Yeah, it's a very common scenario when dealing with engineers/developers - user reports a serious problem using the bug tracker because it really is the only way to report anything ... developer rightfully states that "it's not a bug" because it actually is a design issue ... and said design issue ends up in limbo and…
@LuisCherubini hey nice little demo of the addon. There is a 2.8 branch on github you can check - I haven't updated it in a while, so I dont know if it works with the current 2.8 builds.. as I havent had the time to actually really use it myself :expressionless: There is some work to be done, and I had some errors I wanted…
>Create a lattice and align it to your screw head mesh >Adjust the segments in the Lattice Object Data tab >Add a Lattice mod to your mesh and pick the Lattice object >Add a Simple Deform mod set to bend to the Lattice and rotate in a suitable axis and increase the bend degrees >Add another Simple Deform mod to the stack…
Frankie, thanks, I got it now ! I was aware of these context-sensitive FK/IK switch buttons ... but it turns out that it was their labelling that was confusing me, and you led me on the right path. So basically, when currently working in IK and wishing to switch to FK (IK to FK), one has to click the "Snap FK to IK"…
Apologies for the late response, I just got home. @m00k It's difficult for me to understand if the technique you use in the gif would apply to what I'm talking about, since the change in width appears to happen only at the top, instead of all throughout the loop, incrementally. @Cirno Thank you for sharing this - this is…
I've started to get a hang of creating hair with haircards. There are few things I'm wondering how to do properly. 1. Amount of hair strands with different transparency levels 2. Best transparency method to use (alpha blend, alpha test (clip), alpha-to-coverage, dithered etc.) 3. Getting a good base hair painted on top of…
Just been getting back into modeling in Blender myself. Got most of my custom setup done which I'm pretty happy with (SO much nicer than working in Maya). But yeah, it's really needing to ngon support. I don't use ngons myself in the final model either, but when you're going through cutting geometry it's a pain when the…
Vig: That's close to what I brought up to the BlenderArtists webmaster last Blender Conference. I asked him what the purpose was of a software specific forum, since if I create a model, I'll want feedback from Max and Maya users as well, especially since many Blender people are new, inexperienced, and hobbyists. The answer…
@Panupat you can try the Particle Instance modifier with Create Along Paths option. You add this modifier on hair card(s) and set the target object as the mesh with the hair particle systems. It's really powerful. The only downside of this method is that you need to step out to object mode to see how the cards look after…
Heya @Linko - I think there is again a clarity issue with this post. The end result/screenshot certainly looks great and useful, but nowhere in your post do you explain : - The input(s) required : is this working from a high poly model ? Or from a low with just a normalmap ? Or, a low with a whole set of maps (position,…