My question might sound stupid, but how to use those new freeform modeling tools/features in Rhino WIP?
I’ve been useing T-Splines for years, but I haven’t much used Rhino features - even I’ve been working ‘inside’ Rhino all these years.
I mean those similar features like T-Splines, Clayoo, etc. Is there some short manual or help how to get started? I found some Free-Form commands in Rhino WIP but they seem to be for curves only.
Even the creation of tose features has just started, I understood that something more can already be done than just curves?
I looked quickly and didn’t understand a word about the introduction
A person called Holo has made a toolbar of his own (SubD Holo).
That’s what I found so far (plus searching 1-2 hours for SubD commands before I made my question here).
Is there something I should know when searching those toolbars? Should I have a plugin? Looks like many others has been having the same 'problem.'
Maybe few words/sentensies about the topic would help here on forum like ‘how to start with SubD modeling?’ (Rather than repeatedly answering the same questions for guys like me )
True, and the toolbar you refer to is something I put together to make and edit meshes easier as I could not wait to test out the Sub-D feature. I’ll work on it as soon as I have time, hopefully during Xmas, so I can release a beta for you guys to play with.
Sorry about the confusion. Rhino WIP is a “work in progress”. Some features are further along than others. The SubD development is in the earliest phase.
That is the core SubD geometry mathematics development. There are some internal test commands to test the math code to make sure it works.
Once the core is work well enough, the SDK development will start. That will allow other developers to access the core SubD geometry functions.
When the SDK is ready enough, the UI development will get underway.
Of course, much of this can happen at the same time, but if we are not careful the SDK and UI development will need to be redone many times if the core changes often.
We will be sharing to test commands with you all as they are developed so that you can try out the underlying SubD geometry technology
Unfortunately, at the moment, we still have a bit of core SubD geometry work to do. All we have for you is one command that converts a mesh into a NURBS-based SubD limit surface. It should give you the shape you expect from the mesh you select. If not, we would like hear from you.