It is with great pleasure that I release Hard Ops 0094. This version has received a few small enhancements that are worth explaining in detail.
Also the docs are always being expanded and more video content is to come.
Now most tools have a tooltip explaining what it does. I hope this makes things more clear.
Fidget is pretty detached from HOPS and BC and is more of an experiment. However Hard Ops has an alt + V menu for viewport and Fidget pops up there was well if present.
FIDGET is a separate product that can be downloaded and installed similar to our other tools.
Fidget has many shift + w options in the node editor for mapping HOPS commands so give it a try!
Fidget like boxcutter can easily be closed with esc. Fidget will get documentations and its own blog post at a later time.
Edit Mode Booleans
When it comes to integration with new features I usually wait and experiment before integrating it in order to make sure it doesn’t disappear or change dramatically.
In edit mode you can select an object and press ctrl + alt + numpad minus or plus to union or subtract geometry.
This is less dynamic than object mode booleans but it offers exciting new possibilities as well.
Red / Green Boolean System
Previously Hard Ops had an immense amount of focus on setting up booleans then applying them. Over the course of recent work it has become needed to keep them dynamic for a little longer than previously.
To show in action. This is the classic behavior.
In the Q menu pending boolshapes will have an option for green / red.
Green will allow it to go on and be applied.
Red will stop it from being applied and allow for more adjustment.
Notice I changed it to red to stop it and keep it dynamic and live and back to green to then apply it and continue.
Sculpt Mode: Brush Menu
If you press Q during sculpt there are now options based on sculpting. This will be expanded in the documentation but is worth a shot!
Sounds boring. Why is it last? Because it’s the best.
Previously Hard Ops used a combination of symmetry systems brought together but still was complicated.
Symmetrize which we modified to our needs.
Mirror Mirror a previous tool I was involved with. Now built in.
Automirror by Lampagne which was great however unification was the ideal method. So this tool is no longer needed.
The modifier helper is brought up with ctrl + ~.
The modifer helper lists the modifiers present on the selected model.
Materials and misc are the other 2 tabs. Lets look at the misc.
Expanding mirror options we can see there are now all options built into Hard Ops. And the best part is the fact that its listed in the helper means you can configure the behavior before the tool is used.
Mod – adds a mirror modier
Bisect – splits the mesh then adds the mirror modifier
Symmetry – similar to symmetrize and is a form of one and done destructive mirroring
Relink – relink will create a group instance mirrored on the negative axis of an object. This one is a form of mirroring which uses no modifier and is a group instance.
The mirroring rewrite was the biggest part of this latest update. I hope all the users come to enjoy it and without issue.
I must personally thank AR and Proxe among the many others who email me for their assistance. Its amazing this tool is still going and I hope to unveil many more ideas before we tie the bow on it!
Next up! Boxcutter!
Also damn that Eevee is looking nice! I can’t wait to port HOPS over!