Proportional Editing, yeah. If you only want to affect the select polygons, the closest thing I can think of that that is the fastest is select your polygons, and in Hops menu Add Modifier>Lattice. It's not perfect, but it gets the job done a lot of times. xrg mentioned something like this. Is this what you're looking for?…
Indeed. Similarly or to extrapolate further I think it's also about time Blender's modifier stack receives a well overdue revamp. Over recent months I've invested some time and effort researching native non-destructive techniques, for example the NITROX3D workflow for designers by Chipp Walters was an absolute eye…
Customizing Blender i have run into this problem. Is something normal? or i'm missing something. In edit mode > polygon mode, using subdivide it generates what you see on the capture. With "perfect circle" faces and other shapes i obtain bad results. Can we apply the subdivision algorithm from the subdivision modifier via…
Thanks for the pointers ! This is precisely what I am having trouble with. If I use this command I am getting a "No active keying set" error ; and in general I am having trouble removing a specific keyframe from a specific bone. More precisely : Let's say I have a character with a large number of keyframes already, on…
Hello, sorry this has definitely been asked before, but not sure how to explain what I'm trying to do. It's a workflow question of sorts... I made an Axe in Blender and baked the high poly to a low poly. Within that model I want different parts of it to have different materials, for example in the handle there are bits…
I find the title funny. Been subscribed to their developer mailing list for nearly two years now and I did not get the feeling that anyone is terribly worried about "competing" so much as to simply write good code and make their features stable, usable and very fast. Something I cannot say about many other 3D packages…
Thanks Michael, yes I didn't get around posting it yet here on Polycount as there were some initial bugs I wanted to iron out first. I just posted The FBX Bundle addon thread here: * http://polycount.com/discussion/200292/blender-fbx-bundle-export-addon Some of the new features include a new Ground pivot tool to align all…
Blender's UV tools is all I've known for 5+ years using Blender. To be honest, the beauty of Blender's algorithm to lay out UV islands based on the seams I've set manually, is that those UV islands are 80% of the time perfect without needing that much adjusting. That's basically guaranteed out of th box good UVs for hard…
@melviso - Thanks! There is a way to make a plane and a circle with it, just shift + right click when you're dragging the plane out (first part of the box), or you could also do an alt + right click when doing the Z axis and it will stop the modal and revert it back to a plane or circle depending on which modal you where…
Alright, I'm considering this one as solved, unless there are better solutions. @kio was right - adding those modifiers seemed to fix it for me, albeit partially. If I only added those mods to the HP, the resulting bake had strong gradients that result in unavoidable artifacts: If I add those mods to BOTH HP & LP, the…