3DF Zephyr Beta - Road to Blueberry

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  • yoli
    replied
    4.123: issue with mesh naming, a "(2)" is appended at the end of the mesh name, see picture.

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  • yoli
    replied
    4.123: small issue in Textured mesh generation dialog : "32 bits textures" is always checked (setting state is not retained unlike the others)
    Also, "Export as a single texture" in textured mesh export is not retained either.
    Last edited by yoli; 2018-11-21, 09:01 AM.

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  • yoli
    replied
    Issue with mesh display after mesh extraction with beta 4.123: a gray cube is displayed instead of the mesh. Generating a textured mesh from it works so I guess this is only a display issue, but I never had such a thing with the current non-beta release.

    Update: this was just a limitation that can be removed in Tools/Options by raising the max number of triangles to be displayed. Would be good to have a dialog informing of the display limit when a mesh goes beyond the limit though.
    Last edited by yoli; 2018-11-21, 09:00 AM.

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  • yoli
    replied
    Issue with gizmo tool: there are camera angles at where the pan controls can be invisible. Try to orbit around the dense cloud when the gizmo is displayed to see this. It also seems a pan control can disappear while one on the other side of the mesh appears. Actually this may be a feature But we don't expect the gizmo to have its parts appear/disappear, I think something is wrong there.

    Another thing annoying about the new gizmo tool it that it is huge, so when we want to orbit with the camera sometimes we accidentally rotate/scale/pan the mesh. This is happening very often for me and I cannot even use the Undo because the latter is not working properly as mentioned above.
    Last edited by yoli; 2018-11-21, 08:29 AM.

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  • yoli
    replied
    Roberto : there is still a problem with the Undo with 4.123 with the bounding box:
    - open a dense cloud
    - display the bounding box, this is initial position
    - do a first rotation of the bounding box on one axis
    - do a second rotation of the bounding box on another axis
    - CTRL+Z to undo

    expected result: bounding box should be in the first rotation position

    actual result : bounding box returns to initial position skipping the two rotation operations

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  • Roberto
    replied
    Hi yoli , thanks for the feedback!

    We have corrected the problems in the new beta (4.123). For the first two issues, we think they were happening when using the history with a tool (like the selection) open. Please let me know if this was the case or if you can replicate the issue with the new version. Cheers!

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  • yoli
    replied
    Problems found in 3DF+Zephyr+Beta+v4.121+(x64)

    - doing multiple bounding box gizmo operations (rotate, scale) then using Undo doesn't seem to undo the last operation but go much further back into the undo stack

    - undoing multiple times gizmo operations may remove the dense point cloud, this is dangerous!

    - Local Rendering Reference System is checked by default on Export & enhance mesh dialog, but not when exporting a mesh with right-click on the mesh or exporting textured mesh. I think it should either be by default in all cases or none, else when we export using both methods (which I am doing), the meshes will not have the same location and scale.

    - Textured Mesh Export dialog issue: when selecting/deselecting Local Rendering Reference System, Export as a Single Texture may be deselected.
    Last edited by yoli; 2018-11-17, 03:33 PM.

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  • ZazMMM
    replied
    Originally posted by Roberto
    ZazMMM, I need Filippo for the qt part

    I don't think that other dock area can be added so easily, but I might be wrong
    I haven't done any QT development at all, or in well over 10 years, so I have no idea what risks are involved or the level of effort. So, while It would be nice to have all of the docking/dockable panel features of QT available, I wouldn't delay or endanger the stability of the release by enabling new QT features.

    The Edit panel is actually working as well for me now as the toolbar icons were. For me, hotkeys to activate the selection functionality would be better than the toolbar icons, the panel or the additional QT functionality.

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  • Roberto
    replied
    Ok, we still have to fix a couple of icons, but you should now be able to set the size up to 64x64 sam3d

    Click image for larger version

Name:	iconsize.JPG
Views:	1024
Size:	119.8 KB
ID:	3786

    (looking awful on my puny monitor )
    Attached Files

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  • Roberto
    replied
    ZazMMM, I need Filippo for the qt part

    I don't think that other dock area can be added so easily, but I might be wrong

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  • Andrea Alessi
    replied
    Hi svfx,

    please use this thread to discuss the current beta only, thank you!

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  • svfx
    replied
    seosvfx
    SVFX animation studio, animation studio in pune
    Last edited by Andrea Alessi; 2018-11-14, 10:53 AM. Reason: link removed

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  • ZazMMM
    replied
    Roberto OK, I see them now. I had actually closed that panel in Lite as I preferred a bigger viewing area for point clouds and meshes, so I didn't even look at what was there on the right. An Edit panel is certainly more convenient than going to the menus all the time.

    I would find it better if you could fully utilize QT's ability to dock and split panes. Maybe I just don't know QT's paradigms good enough, but I would expect to be able to split panes and move things around to create a UI similar to the attached image (hacked together in GIMP). While I can move the Edit panel to the left side of the screen, I can only get it to be a member of the tabbed pane that has the Project, History and other panels.

    The Edit panel comments aren't a big deal for me. I can always undock the panel and make it small when I'm using it and then hide it when I'm not. And if at some point hotkeys are added for the selection functions, I'd never see the edit panel again.

    On the icons and screen resolutions, my company ran into the same problem on a Java app we sell. We converted all of our icons to SVG images to solve the problem. SVG will scale to whatever resolution you want without pixelation as long as there are enough pixels available to adequately represent the icon.

    I see you renamed the camera menu items and added hotkeys for the camera views, thanks.
    Attached Files

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  • sam3d
    replied
    I tend to use the 16x16 size to reduce the icon bar footprint/clutter. The icons look best at 24x24 but are larger than I would ideally choose.

    It's no issue and perhaps just due to display scaling in Win10 but some of the icons look a bit pixelated on my 4k screen at 150%.


    I also use the Selection Tools a lot - editing probably represents the longest part of the process in terms of actually interacting with Zephyr for me although I'm just using the Lite version normally.

    Consolidating tools to a dedicated Editing Panel sounds like a good idea. Perhaps the 'Select' sub options could ultimately move to the Editing Panel too?

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