V2 beta Oct-19-2009 available now
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 From:  Michael Gibson
3000.47 In reply to 3000.44 
Hi Petr, there was a bug in styles handling which could easily be run into with the Planar command when capping holes.

If the new capped face was only surrounded by a single neighboring face (like when capping a cylinder hole for example), that would not take on the neighboring face's style like it was supposed to.

You don't really run into that with filleting, since a fillet goes between 2 other faces, but you could run into it pretty easily with Planar for end caps.

That's fixed up for the next beta.

I'll see if I can make a bit clearer description for you about how the style assignment works for new faces like with Fillet, it is based on some of the previous discussion here:
http://moi3d.com/forum/index.php?webtag=MOI&msg=2843.37

- Michael
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 From:  Michael Gibson
3000.48 In reply to 3000.44 
Hi Petr, here is a bit more description on how the style assignment for new faces is supposed to work. This is for cases like with Fillet where there is an already existing object that is being modified with new pieces getting created inside of it.

Say we have a shape like this which is 1 solid but is colored with 2 different styles on different faces:



Now say you select these edges and Fillet:



If the new fillet pieces are surrounded on all sides by faces which all have the same style, then the fillets will take on that style as well, like this:




So that makes things like fillets try to adapt themselves to whatever styles are predominant in a particular localized area of your model.

If the new faces are surrounded by multiple different styles instead of one consistent one, then in that case it will use the parent object's style for the new faces. That's the one that will get set by the first selected object when you do a boolean, or also you can set it manually by holding down shift when clicking on a style swatch with the solid selected.

- Michael

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 From:  tyglik
3000.49 In reply to 3000.48 
Hi Michael,

>>If the new faces are surrounded by multiple different styles instead of one
>>consistent one, then in that case it will use the parent object's style for the new faces.

So parent object style in this case is only somewhat like "implicit flag" which say "apply this style in a particular cases of my subsequent modification".

Petr
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 From:  Michael Gibson
3000.50 In reply to 3000.49 
Hi Petr,

> So parent object style in this case is only somewhat
> like "implicit flag" which say "apply this style in a
> particular cases of my subsequent modification".

Yup, that sounds like a good description.

Kind of like the "default style for this object" to be used in ambiguous cases in further edits.

It's the style that is assigned to the parent brep object which is kind of like the container object for all the faces and edges of a solid.


So in addition to the other ways for how it gets set that I mentioned before (like first selected object in a boolean or holding shift when clicking a style swatch), if you just simply select a solid with 1 click so it has "whole object" selection, when you then set a style at that point it will set the style on the parent object and all sub-objects all together to the same style. So most of the time that will probably be the way that it gets set initially.

- Michael
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 From:  Michael Gibson
3000.51 In reply to 3000.49 
Hi Petr, so one other note - trying to do something with the active style for these situations doesn't really work very well.

For example imagine if all new faces that got added to a brep just used the active style, that would mean if you had something like this:



Then if you selected all 3 of those at once and ran Fillet, it just is weird to apply one single style to all the new fillet pieces because there isn't only one that will match each object well.

It would end up with things like this:




- Michael

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 From:  tyglik
3000.52 In reply to 3000.50 
Hi Michael,

Also for the next beta if you hold down shift+control when clicking on a style swatch in the scene browser, it will not modify any hide or lock state of the objects.


It means this will be another case when the parent style is changing somehow unintentionally? But I think it will be ok.

Petr
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 From:  Michael Gibson
3000.53 In reply to 3000.52 
Hi Petr,

> It means this will be another case when the parent style
> is changing somehow unintentionally? But I think it will
> be ok.

Actually that shift+control should not make any difference for whether the parent object style will change or not.

The parent object will get set if you had a solid that had "whole object selection" on it (selected by the first single click before any drill-down), whether you had shift+control down or nothing down.

The other special "shift to set parent object only" only applies if you have shift all by itself down and not also control along with it.

- Michael
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 From:  tyglik
3000.54 In reply to 3000.53 
Hi Michael,

hehe... I'm sorry about it... I overlooked that Ctrl (control) part of that! And now I see that Shift+Ctrl+click on swatch to change the style without changing locked/hidden state works already in current beta :)

Petr
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 From:  tyglik
3000.55 In reply to 3000.51 
Hi Michael,

Okay. So generally speaking, with this setting:
[Styles]
GeneratedObjectsInheritStyle=n

it will apply the _active style_ only in case of creating new object from curve(s) using command like Extrude, Sweep or Loft and not to apply in other cases like mirroring, rotating with copy, or adding sub-object part to the existing brep.

Petr
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 From:  Michael Gibson
3000.56 In reply to 3000.55 
Hi Petr,

quote:
it will apply the _active style_ only in case of creating new object from curve(s) using command like Extrude, Sweep or Loft and not to apply in other cases like mirroring, rotating with copy, or adding sub-object part to the existing brep.


Yup that is the idea.

The way it actually works is that there are some different categories for how the output of commands relate to the inputs.

The current categories are:

Relation_Identity
Relation_Copy
Relation_InputKeep
Relation_InputReplace


Relation_Identity is for things like the Move command where the output object is considered to be a new version of the input object and replaces it. Currently this is the kind that will trigger a history update.

Relation_Copy is for things like mirroring, or rotate with copy, stuff that produces a copy of the input object but does not replace it.

Relation_InputKeep is when the input objects were used to create the output objects but the inputs are still kept in place. Things like Extrude and Loft are categorized under here. This is the one that is affected by GeneratedObjectsInheritStyle=x, for whether the output objects will try to get styles transferred to them from the inputs, or whether the output objects will get the active style applied to them more like how drawn objects work.

Relation_InputReplace is when the input objects were used to create the output objects and then the inputs are removed. Things like boolean difference are under this category.

- Michael
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 From:  neo
3000.57 
>Updated icon loading to make it easier to override the button icons that come from resources...

Super thank you Michael...nice work over all.
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