Thanks for the great video, Ed! While it's understandable that the edge-weighting amount might have different effects between the legacy subDs and Catmull Clark, I think that the edge-weighting effect (at least for Catmull-Clark surfaces) should be respected fully in Mesh Fusion. Otherwise, a detail fanatic like me is looking at changing all the edge weights in my parts to use them in Mesh Fusion... not impossible, but tedious.
Thanks for the feedback Mike! I totally see your point and I can definitely run it by Darrel. There may be a reason for it's current implementation, but MeshFusion is improving with each release, so we'll see what happens!
I'm a huge fan of Mesh Fusion, and have used it on some important projects that I couldn't have done otherwise. This is yet another detail I'm sure that Daryl and his team can figure out. :)
Thanks for this overview of edge weights/creases. As a former Maya user, I found edge creases to be extremely valuable when designing in SubD. But, in Modo, whenever I Subdivide (D on keyboard) Catmull-Clark SubD geometry the overall shape changes and it appears that my carefully placed edge creases are ignored. Is it possible to Subdivide SubD geometry and have the creases respected? Please let me know.
Hey Kevin, give the trial a spin: www.foundry.com/products/modo/try-modo Also, you could win a free year of Modo by entering one of our Facebook contests: facebook.com/TheFoundry.MODO/
Hi BigDaz, nothing has changed in Modo 12 with regards to MeshFusion's Drag and Drop function. In order for the Drag and Drop feature to work, you'll need to already have a Fusion Item in your scene. And you must be in Item Mode when you drag the new source Item onto your Primary Mesh.
Thanks for the great video, Ed! While it's understandable that the edge-weighting amount might have different effects between the legacy subDs and Catmull Clark, I think that the edge-weighting effect (at least for Catmull-Clark surfaces) should be respected fully in Mesh Fusion. Otherwise, a detail fanatic like me is looking at changing all the edge weights in my parts to use them in Mesh Fusion... not impossible, but tedious.
Thanks for the feedback Mike! I totally see your point and I can definitely run it by Darrel. There may be a reason for it's current implementation, but MeshFusion is improving with each release, so we'll see what happens!
I'm a huge fan of Mesh Fusion, and have used it on some important projects that I couldn't have done otherwise. This is yet another detail I'm sure that Daryl and his team can figure out. :)
Thanks Ed good info finally cleared up the SubD to Percentage relationship. I saw a demo years back that didn't help anywhere nears as much!
Thanks for this overview of edge weights/creases. As a former Maya user, I found edge creases to be extremely valuable when designing in SubD. But, in Modo, whenever I Subdivide (D on keyboard) Catmull-Clark SubD geometry the overall shape changes and it appears that my carefully placed edge creases are ignored. Is it possible to Subdivide SubD geometry and have the creases respected? Please let me know.
Great Video ED. (steveW)
Thanks Steve! :)
Very nice! Unfortunately I am still back in the dark ages with 902!
Hey Kevin, give the trial a spin: www.foundry.com/products/modo/try-modo
Also, you could win a free year of Modo by entering one of our Facebook contests: facebook.com/TheFoundry.MODO/
Cheers. I have an 11.2 Trial !
I can't get the drag and drop to work in 12, has it changed?
Hi BigDaz, nothing has changed in Modo 12 with regards to MeshFusion's Drag and Drop function. In order for the Drag and Drop feature to work, you'll need to already have a Fusion Item in your scene. And you must be in Item Mode when you drag the new source Item onto your Primary Mesh.
You briefly mention you can do edge weighting with fall offs at 8:14. More info on this please
ruclips.net/video/xqa8X3DY2XA/видео.html