Hard Ops 986 Mercury Release

It was just 2 months ago we released 985. Release time is always an exciting time for us and this release is no exception. I am happy to announce the release of Hard Ops 986_1 Mercury. This release aims to expand on our last endeavors while also bringing back a few forgotten classics.

Shoutout to: AR, Bon7, Loof, Proxe, and ST3

Release Image : Nik Vili

Video Overview

Showtime

When using a modal the T an N panels could obscure the help which caused problems.

As of Mercury auto Hide N and T panels make it easier to see the FAS UI.

Update Notification System

HOPS now has an update notification system. I wanted to make it as unobtrusive as possible.

Green means up to date. Red means an update is available!

The button is the easiest way to find out if you are up to date. Clicking it displays about which will say in the bottom right.

Clicking about will display current version information
prefs are also there to let you know if you are up to date.

In the event of an update being needed or available additional icons for market links will be provided as well as a button explaining how to obtain updates. We hope this makes it easier to keep up what is going on with Hard Ops.

Hotkey Helper / Ctrl + K

With the enthusiasm shown for the button tutorial, AR wanted to expand on it even more. Now the button is capable of listing the default hotkeys of Hardops to make it even more intuitive for new users.

Ctrl + K will now bring up a hotkey manager for adjusting or changing hotkeys in Hardops. As with all prefs to keep them across sessions its important to save the preferences.

Boxcutter Notifications

Boxcutter received a very small micro update and HOPS has also been enhanced to display modal information for boxcutter.

This is something users can opt into via the opt in panel.

Sequential Q Menu

The Q menu is a never-ending quest to shrink while also expanding towards our dreams. In this update we wanted to add and opt-in to allow users to stack the Q menu in a different fashion making the options more accessible for smaller displays.

opt-in for sequential q menu
sequential alt+V

Wrap / Auto T and N Panel

Preferences

Modals now have a custom wrap and border that can be toggled in preferences to be corners or boxes. This was something I felt added a bit of serenity to modals by quieting the experience.

Borders, Corners and Auto T/N Panels

Edit Mesh Multi Tool (EM Macro)

Grate, Knurl, Panel in the basement

EM Macro aims to replace all 4 of these and combine them in one and bring them back front row. Grate, Knurl and Panel were some of the oldest tools in HOPS and now they have finally been remade for the new generation. Now all of them have interactive capabilities and go so much farther than their predecessors.

With EM Macro now users can knurl grate and panel to their heart’s content!

Curve Extract

Multi edit mode is something I am still getting used to. With the latest update multi curves can be extracted from multiple meshes in edit mode.

Array V2

ST3 Array was our first attempt at making an alternative approach to arraying. While it is the most entertaining array yet we didn’t want to stop attempting to make something even better. This update brings forth Array V2 which can be opted into and will replace the options in the menus and helpers for array.

Opt in to try ST3 V2

This array starts off feeling like 2d classic default.

Pressing V changes from 2d to 3d changing the experience. Even adding additional count is a different experience.

2d static classic array by request

This array is experimental so there is additional madness to opt into. Pressing G in 3d mode will activate both circle and tractor beam for users to experiment with. The goal is to make an array that allows for understanding of 3d positioning while arraying.

V for 3d / G for Graphics

Helper New Material

Helper adding new materials

New material in the helper has also been enhanced to work better. Now multiple indices are no longer being nuked and blank materials can be stacked and assigned properly.

Material List Count Pref

The material list was capable of getting long when there were tons of materials. A user kindly wrote about it and provided a solution and now I am happy to announce a better way to deal with out of control material lists.

Adjusting preferences for alt + M list
Alt + M Material List at 20

Blank Material Cut

I admit this one is a little random. But cutting a blank material per cut was a long time dream for reasons I can’t remember.

Modscroll Smart Apply

Smart Apply has come to modifier scroll.

When using modifier the following now applies.

  • Ctrl + LMB – applies current modifiers and reactivates deactivated modifiers.
  • Shift + LMB – applies current modifiers and duplicates the mesh while removing deactivated modifiers
Modscroll smart apply

Viewport To_Render

Viewport adjust is done by pressing Alt + V >> V or selecing (v)Lookdev +.

During lookdev pressing T will set the flag for the operation to exit to blank light allowing for users to adjust lighting post lookdev. Now there is support for rotation.

Blank Light also has a tab for expanded mode. It is still in the process of being sorted but it does have an experimental world edit tab that can be used for adding various types of fog.

Quickly get your scooby doo fog with expanded mode

Post Release

Post release we generally aim to keep fixing things found by users. This release was no exception.

About Boxcutter

Boxcutter also received a small service update “716_6” to ensure things worked well with 2.9 as well. We remain grateful for those who report issues and keep on keeping on with HardOps.

HardOps 00985: Release Log

With each release I feel we get closer and closer to the initial goal of creating a streamlined workflow for hard surface use. This release brings us a little bit closer while also providing a new ui and plenty of new things to enjoy.

First and foremost shout out to the team.

  • proxe
  • ar
  • ST3
  • neerhom / loof
  • bonjorno7
  • c0

Nika Zautashvili  (LTX Concept) 

I am proud to announce the release of HardOps 985: Neodymium… X.

 

 

Preference Enhancements

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In addition to being cleaned up a bit there is now a panel category area. Deleting the entry removes the tab from the N panel.

Fast UI System

Over the course of this development we came to realize our typical approach was what could be considered “fast” and a new UI system was made by ST3 to keep up with us. Alternative to this is the expanded UI which I will get into next.

Color customization was big for me because I wanted my UI pink.

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This system extends to most tools and modals.

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Even operators display a ui similar to our first attempts. This was crucial to me. Having this information really helped ground the experience and maintain awareness.

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And of course if you don’t like pink you can choose something more “fitting”.

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Boolean / Parent Shapes

After a boolean F9 will bring up a panel where parent can be checked for booleans.

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This can also be set by default in prefs.

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Sharpen / Csharp – Remove Cutters

Csharp within sharpen has been expanded to be able to remove cutters when used. This is also able to be set in preferences as above.

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Knife Curve Support

If a curve is selected and a mesh shift clicking knife will perform knife project in a way that utilizes curve now. Someday it will be even more automatic but for now this is a step in the right direction.

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Circle Fix

C0 was diligent in his work with fixing circle and now it is performing better than last release. I still have hopes of rewriting and revamping it but now it survives once more.

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Smart Apply Expansion

Smart apply was intended to be a smarter version of the apply system of Csharpen. In this release it has been expanded further to encompass more.

Shift clicking smart apply will create a new duplicate with weighted normal and the last bevel removed to assist with quick work.

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Dice Improvements

Dice is now more capable than ever. Last release we added “big dice” where users can dice multiple objects using the same die. This time we allow for a bevy of new things:

to_dice – allow dicing of a primary object using the bounds of the secondary object.

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selection_die – dicing using 2 points to determine an area (mesh intersect)

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hidden_die – Dicing in edit mode on partially visible meshes.

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Smart Apply Dice

A prop was added to the ctrl + ~ HardOps helper for choosing how to treat dice prior to use. When mods were present the dice would never go through so smart apply is here to help make sure dice works as desired. Without applying the last level of bevel or weighted normal.

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Alt click will also do it unless emulate 3 button is enabled then no alt. .UMiFwqWr8g.gif

Bstep

When sort bypassing users may now choose to add and adjust a bevel at that intermediate stage.

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Curve / Extract

Curve extract will take a surface and either make it a curve or an extraction. Extractions without mods are also capable from this.

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Shift + click for mesh extractions with solidify.

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To_Shape

First we had to_box then to_plane then I didn’t want to add more of these. So now introducing to_shape. Now you can turn an area into a shape box, cube or cylinder.

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KitOps Popup / ST3

Kitops has also received an update from within hops. If used with the Q menu option kitops will now have a floating, scalable and movable popup.

Shift + clicking the option will make it stay allowing for quick changing.

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In closing

There’s quite a bit for hops I am sure is being missed in this log but I wanted to go over the most crucial. The UI system extends far beyond what was shown. As time goes on we hope to show a different way to approach things and further make systems optimized for users requiring simplicity.

 

Hard Ops 00983 Update Log

I am pleased to announce the release of Hard Ops 00983 : Curium.

Also docs are being updated.

Banner image by the legendary AR – creator of hopsTool

Thanks Adam Krol for his work with the icons of hopsTool in such short notice.

Shoutout to Sir Charles for the release ad vid. Also on short notice.

This release brings more stability and improvements to the table so without further ado lets dive into whats new.

Updating / Installation

Returning customers.

Blendermarket / Gumroad / Installation / Topbar

Boxcutter also received a small update to ensure cross compatibility.

N Panel

The N panel has been updated with the mini helper and accompanying functions to make HOPS more accessible.

Also to be more persistent than the mini helper which can be problematic at this time.

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Its can be nice to have a modifier panel that can go away with the N panel.

This will be key for later and keeping up with modifiers in fullscreen. I tend to keep an eye on my stack to ensure modifier placement is optimal for my needs.

Circular Array

Circular array was a popular request so it has been added. It has a couple of different ways to use.

First there is just simple circular array.

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Then there is 3d cursor circular array which was intended for assistance with things like Boxcutter.

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The 3rd state will not use the 3d cursor and will launch the user into displace allowing for quick positioning.

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At this time adjustment is done via array and displace modifier modals. This will be streamlined in the future but for now our next feature will have to do.

hopsTool

Introducing hopsTool, the first active tool of Hard Ops. This is the first part of a new system that we have been working on. AR put an immense amount of work into this tool and I am immensely proud of what he and Proxe has accomplished.

Final ordering of modifiers may differ in final version.

Hotkey: Alt + Shift + W

Also can switch on alt + W if latest boxcutter is installed and alt + W hotkey is turned off.

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Toggle option for hotkey in boxcutter. Disabling this will lets alt +W switch BC and HOPS

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When activated a topbar will appear up top.

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Below is a breakdown on what these options mean.

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Display – chooses which dots will show during ctrl in this state

Shapes – hShapes or modifier generated shapes that serve as a starting points.

Modifiers – modifiers can be added to the shape and controlled in the 3d view using gizmo dots.

Misc – just mirror for now.

You are also able to make the topbar list smaller via lists in the behavior panel.

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To showcase the idea of the tool in action.

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We understand there being some limitations with how the instructions are conveyed and are working on ways to improve it but in the meantime I can only say the more time you spend in it the more fun it becomes.

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The dots showing up on ctrl in this example are used to adjust various screw, solidify and bevel modifiers. When bevels are present they stick out of the corners with subsequent levels racking up more corner dots. This should make tweaking multiple levels of bevels easier and more intuitive.

These dots are only showing during hopsTool. Exit the tool to get out of it.

Like boxcutter / hopsTool can be exited with W or choosing any other active tool.

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With hops tool procedural creation should be fun and enjoyable.

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So the reason some mods have multiple buttons is due to operational differences with the system we aim to create. Someday they will work as intended and put the dots in the right places for the goals we aim for.

Even more interestingly you can ctrl + click a dot to adjust the specific mod or to fine tune properties using the mod itself.

The final cherry of this release would have been tool-tips but the tool-tip timer doesn’t update until the mouse is moved so a workaround system will have to be found.

When changing values on mods rapidly crashes can occur. There are know issues and limitations with the tool that we aspire to improve upon in the future. Also save frequently.

 

Boolean Dots

hDots also support booleans. This should make the boolean process a little easier and more intuitive.

With 2 object selected you should see 3 new dots.

Cut / Union / Slice

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Boolshapes also get their own dot which is where things get really busy.

Fade distance can be adjusted if needed and booldots can be turned off if they are getting in the way.

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This should come in handy for recalling specific boolshapes to modify.

 

hDot Tips

Perfect dots for your setup

Of course dots have a behavior panel for fine tuning behaviors.

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In this prop you can adjust the scale and offset depending on monitor. You can also change the colors in preferences.

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Ctrl + shift clicking dots allow for alternative modification.

Bevel dot adjusts the width but ctrl + shift allows for segment adjust.

The info text up top lets users know whats being adjusted.

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On screw ctrl + shift left click dragging adjusts the steps in screw.

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Simple deform also gets dots for making large adjustments on the fly.

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When using hops tool w/ boxcutter and racking bevels the ctrl + add mod behavior adds a mod at 60 degrees which is smoother for going to box city.

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The n panel can display your mod stack so get in there and look at the mods.

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If you get confused about how a shape is constructed just mod scroll it.

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Try starting off with a vert!

A vert can be a fun time for getting started and experimenting with non destructive shape creation. It’s also fun getting creative with decimate and mirror to create dynamic base shapes.

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In Closing

Various bugs with scrolling and slash has also been resolved. We tried to make this release more stable than previous to set the foundation for what is to come.

The initial rough versions of new tools are always rough but I am eager for what this system will become. I like to imagine dots as placeholders for future plans of sliders and rounded icons that lets users know what mod is being affected. When this system was first added it was quite rough. After many passes by each of us it is now ready for this first release.

We hope you enjoy Hard Ops 00983.

I hope everyone is playing Astral Chain.

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.