Actually that's what the "$" is. It stands for the selected object. So "$.material" gives you the selected object's material, "$.pos" is the selected object's position, and so on. Now you'll be able to sleep easy tonight knowing there really is a selected object function.
last time i checked, there was still a bug that would select hidden objects if i did a select all. ideally, select all should only select objects that are not hidden. SP1 does not list any fix to this issue.
v.1.2.9 * Added: new Object Mode Constraint option in the settings. When editing an instance of an object, this will prevent selecting/editing of tiles that are not part of the object. * Changed: The Active selection key binding is now Shift+Enter. There is also a new key binding for the Object Edit mode (Enter). When you…
miauu's Fit Camera to Objects allows you to place the camera this way so the selected objects to fit entirely the camera view. The active view must be a camera view. Perspective, Orthographic and other viewports are not supported. The camera will be moved so the selected objects to fit entirely the camera view. No…
This filter has been replaced by a built-in feature: Right click on a layer and choose Create Mask with color selection. You can also apply the selection when you have a mask selected, through the effect icon (Color Selection).
Whoever invented this inventory system needs to be slapped in the fact with a pink rubber dildo... I NEED AMMO!!! *opens menu, selects ammo, selects give, closes sub menu, selects gun, selects equip, closes menu* DEAD.... Jesus...
in the skin modifier select all the verts you want to flood fill, select the bone you want to weight to from the list of bones, with the weight tool press 1 to fully weight those selected verts to the bone that's selected in the list of bones
Hi! In Blender (4.1), going into edit mode, you can preview the split vertex normals (taking into account hard edges) here: Functions to modify the vertex normals manually, with vertices selected in edit mode, can be found under "Mesh > Normals > ..." - or shortcut "alt + N": To flatten the vertex normals, you would copy…
You can do something lightweight with vanilla modifiers. Not as robust maybe, but still... Vol Select on the ball, using the hand mesh as the selection source, and have Soft Select enabled. Then add a modifier to deform the selection with, like a Push set to negative.
For ring selection, there's a few ways: a) Select edge, ctrl+rmb snap southwest, snap south. (convert to edge ring, convert to face selection) b) Select a whatever, then shift and double click on a neighbor whatever to get a ring or loop of whatevers.