Thanks for the help so far guys. Ok so i still have;nt manage to figure out the overlapping i am about as useful as a bag of hammers when it comes to Mel. I have a new question either way, i want to create a boundry which is adjustable using two intSLiderGrp. So say a limit on the x and z axis which the user dictates. Then…
You probably needed to reset your selection tool. Double click on the cursor (Selection Tool) in the left toolbar, then reset it from the menu in the panel that comes up. You can toggle stuff like "Drag Selection" and "Camera-Based Selection" in there (the latter is essentially ignore backfaces.)
Hi James, this kit is great as is, but I'm just wondering with the modo behavior that "nothing selected = everything selected" but somehow when using this kit (and some other scripts if I'm not mistaken..) no matter nothing selected or partially selected the effect applied to all face that on the same mesh layer. Is it…
It looks like one of your brushes was painting a material and you didn't know it. Select M (for material) at the top of the screen - Select FillObject under Color - This should fill the mesh with one material, but not overwrite the color information. You're going to fill the object with whatever material you have selected,…
i'd like an automatic UV-packing tool that can do a good job of packing something, without being too wasteful. and i'd also like a way to group UVs, so that they're not packed into different locations, but are packed in relation as they were. example: you've UVmapped and mirrored the hands, and neatly placed them over…
Blender Market | Gumroad Magnolia for Blender is a set of growing tools targeted to optimizing and improving your Blender workflow. Easily create edge bevels and bake them into normal maps with the Beveler function ~ Align selected edges to world axes ~ Detect mesh issues including non-manifold geometry with the Mesh…
Hey ned_poreyra, it's not as convenient as the 3D cursor in Blender but you can use a cluster to quickly setup a selectable/snapable object at an average component selection. 1. Select components 2. In the Rigging menu set, select Deform > Cluster 3. Snap or constrain object to the cluster Best, CJW
This I understand :) I'm talking about the selection mode of Unfold3D. You can select points one by one. You can marquee select several. I find it useful to be able to "paint" select. You get both precision, and speed, all at once. Like so, in Maya:
invert selection ( [ ), lock ( j ). Unlock with ( i ). Not sure what purpose/usefulness splitting UV by edge selection has; won't you have to then make a poly selection anyway to move those pieces? In that case why not just use the poly selection with tear off in the first place?
Not to be a nit picker, but that whole process of selecting edge loops could have been so much faster by just - drag select once horizontal loop - Drag de-select above and below to get rid of the vertical selection Literally 3 mouse clicks, and same thing for verticles.