Thanks @Wazou @Stromberg90 for the awesome work. I've tweaked the script a little to allow it to be called by itself. I also adjusted the hotkeys a little to my personal preference which is shift merges at center and ctrl merges at last. Alt at this time does nothing. Download 'Connect-Merge Tool' Here.
Hello all, Is there some clever way to see UV orientation (and possibly density as well) as a viewport mode/overlay ? I am aware that Textools has a bunch of checker generators (all sneakily hidden behind a *single* button ! Bad UX, BAD !) ; and I also use my own checker texture (here indicating UV direction with arrows…
The tool would need to be able to isolate the effect to polygon islands. Does it recognize the different types of falloff settings? 'Connected' is the ticket for this. Anyway, looks cool. Will probably pick this up once I have made the move to 2.8. But as for hair cards - simply use Hair Tool (commercial add-on). Problem…
Now that you mentioned it, I would have liked the loop tool to in Blender to work like Max, ie allowing you to place it anywhere right from the start, rather than placing it in the very centre and then having to move it etc. Connect Edge with pinch option would be great too. But not a huge deal.
Hello, i have 2 Pipes in Blender which stand 90 degrees to each other. Normaly in Maya when i connect them in Maya i can simple use Bridge Tool and have a nice soft arc. In Blender i use the edge bridge Tool but the results are inflated and deformed.
@ r_fletch_r: I think this is just fundamentally the way Blender works for modeling. It's both a blessing and a curse (sometimes it's extremely helpful, sometimes is't a bit obnoxious), but Blender has a more generalized organization of components than other programs. Blender doesn't really make a distinction between…
@Justo Re-reading question #2 it sounds like the expected behavior is for the move tool to do something like this? In Blender I had to use the Shrink / Flatten tool and while that works for this I can see use cases where it wouldn't work because it will scale the selected mesh components. For those edge cases I think…
@musashidan Oh yes, if you have an edge or more conneceted the algorithm don't know what to do with it, they were discussing it if that edge should connect with the two edges on the sides or the middle like the max example. Will probably be solved in the next few days. If you want to take a look at the…
What would be your approach to spherizing/bending a flat bolt head guys? I started with the Lattice but it is resulting in too hacky a solution I think. Use the Curve Modifier? This would imply first creating an Empty>Plain Axis, creating the Curve modifier on my object, making everything connect correctly, then repeat…
@gnoop We can use two connected face corner positions to get a tangent vector. I'm not too sure how data transfer works but for this using nodes like "capture attribute", "store named attribute" or "evaluate on domain" set to the "Face" domain it will select the vectors from every 3rd corner and store it on each face. you…