After a little while using 2.8 and 2.81 there's really one thing that annoys me to no end : there seems to be no way to instantly tell (without scrolling through the outliner) which scene layer (or "collection", whatever the official name is) the currently selected/active object belongs to. In 2.79 and earlier it was just…
As MACHIN3 already said, it's now on the RMB menu (also available in the Search menu, you can find it by the name "Set Origin"), you can add all the functions you like to the Quick Favorites menu (Q).
@peris Naming conventions are a necessary pipeline evil. That, and I'm ocd with naming everything on my computer! :) So how does the Collections system flag paired low/high for baking? Is it using bounding box? I have no interest in physically explode-baking in this day and age. Edit: just got a chance to do a test bake.…
Compared to getting more complex stuff running it is really simple. Usually I keep on finding stuff I didn't wanted from an API version I wasn't looking for... And from time to time I find some page wanting to sell me actual blender from amazon -.- Btw: I had similar registering issues first as I was happily renaming…
I thought this already exist?.. sure you can't mirror bone weights after weight painting but if you've correctly named the bones you can mirror the weights while painting using the x-mirror option on the brush menu.
@pior oh my.. Im just dumb, renaming the zip like this doens't help, as the folder inside the zip is wrongly named...I now just added a release zip file to the github repo - also changed the readme link.
I don't know, I see all sorts of new programs that come out and are quickly adopted by the game industry. Zbrush, Mudbox, Modo, Xnormal, Crazybump, dDo, nDo, 3Dcoat to name a few off the top of my head.
It seems to have to do with the fact that Blender distinguishes between objects and meshes then, ok. This seems to be a concept unique to Blender though (?), e.g. Modo does not have such a problem. It just imports/ exports the OBJ with exactly the names you have defined.
Not without a hack. - Parent them to an empty, curve or whatever. You can then select Children/ChildrenRecorsive (whole children tree) - Use the default Layers system (There is an Addon that is shipped with Blender that allows Layer Naming and such) - Use the Super Grouper Addon
MightyPea: You'll find that Blender isn't terribly consistent with such tool names; I'd imagine that Grab was chosen simply because the G is in a handy position, whereas M for Move isn't. It also has viewport shading modes set to Z and delete set to X. For the ones where it does have the hotkey based on the name of the…