Hi all, Is there a way to stop blender from creating an "Armature" root upon exporting an fbx with animations? I am trying to use the same avatar in unity with custom animations and animations from mixamo. This is not possible if blender adds this root.
@LuisCherubini FFD - Free Form Deformation from 3ds Max. :) Maxi Vasquez created these tools in Max and this is the Blender port, that's why some of the tools have Max terminology. Also, you can use Smart Delete to dissolve edges. ;)
I'm working on recreating Blenders transform system in 3DSMax: Almost done creating the basic move/grab part for objects, including snapping. Still a ways from release, but I thought a few people in here might find it interesting. :)
@"another caveman" Blender's modifiers are built into Blender deeply, you cannot create a modifier addon without having to create a separate blender branch. Here's a link to a website containing various Blender's branches https://blender.community/c/graphicall/ ) Luckily blender already has what you're looking for. That's…
For the Uv's I use the pin mode + Sculpt UV's, it's like on Maya and photoshop. Hey guys, in this free tutorial, we will see how to create an asset 100% fully editable with my Non-Destructive workflow and Speedflow! Even if the Addon is made for every type of modeling on Blender, it is the best for the Non-Destructive! We…
sverchok is for 2.79 only if I'm not mistaken I suggest an easier solution below but there are certain cases where particle systems are the way to go because it allows for more options at the expense of a more complicated setup in the beginning This is how I would do it: Create a control plane, cut it up to be the pattern…
The traditional way to do that in Blender is by making those widgets \ controls as actual bones in your armature. You can create them in a 'control' armature that moves a separate 'deform' armature (by means of Copy Transforms or other constraints), or use custom shapes directly in the deform armature if you just need…
For the tool shelf, even Maya doesn't have icons for everything, that's why you give the user the ability to create abbreviated text on iconless buttons. If it has that ability then they should just get it in trunk and worry about adding more icons afterwords.
Nope, it's not the same. No need of Speedflow, it's blender primitives, the addon allows to edit and create them easily. Wondermesh is great but is you scale your primitive, you cannot change the settings, the primitive will be reset. It's more limited. It's nice to have both possibilities.
Given Blender's open-source nature, there's nothing stopping Valve from doing exactly that. They could quite easily create a Source-optimized version of Blender if they wanted to. We'll see what happens as more details come out about SteamOS.