@gnoop : I have to agree, I too find the new collections to be a big step back. They "make sense" in theory , but in practice the old system was imho way more elegant... This might help : https://blendermarket.com/products/collection-grid • Unrelated : is there a way to somehow convert Face Set data into something that can…
@Justo I don't like the "Region Overlap", because I want to see the edges of the panel where I can drag them, so I turned it off. And it's not occupying the viewport too much, especially if it's narrow like that with icons only. I flipped the header to to the bottom, like it was in 2.79. Before flipping, I kept constantly…
here's a question regarding object creation - when i create a new primitive, blender highlights the new object in face edit mode and gives me access to a set of parameters, e.g. number of subdivisions. if i deselect and reselect the object, i do not have these options available anymore, any trick to make these available…
I believe that Unreal supports joint scale. Not sure about translation. You need to have a root bone if you're using the mesh for gameplay of any kind, but I think it's not necessary otherwise, though I am honestly not sure as I've never tried not having a root bone. If you have a root bone it should be at the origin, of…
Thanks a ton for the links Mongrelman, Gmanx and Lamoot ! I really like what I see in the Blenderguru one, especially the simplicity of creating custom bone shape controllers as demonstrated at the end of part3, very cool stuff. I definitely need to watch all these. So far I have been going through this introduction to…
@Udjani Ahhh I finally see what you mean. It's tricky. I need to set the 3d Cursor to geomtery, set the transform orientation to Cursor, and finally set the 3d cursor position to Median point/bounding box center. Seems like creating a custom pivot is faster and simpler, but it's good to know there's this other method.…
Cutting in your own edges in maya etc. you just cut where you want, put the edges where you want. Trying to do this in Blender it then triangulates ngons you were left with (that you were going to cut into quads manually). Instead of just cutting an edge between two verts in the ngon, you have to delete the faces it's put…
I think it'll take a couple of non-film projects for that to happen honestly. To Ton's credit, the open film projects have made him seriously reevaluate the user interface, animation, rendering, and composition functionality of Blender. Perhaps not always making the right decisions, but definitely making better informed…
They closed several reports. Doing a simple search with "subdivision performance" and closed status you'll see hundreds: https://developer.blender.org/search/query/a_.yulX4SL7n/#R This is still open, and dates from 2018: https://developer.blender.org/T58191 I understand some devs might be bored of so many complaints, but…
@Justo I tried a lot of normal map baking related things today, not related to your problem. But I can definitely tell you from what I tried: Do *not* check the Save as Render checkbox when saving normal maps! If you do, that will bake color corrected values into the texture and not the normal data you expect. You should…