Stromberg: turn on 'automatically merge vertices' and vertex snap. Hold ctrl to turn snap on temporarily and move to another vertex. It's not a tool, but in my experience it works very similarly, and I almost never use alt-m to merge. edit: don't send me naked pictures. Oh, just checked, it's called 'Automerge Editing' in…
Is there some way to define a procedurally generated weight map for the displace modifier? I can use a vertex group to define which vertices the displace modifier actually affects. It either affects a vertex in that group with 100%, or it doesn't effect it at all if the vertex isn't in the group. But what if I need to…
Yep. It was merged into trunk, so any builds after commit 53450 should have it. I played with it a little. Has a few little oddities with stray vertices sometimes, but overall works pretty well.
* Do Save Versions cover the auto-save requirement for you? Not quite the same thing. * Confirm to delete is dumb. Press D immediately after X is the closest thing I can think of (chaining hotkeys) * Selecting a component and then control-clicking is Blender's weird equivalent of Max's shift extrude. * Target-welding is…
Thanks, but this clears only your selection, I was looking for a way to have some faces selected and while working on vertices/edges, have those faces still there when I switch back to face mode.
Good Idea. I'm gonna repeat this action to dozens of UV islands. The best way for me to do it is to create a script that aligns the selected UV vertices, pin the UVs, select the island, do an unwrap, and then unpin the UVs.
@derphouse That's pretty awesome! I'm guessing that UVs are generated via a side projection and then shrank to put into a pixel width atlas for a vertical gradient map. Do you think it would be possible to apply a gradient like this without having having squashed UVs? What I'm asking is whether or not you can project a…
Those solutions doesn't seems to work. On that specific case I would do a cut trough with axis snapping then delete the vertices I don't want. But I agree that the normal behavior should be G,G with vertex snapping !
Is it possible to scale vertices along their custom (i.e. auto-smoothed) normals? The only "scale-along-normals" option I'm aware of just uses the default calculated normals, which is not good for making bake cages for a mesh with custom normals.
The popular operator known as Remove Doubles (2.79) has been renamed to Merge by Distance. (2.8) And was moved from the vertices menu to the "Alt+M" shortcut along with merge at first, at center, etc... Kinda of makes sense, it will confuse a lot of people tho.