We indeed used to have a pivot point in sculpt very much like what you describe, unfortunately it didn't make it through the transition to 2.5. (It seems all that remains is an unused pivot_last field in DNA_view3d_types.h) I'd love for that feature to come back, it's very handy.
-Nicholas On Sun, Jun 13, 2010 at 12:47 AM, Charles Wardlaw <cward...@marchentertainment.com> wrote: > Hi Jason, > > I remember seeing a request for people to speak up about speed in your > branch. I just did a quick test on 1.5 million polygons in a multires mesh-- > The speed is so good now that I don't find myself dropping into lower > resolutions to do my edits. (I'm on a Macbook Pro i7 with an NVidia 330m.) > Even with a brush that covers a large area, everything but the Smooth brush > feels great. The only part of it all that feels slower is the resizing of > the brush. Might be my imagination, but it feels much slower. Not a big > deal, and doesn't get in the way of usability. > > The scrape brush is my new favorite toy. I'm also absolutely in love with > the on-surface cursor, although it shifts to the side when you use the grab > brush. It also resizes sometimes across a surface-- while scraping, I > sometimes see it shrink as I go from place to place. I think it's only > cosmetic, though-- it doesn't seem to behave any differently. The fill brush > also works quite well. > > I'd like to make one suggestion, in the "if you have time" box. One thing 3D > Coat does that's very nice is that it allows the user to reset the camera > pivot position to somewhere on the mesh-- this way you can rotate around a > place that makes sense regardless of how far you are from where you started. > This would be very nice to have while sculpting in Blender. Press a key and > wherever the mouse is hovering on the mesh is the new camera pivot point. > It's possible this is already an operator somewhere (if it is I'm sure > someone will politely correct me), but if not, I hope you or some other > interested party could add it in. > > ~ Charles > > > > > On 2010-06-12, at 1:40 AM, Jason Wilkins wrote: > >> == "On-Surface" Brush Cursor == >> >> The "On-Surface" brush cursor is drawn in a way that makes it appear to >> follow the contours of the object being sculpted. The brush tells an >> artist precisely what areas will be effected by applying the current tool. >> Sometimes the area it highlights is quite convoluted and something the >> artist never would have guessed from using the old cursor. Beyond that I am >> experimenting with changing the brushes thickness, opacity, and color based >> on different brush settings. When using a pen, any changes to size or >> strength because of pressure are also visualized as you go. >> >> The brush is obviously very useful and I've received nothing but positive >> feedback on it, however there is much work to be done before it can be >> integrated into the Blender mainstream due to two reasons. The first is >> that although it can be implemented using standard OpenGL, for the triple >> window update method it requires saving and restoring the depth buffer which >> is an action that was overlooked in the original standard and is only >> supported by a slow round trip to memory through ReadPixels/DrawPixels. >> Making it fast will require using two extensions ARB_depth_texture and >> ARB_fragment_program (or any fragment shading extension that allows writing >> depth). >> The other reason is that the cursor requires the stencil buffer which is not >> normally requested by Blender. >> >> I believe that any reasonable target for doing digital sculpting in Blender >> in 2010 supports all of these features because they have been a part of >> standard mainstream OpenGL for years. Stencil buffer was common even before >> the release of Doom 3 which made extensive use of it. >> >> Currently there are still some issues that need to be worked out but I >> believe the special cursor is an important enough feature to justify >> requesting the stencil buffer and using certain extensions. >> >> == Locking Brush Size to Blender Units == >> >> I added an option to lock the current size of the brush relative to the >> object. This means if you zoom in or out that the brush will resize so that >> it will be the same size relative to the object. >> This allows an artist to work at different levels of zoom without having to >> resize the brush in a time wasting attempt to match the size of the previous >> work. >> >> == Texture Controls and Overlay == >> >> I improved the texture mapping controls, including a transparent overlay for >> showing the orientation of the texture. This is similar to mudbox and >> zbrush "stencils" >> >> >> == Grab == >> >> I improved the behavior of the grab brush. The radius is doubled when >> grabbing and moving the grabbed area around no longer causes it to become >> distorted. >> _______________________________________________ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers