I´m a product designer and I´ve worked with several CAD programs for about 10 years and I fkng Love this!! It´s like Blender and MOI had a love child, man can´t wait to use it! It would be SO great if it had a SUBdiv type of converter for meshes to solids
Looks like an instant buy for me. I'm a Blender user and have been looking for something similar to Fusion 360 to work on/concept hard surface models quicker.
So good to see a user friendly, relatively light CAD like software! Since you can type in measurements it can also be used for simple 3d printing projects. I hope it never turns into a subscription pricing software.
Just bought a new Bambu A1 Mini and needed to learn some type of modeling program to use with it. After dozens and dozens of videos and trials, it looks like Plasticity is an outstanding prospect! Running through the 30 day trial right now but so far it looks really, really good. Thanks for the great work!
Yeah, instant buy for me as well! That being said, I read on CGChannel that you said that a parametric workflow is not a priority since this is meant to be artist friendly, however I encourage you to please remember that the majority of 3d artists are very strong in the "left brain", and a non-linear workflow will make this tool so much more useful when the customer comes back with iterations (as long as it doesn't reach Houdini-level stuff.... that really is not artist friendly even for left brainers)!
@@Grimeaper That's why I used quotes, because as you've pointed out we now know that those functions aren't constrained to one side of the brain or the other. But as far as I know, it's still a valid idea that some people are more logical and analytical in their thinking than others, thus the "left brain" designation.
@@JonHuhnMedical Oh yeah def. Society is ran by knee jerk reactions who live on feels and have nothing to do with logic. Myer Briggs may be more apt of stuff to look into. I am an INTP for instance. I am Facts before Feels type.
It looks really good. I am using NURBS/Solid modeling tools mostly for 3D printing. If i can ask for few features, Please make nice measurement tools. Pie menus (they save lots hotkeys and improve productivity) Viewport shading (Matcaps) with various outline options (Hidden lines etc). Layer and grouping options (I am using MoI and the color seperations is not good way to manage objects) I am happy you are using Blender hotkeys and UI logic
This is awesome. Thanks to Arrimus 3D for the heads-up. Looking forward to knowing the price and the licensing model. One thing I'm missing is a Fusion style slot tool, but I'm sure it will come later.
Loving it so far. I'm so happy to have a new champion who will fight for folks that don't want a subscription. I don't mind paying for updates, but I hate when a company won't let me continue using the parts of a product I already paid for. Also, I'm a fellow developer. I would love to help work on this. There are still features that Fusion 360 has that I hope will eventually make their way into this software. Like enhanced sketching abilities, construction lines, and constraints.
Good on you for allowing us to purchase. I bought it based on that alone. I'm native to Shapr3D, this isnt far off. A few annoying learning curves but Im digging it. Great work
@3:10 same for the push/pull gizmo, to have a numeric feedback of the distance displayed right next to ones cursor. With a fixed increment snapping option, perhaps arbitrary or “floating” by default but as you hold down SHIFT you activate snapping to fixed, even increments that are “contextually dependent”, in other words, viewport distance to object (zoom level) determines your increment level. So if user is zoomed very far in and close to the face/edge/vertex, holding shift snaps to millimiters, zoom out beyond a set level and and it snaps to centimeters, then decimeters and so on ... Thank you!
Loving your contextual UI features, it just makes sense from the outset, I can really see your vision for it, I'm really keen to get in on this early. Best of luck!
Love this. Artist desperately need a nurbs style modeler like this that is artist centric. Look forward to seeing more. Do you have a discord for people to test and give feedback?
This looks incredibly intuitive and natural to use. I am loving that there's so much emphasis on UX. Did I understand correctly that this is purely destructive workflow?
Thanks! Still a work in progress so it will get even better. Re: destructive, yes and no. NURBS with direct modeling (like in Fusion but not in MoI) is somewhere in between destructive and non-destructive. It's easy to change many (but not all) things later. For example, with polygons, a fillet creates many faces. But in NURBS often a fillet is one face. So tweaking the radius afterwards is a simple operation. The geometry kernel I'm using also has a construction history. It's possible to go back in time ... And version 2.0 will have a modifier system. However, you can't use it like blender where you have 50 deep modifier stacks, it'll be too slow. It'll be more for setting up situations to tweak and then committing when you're happy.
@@nickkallen1 thanks for the explanation, that cleared it up. You mentioned somewhere that public beta is going out on February? Can't wait, hope I can be useful somehow.
This looks really cool. Definitely room in the 3d space to compete with MOI 3D. Also could be used for production assets, given that artists in the game industry are already using Fusion 360 and remeshing in other apps as part of their pipeline. You've got a great app here -- very intuitive, speedy interaction with hotkeys + gizmos. I'd love to beta test it!
Just perfect to use the similar nav system,, K binding, and selection that Blender; I downloaded and tried it and feels very blender like what made me catch it up fast and in few minutes I get done a couple of good models, feels like work in blendr with box cutter, but is more intuitive, I am amaze for the simplicity fo this tool, and I believe I will keep using it for hard surface model creation, because really save time, I work in a daily base in Blender, then for me Plasticity is simply perfect, I am a concept artist and Plasticity can really help me up with quick architectural designs and mechanical designs with out need to spend hours, export it in obj and import them in Clip Studio Paint without a problem, from my perspective is already a MUST TO BUY
Hey @nickkallen1 this looks great so far! keep it keepin! from these thirteen minutes (my very first impressions after accidentally discovering it like, half an hour ago:) it just may be something that fits perfectly in my tool belt… not to be all about cheering; ) the first question mark appearing above my head while watching: RMB to confirm? (and an honest question it is, as opposed to instant criticism) The only reason that I came up with is syncing with blender but, that too went through a transition (2.8x - 3.0) to be changed to left click, at least by default so… what am I not seeing? anyway, all this _before_ actually taking it for a spin… you have my attention and curiosity; awe and support are probably just a beta invite away! ; ) jokes aside, surprised (in an absolutely good way) that this is in development and from what I can tell, thus far, it is a very good direction (balancing complexity and accessibility, first and foremost).
This looks like very well thought Direct Modelling combined with simple and intuitive UI. Should definitely try it. Rhino and it's abyss of different commands and most CAD software have a lot to learn from this app, but never will.
I am so impressed and excited over this piece of software! @2:45 regarding chafer angle (btw genius) Can we please have a numeric feedback of the chamfer angle next to the tool with 45° being the starting point? AND the option to snap the chamfer angle to 5° increments? (IMHO should be on by default)
After a couple of hours I've had gorgeous clean organic geometry that I can mill on my cnc! The trimming in 3d is awesome!, the fillet/chamfering tool is so handy to use. The loft tool is exceptional. One little thing for workflow if I may be so bold? I love the photoshop styled folders system for the various curves, sheets and solids. Would it be possible to rename the curves etc?
@@adarshnegi3691 linux is coming soon! I just have so much to do, and I'm doing everything myself; it's not at the very top of the list so it has to wait
@@nickkallen1 Sooo cool to hear! I have been waiting for a native linux CAD Program for some time. Would also pay more for the linux version since its probably a smaller market
Please for the final version don't put the subscription thing. We have done with one billion subscriptions that we have to deal with for things that we don't own. Maybe a subscription for cloud storage/remote control/team working/Update/ etc. Full version lifetime payment! Please bring back ownership in this software market! Make something like Davinci Resolve and you will win the market. Thanks for this amazing tool
Brilliant work! Wonder could this one cut a object with plane that two or more lines lofting together like in moi3d? Always trying to find a software to combine fusion's smart and moi's efficiency~
I'd vouch for control-point manipulation on both trimmed (auto untrim - auto-retrim sort of) and untrimmed surfaces - the control points should have an extensive tool menu with various selection options, different moving strategies and etc (Alias is a good example). Also some sort of global deformation (like 3dsmax X-form.. I know NX and Icem both have such tool). There should be a marriage between the best of subdiv tools (control point/vertex) manipulation with nurbs tools.
@@nickkallen1 Ok I think you're missing my point due to me not making it clear - to make it short, show some love in terms of manipulation to the control points of the surfaces too (not just the curves.. rhino has atrocious controls for surface CPs) just like any other poly-based 3d software shows love to vertices on poly-meshes for later subdivision (symmetry options, move along normal, move along edge and etc etc).
@@chronokoks ok I’ll think about it. Moving control points of spline surfaces is something I will support eventually but it’s not that useful in cad in my experience
@@nickkallen1 Spline surfaces or nurbs? Ok anyway it is useful - ICEM, Autodesk Alias and both the biggest and most expensive CADs support it - Catia and Siemens NX. It's necessary for Class A work + even if you don't want to do Class A it gives a bit of freedom to do quickly primary (the ones you start with when doing the model) freeform surfaces that you can later trim if you don't necessary need quad boundaries. Don't follow trends of small CADs. You want to make it in this market, do something original and better than others. I've been working with CAD systems since 93 and I'm still waiting for a breath of fresh air.
@@chronokoks I promise to think about it. But I want to emphasize -- I care about making cool shapes -- and the kinds of features and curvature concerns that exist in other cad programs are less of an inspiration to me than, like, zbrush
When the object get exported to finalize it in Blender, will be possible to preserve that shading cleanliness during the import process? Also, the modeling process will be non-destructive in a way we can turn Off and On inserted cutters/booleans/bevels?
So exporting a triangulation with normals is not hard. And getting decent uvs also not hard. Getting a “nice” triangulation with quads or ngons something that will take effort for sure
how can I import images in the background , and is it possible to draw splines and have splines between them that can dictate the flow when I loft , I would also like it if we can merge two objects that are not touching each other without grouping them.
I'm the opposite of most of these folks in the comments, coming from Inventor and Solidworks, looks like it'll help me get accustomed to a Blender-like UI, should be awesome
This looks great!!! The interface needs some polish, but overall looks clean, concise and pretty, reminds me Blender and the timeline history on the bottom just like fusion 360. It's possible edit the operations selecting them on the history? its like blender and fusion 360 had a baby :v
@@nickkallen1 ahh thanks, yeah I can't get my head around that :/.. It seems it would equate to about 3.9375 to 1.. thus making a .25xxx = 1in on export.. or am I missing something? haha
@@nickkallen1 ok thanks, yeah I was hoping to use this for 3d printing but I need to be able to accurately size things via some kind of physical measurement
Yes I understand. Plasticity is more for artists than manufacturing. As a side note, no software really has physical units. Your 3D printer interprets things and gives physical meaning to them only when it actually goes to print. Anytime your program says inches or meters or whatever it’s kind of a convenient fiction
I've watched most of your videos on Plasticity. I'm wondering if you plan on implementing an array or radial array feature? Also curious if you can export models from plasticity and in what formats?
@@nickkallen1 Would being able to define the axis be a feature request then? As while working in perspective you are forced to use ortho when the axis could simply be selected?
This is awesome, but my first thought is that you're going to need some really advanced auto-retopology added in here, otherwise users will still be dependent on another software like 3Ds Max for example that has those retopo tools.
it'd be great if you can achieve full functionality with just a trackpad or at least navigation. this is easy in maya with gestures, but blender is a complete pain. shaper3d is available on iPad so you know you can do everything with just a trackpad. 3 button mice are nice, but not needing an extra mouse on a laptop is even nicer
Eventually a mouse/tablet will not be required... But it is a challenge to get everything to work with a trackpad. Shapr relies heavily on the Apple Pencil for example
@@nickkallen1 btw, if you're looking for suggestions then I guess array on curve and variable-radius fillets/chamfers (variable along length) would be cool additional tools.