Hi friends, I Created an operator in a panel that basically creates modifiers to the selected object. However, it doesn't open the modifier properties panel on the right when I click the operator. Is there any way to access this via script? Thanks
Good day ! Has anyone got an addon in mind for keeping normals when separating/splitting an object ? All I find is normal transfer addons :/ I'd like to skip this step and have my stuff separated seamlessly :)
@Justo you can use the spin tool. Be aware if you use 360 degerees it will duplicate the first object in its place. You can always use some simple math in the degree parameter to get the exact degree.
Anyone know if it's possible to custom order vertex indexing to help with sorting transparent object (I've got some trees made up of slices, like plates stacked on top of each other with a segment of the tree textured on each)
Stuff i fixed in my fork of gob (those are old fixes and I don't remember exactly what was broken): - works with instances (in past If I remember correctly object sent to zbrush would be uninstanced) - object transformations are not destroyed (prevously I would apply rot,loc,scale on export to zbrush) - so eg. pivot of hat…
Oh yeah I see that happening, the problem is I don't really know what I'm doing :D I'll have a go later, I'm keen to get the keyframe moving working first. I want MMB to either drag the keyframe on the start frame or if there is no keyframe copy the pose anway. Did you mention wanting a context sensitive delete before? I…
I'm trying to set up a dynamic blending of materials using geometry nodes. What I have is an objects that is moving across a landscape, and I would like to blend materials based on the proximity of that object in relation to the landscape. There is a vertex weight proximity modifier, but the resulting weight map cannot (to…
@pior Thanks. I had figured out how to do it, but I was just wondering why you have to set up the Autosmooth at object level and then go into Edit mode and do it again? And then you have all those other options I mentioned in 3 or 4 different locations. The reason I suppose this was frustrating me is that I was testing out…
@Polyboi I don't know if you've already found a solution (your post is from June 29th), but those sliders aren't showing the final transform of the object, or bone in this case. They show the user transforms -- a base transformation set by the user (aka the artist). If you're using a constraint, the transform of an object…
@MmAaXx , @"another caveman" : FWIW I was just recently wondering about the very same thing (wouldn't it be cool if there was a way to preserve/set all normals as custom at the time of splitting !) ; but then found out that there is a very good alternative available. Basically all the functionality of the Data Transfer…