Are you searching the user reference or the tutorials? There are very detailed step by step tutorials about making a squishy ball bounce down steps as well as a bunch of wobble toys. All of which give you the foundation you'll need to set up what you need. In case your help files are... dorked... I'll give you a quick run…
InteractionOps or iOps It is a set of operators which boost Blender interactivity between user and application by using only five functional buttons. Download: * Click on green button and get iOps with Git. * Or download and install zip file from releases branch: iOps 1.5 MESH: Edit Mode: * Switch between Vertex/Edge/Face…
What Axi5 said that one little line will do. If, however, you still want to know how to select move pivot to the origin and freeze transformation you really don't have to switch selection mode back and forward from Object to Component. The trick is that all you need is somehow to get the name of the object while you still…
2 - Suggestions regarding major annoyances (ie the teeth grinding stuff :D ) - Needs Q-W-E-R keys for select, move, rotate, scale of any scene element. - Need square marquee selection of objects and lights in the viewport. - Need shit-selection of multiple objects in the viewport (especially since the Outliner allows that…
Made it through the bulk of those and it let me get to the next errors, (wish we had a spoiler option? cuz here comes a wall of text ) an example reads like this: Starting object 105 (sea_jap_eastern_tohoku_sea) ERROR: found region sea_jap_eastern_tohoku_sea with 4 edges, must have at least 6. First edge is: AT VERT:…
Is there a way I can turn this off? Every time I separate an object into two objects with Separate or when using Extract (just tried Extract as an alternate to try to circumvent this problem) the related object becomes 2 objects as desired, but unfortunately each new object is now part of a new subgroup with those two…
I sorta agree about manual craftsmanship , Designer included . Every time I do a material in Designer I know they are paying me for gaps and mistakes of scanning contractors . And often I just take my own camera at weekends. Feel myself a camera replacement. It's so weird . Yet we are discussing extracting material id…
FBX Bundle 1.5.0 is out! new website & download http://renderhjs.net/fbxbundle/ Changes * New modifiers system: Any of these active export modifiers are applied upon export * New platform system: Unity, Unreal, Collada, glTF * glTF support (requires official glTF addon) * New pivot mode: Empty plain axis object. * Include…
Hi everyone, I am primarily a 3D artist and texturer with a big interest in technical stuff that relates to art. some of you may know my dissertation on batching - I found this highly interesting and found out more stuff that was unrelated and thus not needed. this included the transform bottleneck of transform bound or…
Nobody is arguing that you can't rotate object or tangent spaced normal mapped objects. Remember there are three types of normal maps. - Tangent Space, can deform and rotate. - Object Space, does not deform but can rotate. - World Space, does not deform or rotate. This map looks to be rendered in world space not object or…