Agreed about UVPackmaster it was worth the buy too. Do anyone have a in-Blender solution to recommend (maybe the nodal geometry interface would let me replicate this with enough parameters/control ?) Houdini Labs 'Mesh Slice' to cut a given geometry by Chunks on a 3d grid based on its bounding box Very cool for large…
can you do the last one if you change "pivot center" to active element and "transformation orientation" to normal? and make sure the face you want to align to is selected last so it is active selection
I mean, I like the delete menu it's fine, but making a script to put on another key to immediately delete or dissolve the currently selected element in edit mode seems like it should be really easy too.
I have to chime in he workplane addon looks really awsome. Used to use viewport alignment and or "active element" for this, but this looks much more convenient. Is there a way to control the bevel shader by edge weight or something similar?
When it comes to scaling, I'm often in the situation were I cannot use Global or Local coordinates for transformation. In that cast I mainly use Normal as Transform Orientation and set Pivot Point to Active Element. Works for vertex, edge and face normals. As a keyboard shortcut you have to press S for scale and the axis…
@pior Manual copy and paste operations work for moving objects (plus most of their assigned data elements) between different versions from 2.9x all the way back down to 2.79. Not sure if or how it could be automated but the basic functionality is there. The only drawback is some of the newer data flags (like mesh display…
@Justo you can also do that if your pivot point is set to active element, you would have to use constrais to scale only in the Z and X axis, would be pretty easy and fast without that sinful gizmo you know.