Yeah thats one of blender's short falls... the tweaking can only be done right after you create the mesh anything else and the opportunity to change its edge count or what not is lost after you do something else. It has been brought up though and I hope we can get a history stack in sometime soon.
I hope this is the right thread for this, but can anyone direct me as to how to 100% the weight of a bone on a selected mesh... I don't want to have to manually paint weights, and in 2.7 it looked like there was a UI section where I could select the bone, and just write 100% weight and it would apply to the whole mesh. Any…
Any obvious reasons why my mouse movements would suddenly start being interpreted in reverse (up is down, left is right) during transform/scale/rotate operations? EDIT: This occurs in Edit mode, but not in Object mode, where things translate as I expect them to. Figured it out- has to do with the vertices being influenced…
Yay there is a video on how the "PBR" setup was made. I am gonna try to merge it with this series of videos on more accurate PBR and hopefully get results good enough so that I can ditch the old already mentioned PBR build that I currently use: Changing HDRs and getting the right roughness might still be a painful though.
Personally, I'm more excited to have a real snap to grid available in addition to the snap to increment. That and flatten ngons seem pretty nice and useful. Perhaps I will make use of the tiling thingy someday but right now my CPU is too weak to sculpt a typical tiling plane at a reasonable resolution, so I will have to…
That may be true. All I know is that in pretty much every app where I've switched the control scheme right away, it inhibits learning because (a) Tutorials are harder to follow because some of my hot keys are different ...and... (b) Something inevitably breaks as a result of it. Selecting stuff or whatever. If Blender…
Ofcourse you do have that right, even if you got it for free, That's the whole point of making it improve to something better. The blender community suffers a bit from the "you may not crit", which shows quite clearly with the durian project, every time someone crits the project there's a meatwall of people that clearly…
I find it far easier to just D + V(c or x) to snap the pivot point in Maya, then rotate than to fiddle with getting the 3d cursor to work. In maya is extremely easy to move the pivot/center of any object and snap it right back, where as with blender its always a bit of a struggle. Thats one of the few peeves I have with…
Btw, that issue is in 2.79 too. If I happened to use custom normals, I had to re-adjust them after triangulation. So I duplicated the original non-triangulated object, and triangulated it destructively for custom normals. If I remember right, MACHIN3 did something to preserve custom normals in certain situations with one…
Found some strange behaviour when using DupliFaces. When switching normal direction of the face, with mirror modifier for or manual for example, the dupli object is rotated 90 degrees on the Z axis. That is pretty annoying. Anyone aware of a workaround or any other method to avoid adjusting mirrored faces? Face with…