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C4DS

Seamilar ... the sequel

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Thanks, that worked.

Happy New Year to you.

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Useful plugin, thanks.

But it eats a lot o CPU when the "Seamilar" tool is active, and gets even worse when hovering in the viewport..

Any solution for that?

 

Cheers...

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  • 10 hours ago, regnas said:

    Useful plugin, thanks.

    But it eats a lot o CPU when the "Seamilar" tool is active, and gets even worse when hovering in the viewport..

    Any solution for that?

     

    Cheers...

    Thanks for the feedback.

    It's the drawing of seams and colored polygons which requires quite some CPU time. A more efficient drawing has been implemented and will be available in WIP 3.

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    6 hours ago, C4DS said:

    Thanks for the feedback.

    It's the drawing of seams and colored polygons which requires quite some CPU time. A more efficient drawing has been implemented and will be available in WIP 3.

    Great news...

    Thank you..

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  • As mentioned, WIP 3 contains a new drawing implementation.

    Reading through the developers forum and blog, I gathered as much information as possible and did my best to let Cinema perform most of the drawing, reducing CPU calculations from within the Seamilar tool. It's still not a lightweight process, but CPU time is now only required to perform the original drawing, while re-drawing is kept to a minimum. I'll leave out the technical details.

    I understood that many didn't appreciate the fact I stored data into their objects, and as was proposed I created a new tag to behave as a data container. While support for this new tag was rather easily implemented, most of the time was spent on solving all the possible interactions (undo/redo/user deleting tag/etc ...).
    After a few weeks trying to get all interactions under control, I still haven't managed to correctly handle the removal of the tag on an active object while the Seamilar tool is active. All goes fine, until the user performs undo/redo. Workaround is thus to switch to live selection tool, or to another object before removing the tag.

    As the current code to handle all these interactions is becoming too complex I am realizing I am probably heading into the wrong direction. So, I'll release the most stable state of the plugin as WIP 3, before rethinking the whole thing and providing it in a next WIP.

    There is currently one big drawback, which I still need to find a workaround for:
    I am using the Cinema 4D internal unwrapping function. But for this to work a BodyPaint3D Texture View window needs to be opened by the user, at least once during the lifetime of the Cinema 4D session. Confirmed by MAXON developers to be by design, not a bug.
    Sadly, they didn't provide any function to call the opening of this window from within a plugin. So users need to open it, manually.

     

    EDIT <link to wip 3 removed>

     

    Some technical details for those wondering what goes on behind the scene, when looking at the console:

    The original python plugin consisted of just a single tool plugin.
    To get things done as it is now, I needed to implement:
    - the original tool plugin
    - a window plugin (to show the colored UVs)
    - a tag plugin (to contain the needed data)
    - a scenehook plugin (for handling the optimized drawing)
    - a message plugin (for handling the interactions)

    Luckily for the user, all this is just a single plugin file
     

     

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    Try to install, but same issue as with WIP2 first version. Again not apeared in plugins menu or console info...R18.028

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  • 8 minutes ago, bezo said:

    Try to install, but same issue as with WIP2 first version. Again not apeared in plugins menu or console info...R18.028

    How embarrassing! I uploaded the wrong file, sorry.
    Correct version has been uploaded now.

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    Works fine now, thanks.

     

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    Tested....

    The CPU usage is much better now.... :)

    Cheers..

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    Wow....  very nice, will be the best tool for uv in C4D. Thanks for sharing you nice stuff.

     

    Desperate to use it in my Mac.

     

    Thanks.

     

    ...

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