@wazou that looks interesting on it's own, thanks - will give it a try!
@kio just the outcome i was hoping for! now - would it be possible to have this toggle automatically upon selection without having to use a hotkey? or rather - only toggle if the object doesn't already have wire overlay visible? then it would resemble the max feature as i remember it.
@thomasp I think maybe @kio was referring to this add-on I requested a year ago, it mimics 3dsmax behavior toggle on/off wire + all edges for all objects in the scene, I made it bind to F4 by default.
yeah exactly - i only extended it that it shows the wireframe only on selected objects.
thanks for the link to the board - also pretty excited about the whole 2.8 thing
@joebount no there is nothing special about it, you can always look up how an addon registers itself in the bl_info fields "name" & "category" - in this case its simply "Wireframe on shaded" in "3D View"
@kio - my bad, it's an addon conflict with something over here. what i noticed though is that if the mesh already has wireframe display activated before selection then that wireframe gets cleared after deselection. is that the same behaviour on your end by any chance?
A question- while sculpting with multires modifier, if the smooth brush stroke method is space, smooth brush delays, if method is dots works fine. My question is how can i change stroke method of smooth brush when using shift key? I believe shift key uses the stroke method of current brush( for example clay strips).
A question- while sculpting with multires modifier, if the smooth brush stroke method is space, smooth brush delays, if method is dots works fine. My question is how can i change stroke method of smooth brush when using shift key? I believe shift key uses the stroke method of current brush( for example clay strips).
@RawData holding shift, it clearly shows on the properties panel the dots method while using the space method. That's a bug. If you want to report that, I've filled in a bug-report form for you. You just need an account in developer.blender.org. Then log in to it, follow this link and hit the "Create New Task" button: bug report form
Thanks Michael, yes I didn't get around posting it yet here on Polycount as there were some initial bugs I wanted to iron out first. I just posted The FBX Bundle addon thread here:
Some of the new features include a new Ground pivot tool to align all Z-coordinates of the pivots to the groun place of the bundle's bounds
For the Unity workflow I updated the documentation a bit more to better explain what it actually can do. The Unity Editor script can automatically assign existing materials if the material names between Blender and the Unity project match.
The Unity editor script is included in the Addon zip file or also accessable from the Addon preferences
This is an addon that I always wanted for 3dsMax or Blender, a painless stupid simple way to export and update existing FBX files in a project. I have been using variants of this script in the past at work on commercial projects and it saves so much time, all you do is select your objects and press 'Export'.
regarding wire overlay on selected objects 3dsmax style again: i discovered that the bforartists project includes this functionality as well. works in my (apparently?) busted config.
Replies
@kio just the outcome i was hoping for!
Already tried, really weird...
It tells me that the modules are installed
what;s the name in the add-on library?
https://developer.blender.org/project/board/80/
@thomasp I think maybe @kio was referring to this add-on I requested a year ago, it mimics 3dsmax behavior toggle on/off wire + all edges for all objects in the scene, I made it bind to F4 by default.
thanks for the link to the board - also pretty excited about the whole 2.8 thing
@joebount no there is nothing special about it, you can always look up how an addon registers itself in the bl_info fields "name" & "category" - in this case its simply "Wireframe on shaded" in "3D View"
think ill add that feature, and also get back the ability to show/hide on all objects, and adding the options to control it somewhere.
https://bitbucket.org/renderhjs/blender-addon-fbx-bundle
Features
with this guy help I probably move from max to blender
https://damian-jara-art.weebly.com/
https://www.instagram.com/damian_jara_art/
For those who aren't aware, with YAVNE add-on and some shortcuts you can get some really quick mid-poly workflow.
If you want to report that, I've filled in a bug-report form for you. You just need an account in developer.blender.org.
Then log in to it, follow this link and hit the "Create New Task" button: bug report form
I just posted The FBX Bundle addon thread here:
- http://polycount.com/discussion/200292/blender-fbx-bundle-export-addon
Some of the new features include a new Ground pivot tool to align all Z-coordinates of the pivots to the groun place of the bundle's boundsFor the Unity workflow I updated the documentation a bit more to better explain what it actually can do. The Unity Editor script can automatically assign existing materials if the material names between Blender and the Unity project match.
The Unity editor script is included in the Addon zip file or also accessable from the Addon preferences
This is an addon that I always wanted for 3dsMax or Blender, a painless stupid simple way to export and update existing FBX files in a project. I have been using variants of this script in the past at work on commercial projects and it saves so much time, all you do is select your objects and press 'Export'.
if you'd like to try it, grab the wire tools addon from https://github.com/Bforartists/Bforartists/blob/17af5b9d40d7c7eadcc98e510748543d8c9bd087/release/scripts/addons/wire_tools_v2-2.py and install from file. it can be found as a clickable toggle under category 'Shading' in the righthand viewport panel.
same thing as with kio's script though - object deselection clears any prior wireframe overlay.