ok, Blender decided to not develop FBX more than the actual stage (that actually is stable enough for me) here is the note from the main developer Bastien Montagne: "Hi, So, lately there's been a lot of FBX-related issues reported to our tracker. Most of those are either: - Known (half-)broken things (like cameras/lights…
But ... what does a "Favorite" even mean ? This term is never used anywhere in Blender (outside of the Quick Favorites shortcut) yet this addon uses it everywhere. So far the only function I actually understand the meaning of is "Save the active brush to a file", which creates a tiny blend with the single current brush…
About baking normal maps using the Bevel Shader in Blender... TL;DR: Is there a way to bake to the lowpoly the details from a highpoly mesh using the Bevel Shader, PLUS the effects of modified normals? Testing my gun bakes, I noticed the following piece was coming out with a gradient: This is in Marmoset, using a 4k PNG…
Well, if anything the fact that you are comfortable with Maya-style navigation is already good info. I was under the assumption that you were attempting to recreate some kind of default Modo paradigm with a lot of things specific to that - but Maya-style is indeed 100% possible. That's what I've been using with of course a…
@Blaizer : this all really comes down to setting up your inputs to replicate what you would like. I mean ... it's perfectly normal to not like any navigation/interaction scheme different from one's preferred one, so in that sense your question/approach is a bit backwards : of course it will feel odd an inefficient if you…
Never use the edge split modifier just to sharpen edges these days. Instead, go to the vertex attributes tab in the properties editor (it's the one with the triangle on it) and enable Auto Smooth and set the angle to 180 degrees so only edges you mark as sharp will be sharpened. This method doesn't tear apart your mesh and…
Yup, I am totally with you on the subject of easily customizable menus. This is indeed a needed feature, since at the moment creating such a menu requires some rather advanced stuff involving python scripting and hunting down commands not easily accessible from the UI. That being said, I also can understand why such a…
Hi there @kio , I got it figured out and I can now comment on what went wrong/what may need to be adjusted. - There is no zipped release on the GItHub page, and downloading the source as zip indeed adds the usual "-master", resulting in a zip that doesn't fit with the usual Blender addon specifications. Of course this is…
@Dataday: Making split vertex normal data available to export (and import?) plugins is a good thing. If that's all I'm going to get, I'll take it, and be mostly happy :) What about previewing the hard/soft edges in Blender's viewport? Will we need to physically split the edges in Blender to get an idea of what's going on,…
Hi, thank you for the feedback. We plan to create Cycles/EEVEE material using the Principled BSDF, we will do that this week. About the iterative modeling this could be useful because of dyntopo that destroys the UVs but the shape will be modified to much to allow the cage and the generated textures to bake a good texture.…