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  • Published 29 Sep 2024

Sculpt Mode - Insert Primitives tool

Hi everyone.

Just to be clear, I'm not talking about an insert mesh tool that can insert arbitrary meshes in sculpt mode, that can come later.

I'm talking about a simple insert primitives tool that would allow us to insert only basic primitives like sphere/cube/cylinder directly in sculpt mode. This would speed up the sculpting workflow a lot.

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Highly requested by many people. 🙂

Thank you.

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Development Status: Open

Upvote 46 Downvote 1
Torrent
29 Sep 2024

14 Comments

thinkingpolygons

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5
Enord

There is a design task for this here , so you could probably consider this in development.

1
Torrent Author

It's not really in development. It's just on the wishlist.

Enord

It's listed as "To Do", so someone is probably going "To Do" it soon.

Enord

Sorry I'm two months late, but a patch adding this tool was committed to main and will be in 5.2.

Torrent Author

I tried it, but unfortunately it's quite unusable at the moment. No symmetry, no mask. Also it should be all done with just one click and drag. I hope they fix those things.

thinkingpolygons

bump

WickedInsignia

Auto mirroring and placing object center at world center/cursor would be a big timesaver too

user2

it seems you can now easily do your own with node tools. Maybe for now no nice gizmo, but the 3d cursor will do just fine i think: youtube.com/watch

thinkingpolygons

everyone is aware of that. its not the same thing

Regnas

💯

CraigJones

Would this work similar to the VDM brush? And is it necessary to have it as disconnected like that as a separate mesh or is it preferable to be like VDM, connected to the main mesh? There used to be an addon called Speedsculpt I think that enabled adding primitives in mirror or not, I'm not sure about if it still works but that would mean this to be low hanging-fruit.

Torrent Author

Not like vdms. Because after inserting you'll be transforming and deforming the primitive into the shape you want before considering joining with the main mesh. So it has to be separate.

Note how the existing mesh gets automatically masked after you insert a primitive. That happens exactly for that purpose, so you can move and deform the primitive without affecting the existing mesh. Very important aspect of this tool.

1
CraigJones

Okay, so it is similar to a feature in Speedsculpt addon but not the same thing exactly. There are a lot of cool stuff in Speedsculpt that I had forgotten about, I may have to check it out again as I didn't realize they had updated for the 4.2 series. I do hope that your idea can be adopted quickly as it seems very intuitive that way with the auto masking of the previous mesh.