Multi component-type selection

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Any posibility for adding multi-select (points, edges, prims) in next releases?
I know that you rewriten some parts of geometry engine so maybe in H14.5?
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Werner Ziemerink
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Multi gizmo and multi select is definitely an essential tool for very efficient poly modeling. Houdini already has multi gizmo, so we only need the latter.
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Moreover, i think maybe not multi-select, but possibility to toggle components types (as flags). In this case we can have masks with any combinations of types (points, edges, prims)

And maybe SHIFT+CLICK for toggling types on the toolbar in ‘selection’ state
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deprecated post
Edited by - Feb. 6, 2015 19:12:07
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or this one for multi-snapping defaults
http://s4.postimg.org/yq6spkmtp/rsz_2015_02_05_072301_1600x900_scrot.png [s4.postimg.org]

or any other posibility to setup multisnapping…
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is it posiible to hide backface highlighted snapping components?
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hou.SopNode.setPointsSelectionFlag( bool )
hou.SopNode.setEdgesSelectionFlag( bool )
hou.SopNode.setPrimsSelectionFlag( bool )

would be good :roll:

PS Sory for many posts, but I symply edit my ideas )
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http://s21.postimg.org/qfi3y40lh/rsz_2015_02_06_114049_1600x900_scrot.png [s21.postimg.org]

we have good native highlighted snapping.
all we have to do is using:
1. hou.SceneViewer.selectPositions(self, show_coordinates=False)
2. PySide

I have all and more for stretch tool
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Wait, so does it work? Or do you have only highlighting working?
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mantragora
Wait, so does it work? Or do you have only highlighting working?

Yes it does. http://youtu.be/dnU-SQmRPnI [youtu.be]
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Did you guys submit a request for this or should I do it?
Werner Ziemerink
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Nice idea )

We need:
1. Native multi components selection. Not so important for modeling at all, but very important for tweak-like tools, be cource of less mouse\keyboards actions.
2. Any type of controling multisnap with HOM. It is new very powerfull feature for script-type tools :wink:
3. Flat-style snapping - without showing backface geo components.

PS With new snapping+pyside we can model arch-like geometry with less time :wink:
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http://youtu.be/ekm6tbrbOdM [youtu.be]
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The tweak tool from Softimage is here

One thing that would improve interaction is prioritization: when you're near a point with the MC (mouse cursor) it should ignore the edges that meet in that point and activate only the point within a certain screen radius of X pixels.
Grabbing the edges could easily be achieved by pointing somewhere further from the point, towards their respective centers.

The same for edges vs faces.

So the order would be: points > edges> polys
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Yup, SESI should definitely look into this. Log RFE!
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http://youtu.be/yaHF5_ei3M4 [youtu.be]
In this video I used nearest components (point, edge, prim) for more acurate manipulation
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Well done vux! Looks like you got it working wonderfully.

How about getting the new “Ignore Point Connectivity” on soft radius to work with this? It would make tweaking of eyelids and mouth shapes soooo much easier.

Thanks for logging the RFE mantragora.
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Werner Ziemerink
Well done vux! Looks like you got it working wonderfully.

How about getting the new “Ignore Point Connectivity” on soft radius to work with this? It would make tweaking of eyelids and mouth shapes soooo much easier.

Thanks for logging the RFE mantragora.

Thanx. Under the hood this is simple edit node with all it`s features
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Werner Ziemerink
Thanks for logging the RFE mantragora.

o_O

I didn't. I just said that VUX should log it with links to his videos. This is the best example.
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