Itoo Software Forum
Forest Pack => Forest Pro (*) => Topic started by: simmsimaging on April 18, 2011, 04:44:14 AM
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Is there a way to "freeze" the FPP object when you go into custom edit mode? I have a few trees I want to edit/remove, but I am using collision detection, so when I switch to custom edit mode all the deleted trees come back.
Is there a way to do this without losing the collision detection?
Thanks /b
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This is the normal behavior, and it seems to work fine here. If you switch from Generate to Custom Edit mode, the distribution of items is preserved, and the items removed by collisions are not included. Instead, switching from Custom Edit to Generate mode recreates the object, loosing all changes of the edit mode.
If you are experiencing a different result, please send us a sample scene to check it.
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Sorry about the delay: I did not get a notification on your reply.
That is the result - but it's not what I would like to get :) Is there a way to distribute in Generate mode, but then switch edit mode so that I could go in a remove a few problematic objects, but not lose the overall configuration created with collision detection?
b
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That is the result - but it's not what I would like to get :) Is there a way to distribute in Generate mode, but then switch edit mode so that I could go in a remove a few problematic objects, but not lose the overall configuration created with collision detection?
Well, that is exactly what it does:
(http://www.itoosoft.com/images/forum/generate.gif)
(http://www.itoosoft.com/images/forum/custom-edit.gif)
(http://www.itoosoft.com/images/forum/delete.gif)
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Maybe it's a miscommunications, or I'm wrong? I create an FPP using collision, and it deletes (for example) 10% of the objects. If I switch to custom edit because I want to remove 3-4 trees then all the objects deleted by collision come back. If I delete a few by hand and then go back to generate mode all returns to the original state.
I'd like it to work exactly as you show, but not lose the collision detection when switching modes, and I cannot figure out how to get that to work.
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Ok, i see. Switching between the two modes is not bidirectional, you can't go back from Custom Edit to Generate mode without loosing the changes. It's not designed to work on this way.
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So back to the initial request then: is it possible to add an option to just "freeze" the FPP object when going to custom edit mode? That way I could get it 99% of the way there with all options, and then just fine-tune with custom edit. I don't actually need to go back and forth between modes all that much, just keep what I have from the generate mode when I move to custom edit.
Right now it makes the custom edit almost useless if you are relying on Collisions at all.
/b
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Sorry, but i don't understand. Currently, if you switch from Generate to Custom Edit, the distribution of items is freezed, including collision detection. You can see it on my images...
Would it be that it is working differently in your scene ? Please, post some screenshots if this is the problem.
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Weird - my current job file does not work this way, but I made a new test file and it works correctly. Here are screen caps of the job file. You can see the object count jumps when I turn on custom edit mode, so I thought this was correct/normal behaviour.
Must be something with this file?
b
(http://www.evernote.com/shard/s2/sh/2b68594a-8a0a-454f-9166-2b16aca792d5/80e9a1e0c2c4aae81f8c873b114e5400/res/3c0345ba-4838-4b51-82fa-4428c79a7311/ScreenClip.png)
(http://www.evernote.com/shard/s2/sh/f70fa718-8394-4351-879f-5d7ca1ff4bb8/05b68144b4155ad416eccb7b6c3343ba/res/7e976360-f2f6-494c-909d-08a0dab1aa10/ScreenClip.png)
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Yes, there must be some different on this object. Please, send it to support@itoosoft.com for checking.
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I cant release this scene. I will have to try and reproduce it. Im away for a few days but will try when i return mid next week.