Box Cutter 4 Update Notes

I was determined to release this on the weekend.

Boxcutter has underwent many updates thanks to the efforts of AR, Dima, Edgard and myself. I am happy to report many of the previous glitches are resolved and more than likely new ones have appeared but lets hope not.

Box Cutter’s T Panel is right below Hard Ops. It also still has the hotkey Alt + w.

https://gumroad.com/l/BoxCutter#

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The t panel has been expanded to show new additional parameters which we will go into more later.

The Hard Ops connection has been made better so Boxcutter and Hard Ops will continue to be the ultimate combo. There is also a special q menu for Boolshapes which are made via Box cutter in mod mode that will allow array, bevels and solidification.

 

So in a nutshell here’s the latest features!

 

2d Snapping / Help Display (NOTE: NEVER LET SNAPPING BE AT 0…)

Activate snapping – shift + z.

Change Increments  – shift + mouse wheel or numpad + and –

As you can see it is capable of being precise in cutting things subsequently however an array would be better. This is a 2d plane snapping system so no snapping to verts / edges / faces also that would equal hot lining so that may be examined down the road.

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Angle Snapping – Only For NGON TOOL

 

Activate Angle Snapping – alt + z

Change Angle in the T Panel blender_2016-05-28_01-34-58.png

 

Angle Snapping Indication – Indicator Display

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At the last minute. Dima just had to add to the angle snapping. Now when you activate it with alt + w after initializing snapping with shift + w. You get an indicator line making it more visibly obvious where your snapping for angle is going to go. Now I can say the angle snapping is set for the moment.

Alt + z – must be pressed after the initial points were set in order to see the angle snapping indicator.

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Notice that it shows after alt + z is pressed after the first line is made. This may be improved in subsequent releases.

Advanced Ngon Behavior – Curve and Bevel Support

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The ngon tool initially implemented has gone through quite a few advancements that I am quite excited about.

To Start – Hold ctrl + click and draw a line

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And the best part. Pressing X toggles rebool and red cutter box. We plan to expand on this behavior much more in the future so this is just the start.

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Only the ngon is this advanced at the moment. The box and circle have a specific behavior that is still being fine tuned and one shape feature is yet to be added yet.

This tool’s behavior allow you to draw a shape and adjust it before committing it. We have more plans for it however its current state is leagues above the former and now I can consider the ngon an essential and usable tool.

(edit: this tool has been enhanced 3 times since this update secretly. So if you have the latest version your help might display additional/ differentinformation.)

 

Circle Tool – Limit Break

The circle has had its limit broken so now you can insert cylinders more than 32 spans. That was the first glitch resolved after the last release.

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We still have plans to consolidate circle and box into a new simple shape tool that will have a double behavior system of cut and run and also a hold in place type of thing.

 

Mod Mode Enhancements / Hard Ops Connection 2

Mod mode has been enhanced to impressive levels as well. Basically mod mode is similar to booltool in which all cuts are kept live and are available to be adjusted after the fact before committing. This allow hard ops to also get in the box cutting fun with bevels, arrays and solidification. Then at the very end. You can commit. It also treats unbeveled meshes differently and is more preferable to the older behavior.

alt + mouse wheel changes cutting mode.

This works in box, circle, and ngon mode.

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When I first got this going I was off like a rocket. The speed of it compared to inserting cubes over and over is just miraculous. But it gets better. When I go back and select the boolshape meshes and press Q the hard Ops menu from Hard Ops 8 is there to do additional functions that are a part of that plugin already. With the hard Ops integration of mirror mirror there is now a quicker way to mirror things across other things now positioned in a way for expansion.

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So I had to tweak alot of elements but this sort of experimentation is going to drive the next cstep system and its connection into box cutter. I have been able to make some pretty interesting shapes just messing around with it.

 

Shape Memory V1 (Circle and Box Only) (secret)

Shape memory is still in the works but basically it allows for repeating shapes.

Remember shape – ctrl + space

Recall shape – shift + space

Once you store the shape you will be in move mode.

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But after you press shift + space while in the drawing state you will call the shape back. We hope to also extend this quite far into a library of sorts but this is the initial framework of the idea.

I must remind you it is only for box and circle at this time. Ngon is important as well however in time I hope we will expand it there as well.

Color Prefs!

So the new defaults are blue because Adrian and Ivan made fun of my affinity for the warmer colors. cough red/orange.

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You are able to change your colors for the border and the logo indicator. Credit to AR for coding the Boxcutter logo as an indicator and the Hard Ops one for that matter.

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One particular glitch with pressing alt + w multiple times to start box cutter is resolved.

Also you can now use box cutter in any 3d view you want. But only 1 at a time. Thanks to Dima for the glitch resolution. The depth parameter has been refined along with the internal cutting calculation which now results in more predictable results.

Compared to the previous version there has been major upgrades.

Normally I press alt + F10 to maximize my 3d view. Then it works best.

As you may notice in the previous image there is now a help area when using box cutter. This will make it more clear you are in box cutter mode as well as provide information in an easier format. There is also a toggle to turn it off.

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Even as I’m writing this guide we’re still doing last second pushes. So I know it never stops around here. So this release has to go out now. Or we’ll turn this boxcutter into a plasmasword.

Dairin0d / Dima was absolutely amazing in this release and cannot be thanked enough. I call him the mathmagician. Ivan has been our trusty and dedicated tester and lead complainer not to mention UI consultant. Adrian of course is leading this project and is always overcoming some sort of impossible thing it seems. The magic of seeing these tools come together can only compare the the results I see you guys make!

I hope everyone enjoys this release and pray for less issues than before.

So with that I release. Boxcutter: 4 – Plasmacutter.

https://gumroad.com/l/BoxCutter#

I hope everyone enjoys this and the Hard Ops 8 Chromium release.

https://gumroad.com/l/hardops/

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Hard Ops 8 Release Notes

It is with great pleasure that I present to you all Hard Ops 8. This release was focused on refinement and cleanup. I’m sure by saying that, we have cursed ourselves with new bugs. In the rush to 0079 it became apparent that a moment to reflect and refine existing systems while cleaning out antiquated code was needed. This release is a multi-part where we will expand on the 8 release with additional features. I just wanted to get you guys on the same page so I can at least demo the software without being in the future.

https://gumroad.com/l/hardops/

DO NOT USE INSTALL FROM FILE. IT WILL NOT WORK! Also user defined directories have issues also!

I recommend putting the contents in the zip in the Blender Add-on directory of the system. Installing from file may have an issue.
My installation path is here on windows.

C:\Users\ME\AppData\Roaming\Blender Foundation\Blender\2.77\scripts\addons\HOps

On Mac : RMB on the blender.app and select show package contents

On Linux: ~/.config/blender/2.77/scripts/addons

Updates of 0079

So first things first. Hard Ops has a different drawing system. This differs from 007 and 0079. The initial system was designed by myself and JL, however for this release AR took a shot at redefining the Hard Ops drawing. This was something we were experimenting with in 0079 however now it a part of Hops 8. This is still something being refined and we have much more planned for the updated drawing system.

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Old System

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The newer system is a bar at the bottom of the screen and was just an idea to make it more appealing in full screen. Also to try and present it as a notification.

Pro users can turn it off if needed but we still want to add clickable behavior to the text itself so that might be a thing in the future. As I said this is just the start.

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Enable Tool Overlays in Drawing Tab

The drawing panel is a new addition to Hops 8.  This is where the features get interesting.

Hard Ops >> sets Hard Ops theme to my settings (I like color)

AR>>  sets Hard Ops to Adrian’s Settings (he is a plain grey guy)

ThemeGrabber>> sets theme to theme based off of current Theme.

The theme grabber is one my favorites because no matter the theme you have. We can make Hard Ops fit for you. So I would recommend the theme grabber to all. However two alternative preferences exist.

The themegrabber was quite important to me personally and I pestered AR alot in order to fine tune it to be the way it is now. For customization, the border color and secondary border color are the two main ones that you want to change if setting something manually.

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Themegrabber with multiple color sets based off themes

The drawing is just a small part of the improvements we have in store.

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The New System

 

So the dependency mirror mirror has also been integrated. This means you no longer need mirror mirror. This was done so that it would be integrated into the new drawing system as well as expand on it in the future through Hard Ops and begin connecting it with BoxCutter.

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Disable Mirror Mirror for Hard Ops 8

The hotkeys of alt + shift + x / y / z for mirroring across a specific axis is also still present and will resolve the hotkeys if you disable mirror mirror before activating Hops 8.

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MirrorMirror in Hard Ops 8

The new features added to the Hops system we’re about to go over aren’t the most glamorous but definitely have their uses.

The first is Demote. This is an experimental option that simple removes crease and bevel width while keeping sharp. This is part of a workflow I have been experimenting with called Demotion. Which is basically the idea of removing bevel weight and immediately beveling manually. I use this feature quite a bit so it has been added to the edit mode Q menu if pro mode is enabled in preferences.

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After demoting a selection I am able to bevel it manually. This is something I want to expand on further however at this time. It is a manual form of cstepping in my opinion.

Technically it is the clean ssharps without the clean sharps checked. Its just quicker than clicking that and pressing F6 then clicking twice.

So the next essential but less exciting idea is sstatus reset. When you take a mesh and csharpen it. It’s sstatus changes and therefore so does the Q menu that comes up. When you want to reset it back to the start without affecting the mesh or modifiers, you now have status reset. It is like status override except the only state you can return the mesh to is undefined meaning it is handy for starting over the Q menu process. I may do a video or blog post explaining this down the road. But the idea is that the menus will realign due to workflow and be adjustable for particular workflows and adjust dynamically.

This is all theoretical at this moment but expect it to be fleshed out by project’s end.

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In the above image, I went from  undefined, to csharp to cstep and back to undefined in order to keep the menu showing the items I want.

This is aimed more for those who are quite familiar with the ideas behind Hard Ops and are utilizing the sstatus system.

Additionally there were many glitches that were nuances that  have been resolved.

Csharpen / Cslice / Rebool – now keeps your bevel information without modifying it at all.2016-05-27_22-43-09.gif

This was a glitch since the start and was something I was used to. Over the course of Hard Ops it was harder to find but come version 8 it was resolved as soon as it was pointed out.

There was also quite a bit of code cleanup so I expect a few bug reports. The benefit is its lighter to load and isn’t wasting your memory with antiquated operators that have been remade many times over.

Boxcutter integration was also a large focus for Hard Ops 8.

https://gumroad.com/l/BoxCutter#

While Boxcutter is a separate project with a separate team the leader is our own AR. We have been working on both Hops 8 and Boxcutter at the same time and there have been many small improvements made to empower both tools.

This part is about Boxcutter integration.

When you draw a mod shape now the mesh is given a status that gives it a special menu. This menu allows for Hard Ops functions to be used quickly for box cutter mod meshes.

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BoxCutter 4 Coming Soon

This was something I discussed quite a bit. The ideology of box cutter is no menus and panels. So the connection with Hard Ops was a no brainer. Now boolshape meshes will have a menu with bwidth (which applies no sharpening), array and tthick (which allows you to panel a boolshape instead of cutting).

If you want to make the object real. That is what the sstatus override is for. To reset the status and start over.

The integration go a little deeper however on the surface this is what is most noticeable. You are also able to use mirror mirror with modshapes in order to boolean with symmetry.

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Mirroring Boolshapes

This is something we may expand on even further in the upcoming updates however this covers most of what is new in Hard Ops 8!

Also 2 new inserts! I meant to add about 20 more but that may come later when the new system is in.

Box cutter logo and copy machine button panel. Just in case you need some buttons.

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In closing Hard Ops 8 is a release that we plan to expand on within the 8 series with a few more special features that aren’t ready just yet. We have significant changes planned and can’t wait to show you what that is. So you won’t be hearing about Hard Ops 9 just yet. This update still is in development. So like the 0079 release I try to release it earlier to allow more time to refine and bug fix after reports come in.

I thank everyone who has been a part of Hard Ops and it’s path. I am eternally proud of the works the users put out and it is always inspiring to the team as well.

Boxcutter’s latest update is out and is a massive update.