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| Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting. |
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| | #1 (permalink) |
| Vertex ![]() Join Date: Mar 2006
Posts: 9
| Thomas - Are there going to be any updates to the Lines in Hex 2?
I Just purchased Hexagon. I have a couple of request for additions to Lines, but was waiting to see what's in Hex 2 before I make any request. I've attempted to patch model a head last night but after patching "coons surface" my line for the next adjacent patch would move down to the DG box as wasn't selectable, for use on the adjacent patch. I could copy and paste it back into the scene tree, "an extra step" but would lose all history for that curve's effect on that patch. Do you have to do all patching at the same time or can I do each patch manually? Also is there a way to break a curve into two by selecting a piont and using a tool. The end result being that both curve points share the same space were the break was performed? It would also be great to have a special boolean operation for multipule curve selections Greater Than Two, wich would break the curves where they overlapped. One more thing, A way for coon surface's to detect the patch next to it and conform to the same topography. Thanks |
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| | #2 (permalink) |
| Always learning new stuff ![]() |
For the first part, honnestly, you won't be able to have a good result with this technic ![]() And to your problem, I need some screenshots, I don't understand everything... (it also depend on your DG mode) For breaking the curve, you can do a Cut past on the control curve, but you will lose the smooth on the connection point. For the boolean, yes, some improvement can be done here (I also request that) For the coons, you can get the last curve of the patch, by cloning it from the DG panel (select it from the last obect and do a CTRL+D to clone it) But keep in mind that the surfacs tools of Hexagon are not the same as a patch system which can be find in other softwares like LW or AM. |
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