Ofc there is. We have a few addons that do this for you. What dcc did you use before blender? If 3ds Max you can try "modifier list" addon https://blenderartists.org/t/modifier-list-1-5-1/1147752 it tries to mimic Max modifier stack "look and feel" and it has nice automated lattice setup. If you don't want to change the…
You prey that Blender devs find it necessary enough and has a desire to maintain the code. The Right Click Select (https://blender.community/c/rightclickselect/) suggestion board supposedly is the place to give some weight to our needs in Blender, but I'm not sure if core Blender devs go there at all. You can also try to…
Well, thing is Blender's FBX support is pretty decent right now, it's just that the dev in question doesn't want to continue fixing bugs that seem to happen because other programs have different ideas about saving to FBX. Collada is being worked on: https://developer.blender.org/D1787 And yeah, that Unreal/Godot twitter…
Unfortunately that's still pretty far off from PBR. The specularity isn't normalized and since there's no slot to change specular power on a material in the node editor there's really no good way to implement a roughness texture in the Blender viewport right now. It looks pretty decent, but I think it's a little…
As @SonicBlue said, you don't have to press G/R/S... so long as you have the correct 'widget type' active (the icons in the middle of the header), you can simply left-click drag one of the green/red/blue handles to move/manipulate objects. You can also fix the axis pressing X/Y/Z after doing that (if you want to switch…
Yeah, i understand your point. It's just not the rule. And i still have the feeling that doing it right from start is / would be the better way to go. First set all seams as needed, do the unwrap, then do the needed corrections, and group manually together what belongs together. But yeah, sometimes this is not possible. I…
Yeah MetalAndy, you're right, sorry that I got steamed for this point, I shouldn't have, apologize for bashing everyone on this point sorry. It's just that with all the bashing people are putting on Ngons just to defend Blender is getting on my ticks. I mean having workflow without Ngons is one thing, but it rubs me the…
I also made the switch from maya to blender and I use a mixed config to be confortable with both. I use the standard G, S, R setup that I like a lot but I remapped the W key to have the move tool like maya. Double click W brings the select box, ctrl+W is the rotate tool and shift+W the scale tool. I also use the pie menu…
I agree 100%, I really like the idea of the addon and it gives pretty good results. But it makes to many assumptions about what the user knows, like that it only works on 2.79 right now, like how would someone know that without documentation or a error that tells you that. Also is the google drive link how you distribute…
@Prime8 Yeah you are right. Split edges should also cause split normals which in that case would not need to be exported specially. Seems that I have to look more into the bevel node. From what I've seen, it didn't give me results as good as the bevel modifier. Though I use the "Harden Normals" option in the bevel modifier…