Yes, scale is applied, there are some remnants of corrective modifications in loc/rot. loc x 1.02, loc z 0.13 rot x -2.06 Object that broke mesh is smaller than the whole, 1/5th height/width, was at 1.2M verts when I got the mesh error. I assume this is a know bug? Possibly related to vertex addressing?
I put that the wrong way. I'm more wondering what 'Unreal Modding' means. Does it mean UDK import/export? Or UE4? Or Unreal engine 1? Blender has a bit of a history of not understanding what game artists need outside of the BGE. I hope it means UE4, because I'm not sure a lot of people will use UDK going forward.
@eld you missed my point, in blender it just physically splits the edge, and doesn't allow the vertex normals to be edited at all on the edge. In maya you can soften or harden the edges which more or less gives the verts on it 1 or 2 normals, and those normals can be edited too. wasnt referring to smoothing groups at all,…
Yea ZBrush owns polys. Pixologic reckon that you can get up to 1 Billion polys with HD Geometry. I think the most i have ever pushed in non HD mode was 50 or 60 million though, and with subtools performance wasn't a problem :) With each subtool you can use the maximum amount of polys your PC can handle, so if thats 10…
Geometry nodes is a can of worms. They have already made a ton of nodes obsolete. And still deprecate new introduced nodes with the next point upgrade already. Happy you fiddling out what with every new version the new official way is ... A modifier has one benefit: it is easy to use and easy to adjust. There is already…
Okay, here's a few examples I run into every day: Example 1 L - select linked R - rotate... X - ...along the X axis Example 2 L - select linked shift-ctrl-alt-C - set cursor P, 1 - split selection to new object M - move object to layer While I love that all of this is possible with hotkeys, I think there's far more wisdom…
If you're familiar with scripting, it's just a matter of setting up the logic. This code will behave differently in edit mode vs object mode.if (bpy.context.mode == 'EDIT_MESH'): pie.operator("mesh.select_mirror") pie.operator("mesh.select_face_by_sides") pie.operator("mesh.select_nth") pie.operator("mesh.select_random")if…
i can attest to the utter awesomeness of rigify it is absolutely perfect and easy and awesome and one of the best scripts released in recent memory. for 99 percent of rigging purposes rigify will do the trick. i mean it works with the default humanoid rig that comes installed with blender and once you learn about its…
what maddens me was they had really major names in modeling behind them. then they just kind of lost heart. I've been watching Blender really closely for a while now waiting for the feature freeze, and B mesh to see if writing up some tools like silos would be practical. Most of the stuff in silo was about the tool logic.…
@xrg 1.The goal of that Bloodwork's thread was precise from the start, it was to preserve smoothing without breaking edges. 2.Campbell didn't solve the issue, cause writing smoothing groups in obj isn't enough. These are the facts. Some people started talking about every other kind of shit, including importing custom…