivity.

Hopefully I will be able to put it up again in the priority list 🙂

 

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kos88

Hi Guys,

a little update, non UI side this time.

We are planning to release two new nodes.
At first they will not be integrated in the operators stack, but they will let you to have some interesting tools to add in your workflow.

We will release them with the classic maya workflow that will create the connections, but the plan is to make sure that everything will work in the stack (longer term plan).

Split Node:
This node will let you to cut a mesh from one or more curves on the mesh itself.
You can create those curves by projecting them, or by creating an intersection curve between meshes.

The output will be different mesh shells alongside with the cutted edges ids.
splitNode.gif  Notice that compared to the maya node, we preserve the normals so the mesh still looks good.
Also no garbage cvs are created and overall you have the same controls that you have on a regular HardMesh operation.

Blend Node:
The blend node will let you blend two set of edge loops, without caring too much about the count.
It's like a poly bridge but it tries to keep the mesh blended, no matter what.

In this example one edge loop is taken directly from the split node, letting you change the cut without having to worry about the constant change of the ids, that in a normal situation would force you to manually set back the edges.

Also here the normals are preserved and you have pretty much the same control on a bevel of an HardMesh operation.
blendNode.gif 
Next time I will post some more meaningful examples.

See you with the next update.

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oglu
That does look great.!
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pshipkov
Really good stuff.
Even standalone this will be useful in many ways.
Looking forward to give them a try.
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NOne
kos88 wrote:

Blend Node:
The blend node will let you blend two set of edge loops, without caring too much about the count.
It's like a poly bridge but it tries to keep the mesh blended, no matter what.

In this example one edge loop is taken directly from the split node, letting you change the cut without having to worry about the constant change of the ids, that in a normal situation would force you to manually set back the edges.

Also here the normals are preserved and you have pretty much the same control on a bevel of an HardMesh operation.



The smart bridge / blend tool is exactly what is needed for conceptual hard design. Congratulations!
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samadoni

some inspiration,
i think this type of workflow could fit perfectly with HardMesh.

Be able to create shapes based on the normals (also based on camera plane) like in the video and interactively create the shape while subtracting.

Really bringing something smooth and interactive to the workflow.

  

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