thx @RN and @RaphaelBarros @Fletcher You might want to use boolean modifier with a custom mesh? At least that's how I solved a similar task once (in max though)
I meant objects with non identical topology. I thought it's what Data transfer was designed for . Like Attribute transfer in Maya, Projection modifier in Max or Gator in XSI
Bevel has been a modifier for at least a few years now but i never really use it as the bevel center script was the nuts :) IIRC, to use the bevel modifier on an edge you have to set the weight of the edge but afaik its hidden/missing in 2.5 :S When BMesh is finished everything should be good again but i think the…
Don't suppose if anyone knows if there is a way to scale a group of vertices along their individual vertex normals? Like using the push modifier in max, but only on the selected vertices? I tried setting a vertex group and assigning it to a displace modifier, but the vertex group field didn't appear to do anything. Not…
The snapping/projection stuff is actually not that slow for manual retopology once you get used to it. Just copy the shrinkwrap modifier that's on your lowpoly before you apply it so you don't have to constantly be re-adding it from the modifier menu, and know about the existence of the project individual elements option…
I have a question about custom normals, maybe someone can help me with that. I can create custom normals using the "data transfer" modifier, that is no problem at all, but when applying the modifier, tons of edges are marked as sharp. I wonder why that is the case. does it have to do with the way the Data is stored in…
yep, default blender adds everything without modifier, but the maya preset doesnt do this couldnt find the right combination either, maybe the function just doesnt exist in this preset ?
Eld: Editable mesh is an old modifier, left in for compatibility reasons (and also when importing models from zbrush etc. because it's slightly faster. Much less tools, though)
I'm trying to learn about the Skin modifier- you can press a button to get a vertex to act as a root, but is there a button to reverse this? Is a given vertex just going to be a root forever?
@Blaizer OpenSubDiv is not a toggle. In 2.8 the entire Subdivision Surface modifier has been ported over to use it. That is also the reason of the loss in performance. They still have to add some optimizations.