Did you have more 3+ vertices selected before? The "cut through connect" only works with two vertices. Otherwise it tries to connect pairs, same as original behavior.
I can't seem to find much info on this: is it possible to remove vertices in Blender like in 3dsmax? For example, I have two quads [|], I want to select the center two vertices and in 3dsmax I hit CTRL+BACKSPACE and it removes the verts and gives me a single quad. Same with edges, etc. If it's not supported, has anyone…
Stromberg: turn on 'automatically merge vertices' and vertex snap. Hold ctrl to turn snap on temporarily and move to another vertex. It's not a tool, but in my experience it works very similarly, and I almost never use alt-m to merge. edit: don't send me naked pictures. Oh, just checked, it's called 'Automerge Editing' in…
Yep. It was merged into trunk, so any builds after commit 53450 should have it. I played with it a little. Has a few little oddities with stray vertices sometimes, but overall works pretty well.
No. I want to set MMB to act like "sticky key" in XSI. It should activate grab tool with nearest axis snapping mode only while i'm holding it. I intend to use this setup with my wacom. It should work roughly like this: 1. I'm in selection mode and use pen tip to select vertices. I won't accidentally move anything because…
:/ Thanks for the tip, definitely helps :D I still hope for a tool though, or an option to have vertex snap to only the active object, when retoping it snaps to any vertex visible. Edit: Tried it now, works great, nice not having to run remove duplicate vertices all the time ;)
Are you using the Edge Split modifier and marking sharp edges with ctrl+e+k? Have not tried it but that should work since it is actually breaking up the marked edges into separate vertices. Correct me if I am wrong, but that is exactly what game engines end up doing anyway, isn't it?
been messing about with the new 2.63 with bmesh, and the modeling tools still need polish. the bevel/chamfer wont work on vertices, and there are some weird things like there being a vertex connect tool but not a edge connect tool. also in previous 2.6 versions wanst there something called loop tools, that had some really…
(At least for this simple example:) If you split your object in the 3D view then the UV-scaling with pivot set to individual origins does give the wanted borders/margin.. but to select every wanted "face-island" and split it or split everything by Mesh -> Split -> Face by Selection and then merging the "face-islands" may…