Hi Carlos, thanks for the specific bug report, I will look into it.
I record my mouse events in real time when making my tutorials and they are played back by my seamless robot (which helps me to keep the tutorials concise) which moves the mouse directly from one point to another but I am not sure what the importance is of being able to drag the pivot point in a straight line as you request, why do you want to do this?
“When moving a nurbs point, is there a way to move it just in one direction (X,Y or Z)?”
I plan to add a feature soon that will let you drag the selected control points in a straight line but for now you can move any number of selected control points in the x y or z dimensions If you click on the reddish pink flower button (which will open a control panel that lets you transform the selected points) and use the translation’s field buttons. This has some advantages over dragging the points if you want to move the points a specific amount.
“If I say No, I have to keep closing the same window several times. Is like it is asking for every backup that I have already saved. Not a comfortable feature.”
Seamless is only showing a yes no cancel message window for every file you have not dealt with after a crash (it does not do this for every file saved for every backup event ). If you click yes but do not save it before crashing again then you will have yet another file that has to be dealt with in the backup queue. If you want to clear all the undealt with files in the queue, just keep clicking no or save them all before doing anything else and you wont be bothered again by those backups. I prefer seamless to do this than let me lose my work from a crash. I do not see this as a problem that needs solving.
If Seamless keeps crashing for you when modelling a head, it’s probably because you have not spent enough time getting use to it. I have spent many hours modelling a head since the new version without it crashing and it only takes me 20 minutes to get the structure for the head made.
Most of the time spent after making the structure is simply dragging a single control point at a time to modify the shape (as you only want to drag multiple control points when you want to make radical changes) and this is something that should be hard if not impossible to cause a crash.
When modelling a head, the most likely ways to cause a crash in my experience, is diverting a line differently to how I show in the tutorial. I have not experienced it crash when I click on the right line to divert it when following the tutorial.
“Suggestion: To make a change in order to be able to change the BackgroundColour (not just Black or White)”
You can change the background by clicking on the Scene node and changing its backgroundColor field.
“I realized that a nurbs-point changes its red colour into black when moving its shape around to another position/angle.”
Can you please show a screen shot of this, as what you seem to be describing here (black control points?) I am unfamiliar with.
It is especially not much fun for me spending lots of time answering questions if I have very little feedback in the form of images or video to see what you’re doing.
”About the GRID: If I want to hide it but it doesn't respond to the unchecked box on the Grid panel, just save the work and when I open it again I will unchecked it again and it will work.”
I have fixed this as far as I know for the upcoming version, did you see my reply to you in a previous post?
I am not sure what you mean by “Is there a way to select and display a NurbsPatch on the main 3D window while the others are hidden”
The 3 rabbit and hat buttons let you hide and show any combination of patches.
“Too many lines showing during the modelling is a challenge.”
I do not understand what you mean by “reduce the size of those lines” reduce the number ?
When modelling a head, like I show in my step by step tutorial, I find the blackface ignore button and the zbuffer control cage button are all I need to stop unwanted control lines from being shown.
“All I can notice is an increase number of lines in the mesh when seeing it with the wire frame feature.”
Just like when you increase the number of pixels in a 2d image, when you increase the number of polygons on a nurbs surface, your mesh will look smoother.
Sadly forums have used up a lot of my time over the years, time I wished I could have back to advance Seamless3d’s development, so I have learnt to be weary when answering questions that do not seem relevant to the tutorials I have written.
I spent a lot of time trying to keep things simple to show how easy it can be to model a human head but you keep complicating matters by looking for solutions outside of my tutorial.
You have said a number of times you want a manual before learning my step by step tutorial and I do not understand the importance of this as the best manuals should reference all the features back to tutorials to show them being used in context. If for example you wanted to model a head using blender without using a step by step tutorial, how useful would the blender manual be? You would be presented with lots of information that you would not be sure which is of importance to the task you want to do.
Learning how to model a human head is not only a technical matter, like learning how to use a pencil, it takes lots of time practicing to develop your modelling skills.
I understand there are many issues yet to be addressed and that seamless is not very forgiving if you do some things in the wrong order but there is little point me spending my time trying to guess questions and thinking how best to explain the answers when the answers will be better explained in a current or future tutorial.
I understand many will not be content to learn software if all it can do is model a head but anyone who has used seamless for a while can see it can do a lot more when some of the issues have been ironed out for Seamless III and what is the alternative? if you know of a tutorial using other software that shows how to model a human head as easy as my step by step tutorial, please let me know as I have not yet been able to find one.