New Triangulate modifier build that fixes the edgesplit modifier not working correctly when below the triangulate modifier. http://www.graphicall.org/1013
What are the chances of Blender adding an "Edit Poly" modifier that let's us modify the mesh on top of other modifiers? Is it too much of a task to incorporate at this point of the software?
is there any way to copy the input from one modifier into another modifier so that it updates on both ? say i have an array modifier with Fit Type: Fit Curve and a Curve modifier. i only want to select my curve once and have it input into both modifiers.
To you and anyone who rely heavily on Blender's modifiers, I highly recommend using "Modifier List" addon. It adds a whole new level of organization to Blender's modifiers, and makes it much easier to add modifier controllers (such as empties, lattice objects and vertex groups) automatically.…
It's a bevel modifier that gets put in the modifier stack (you can control the width of the bevel in the modifier). https://www.youtube.com/watch?v=z-h371F6T3U If you apply the modifier (or export with 'apply modifiers' ticked) the bevels will be part of the geometry you export. I bought hardops last night and played…
And one more: can someone explain to me why you have to apply the mirror modifier above the armature modifier to work properly (mirror first then animate) but the data transfer modifier needs to be below the armature modifier to work (transfer first then animate) This makes no sense to me :confounded:
There is no way to access individual polygons from procedurally generated geometry without applying the modifiers first, right? Lets say I have a polygon plane, assign a Solidify modifier to it, and then want to put another modifier that e.g. exclusively influences the sides (rim) of the solidify? There is e.g. no 'delete'…