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	<channel>
		<title><![CDATA[Wings 3D Development Forum - Design & Development ]]></title>
		<link>https://www.wings3d.com/forum/</link>
		<description><![CDATA[Wings 3D Development Forum - https://www.wings3d.com/forum]]></description>
		<pubDate>Thu, 14 May 2026 16:15:26 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[OD_CopyPasteExternal: support added via plugin]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3209</link>
			<pubDate>Mon, 24 Nov 2025 18:25:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=10">micheus</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3209</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>OD_CopyPasteExternal Wrote:</cite><span style="color: #C10300;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">OD_CopyPasteExternal</span><br />
<span style="font-style: italic;" class="mycode_i">Easily copying and pasting of geometry and common attributes across 3D Applications, perfect for quick iterations between them, without concerns about file management</span></span></blockquote><br />
You can find more information at <a href="https://heimlich1024.github.io/OD_CopyPasteExternal/" target="_blank" rel="noopener" class="mycode_url">OD_CopyPasteExternal</a><br />
<br />
It mainly exchanges vertices, polygons, UVs, and material names between many 3d softwares, without to pass by export/import process. We just Copy (to external) and Past (from external) - that works for one object each time.<br />
You can install it using <span style="font-style: italic;" class="mycode_i">Install Plugins &amp; Patch</span> and after restart Wings3D the option will be available via main menu <span style="font-style: italic;" class="mycode_i">Edit</span> option.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Flüfy Nũrbs</span> (Discord user) helped with the update of original code to Blender 4.5 (I already tested it with v5.0) and Houdini 21.0 (on his repository) since the main project has not been updated for recent versions.<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/xCMw1B5x/Blender_Wings3D.png" loading="lazy"  alt="[Image: Blender_Wings3D.png]" class="mycode_img" /></a><br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/x1NtQMtv/image.png" loading="lazy"  alt="[Image: image.png]" class="mycode_img" /></a><br />
<br />
Just notice that the texture image doesn't goes through the Copy/Past process. Only the material.  So, we need to select the image and assign to it in order to get it applied in the other 3D software.<br />
<br />
<br />
Download from my GDrive: <a href="https://drive.google.com/file/d/1lJfrJ5qP82jgr-7EnAwSGzda8vb6ld1S/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">wpc_od_copy_paste.beam</a>]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>OD_CopyPasteExternal Wrote:</cite><span style="color: #C10300;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">OD_CopyPasteExternal</span><br />
<span style="font-style: italic;" class="mycode_i">Easily copying and pasting of geometry and common attributes across 3D Applications, perfect for quick iterations between them, without concerns about file management</span></span></blockquote><br />
You can find more information at <a href="https://heimlich1024.github.io/OD_CopyPasteExternal/" target="_blank" rel="noopener" class="mycode_url">OD_CopyPasteExternal</a><br />
<br />
It mainly exchanges vertices, polygons, UVs, and material names between many 3d softwares, without to pass by export/import process. We just Copy (to external) and Past (from external) - that works for one object each time.<br />
You can install it using <span style="font-style: italic;" class="mycode_i">Install Plugins &amp; Patch</span> and after restart Wings3D the option will be available via main menu <span style="font-style: italic;" class="mycode_i">Edit</span> option.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Flüfy Nũrbs</span> (Discord user) helped with the update of original code to Blender 4.5 (I already tested it with v5.0) and Houdini 21.0 (on his repository) since the main project has not been updated for recent versions.<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/xCMw1B5x/Blender_Wings3D.png" loading="lazy"  alt="[Image: Blender_Wings3D.png]" class="mycode_img" /></a><br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/x1NtQMtv/image.png" loading="lazy"  alt="[Image: image.png]" class="mycode_img" /></a><br />
<br />
Just notice that the texture image doesn't goes through the Copy/Past process. Only the material.  So, we need to select the image and assign to it in order to get it applied in the other 3D software.<br />
<br />
<br />
Download from my GDrive: <a href="https://drive.google.com/file/d/1lJfrJ5qP82jgr-7EnAwSGzda8vb6ld1S/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">wpc_od_copy_paste.beam</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ambient Occlusion (AO): New option]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3208</link>
			<pubDate>Thu, 13 Nov 2025 20:24:06 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=10">micheus</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3208</guid>
			<description><![CDATA[Added an option to apply ambient occlusion (AO) blending with vertex colors.<br />
<br />
To enable a different action via the application menu, the CTRL modifier key was used to trigger a secondary option for the AO command. <br />
This is a useful feature for those who paint vertex objects for use in games.<br />
<br />
Here is the result:<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/ZYH6CSpP/Vertex-Color-AO-blending.png" loading="lazy"  alt="[Image: Vertex-Color-AO-blending.png]" class="mycode_img" /></a><br />
<br />
Let's hope it can be approved.]]></description>
			<content:encoded><![CDATA[Added an option to apply ambient occlusion (AO) blending with vertex colors.<br />
<br />
To enable a different action via the application menu, the CTRL modifier key was used to trigger a secondary option for the AO command. <br />
This is a useful feature for those who paint vertex objects for use in games.<br />
<br />
Here is the result:<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/ZYH6CSpP/Vertex-Color-AO-blending.png" loading="lazy"  alt="[Image: Vertex-Color-AO-blending.png]" class="mycode_img" /></a><br />
<br />
Let's hope it can be approved.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[N-Gons Primitive: Added new parameters to create n-gons]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3207</link>
			<pubDate>Thu, 13 Nov 2025 14:26:30 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=10">micheus</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3207</guid>
			<description><![CDATA[The new parameters allow we set different ways to construct the object computing it by<br />
Radius(current one), Apothem and Segment length.<br />
<br />
This can give us more precision for some shapes.<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/TYMM9xXG/n-gons.png" loading="lazy"  alt="[Image: n-gons.png]" class="mycode_img" /></a>]]></description>
			<content:encoded><![CDATA[The new parameters allow we set different ways to construct the object computing it by<br />
Radius(current one), Apothem and Segment length.<br />
<br />
This can give us more precision for some shapes.<br />
<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/TYMM9xXG/n-gons.png" loading="lazy"  alt="[Image: n-gons.png]" class="mycode_img" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Connect: Added the MMB option to the command]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3206</link>
			<pubDate>Thu, 13 Nov 2025 14:22:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=10">micheus</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3206</guid>
			<description><![CDATA[Added the MMB option to the Connect command, allowing us to dynamically<br />
increase the amount of cut;<br />
<br />
Sometimes we just need to cut a piece many times.<br />
<br />
<a href="https://postimg.cc/6yqG7vW8" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/9FtPndsY/connect-many-cut.gif" loading="lazy"  alt="[Image: connect-many-cut.gif]" class="mycode_img" /></a>]]></description>
			<content:encoded><![CDATA[Added the MMB option to the Connect command, allowing us to dynamically<br />
increase the amount of cut;<br />
<br />
Sometimes we just need to cut a piece many times.<br />
<br />
<a href="https://postimg.cc/6yqG7vW8" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/9FtPndsY/connect-many-cut.gif" loading="lazy"  alt="[Image: connect-many-cut.gif]" class="mycode_img" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Circularise: Updated the command to better handle mirrored selections]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3205</link>
			<pubDate>Thu, 13 Nov 2025 14:18:08 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=10">micheus</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3205</guid>
			<description><![CDATA[It was changed the code in order to evaluate the edge loops selection and see if they lay on the mirror face boundaries. In this case, the edge loops are handled as they were edge loops and we get the command working as it was applied in a non mirrored object. If other edge loops exists and are not laying on mirror face boundaries then the error message caused by mixed mode is displayed, just as it uses to be for non mirrored objects.<br />
<br />
<a href="https://github.com/dgud/wings/pull/618#issuecomment-3255964238" target="_blank" rel="noopener" class="mycode_url">Here</a> is a set of videos showing it working.<br />
<br />
Let's hope for it to be approved.]]></description>
			<content:encoded><![CDATA[It was changed the code in order to evaluate the edge loops selection and see if they lay on the mirror face boundaries. In this case, the edge loops are handled as they were edge loops and we get the command working as it was applied in a non mirrored object. If other edge loops exists and are not laying on mirror face boundaries then the error message caused by mixed mode is displayed, just as it uses to be for non mirrored objects.<br />
<br />
<a href="https://github.com/dgud/wings/pull/618#issuecomment-3255964238" target="_blank" rel="noopener" class="mycode_url">Here</a> is a set of videos showing it working.<br />
<br />
Let's hope for it to be approved.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[UV mapping: Some new stuff]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3204</link>
			<pubDate>Thu, 13 Nov 2025 14:08:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=10">micheus</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3204</guid>
			<description><![CDATA[I have been implementing some new options for the UVmapping tools in Wings3D, by considering some suggestions we have received and that seems to improve our workflow.<br />
Let's hope they can be approved and added to the further version.   <img src="https://www.wings3d.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_35" /> <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AutoUV Segmenting</span><ul class="mycode_list"><li>Added RMB option to the Projection Camera in the UV Segmentation;<br />
This can be particularly useful for text-based texturing.<br />
</li>
</ul>
<a href="https://postimg.cc/XXKF5W6y" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/XXKF5W6y/segmenting-proj-cam-lmb.png" loading="lazy"  alt="[Image: segmenting-proj-cam-lmb.png]" class="mycode_img" /></a> <a href="https://postimg.cc/vD79nywV" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/vD79nywV/segmenting-proj-cam-rmb.png" loading="lazy"  alt="[Image: segmenting-proj-cam-rmb.png]" class="mycode_img" /></a><br />
<span style="font-style: italic;" class="mycode_i">* Left is the regular LMB option and Right is the new RMB option.<span style="color: #C10300;" class="mycode_color"></span></span><br />
<br />
<ul class="mycode_list"><li>Added option to show textured charts using AutoUVChart colors;<br />
It was suggested at Discord the possibility to use colors (AutoUVCharts) instead of see the textures when we need to re-segment the meshes in AutoUV Segmenting window.<br />
</li>
</ul>
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/tTLp3H2Z/UV-Segmenting-Auv-Chart.png" loading="lazy"  alt="[Image: UV-Segmenting-Auv-Chart.png]" class="mycode_img" /></a><br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AutoUV Editor</span><ul class="mycode_list"><li>Added a prompt to ask user about UV mapping operations;<br />
It has been reported by users who often work with many combined objects that, when separating them, they accidentally call the Segmenting or AutoUV editor with all of them selected, which causes some trouble.<br />
</li>
</ul>
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/nV4zt02d/Auto-UV-ask-many.png" loading="lazy"  alt="[Image: Auto-UV-ask-many.png]" class="mycode_img" /></a><br />
<br />
<ul class="mycode_list"><li>Added an option to AutoUV to arrange charts horizontally or vertically;<br />
It also includes sub-options to keep or arrange the charts left/center/right or<br />
top/center/bottom related to the selection bounding box.<br />
This is a handy option to help us manually pack the UVs.<br />
</li>
</ul>
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/BnfMPwss/Auto-UV-Arrange-Charts.gif" loading="lazy"  alt="[Image: Auto-UV-Arrange-Charts.gif]" class="mycode_img" /></a>]]></description>
			<content:encoded><![CDATA[I have been implementing some new options for the UVmapping tools in Wings3D, by considering some suggestions we have received and that seems to improve our workflow.<br />
Let's hope they can be approved and added to the further version.   <img src="https://www.wings3d.com/forum/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_35" /> <br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AutoUV Segmenting</span><ul class="mycode_list"><li>Added RMB option to the Projection Camera in the UV Segmentation;<br />
This can be particularly useful for text-based texturing.<br />
</li>
</ul>
<a href="https://postimg.cc/XXKF5W6y" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/XXKF5W6y/segmenting-proj-cam-lmb.png" loading="lazy"  alt="[Image: segmenting-proj-cam-lmb.png]" class="mycode_img" /></a> <a href="https://postimg.cc/vD79nywV" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/vD79nywV/segmenting-proj-cam-rmb.png" loading="lazy"  alt="[Image: segmenting-proj-cam-rmb.png]" class="mycode_img" /></a><br />
<span style="font-style: italic;" class="mycode_i">* Left is the regular LMB option and Right is the new RMB option.<span style="color: #C10300;" class="mycode_color"></span></span><br />
<br />
<ul class="mycode_list"><li>Added option to show textured charts using AutoUVChart colors;<br />
It was suggested at Discord the possibility to use colors (AutoUVCharts) instead of see the textures when we need to re-segment the meshes in AutoUV Segmenting window.<br />
</li>
</ul>
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/tTLp3H2Z/UV-Segmenting-Auv-Chart.png" loading="lazy"  alt="[Image: UV-Segmenting-Auv-Chart.png]" class="mycode_img" /></a><br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AutoUV Editor</span><ul class="mycode_list"><li>Added a prompt to ask user about UV mapping operations;<br />
It has been reported by users who often work with many combined objects that, when separating them, they accidentally call the Segmenting or AutoUV editor with all of them selected, which causes some trouble.<br />
</li>
</ul>
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/nV4zt02d/Auto-UV-ask-many.png" loading="lazy"  alt="[Image: Auto-UV-ask-many.png]" class="mycode_img" /></a><br />
<br />
<ul class="mycode_list"><li>Added an option to AutoUV to arrange charts horizontally or vertically;<br />
It also includes sub-options to keep or arrange the charts left/center/right or<br />
top/center/bottom related to the selection bounding box.<br />
This is a handy option to help us manually pack the UVs.<br />
</li>
</ul>
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/BnfMPwss/Auto-UV-Arrange-Charts.gif" loading="lazy"  alt="[Image: Auto-UV-Arrange-Charts.gif]" class="mycode_img" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New plugin: Select Fill]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3199</link>
			<pubDate>Sat, 13 Sep 2025 22:44:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=11088">edb</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3199</guid>
			<description><![CDATA[Hello,<br />
<br />
I have a new select plugin available very soon. <br />
<br />
This adds a "Fill" submenu with several similar commands for growing face selections with adjacent faces.<br />
<br />
New fill commands:<br />
<br />
Smoothing Group: Fills all faces enclosed inside hard edges.<br />
<br />
Inside Sharp Edges: Fills all faces enclosed inside sharp edges set by the inputted angle.<br />
<br />
Inside Color Range: Fills all adjacent faces with a color within tolerance of the originally selected faces.<br />
<br />
Inside Connected Color Edges: Fills all color faces that have continuous color values across edges from one face to another.<br />
<br />
Inside Unassigned Color: Fills adjacent faces that don't have any color assigned.<br />
<br />
Inside Unassigned UV: Fills adjacent faces that don't have any UV assigned.<br />
<br />
Inside Connected UV Edges: Fills adjacent faces that have continuous UV values across edges from one face to another.<br />
<br />
Same Number of Edges: Fills adjacent faces with the same number of edges, if the original selected face has 6 edges, only adjacent faces with 6 edges are selected.<br />
<br />
Adjacent Triangles: Only fill adjacent triangles.<br />
<br />
Adjacent Quads: Only fill adjacent quads.<br />
<br />
Adjacent NGons: Only fill adjacent faces with more than 4 edges.<br />
<br />
<a href="https://imgbox.com/acVf7170" target="_blank" rel="noopener" class="mycode_url"><img src="https://images2.imgbox.com/5a/dc/acVf7170_o.png" loading="lazy"  alt="[Image: acVf7170_o.png]" class="mycode_img" /></a>]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
I have a new select plugin available very soon. <br />
<br />
This adds a "Fill" submenu with several similar commands for growing face selections with adjacent faces.<br />
<br />
New fill commands:<br />
<br />
Smoothing Group: Fills all faces enclosed inside hard edges.<br />
<br />
Inside Sharp Edges: Fills all faces enclosed inside sharp edges set by the inputted angle.<br />
<br />
Inside Color Range: Fills all adjacent faces with a color within tolerance of the originally selected faces.<br />
<br />
Inside Connected Color Edges: Fills all color faces that have continuous color values across edges from one face to another.<br />
<br />
Inside Unassigned Color: Fills adjacent faces that don't have any color assigned.<br />
<br />
Inside Unassigned UV: Fills adjacent faces that don't have any UV assigned.<br />
<br />
Inside Connected UV Edges: Fills adjacent faces that have continuous UV values across edges from one face to another.<br />
<br />
Same Number of Edges: Fills adjacent faces with the same number of edges, if the original selected face has 6 edges, only adjacent faces with 6 edges are selected.<br />
<br />
Adjacent Triangles: Only fill adjacent triangles.<br />
<br />
Adjacent Quads: Only fill adjacent quads.<br />
<br />
Adjacent NGons: Only fill adjacent faces with more than 4 edges.<br />
<br />
<a href="https://imgbox.com/acVf7170" target="_blank" rel="noopener" class="mycode_url"><img src="https://images2.imgbox.com/5a/dc/acVf7170_o.png" loading="lazy"  alt="[Image: acVf7170_o.png]" class="mycode_img" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Bones]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3197</link>
			<pubDate>Wed, 27 Aug 2025 13:49:07 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=25">J. Baker</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3197</guid>
			<description><![CDATA[After all these years, I'm surprised that Wings3D doesn't have bones. Any chance this will be added in the future?]]></description>
			<content:encoded><![CDATA[After all these years, I'm surprised that Wings3D doesn't have bones. Any chance this will be added in the future?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New commands (vertex deform and more)]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3196</link>
			<pubDate>Mon, 25 Aug 2025 11:38:53 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=11088">edb</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3196</guid>
			<description><![CDATA[Hello,<br />
<br />
I haven't posted updates for a bit but I have been making more plugins.<br />
<br />
I wanted make sure I wasn't reimplement an existing command somehow for my first commands, so I've been focusing on the deform submenu.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Inner Stretch / Outer Stretch</span><br />
<br />
<a href="https://imgbox.com/XmQU8Z12" target="_blank" rel="noopener" class="mycode_url"><img src="https://images2.imgbox.com/78/b9/XmQU8Z12_o.gif" loading="lazy"  alt="[Image: XmQU8Z12_o.gif]" class="mycode_img" /></a><br />
<br />
This is a kind of scaling where the center gets scaled more/less than the outer extremity.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Shear Rotate</span><br />
<br />
<a href="https://imgbox.com/XpnsftbD" target="_blank" rel="noopener" class="mycode_url"><img src="https://images2.imgbox.com/29/3f/XpnsftbD_o.gif" loading="lazy"  alt="[Image: XpnsftbD_o.gif]" class="mycode_img" /></a><br />
<br />
A bit like shear and a bit like rotate.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weighted Move</span><br />
<br />
<a href="https://imgbox.com/LQQWTjkE" target="_blank" rel="noopener" class="mycode_url"><img src="https://images2.imgbox.com/47/95/LQQWTjkE_o.gif" loading="lazy"  alt="[Image: LQQWTjkE_o.gif]" class="mycode_img" /></a><br />
<br />
The weights of each vertex is computed by the normals being blurred with the neighbouring vertices. The amount of movement of each vertex depends how similar the "blurred" normal is with the axis of movement.<br />
<br />
I'll have plugins to download soon, as I'm still making some changes.<br />
<br />
There are other commands also that I'll show soon.]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
I haven't posted updates for a bit but I have been making more plugins.<br />
<br />
I wanted make sure I wasn't reimplement an existing command somehow for my first commands, so I've been focusing on the deform submenu.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Inner Stretch / Outer Stretch</span><br />
<br />
<a href="https://imgbox.com/XmQU8Z12" target="_blank" rel="noopener" class="mycode_url"><img src="https://images2.imgbox.com/78/b9/XmQU8Z12_o.gif" loading="lazy"  alt="[Image: XmQU8Z12_o.gif]" class="mycode_img" /></a><br />
<br />
This is a kind of scaling where the center gets scaled more/less than the outer extremity.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Shear Rotate</span><br />
<br />
<a href="https://imgbox.com/XpnsftbD" target="_blank" rel="noopener" class="mycode_url"><img src="https://images2.imgbox.com/29/3f/XpnsftbD_o.gif" loading="lazy"  alt="[Image: XpnsftbD_o.gif]" class="mycode_img" /></a><br />
<br />
A bit like shear and a bit like rotate.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Weighted Move</span><br />
<br />
<a href="https://imgbox.com/LQQWTjkE" target="_blank" rel="noopener" class="mycode_url"><img src="https://images2.imgbox.com/47/95/LQQWTjkE_o.gif" loading="lazy"  alt="[Image: LQQWTjkE_o.gif]" class="mycode_img" /></a><br />
<br />
The weights of each vertex is computed by the normals being blurred with the neighbouring vertices. The amount of movement of each vertex depends how similar the "blurred" normal is with the axis of movement.<br />
<br />
I'll have plugins to download soon, as I'm still making some changes.<br />
<br />
There are other commands also that I'll show soon.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New plugin: Image contour]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3188</link>
			<pubDate>Fri, 07 Mar 2025 18:10:39 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=11088">edb</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3188</guid>
			<description><![CDATA[Hello,<br />
<br />
I've spent some time coming up with a contouring algorithm to turn images directly into paths<br />
when importing them into wings, now it works and I've made a new plugin to add images with<br />
an automatically contoured mesh.<br />
<br />
The new command can be found just underneath the "Image Plane" command.<br />
<br />
<a href="https://edwardlblake.com/wings3d/forum_files/wpc_image_contour.tar" target="_blank" rel="noopener" class="mycode_url">wpc_image_contour.tar</a><br />
<br />
<a href="https://imgbox.com/fazUAyeR" target="_blank" rel="noopener" class="mycode_url"><img src="https://images2.imgbox.com/04/d7/fazUAyeR_o.png" loading="lazy"  alt="[Image: fazUAyeR_o.png]" class="mycode_img" /></a>]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
I've spent some time coming up with a contouring algorithm to turn images directly into paths<br />
when importing them into wings, now it works and I've made a new plugin to add images with<br />
an automatically contoured mesh.<br />
<br />
The new command can be found just underneath the "Image Plane" command.<br />
<br />
<a href="https://edwardlblake.com/wings3d/forum_files/wpc_image_contour.tar" target="_blank" rel="noopener" class="mycode_url">wpc_image_contour.tar</a><br />
<br />
<a href="https://imgbox.com/fazUAyeR" target="_blank" rel="noopener" class="mycode_url"><img src="https://images2.imgbox.com/04/d7/fazUAyeR_o.png" loading="lazy"  alt="[Image: fazUAyeR_o.png]" class="mycode_img" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New plugin: Select by absolute coordinates, boundary box, axis]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3187</link>
			<pubDate>Sat, 01 Mar 2025 15:00:36 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=11088">edb</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3187</guid>
			<description><![CDATA[I made a plugin that selects by absolute coordinates (box, cylinder, sphere), boundary box and axis/radial axis.<br />
<br />
Plugin:<br />
<a href="https://edwardlblake.com/wings3d/forum_files/wpc_sel_absolute.tar" target="_blank" rel="noopener" class="mycode_url">wpc_sel_absolute.tar</a><br />
<br />
<a href="https://imgbox.com/JC52Yqjj" target="_blank" rel="noopener" class="mycode_url"><img src="https://images2.imgbox.com/db/08/JC52Yqjj_o.png" loading="lazy"  alt="[Image: JC52Yqjj_o.png]" class="mycode_img" /></a>]]></description>
			<content:encoded><![CDATA[I made a plugin that selects by absolute coordinates (box, cylinder, sphere), boundary box and axis/radial axis.<br />
<br />
Plugin:<br />
<a href="https://edwardlblake.com/wings3d/forum_files/wpc_sel_absolute.tar" target="_blank" rel="noopener" class="mycode_url">wpc_sel_absolute.tar</a><br />
<br />
<a href="https://imgbox.com/JC52Yqjj" target="_blank" rel="noopener" class="mycode_url"><img src="https://images2.imgbox.com/db/08/JC52Yqjj_o.png" loading="lazy"  alt="[Image: JC52Yqjj_o.png]" class="mycode_img" /></a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Set Window Size - plugin]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3185</link>
			<pubDate>Thu, 20 Feb 2025 19:03:42 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=10">micheus</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3185</guid>
			<description><![CDATA[It has been very annoying to have to adjust the window size when I want to share it on social media before using the Print Screen command. So, I decided to create a plugin to choose or set a dimension for a window.<br />
<br />
The option will be added to Tools menu, just bellow to the Screenshot... option.<br />
<br />
The dialog will allow us to choose between the Main window and any other floating/undocked window.<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/tCT63W1f/Set-Window-Size.png" loading="lazy"  alt="[Image: Set-Window-Size.png]" class="mycode_img" /></a><br />
<br />
But, not everything is perfect and for some unknow reason setting a window's size and getting its value are not matching with the dimension we get after past it on Paint (for instance). It becomes a little small with a difference of -14px x -7px (WxH) - at least on Windows OS.<br />
<br />
Link for download: <a href="https://drive.google.com/file/d/16LRsNOZFcDkgrRk9oWxdKoXGosT47AGq/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">wpc_tools_win_resize.tar</a>]]></description>
			<content:encoded><![CDATA[It has been very annoying to have to adjust the window size when I want to share it on social media before using the Print Screen command. So, I decided to create a plugin to choose or set a dimension for a window.<br />
<br />
The option will be added to Tools menu, just bellow to the Screenshot... option.<br />
<br />
The dialog will allow us to choose between the Main window and any other floating/undocked window.<br />
<a href="https://postimages.org/" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/tCT63W1f/Set-Window-Size.png" loading="lazy"  alt="[Image: Set-Window-Size.png]" class="mycode_img" /></a><br />
<br />
But, not everything is perfect and for some unknow reason setting a window's size and getting its value are not matching with the dimension we get after past it on Paint (for instance). It becomes a little small with a difference of -14px x -7px (WxH) - at least on Windows OS.<br />
<br />
Link for download: <a href="https://drive.google.com/file/d/16LRsNOZFcDkgrRk9oWxdKoXGosT47AGq/view?usp=drive_link" target="_blank" rel="noopener" class="mycode_url">wpc_tools_win_resize.tar</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New renderer plugins]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3182</link>
			<pubDate>Tue, 07 Jan 2025 01:31:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=11088">edb</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3182</guid>
			<description><![CDATA[Hello,<br />
<br />
I haven't posted very often recently but I have making some new plugins that might be interesting/useful:<br />
<br />
Renderer plugins for Moonray, LuxCore and Appleseed.<br />
IQM (Interquake model)<br />
Maybe USD (very early at the moment)<br />
Some other things maybe.<br />
<br />
I have gotten Moonray built by its build instructions, though there might be something wrong with the OpenImageIO library it linked to so I couldn't get the test scenes with textures to work, but the ones that have untextured materials do work, so for now I'm focusing on exporting scenes with untextured materials. Maybe by the time I have a renderer plugin to show I might manage to get textures to work.]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
I haven't posted very often recently but I have making some new plugins that might be interesting/useful:<br />
<br />
Renderer plugins for Moonray, LuxCore and Appleseed.<br />
IQM (Interquake model)<br />
Maybe USD (very early at the moment)<br />
Some other things maybe.<br />
<br />
I have gotten Moonray built by its build instructions, though there might be something wrong with the OpenImageIO library it linked to so I couldn't get the test scenes with textures to work, but the ones that have untextured materials do work, so for now I'm focusing on exporting scenes with untextured materials. Maybe by the time I have a renderer plugin to show I might manage to get textures to work.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[LWO Plugin]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3181</link>
			<pubDate>Mon, 23 Dec 2024 03:15:42 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=11088">edb</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3181</guid>
			<description><![CDATA[Hello,<br />
<br />
I'm making a thread for the progress on adding improvements to the LWO (wpc_lwo) plugin for <a href="https://github.com/dgud/wings/issues/587" target="_blank" rel="noopener" class="mycode_url">github issue 587</a>.<br />
<br />
I should have a build to post soon for LWO3 import, I've been also making improvements to LWO2 import as well.]]></description>
			<content:encoded><![CDATA[Hello,<br />
<br />
I'm making a thread for the progress on adding improvements to the LWO (wpc_lwo) plugin for <a href="https://github.com/dgud/wings/issues/587" target="_blank" rel="noopener" class="mycode_url">github issue 587</a>.<br />
<br />
I should have a build to post soon for LWO3 import, I've been also making improvements to LWO2 import as well.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Multiple textures in AutoUV Editor]]></title>
			<link>https://www.wings3d.com/forum/showthread.php?tid=3167</link>
			<pubDate>Mon, 09 Sep 2024 22:03:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://www.wings3d.com/forum/member.php?action=profile&uid=10">micheus</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.wings3d.com/forum/showthread.php?tid=3167</guid>
			<description><![CDATA[Hi there<br />
<br />
I've been working in a new option to AutoUV editor which allow us to split the mesh in multiple tiles (creating a texture set)<br />
<br />
I am providing the necessary files for evaluation to enable this feature in your current Wings3D v2.3 (only). Please evaluate it and share any feedback or report any bugs you may encounter.<br />
<br />
Unfortunately the option to <span style="font-style: italic;" class="mycode_i">Install Plugins &amp; Patches</span> doesn't work accordable. This means we need to replace the two original files. Please <span style="font-weight: bold;" class="mycode_b">make a backup</span> of them if you want to remove the feature or face any bug (that I couldn't catch yet ?).<br />
<br />
At the <span style="font-style: italic;" class="mycode_i">Wings3D</span> install folder you are going to find a shortcut the <span style="font-style: italic;" class="mycode_i">plugins</span> folder. Access it and you are going to see the <span style="font-style: italic;" class="mycode_i">autouv</span> folder - where the files should be placed.<br />
<br />
The workflow should be like this:<ul class="mycode_list"><li>unwrap the mesh;<br />
</li>
<li>arrange them on the tiles (remember we will have five columns by five rows available);<br />
</li>
<li>when the amount of tiles are set, without any selection, toggle the <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">"Texture Set Mode"</span></span> by checking it on the menu option. A new submenu will be shown in which we should to choose the naming standard to be used;<br />
</li>
</ul>
<br />
There are three standards/patterns for UV Tiling, as far as I found and I included the Wings3D default suffix too (ref. <a href="https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-132520C0-F1DF-4C74-B8C1-D89154ADFBDB" target="_blank" rel="noopener" class="mycode_url">Autodesk Maya doc</a>).<br />
<br />
Regards to the UDIM naming, although the tiles IDs are computed for the standard 10 columns, I'm going to show a grid for 5x5 tiles which seems more comfortable and easy to use in Wings3D.<br />
<br />
<a href="https://postimg.cc/qN4zqDjL" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/qN4zqDjL/Auto-UV-Textureset-naming.png" loading="lazy"  alt="[Image: Auto-UV-Textureset-naming.png]" class="mycode_img" /></a>     <a href="https://postimg.cc/rDjzrGHL" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/rDjzrGHL/Auto-UV-Textureset.png" loading="lazy"  alt="[Image: Auto-UV-Textureset.png]" class="mycode_img" /></a><br />
<br />
The <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">"Create Texture"</span></span> will act over the selected tile. We choose the tile by holding the ALT key while clicking on the tile.<br />
<br />
Alignment operations over the islands should be respecting the tile in which it is placed.<br />
<br />
It's possible to disable the Texture Set mode by toggling this option off. In case we come back to activate it the materials may be reused. (that is a way to restart the texture set mode in case we decide to change the tile's arrangement).<br />
<br />
Please let me know if you have any doubt.<br />
<br />
Download <a href="https://drive.google.com/drive/folders/16tPYalT3qrqEYQepz3d-GLqkFr0w9We7?usp=sharing" target="_blank" rel="noopener" class="mycode_url">here</a>.]]></description>
			<content:encoded><![CDATA[Hi there<br />
<br />
I've been working in a new option to AutoUV editor which allow us to split the mesh in multiple tiles (creating a texture set)<br />
<br />
I am providing the necessary files for evaluation to enable this feature in your current Wings3D v2.3 (only). Please evaluate it and share any feedback or report any bugs you may encounter.<br />
<br />
Unfortunately the option to <span style="font-style: italic;" class="mycode_i">Install Plugins &amp; Patches</span> doesn't work accordable. This means we need to replace the two original files. Please <span style="font-weight: bold;" class="mycode_b">make a backup</span> of them if you want to remove the feature or face any bug (that I couldn't catch yet ?).<br />
<br />
At the <span style="font-style: italic;" class="mycode_i">Wings3D</span> install folder you are going to find a shortcut the <span style="font-style: italic;" class="mycode_i">plugins</span> folder. Access it and you are going to see the <span style="font-style: italic;" class="mycode_i">autouv</span> folder - where the files should be placed.<br />
<br />
The workflow should be like this:<ul class="mycode_list"><li>unwrap the mesh;<br />
</li>
<li>arrange them on the tiles (remember we will have five columns by five rows available);<br />
</li>
<li>when the amount of tiles are set, without any selection, toggle the <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">"Texture Set Mode"</span></span> by checking it on the menu option. A new submenu will be shown in which we should to choose the naming standard to be used;<br />
</li>
</ul>
<br />
There are three standards/patterns for UV Tiling, as far as I found and I included the Wings3D default suffix too (ref. <a href="https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-132520C0-F1DF-4C74-B8C1-D89154ADFBDB" target="_blank" rel="noopener" class="mycode_url">Autodesk Maya doc</a>).<br />
<br />
Regards to the UDIM naming, although the tiles IDs are computed for the standard 10 columns, I'm going to show a grid for 5x5 tiles which seems more comfortable and easy to use in Wings3D.<br />
<br />
<a href="https://postimg.cc/qN4zqDjL" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/qN4zqDjL/Auto-UV-Textureset-naming.png" loading="lazy"  alt="[Image: Auto-UV-Textureset-naming.png]" class="mycode_img" /></a>     <a href="https://postimg.cc/rDjzrGHL" target="_blank" rel="noopener" class="mycode_url"><img src="https://i.postimg.cc/rDjzrGHL/Auto-UV-Textureset.png" loading="lazy"  alt="[Image: Auto-UV-Textureset.png]" class="mycode_img" /></a><br />
<br />
The <span style="font-weight: bold;" class="mycode_b"><span style="font-style: italic;" class="mycode_i">"Create Texture"</span></span> will act over the selected tile. We choose the tile by holding the ALT key while clicking on the tile.<br />
<br />
Alignment operations over the islands should be respecting the tile in which it is placed.<br />
<br />
It's possible to disable the Texture Set mode by toggling this option off. In case we come back to activate it the materials may be reused. (that is a way to restart the texture set mode in case we decide to change the tile's arrangement).<br />
<br />
Please let me know if you have any doubt.<br />
<br />
Download <a href="https://drive.google.com/drive/folders/16tPYalT3qrqEYQepz3d-GLqkFr0w9We7?usp=sharing" target="_blank" rel="noopener" class="mycode_url">here</a>.]]></content:encoded>
		</item>
	</channel>
</rss>