You can also use the proprtionnal editing with constant falloff to rotate the unselected island with the edge but it won't be as precise as the pin technic.
Yeah, assigning creasing based on hard edges through scripting would probably be a very trivial thing to do for anyone familiar with Python. I will probably post a design doc about it on BlenderArtists in the future, as some kind soul would probably be more than willing to do it. As a matter of fact, a simple script…
AFAIK there are scripts that can replicate the Maya method in Max. I have a background in both and I've come to prefer the Max method, selection by angle & autosmooth functions pretty much do it all for me. Now I thought the issue wasn't how Blender implements it inside the program but that it doesn't export them. Who…
@MACHIN3 Hey, am I seeing that this addon of yours is adding average (or even calculated) curvature to added loops? Like in 3ds Max's "Flow Connect", which is described as: "Connects selected edges across one or more edge rings and adjusts the new loop position to fit the shape of the surrounding mesh." I've seen this…
@pior makes a lot of sense here, not just that the sharpness isn't always necessary at UV seams but each sharp edge will double the geometry in game engine even if you just mark the edges as sharp (without using edgesplit modifier) as that's just how things are rendered in engines. So suggesting to mark all the UV seams as…
What is the best way to add support loops simultaneously in Blender, similar to the pinch function in Max and Maya where you can scale the two edges apart at the same time without altering the shape of the mesh. This thread shows a better example of what I mean:…
It's freehand as in hold LMB and drag the cut across the mesh. Up until now, you could only do straight lines between LMB clicks. You still need actual geometry to cut through, so you can't draw a circle on a bare face. However if the face is full of edges in the middle, freehand will cut and change stroke direction when…
I haven't been able to find this UV equivalent in Blender, wondering how people would do this. I have an island that when unfolded has some curvature. I want to have the bottom edge of the island straight, and to be able to unwrap the rest of the island without "disrupting" the bottom edge, in effect getting the other UVs…