Skip to main content
Known Participant
January 9, 2024
Open for Voting

Feature request - Existing Path Tool vertices to follow model transform/shape updates

  • January 9, 2024
  • 4 replies
  • 428 views

It would be great if when importing a model update with transform/scale/shape changes, the existing Path Tool vertices would auto-update and follow the newly imported geometry.

 

It would also be great if we could have multiple options to have the Path tool vertices snap to the new location based on a choice of model vert order/topology and UVs.

 

On our production we often have to start the character creation process before we have had a chance to scan our actors. So the initial model build/texture painting is based on a generic proxy mesh. After which we have to adjust and transform the existing costume to match the actor once we have the scan. Not ideal, but this can happen often when doing pitch work or pre-production work. 

 

As you can image if you have a model covered in stitching/seams/puckering paths on multiple layers with anchors all linking to them for additional detailing, having to manually move those to fit the updated geometry can be VERY cumbersome and time consuming. 

 

I'm not sure if this is even possible, but it would be incredibly useful for our studio. Maybe it would be possible if Painter introduced a blend shape system so the Path tool vertices would have a geometry to shrinkwrap to during the position/shape change? Just spitballing.

 

This Path tool workflow is a game change for me and I love how it isn't just exlusive to stitches/seams/puckering. You can really get creative with how it's used and it allows us to remain much more agile, iterate faster and just have more fun in the character creation process. Really looking forward to seeing future updates to the tool.

 

Any help would be greatly appreciated.

 

Cheers,

Erik

 

 

    4 replies

    Erik--HAuthor
    Known Participant
    January 11, 2024

    Hi Cyril,

     

    That's great to hear most of those items are already in discussion.

     

    Yes we have been using 9.1.1 and I have been testing moving multiple vertices for a single path, which is a great option to have. But as mentioned it's painfully slow viewport feedback at the moment. Also having the ability to select multiple complete paths and translate them together to a new location would be invaluable given our need to update character proportions after we scan our actors.

     

    We have also been using the copy/paste brush preset feature as well (hopefully having the ability to paste to multiple paths will be an option at some point).

     

    The main reason this would be helpful is if we have a stitch layer for example, and we translate those paths to a new location based on our actor proportions, we'd like to avoid having to repeat the same translation for the puckering path layer.

     

    Instead, we could simply duplicate our stitch layer that was previously transformed to the new location, copy a brush preset from our previous puckering layer and paste that preset data to all of the selected paths on my duplicated stitch layer. 

     

    Hope that makes sense.

     

    Cheers,

    Erik

    Cyril Dellenbach
    Community Manager
    Community Manager
    January 11, 2024

    Thanks,

     

    Most of those suggestions are indeed already in discussion.

     

    Just so you know, since the 9.1.0 it is now possible to move multiple vertices with the Surface tool, and you can copy past brush properties to another path (not multiple).

     

    You maybe already known that, but since it was in our latest release, I rather tell you.

     

    Cyril Dellenbach (Micro) | QA Support Artist | Adobe
    Erik--HAuthor
    Known Participant
    January 10, 2024

    Hi Cyril,

     

    I totally get that it's a very complex request, but appreciate you passing it along to the team nonetheless. 

     

    On this same subject, a few things that would really help us in the shorter term and maybe a bit more doable hopefully:

     

    1. Somehow speed up the viewport performance for translating a complete path.

    2. Be able to select and translate multiple paths at the same time

    3. Be able to then snap more than one vertex to the surface at a time

    4. Be able to rotate an entire path

    5. Be able to copy the path Brush Preset Properties from one path and paste to multiple selected paths.

    6. Be able to anchor a path's vertices and reference that path higher in the layer stack to replace with a different tool preset.

     

    I did notice that if I disabled all of the channels on a given path layer, translating an entire path does speed up a bit, but it's still pretty slow. 

     

    Just for a reference point, I'm running a Ryzen 9 7950X, RTX 3090 and 128gb of DDR5@4800mhz. 

     

    Cheers,

    Erik

    Cyril Dellenbach
    Community Manager
    Community Manager
    January 10, 2024

    Hi Erik,

     

    Thanks for the suggestion, and we're glad you appreciate the new Path tool. We put a lot of effort in the feature, so it is nice to see artists genuinely use it.

     

    That being said, your suggestion is very interesting, but also very complex. It would demand to use data from the vertices, edges, faces for localized texturing, which is somehting Substance 3D Painter doesn't really do currently (at least not extensively). I'll make sure the rest of the team sees your message.

     

    Please not that Substance 3D Painter isn't currently really compliant with iterative workflows, so updating regularly your mesh may end up with a lot of trouble, but it seems you're already aware of this.

     

    Regards,

     

    Cyril Dellenbach (Micro) | QA Support Artist | Adobe