No, that's not it. It's being able to select an element in the UV window and have the corresponding element highlighted on the 3D object. If I click a vertex on my UV, it should highlight the same vertex in 3D view.
No f***ing way, how long has that been in there? Cheers :) Most of the things I'd like require Bmesh implentation first, just really after standard things in other programs like the split polygon tool in maya, cutting geometry and not destroying UVs or creating tris (ie. needing ngons). Having the UV selection be connected…
Blender tells you up top how many faces there are in a scene. If you want the object's poly count, just select it and enter edit mode. Edit: ah, I see. Faces, not triangles.
Yea, I just thought it would be nice to be able to have a couple of custom axis on the widget. I tend to only use Global and Normal, but it's a pain in the arse to keep having to change it in the selection area Awesome :)
Ha, that does work, but only with faces. I was using vertices, so it didn't work. Thanks for the link. Edit: How about edge slide on multiple edges? Slide vertex? Loop cut at cursor instead of at the average between two loops? Rotate on normal? Collapse selected edges? A better rip vertices? One that let's you choose the…
This works just fine by switching to the orientation you've created, then using g+z+z (or whatever axis you'd like). This is availble by clicking on the icon in the 2D View's header called: "Keep UV and Edit Mode Mesh Selection in Sync"
As for Leilei's request concerning mirroring, here's how I'd like to see it done: Mirror Geometry: this command will mirror an object over a world-coordinates axis. If the object overlaps the axis, the overlapping portion will be deleted and replaced by the mirror. All vertices within the merge tolerance along the axis…
Isn't this available in the header next to the widgets selection area? I typically always have it set to normal even though I never use the widgets because it really easily allows me to know my local and normal axis. Instead, when in normal mode I use g+z+z to grab along the normal's axis. This should work with the above…
Since you didn't go into specifics, I will tell you what I know about Blender's proportional editing and its axis/pivot control, and you can hopefully tell me how to get closer to the described behaviour? You can select 'enabled' under proportional editing, as well as 'connected' which is like 'surface' in Wings. You can…
I've included some UV stuff here as well since it's definitely relevant to game art. My beef tends to be more with inconsistencies in the design. Also, the majority of these should be fairly easy to implement. Also, I compiled a lot of this list a while ago, so some of these things may have changed since then. Blender…