How can I activate the UVN Gumball tool? in RH9 WIP ?
Set the gumball to object mode and select some surface points. Looking forward to your feedback!
This might be off topic, but I would like to see some implementation of this concept into blocks.
test good job
The use of Ctrl + Shift and shift to select the UVNs is excellent — I’m testing it right now, and it feels very intuitive to me.
Opps, what’s up with that strange flickering when you build a line from midpoint? First visible at the 1:00 minute, and a few moments later. Looks like the line is a thick 4-sided polygonal model (simplified pipe) instead of a same-thickness-vector, and for some reason it tries to snap to the camera at an extreme close-up. ![]()
P.S. As for the UVN handles that you demonstrate later in the video, you can click and hold the left move handle that’s aligned along the sideways axis and the horizontal line, then tap on the Tab key and move in the opposite direction towards the right side of the screen. That will eliminate the need to snap to the horizontal curve. ![]()
It would be nice if the U/V indicator was dynamic, visible the whole time during the control point manipulation.
You can move in the opposite direction by holding Shift before hitting Enter
I tried it a bit , combined with soft transform too…
Nice!
For surfaces it’s a big improvement already!
It would be interesting to test some “bi-color” handles in this scenario, currently they just drag in screen-space without any specific direction, instead they should drag on a plane created by 2 arrows. For surfaces it should be a total of 8 “bi-color” handles … to appear only at specific angles to not clog the visual.
Combined with soft transform panel:
- the blue rendermesh overlay is sort of dim, also i barely noticed the affected grips being colored too (maybe consider color-fill the inner white dot instead of the border?)
- the 2 distances modes (along object and spherical) could become 2 side by side radio buttons or mutually exclusive checkboxes, to spare the additional click to open the dropdown menu.
- U/V weights are sort of counter-intuitive… but works great!
Now we can solve stuff like this with almost a single drag:
What about SubDs?!?
Please do not forget about them! Please don’t push this past 9!
Also, I see dragging SubD grips or faces now lags and stutters. Not heavily, but perceivable.
Dragging a single grip of a 2.5k faces SubD on Rhino 7 is 60fps clean, on 9/WIP the dragging feels under 30fps or less… something become way heavier.
It was probably caused by the fact that when I activated MidCurve, I snapped it to the midpoint of the symmetry axis. I was holding Shift, so the curve locked orthogonally to the Y-axis. With the camera positioned the way it was, that combination produced the flickering effect you noticed.
I’ve just moved the camera back into the same spot and I was able to “reproduce the exact same glitch.”
The flickering happened because, with the snaps enabled, the curve was trying to lock onto multiple points at once. At 2:01 the same thing happens: the control point tries to snap to multiple detected targets at once, and that produces a kind of flickering, you can even see it affecting the surface visually.
Oh, thanks for the Tab tip — I honestly hadn’t considered that it could have any impact as a shortcut.
The Tab key is used in Rhino to lock the direction, the angle or to toggle some other functionality depending on the active tool.
Guys, try using UVN together with the SoftTransform command — they’re an excellent combo. I’m testing it right now on a geometry that isn’t mine, specifically on a surface created with the new Patch command.
I don’t understand… you mean manually changing global settings for also every other time?
What I meant is for just the fall-off affected grips to be color-filled, to make more it obvious… anyway this is the least of the problems.
That would be wonderful! But indeed it apply only with rows of vertices surrounded by 4 edges…
And your video in youtrack seems to already do that! ![]()
Anyway, that is the “step 2”.
For “step 1” It would already be wonderful if we could have all the relevant gumball arrows following the control net (for vertices surrounded by any amount of edges). Currently with SubD I can only see the normal arrow:
Thank you!
@omichalek Do you mean like this?

When you set the Gumball to object mode on a curve point, it quite usefully bends to the U, V and Normal directions:
However, when you set the Gumball to object mode for on a SubD vertex, it only conforms to a single U or V direction (and Normal):
Since the slide Subd tool is essentially unusable, it would be nice if the Gumball could bend to conform to the U0, U1 and V0 and V1 directions, similar as for the curves (it would also be more consistent).












