scripting question: i have hotkeys to read/write to a specific OBJ file that i use for data exchange between apps. trying to add NURBS curves to the features now and am a little confused by the results. here's what i would set in the GUI to export from blender: and this is the command I use in my script:…
yeah i know simplify curves but from my experience this here is the king of the hill: http://www.scriptspot.com/3ds-max/scripts/normalize-spline the important bit: "normalizes a spline by number of segments instead of the segments length." as for sketching curves and then tweaking them i was thinking if you let the user…
@Justo I dearly, dearly miss my Max splines and Blender's curves are no comparison. For pipes and wires I exclusively build them with edges and verts and apply a sub-div mod(or just bevel verts if it won't be edited after) I use either Quickpipe addon or Hops equivalent(can also quickly adjust diameter at any time with…
Coming from Maya, I find the UV editing in Blender quite effective but a lot is still missing: For example, in version 2.81, there is no grid. In version 2.82, the grid is available to be able to view the different UDIMs, but the number of subdivisions cannot be changed. There is also no way to snap uvs on the grid.…
so, i didnt want to create a new thread for this iam having a major issue with blender (tungerz 2.68.2, it does exist in other builds too..) at work iam working on a pretty large scene, multiple objects on all 20 layers, obj size ~200mb and from time to time snap stops working.. i cannot figure out why it stops i'am using…
I threw something together that works but has its own inconveniences. import bpy # Define your desired workspace here UV_WORKSPACE_ID = "UV Editing" bpy.ops.wm.window_new_main() bpy.context.window_manager.windows[-1].workspace = bpy.data.workspaces[UV_WORKSPACE_ID] This will open a new main window and change it to the…
@f1r3w4rr10r See my weapon on the last page, almost 100 parts all baked in Blender with Bevel Shader and moved to Substance for final normal detailing. No custom normals to worry about on any of the pieces. Just remove the Edge Split(if it had one) and export with smoothing groups. Allow Substance/mikkT to build the…
@Ruz I think you will find that Hair Tool solves that issue and saves you the roundtrip and probably then some. Then again I have never looked at xGen at all, wouldn't know how it compares. In Blender you have orientation and 'scale' on the CV level and at least as a former longtime Max user (does that answer your question…
Well I strongly disagree good sir! That's the standard I've come to get used to by using Maya and Max, and I would rather keep it like that so that switching between apps at work (which I need to do) is even more seamless. I could concede that it's just my own preference making me biased, but I also think that in most…
Hello all, Is there any way (using default tools, or an addon ...) to split UVs according to the hard edges of the model, and then offset the outer borders in by a certain amount ? As a matter of fact in the Blender paradigm there is no notion of splitting UVs since they are always ready to be split by just moving the…