Actually, I just exported something from Blender to Max (as obj), and it appeared with Smoothing Groups intact. No edge splits either, oddly enough: In the import settings in Blender it says 'surround smoothing groups with sharp edges', but the edges don't show up blue (as sharp edges do), and marking edges sharp doesn't…
think he means something more like a interactive cut tool, that is context sensitive. like you could make a vert selection and press it to cut edges between them, or a edge selection to cut down the middle of all the selected edges to make a partial loop. or with no selection let the user arbitrarily place edges. like the…
Cut and bevel ala Softimage would be great.The cut tool works as expected,best of any Autodesk package in my opinion.The bevel allows number of segments,type many usefull options. Constrain vertex to edge,move a vertex along an edge like slide edge.
i know how the edge split thing works, my problem is having to re-do all my smoothing once in blender, it wont maintain and of the work i do in maya with my edge hardening, and forces me to have to redo it all and manually mark all my hard edges from maya as sharp in blender. it isnt a so much a issue of the system used…
Ha, that does work, but only with faces. I was using vertices, so it didn't work. Thanks for the link. Edit: How about edge slide on multiple edges? Slide vertex? Loop cut at cursor instead of at the average between two loops? Rotate on normal? Collapse selected edges? A better rip vertices? One that let's you choose the…
Whow, a Blender thread here? How come I never seen it before. Oh well, I guess I need to leave the pimpin'-thread more often :P About the topic here. Just a minor thing that bugs me. Let's say you have one basic quad, and you go to edit mode, select 2 opposite vertices and press F to create an edge between the two. You'd…
R>Z>Z just rotates on local, which is just the orientation of the entire object. I was thinking of rotating on the face normal. This way, the face maintains its angle relative to global, but the vertices rotate around the center of the face. Also, I was looking for an edge collapse that doesn't require the selection of an…