Shading breaking on small objects, second image the shading is not looking good, if I increase the size of the object and apply transform It will fix it, but I need the object to be small with transforms applied Is there a way to fix this without having to apply the weighted normals modifier?
@Polyboi I don't know if you've already found a solution (your post is from June 29th), but those sliders aren't showing the final transform of the object, or bone in this case. They show the user transforms -- a base transformation set by the user (aka the artist). If you're using a constraint, the transform of an object…
Thanks guys for your answers. Different question: I'm building a parking lot right now, and have made a couple of paving stones that I created paving from using multiple arrays. It works great, but now I'd like to randomize the transforms of each individual paving stone so the pavement looks more natural, especially when…
Would anyone have a modifier addon for UV Transforms and Geo transforms (Basic ones move rotate scale etc..) ? Also looking for a modifier to do some non uniform subdivision. Cant wait for Houdini Engine to be made for Blender :)
You can do the same with Blender. Change the transform setting from global to view, then you're good to go. You can double tap X Y or Z keys to transform along the screen axis without having to use the gizmo.
Is middle mouse button behavior hardcoded in transformation mode? I'd like to have custom hotkey, which while pressed activates grab tool and immediately activates ineractive choose axis mode. And when released confirms transformation. Just can't figure it out how to make it.
Natively, that would be by either placing the 3D cursor the way you want the pivot to be, and Object>Set Origin>3D cursor. Or merging with a proxy object with the desired transform. But there is an addon dedicated to that too. Could do with some improvements but the functionality is sound.…
This menu appears at the bottom of the viewport when you create a transform: The field data seems to stay populated between calls and there's an option to overwrite an existing transform there. So I suppose all you'd need to do is select your source geometry and then press ctrl + alt + spacebar.