Bug Fix Release: Improved keyboard mode switching reliability There were some bugs in the keyboard mode switching buttons. There may still be a few quirks, but the reliability is much improved. 1PM EST UPDATE: Added Deselect button, Save As confirmation popup, and fixed bug "When
There were some bugs in the keyboard mode switching buttons. There may still be a few quirks, but the reliability is much improved.
1PM EST UPDATE: Added Deselect button, Save As confirmation popup, and fixed bug "When selecting a vertex, the vertex should change colors immediately, rather than after unselected"
Bug Fix Release: Improved keyboard mode switching reliability There were some bugs in the keyboard mode switching buttons. There may still be a few quirks, but the reliability is much improved. 1PM EST UPDATE: Added Deselect button, Save As confirmation popup, and fixed bug "When
There were some bugs in the keyboard mode switching buttons. There may still be a few quirks, but the reliability is much improved.
1PM EST UPDATE: Added Deselect button, Save As confirmation popup, and fixed bug "When selecting a vertex, the vertex should change colors immediately, rather than after unselected"
Bug Fix Release: Opening a new OBJ broke the grip Fixed an annoying bug where opening a new OBJ would cause the grip to become inoperable on the same controller until the mode was changed. Also, we have a new icon image for MMVR, but steam doesn't appear to install it when MMVR u
Bug Fix Release: Opening a new OBJ broke the grip
Fixed an annoying bug where opening a new OBJ would cause the grip to become inoperable on the same controller until the mode was changed.
Also, we have a new icon image for MMVR, but steam doesn't appear to install it when MMVR updates automatically. If you're still seeing a moldy brick icon, try uninstalling and reinstalling MMVR from steam.
9:52PM EST UPDATE: Fixed bug where SaveAs followed by Save wasn't using the SaveAs file path.
Bug Fix Release: Opening a new OBJ broke the grip Fixed an annoying bug where opening a new OBJ would cause the grip to become inoperable on the same controller until the mode was changed. Also, we have a new icon image for MMVR, but steam doesn't appear to install it when MMVR u
Bug Fix Release: Opening a new OBJ broke the grip
Fixed an annoying bug where opening a new OBJ would cause the grip to become inoperable on the same controller until the mode was changed.
Also, we have a new icon image for MMVR, but steam doesn't appear to install it when MMVR updates automatically. If you're still seeing a moldy brick icon, try uninstalling and reinstalling MMVR from steam.
9:52PM EST UPDATE: Fixed bug where SaveAs followed by Save wasn't using the SaveAs file path.
Feature Release: Save As Save your work anywhere you want with Save As! You'll find this in the Tool menu next to Object->Open. In order to implement this, we needed a VR keyboard, so we made one. Boy was that a lot of work. It's a little raw at the moment, but it will improve
Feature Release: Save As
Save your work anywhere you want with Save As! You'll find this in the Tool menu next to Object->Open.
In order to implement this, we needed a VR keyboard, so we made one. Boy was that a lot of work. It's a little raw at the moment, but it will improve with time and feedback.
Enjoy!
Feature Release: Save As Save your work anywhere you want with Save As! You'll find this in the Tool menu next to Object->Open. In order to implement this, we needed a VR keyboard, so we made one. Boy was that a lot of work. It's a little raw at the moment, but it will improve
Feature Release: Save As
Save your work anywhere you want with Save As! You'll find this in the Tool menu next to Object->Open.
In order to implement this, we needed a VR keyboard, so we made one. Boy was that a lot of work. It's a little raw at the moment, but it will improve with time and feedback.
Enjoy!
Feature Release: 3D Physical Buttons Just push them! This is exactly how buttons work in real life. No trigger necessary. The trigger is no longer used in any UI element, so you'll never place a vertex by accident. Here's a quick animated gif demo: If pushing it doesn't work, try
Feature Release: 3D Physical Buttons
Just push them! This is exactly how buttons work in real life. No trigger necessary.
The trigger is no longer used in any UI element, so you'll never place a vertex by accident.
Here's a quick animated gif demo: [url]http://i.imgur.com/k4CysCr.gifv[/url]
If pushing it doesn't work, try the grips. Some trigger actions have been moved to the grip buttons, like the snap spacing slider and the Object -> Open scroller.
Finally, the pointer cones now reflect the current fill color for a nice visual reminder.
Feature Release: 3D Physical Buttons Just push them! This is exactly how buttons work in real life. No trigger necessary. The trigger is no longer used in any UI element, so you'll never place a vertex by accident. Here's a quick animated gif demo: If pushing it doesn't work, try
Feature Release: 3D Physical Buttons
Just push them! This is exactly how buttons work in real life. No trigger necessary.
The trigger is no longer used in any UI element, so you'll never place a vertex by accident.
Here's a quick animated gif demo: [url]http://i.imgur.com/k4CysCr.gifv[/url]
If pushing it doesn't work, try the grips. Some trigger actions have been moved to the grip buttons, like the snap spacing slider and the Object -> Open scroller.
Finally, the pointer cones now reflect the current fill color for a nice visual reminder.
Feature Release: Save - Drive Letters, Documents, Downloads, and location Touchpad/Joystick changes: Touchpad/Joystick -> Save now saves the last opened file , rather than blindly saving load.obj every time. This is a precursor to Save As, coming very soon. The Object -> Op
Feature Release: Save - Drive Letters, Documents, Downloads, and location
Touchpad/Joystick changes:
Touchpad/Joystick -> Save now saves the last opened file, rather than blindly saving load.obj every time. This is a precursor to Save As, coming very soon.
The Object -> Open interface has the following changes:
Drives - Any drives on your system should show up here ( C:\ for example ). What's more, the list will update in real time every two seconds, so feel free to plug that USB reader or stick.
Special Folder shortcuts - We now have dedicated buttons for Documents, Downloads, and Desktop.
Interface spawns like the other menus, tilted slightly away from the user for readability/comfort.
New panel for drive letters and special folders is grabbable, so you can fine tune the positioning if desired.
Panel grows to the right for long lists of drive letters or long paths. This is our first auto growing panel in MMVR. It's almost like we have the trappings of a basic UI now.
Feature Release: Save - Drive Letters, Documents, Downloads, and location Touchpad/Joystick changes: Touchpad/Joystick -> Save now saves the last opened file , rather than blindly saving load.obj every time. This is a precursor to Save As, coming very soon. The Object -> Op
Feature Release: Save - Drive Letters, Documents, Downloads, and location
Touchpad/Joystick changes:
Touchpad/Joystick -> Save now saves the last opened file, rather than blindly saving load.obj every time. This is a precursor to Save As, coming very soon.
The Object -> Open interface has the following changes:
Drives - Any drives on your system should show up here ( C:\ for example ). What's more, the list will update in real time every two seconds, so feel free to plug that USB reader or stick.
Special Folder shortcuts - We now have dedicated buttons for Documents, Downloads, and Desktop.
Interface spawns like the other menus, tilted slightly away from the user for readability/comfort.
New panel for drive letters and special folders is grabbable, so you can fine tune the positioning if desired.
Panel grows to the right for long lists of drive letters or long paths. This is our first auto growing panel in MMVR. It's almost like we have the trappings of a basic UI now.
Feature Release: Save Notification and Unsaved Changes Dialog Nothing fancy today. Just a Save confirmation popup and an Unsaved Changes dialog to help prevent lost work. The menu spawn point system has been slightly overhauled as well. The menu no longer spawns on your controlle
Feature Release: Save Notification and Unsaved Changes Dialog
Nothing fancy today. Just a Save confirmation popup and an Unsaved Changes dialog to help prevent lost work.
The menu spawn point system has been slightly overhauled as well. The menu no longer spawns on your controller, but now spawns directly in front of you, as far from you as your controller, with a minimum distance for readability.
Finally, the alignment tools on/off checkbox in settings has been repaired. I'm not sure how long it's been broken, but no one appears to have noticed.
Feature Release: Save Notification and Unsaved Changes Dialog Nothing fancy today. Just a Save confirmation popup and an Unsaved Changes dialog to help prevent lost work. The menu spawn point system has been slightly overhauled as well. The menu no longer spawns on your controlle
Feature Release: Save Notification and Unsaved Changes Dialog
Nothing fancy today. Just a Save confirmation popup and an Unsaved Changes dialog to help prevent lost work.
The menu spawn point system has been slightly overhauled as well. The menu no longer spawns on your controller, but now spawns directly in front of you, as far from you as your controller, with a minimum distance for readability.
Finally, the alignment tools on/off checkbox in settings has been repaired. I'm not sure how long it's been broken, but no one appears to have noticed.
Feature Release: Modeless Object Move and Scale Changes: Now you no longer have to switch to Object Mode to Move or Scale your object, interrupting your workflow. Instead, just grab empty space at any time to move or scale your object. This release also includes a nice new folder
Feature Release: Modeless Object Move and Scale
Changes:
Now you no longer have to switch to Object Mode to Move or Scale your object, interrupting your workflow. Instead, just grab empty space at any time to move or scale your object.
This release also includes a nice new folder model, submitted by BlaXun, in the Object -> Open interface. Thanks, BlaXun!
Finally, we fixed a bug where using the Object -> Open interface would render the Tools panel immovable.
Feature Release: Modeless Object Move and Scale Changes: Now you no longer have to switch to Object Mode to Move or Scale your object, interrupting your workflow. Instead, just grab empty space at any time to move or scale your object. This release also includes a nice new folder
Feature Release: Modeless Object Move and Scale
Changes:
Now you no longer have to switch to Object Mode to Move or Scale your object, interrupting your workflow. Instead, just grab empty space at any time to move or scale your object.
This release also includes a nice new folder model, submitted by BlaXun, in the Object -> Open interface. Thanks, BlaXun!
Finally, we fixed a bug where using the Object -> Open interface would render the Tools panel immovable.
Feature Release: Cancel primitives Now you can cancel a primitive in-progress by simply pressing the grip button. Thanks to BlaXun for requesting this feature on April 28th 2017.
Feature Release: Cancel primitives
Now you can cancel a primitive in-progress by simply pressing the grip button.
Thanks to BlaXun for requesting this feature on April 28th 2017.
Feature Release: Cancel primitives Now you can cancel a primitive in-progress by simply pressing the grip button. Thanks to BlaXun for requesting this feature on April 28th 2017.
Feature Release: Cancel primitives
Now you can cancel a primitive in-progress by simply pressing the grip button.
Thanks to BlaXun for requesting this feature on April 28th 2017.
Bug Fix Release: Handle materials with slightly different colors but same HTML name There was a bug in MMVR's automatic material naming code. Internally (and in the generated MTL file) we name materials based on the HTML color value. For example, if you edit a MTL file with a tex
Bug Fix Release: Handle materials with slightly different colors but same HTML name
There was a bug in MMVR's automatic material naming code. Internally (and in the generated MTL file) we name materials based on the HTML color value. For example, if you edit a MTL file with a text editor, you'll see something like this:
newmtl Material_#E600FF00
Ka 1 1 1
Kd 0.9019608 0 1
Ks 0.5 0.5 0.5
Tf 1 1 1
Ke 0 0 0
Ns 96.07843
Ni 1
d 1
illum 2
In the above example, "Material_#E600FF00" is the material name. "#E600FF00" is the HTML color value in this case. We were running into issues where materials with slightly different colors would have the same HTML color value. For example:
Kd 0.9019608 0 1
and
Kd 0.9019607 0 1
both generate the same HTML color value #E600FF00.
In order to make MMVR more robust, this second color value will now generate a numerically ascending material name: "Material_#E600FF00_2"
We also fixed an issue with the alignment tool delete button a few days ago and rolled a release to fix the issue but didn't post an announcement. Consider this the announcement for that fix.
Bug Fix Release: Handle materials with slightly different colors but same HTML name There was a bug in MMVR's automatic material naming code. Internally (and in the generated MTL file) we name materials based on the HTML color value. For example, if you edit a MTL file with a tex
Bug Fix Release: Handle materials with slightly different colors but same HTML name
There was a bug in MMVR's automatic material naming code. Internally (and in the generated MTL file) we name materials based on the HTML color value. For example, if you edit a MTL file with a text editor, you'll see something like this:
newmtl Material_#E600FF00
Ka 1 1 1
Kd 0.9019608 0 1
Ks 0.5 0.5 0.5
Tf 1 1 1
Ke 0 0 0
Ns 96.07843
Ni 1
d 1
illum 2
In the above example, "Material_#E600FF00" is the material name. "#E600FF00" is the HTML color value in this case. We were running into issues where materials with slightly different colors would have the same HTML color value. For example:
Kd 0.9019608 0 1
and
Kd 0.9019607 0 1
both generate the same HTML color value #E600FF00.
In order to make MMVR more robust, this second color value will now generate a numerically ascending material name: "Material_#E600FF00_2"
We also fixed an issue with the alignment tool delete button a few days ago and rolled a release to fix the issue but didn't post an announcement. Consider this the announcement for that fix.
Feature Release: Object -> Open interface for OBJ files Tired of using load.obj in the application directory? Now you can use Tools -> Object -> Open to load a file from a folder of your choice. Careful! It doesn't ask you to save your work yet. The interface is pretty b
Feature Release: Object -> Open interface for OBJ files
Tired of using load.obj in the application directory? Now you can use Tools -> Object -> Open to load a file from a folder of your choice. Careful! It doesn't ask you to save your work yet.
The interface is pretty bare bones right now, but it will improve with time. This is the first time I've seen a functional File -> Open dialog in VR. If it's not a first, it's rare, so there is a lot of UI Design frontier to explore.
Who wants to 3d design a recognizable folder mesh in Mesh Maker VR to replace our placeholder cubes?
Feature Release: Object -> Open interface for OBJ files Tired of using load.obj in the application directory? Now you can use Tools -> Object -> Open to load a file from a folder of your choice. Careful! It doesn't ask you to save your work yet. The interface is pretty b
Feature Release: Object -> Open interface for OBJ files
Tired of using load.obj in the application directory? Now you can use Tools -> Object -> Open to load a file from a folder of your choice. Careful! It doesn't ask you to save your work yet.
The interface is pretty bare bones right now, but it will improve with time. This is the first time I've seen a functional File -> Open dialog in VR. If it's not a first, it's rare, so there is a lot of UI Design frontier to explore.
Who wants to 3d design a recognizable folder mesh in Mesh Maker VR to replace our placeholder cubes?