@musashidan yup it will bake hidden highpoly so you can keep it hidden while tweaking stuff on your low. Does not use naming conventions, I personally don't like having to keep track of what every single object is named. Collections in 2.8 work great and make it very easy to group a bunch of meshes so I'm using that…
No, that is a feature of Skin mod. Regarding Quickpipe though, I know you use Hops, so once your pipe is created you can select the object at any time and call the Hops menu to dynamically adjust segments/diameter. Also, Maxi just added a QuickPipe feature to his interactive tools addon. ::+1: @Blaizer Looks like…
Hey guys. I'm having an issue with pop ups that disappear when the mouse cursor isn't hovering over it. For example, if you bring up the DynamicSpqce menu, the move the mouse away the menu closes. This type of thing happens to me constantly because I move the mouse so I can read the tooltip or I move it before a submenu…
@copenhagenjazz Looks like you are doing hard surface and want to move your Max habits to Blender? You'll lose like 70% of the modifiers, the reference object type and of course - as noted - the poly modeling surface constraints. Slide and such functions also don't work with proportional edit aka soft selection (at least…
That's good to hear. With "co-planar intersections", do you mean when objects are perfectly overlapping certain sides? Because if so, that's my most anticipated 'fix' (if that's the proper word) to Blender's way of doing things atm. For the rest, I feel pretty comfortable with using HOps&Boxcutter. EDIT: Also, does anyone…
Hi all - is there a version of GoB that works between Blender 2.78 and Zbrush 4R7 ? Either GoB, or any other addon that would let one send a model to Zbrush in one click, and bring it back in one click. Even a Autohotkey script automatically writing/reading a dummy .obj file on the desktop would be fine. Best would be for…
Or use the data transfer modifier: put the faces that you want to transfer UVs for in a vertex group, add a data transfer modifier on the target mesh, put the source mesh in the Source Object field, check Face Corner Data, pick the algorithm you want (I like projected face interpolated myself, but you may be in a different…
Thanks Defunct! I've been poking at it, it's a bit confusing. Managed to half make a context sensitive modal (so shortcuts change when you activate it)delete script, mesh to object name unifyer, hotkey+lmb based 3d viewport timeline scrubber. None of them are very good but can share if you or anyone else would like them.…
Okay, here's a few examples I run into every day: Example 1 L - select linked R - rotate... X - ...along the X axis Example 2 L - select linked shift-ctrl-alt-C - set cursor P, 1 - split selection to new object M - move object to layer While I love that all of this is possible with hotkeys, I think there's far more wisdom…
@pior What happens if you mark sharp all your UV-seams then apply an edge split modifier first? I'm pretty sure that process does not destroy the UVs of the object but should mean the splits are already present in the mesh before you run the Textool flatten to UV. It works on my really quick test object but with more…