@thomasp as a longtime 3ds max user I also missed this feature quite a bit, so your post motivated me to write a small addon for just that. Found something online which did the wire toggle for all objects, changed it a bit to make it work only on selected objects. I did only limited testing - expect silly bugs. Its very…
This is not yet 2.8 ready but there is TexTools for blender http://renderhjs.net/textools/blender/ it has a few additional tools that should make working with UV's a lot easier. In your case you might like: 1 click checker maps Texel density tools (pick, set, unify,..) Rectify Align Sort Select Similar It does not run in…
Is there an easy way to rotate a component around the pivot point? Meaning, I'd like to move the pivot point of an object somewhere, go to edge mode, select an edge. Now I'd like the pivot not to center on the selected edge (as it always does in my tests), but to stay where the pivot point is. So I can rotate the selected…
"Apart from having to have UVmaps with unique names assigned to each of these - what else is there to look out for?" Well, you actually do want to use the exact same name for the UV sets of the objects to be merged - otherwise the system assumes that you want the UV sets to remain separate ... meaning that you might end up…
If your goal is to select only seam edges, and you're going to use this in an add-on or something more formal than typing things in the console, you should use these alternatives. 1) With the BMesh interface in Edit mode: import bmesh 2) With the Mesh interface in Object mode:bpy.ops.object.mode_set(mode='OBJECT')
@Justo I can't see any reason to not have the cursor always set to geometry, so you would just need to change the transform orientation. I don't remember the default hotkey to move the cursor arround, is shift+right click here. This is also very usefull to create objects that you want facing to specific direction, when you…
That's very interesting, thank you. EDIT: So the technique is that he uses those 'proxy' objects. He built that dialogue out of actual 3D shapes and set up a viewport to frame it properly. Selecting one object of the dialogue selects the bone associated with it (this logic is done inside a function that is called each time…
Having access to the menu after deselecting I can understand, but after you've edited the object, you're committed to what you have and you'll need to start it over if you want to make serious changes.
Thanks, yeah that is my default 'workbench' view mode but I found the issue - I was treating the form as a material picker for the object instead of the dropdown list. Kept adding material slots instead of assigning a material.
Does anyone know an easy way to see in what collections selected objects are ? Like it was in old Blender? I bought that 3 bucks addon form blender market but it somehow cryptic and doesn't help at all