Well dont think so - just the usual turn off the modifier for the time being. But it would be trivial to write a little operator which toggles all the modifers on the selected object or something like that.
I think I mean if there is a way to set a "head" and a "tail" and then fill the distance between these two objects with a third geometry, repeated n times.
@MACHIN3 Could you (or anyone reading this) elaborate on that? There are a ton of scripts I use that I could apply this knowledge to. I understand I need to iterate through selected objects to be active so that I can execute whatever commands I want to, but is the code you shared doing that? The for at the beginning is…
Is there any way I can move an objects origin around independent of the object and snap to either vertex or grid on X Y or Z independently? In Maya you would just have to press insert and drag it by it's component handle. Setting the cursor to an active component first then going back to obj mode and setting the origin to…
... sorry for the big video in my previous post. The link was changed into an embedded video ^^ Does anybody know if there is a feature in Blender where I can see all my UV island from all the objects in the scene at the same time in the image-editor as overlays without joining them into a single mesh? Here is an example…
Quick question : is there a way to duplicate the same particle emitter on the same object? I know you can duplicate the emitter itself but it's not what I'm looking for.