Freestyle 1.3.1 has been released!

Freestyle 1.3.1 has been released!

Postby Mads Andersen » Sun May 24, 2009 12:02 am

Fixed some annoying bugs and introduced the "target" direction. Now only snapping is missing before it is easy to rotate around an edge and the like.

Enjoy!
/Mads

- Fixed overly eager popup hiding.

- Updated Label to new widget design.

- Updated Button to new widget design.

- Updated Slider to new widget design.

- Updated ScrollBar to new widget design.

- Updated Spinner to new widget design.

- Updated TextField to new widget design.

- Removed the editor concept and everything surrounding it.

- Fixed infinite loop in the constrained delaunay triangulation caused by numerical issues (reported by puzzledpaul).

- Value limits are now "soft", meaning you can type in values outside the sliders minimum and maximum.

- Added "target" direction.

- Fixed several bugs in gizmo control.
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Re: Freestyle 1.3.1 has been released!

Postby puzzledpaul » Sun May 24, 2009 6:47 pm

Someone's been busy :)

What's the thinking behind the way that face extrude works?

select a face (top of cube, say)
Extrude normal and inset a bit
change from normal to custom

Inset change is kept, but extrude distance reverts to start position?

If extruding with > 1 sections, you've presumably considered some means of changing the shape of the extrusion within this tool - rather than having to use taper...
... possibly only displaying relevant options under multi-segment situations?

Target rotate looks promising
Any thoughts about extending the rotate axis display so it actually goes thro' the target point
Still think there should be some angle readouts somewhere, tho :)

Re the rotate widget 'blob' ... if model is tumbled so that the rotate plane circle becomes a straight line, the 'blob' is often at the end (rather than the middle) of this 'line' ... and it seems far more sensitive (to me) in this position.

Other thoughts re rotate , but will wait until you've got snapping / aligning sorted

pp
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Re: Freestyle 1.3.1 has been released!

Postby Mads Andersen » Sun May 24, 2009 9:40 pm

Hi PuzzledPaul,

Thanks a lot for trying again, I really like all your suggestions.

The way changing extrude movement type works is just something that makes "technical sense" in Freestyle, which is why I haven't thought much about it :-( It's a really great suggestion and one I've added to the todo and hope to fix soon. BTW it also applies to other tools such as move and bump.

It would be great to allow control of the profile when extruding with more than one section. I'll probably make something where you can pick between different profile types (of varying complexity), just as you can pick movement type.

I really want to make all the gizmos much prettier. The rotate gizmo should probably allow you to grab it anywhere and start rotating, instead of forcing you to use the "blob".

I'm not sure what you mean with angle readouts?
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Re: Freestyle 1.3.1 has been released!

Postby puzzledpaul » Sun May 24, 2009 10:25 pm

<< Thanks a lot for trying again >>

No probs - I just have a quick play every now and again and jot stuff down if I think it worth a mention.

<< I'm not sure what you mean with angle readouts? >>
create cube and select top face
rotate > target
if user then wants to adjust angle of axis so that it's at a partic angle to the ground plane, what do they do?

In the case of a cube, say they want 45deg ... that's easy because the cube is 2 units / side ... so user moves target point 1 unit.
(not so easy, btw using gizmo / slider when there's no constraints ... would have to resort to data entry box - which surely requires what most ppl would consider to be an 'un-intitive' op .. when it's possible to do it by other means? )

But this is a trivial case / situation compared with real world.

All I'm suggesting is that to use this (good) feature to a greater extent of its potential ... there should be (preferably) 4 readouts angle the axis makes with xyz axes + the true angle when > 1 direction is 'modified'

Could either have all shown all the time ... or be more intelligent, so's only the relevant field / display appears in response to the relevant target move.

Unless I've missed something (very possible) it's well nigh impossible to (simply) arrange the rotate target axis to be a specific angle ... ?

<< BTW it also applies to other tools such as move and bump >>
Yep, had noticed ...

... also re previous response re flatten / scale zero ... that's what i always used for edge flatten ... before it was added .... in another program :)

pp
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Re: Freestyle 1.3.1 has been released!

Postby Mads Andersen » Mon May 25, 2009 2:48 am

Hi PuzzledPaul,

You make a good point about rotation stuff (and every other tool depending on a direction)! I'll try to solve it with three different approaches in the 1.4.0 release:

1) A new rotate tool with XYZ rotation gizmos working in either local space or setting up a new space using two targets together with the pivot point.

2) A new "Angles" direction that will define the direction based on rotations, either in local space or setting up a new space using two targets together with the pivot point.

3) A new "Snap Target" item type that can be constructed based on selections, and can be used to solve any "hard" case.
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Re: Freestyle 1.3.1 has been released!

Postby puzzledpaul » Mon May 25, 2009 8:05 pm

Just noticed this - for edge | cut you have a count figure for the No of verts ... rather than for how many pieces the edge is going to be cut into.
Since the name of the tool is 'cut', don't you find this a little odd?

Also ... what's the little blobby widget on the axis (in rotate) for? it doesn't seem to do anything, other than tempt me to click on it, which often exits the tool and clears the selection ...

pp
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Re: Freestyle 1.3.1 has been released!

Postby Mads Andersen » Tue May 26, 2009 3:19 am

Ahh yes, Cut.Count is pretty inconsistent with the rest of Freestyle. I'll make sure to fix that in the next release.

The blobby is from the vector direction. The idea was to allow changing the direction in the viewport, but it has not been implemented yet :-( Should probably at least hide the blobby.
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Re: Freestyle 1.3.1 has been released!

Postby puzzledpaul » Tue May 26, 2009 8:15 am

hi - after creating several objects, FS is only allowing one to be selected / messed around with ... is this a limitation of this trial version of FS?

pp
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Re: Freestyle 1.3.1 has been released!

Postby Mads Andersen » Tue May 26, 2009 9:11 am

The "picked item" is the only item that can be manipulated at any one time, but switching is easy by either picking in the outline or by visually picking (set the viewport to "pick" mode).

It is a limitation of the current Freestyle implementation that may be lifted at some point by allowing multiple items to be picked at the same time.

To some degree it is what allows the context sensitive nature of Freestyle. If the user picks both a polygon-based item and a voxel-based item then the GUI has no common ground to present tools.

I really like the free flow that Wings has in this regard, but ultimately I think it is to limiting in where the tool can evolve. Mirai solved it by adding a new editor window type for each "interaction type", but that scales pretty badly.
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Re: Freestyle 1.3.1 has been released!

Postby puzzledpaul » Tue May 26, 2009 10:51 am

<< If the user picks both a polygon-based item and a voxel-based item then the GUI has no common ground to present tools.>>

Have no experience of messing around with voxels (afaik) so couldn't comment - but above makes sense in the same way one can't compare apples and oranges, presumably ...

<< It is a limitation of the current Freestyle implementation that may be lifted at some point by allowing multiple items to be picked at the same time.>>

All I'll say to this, is that I've lost count of the innumerable times I've manipulated multiple objects ... either 'grouped' (or not) to achieve the desired result ... and i suspect I'm not alone :)

pp
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