The Dolly Zoom technique, I was missing that name in my vocabulary <3 <3 Thanks @RN ! That script of yours is great. Before I buy this, I assume it is working in the 2.83 LTS release?
@Oaken would love to learn the name of that addon if you dont mind. That workflow of unwrap only selected part of the uv is very handy in maya. Sounds like this addon allow blender to do the same.
Indeed it's weird, maybe it's a bug linked to the orthographic view? If the objects are porperly named, there's also the option to use alt+select that will pop a menu where you can choose from a list of close objects.
Michael Knubben said: @renderhjs Given any thought to a name that doesn't specifically refer to FBX, now that gltf is supported too? Maybe Assetbundle, Bundles, Fences, Flags? HJS Bundle? ::smile: Expundle
No, Looptools is a different script :) The BSurfaces GPL edition is a more immature version of the commercial script above and it comes with Blender :) You can eatch videos on it HERE (the name of the script changed to BSurfaces at some point)
@wilson66 I just tested in 2.82 and it didn't happen (blender > fbx > blender and blender > fbx > unity). Maybe its an issue with using pre release 2.83 or something to do with Alembic is changing the name?
@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…
"Apart from having to have UVmaps with unique names assigned to each of these - what else is there to look out for?" Well, you actually do want to use the exact same name for the UV sets of the objects to be merged - otherwise the system assumes that you want the UV sets to remain separate ... meaning that you might end up…
@gnoop For future reference, you can also search for the keys in the key mapping instead of the name. That's how I found it. As for the stitching there is no need for a plug-in, have a look at the built in stitch beforehand. (By default Alt-V)
@wilson66 It depends on how Modo implements an OBJ importer/exporter. I might as well be, that they write their names into comments in the file, so they can extract those back out later. I don't think Blender does that. Also here is a reference of what can be in an OBJ file:…