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Preview of new Primitives menu and dialogs
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12-16-2012, 05:28 PM
Post: #11
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RE: Preview of new Primitives menu and dialogs
(11-18-2012 10:17 AM)Geta-Ve Wrote: Sexy. I like what I see. Great job optigon. +10 (11-19-2012 12:53 PM)Geta-Ve Wrote: Fair enough. I certainly can't speak from any kind of mechanical or architectural standpoint, so your opinion definitely takes precedence here. I can , and I definitely like the idea of primitives being created in a user-defined position. Maybe, alternatively, at center of previously selected points. Or--yet another alternative--if Absolute Move could be enhanced to allow Click on Target Point.Just dreaming
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12-16-2012, 07:48 PM
Post: #12
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RE: Preview of new Primitives menu and dialogs
Re issue of of new prims always @ origin.
What about a tick box / radio button that (when ticked) allows user to freely move the prim after its dialog box closes / parameters are accepted? pp |
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12-16-2012, 08:42 PM
Post: #13
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Good idea - I'd support that type of option.
I think you mean: "There's a Default Behaviour - get used to it! - but let's be flexible and allow other options. (er, IF it's easy to implement)". Roughly translated, that is. NB! Speaking as a NewBie - I've been slightly confused and frustrated when new stuff melds into/over existing stuff although it's usually been interesting. Default Behaviour - needs to be clear and defined. Options - ditto. |
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12-16-2012, 09:42 PM
(This post was last modified: 12-16-2012 09:43 PM by puzzledpaul.)
Post: #14
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RE: Preview of new Primitives menu and dialogs
Well, with the fairly simple, mainly non-organic models that I tend to make (usually to check things out prior to cutting metal/wood etc), I generally follow a couple of routes.
Create prim and then move it - using whatever tool is appropriate ... but maybe after a move free to actually unembed it from other junk cluttering up the origin ... and make it visible and thus easier to select a suitable element for a BBox op (for instance) or Look for an existing feature / shape similar to that which I want to create ... and either dupe it, or shell extrude a new object eg a cylinder from a local end face of another cyl. pp |
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12-17-2012, 03:41 AM
Post: #15
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RE: Preview of new Primitives menu and dialogs
(12-16-2012 07:48 PM)puzzledpaul Wrote: Re issue of of new prims always @ origin. This would be really useful, esp. with the new previews--you can now see the object as created. You could then snap it wherever you want. (12-16-2012 09:42 PM)puzzledpaul Wrote: orThat's the one I follow for architectural modelling too. Shell Extract a face, then Absolute Scale (if necessary) and Snap it. Lot more convenient than creating, scaling ... and works most of the time, except in the cases you've already mentioned. ![]() Unfortunately, it's not possible to copy / paste between two instances of Wings. But you can use the Absolute Move command to move it interactively out of the clutter; then Snap. (With shortcuts in place, it's a snap!) [And, not that I'm not happy (thrilled) at what's already on offer. ]
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12-17-2012, 12:10 PM
Post: #16
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RE: Preview of new Primitives menu and dialogs
Just my 2 cents, as i suggested here:
http://www.wings3d.com/forum/showthread....149#pid149 To incorporate all Absolute Commands under a "+" session in Primitives dialog. And an option to move/scale to current saved Bounding Box. __________________________________ http://www.youtube.com/wings3dchannel http://www.facebook.com/wings3dchannel |
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, and I definitely like the idea of primitives being created in a user-defined position. Maybe, alternatively, at center of previously selected points. Or--yet another alternative--if Absolute Move could be enhanced to allow Click on Target Point.