There was a thread about somewhere on this, but I can't find it. If I have an object with modifiers in its stack, what's the quickest way to select the object and get to the sub-object mode at the bottom of the stack (ie. Select the object and be at Editable Poly - Vertex)? Ideally, is there a way to exit from an object…
I just can't figure this out at all. If I do a normal export, it just exports the selected subtool. If I use subtool master export and select 'single polygroup for each tool' it saves a file for every piece. If I deselect it I just get multiple files anyway. All I want is to export ONE .obj, import it into 3dsMax where all…
Okay, is working, but now will need to think about workflow and what it needs to make things efficient and simple. Here is breakdown of the basic code though: For maya python script, same as before but newline is needed to prevent that empty row issue (I don't know why, it just works): note that you have to select…
GhostD : Greenshot has it too - you can assign different shortcuts and set one to a marquee select. Now of course there's no reason to switch back to it if Lightshot is good for your needs, but I thought I'd mention it ! Unless you mean, selecting a portion of the screen to always capture later on ? (which admittedly does…
So your question is how to modify primitives in Blender? After selecting a mesh go into edit mode (tab), select the type of component you'd like to edit (ctrl+tab), and then on the left side under mesh tools you'll see most of what you'll probably want to use. More tools can be found in Specials menu (W).
Okay, looks like I'll mostly have to keep doing what I was doing. I found a way to line some of the stuff up easily doing a projection unwrap. Snapping doesn't work very well, it tends to snap the whole selection, instead of the center of the selection (unlike how a mesh would snap). Or the windows would be very easy.
See, I'm having problems trying to duplicate the subtools buttons. The problem is that the first subtool button is always occupied by what ever tool is currently selected and when I copy it, it creates a copy that is linked to that tool rather than a generic empty subtool 0 button. So when I try and select a different tool…
You can uncheck Envelopes under "Select" in the skin modifier. I assume you have a mix of enveloppe influence and per vertex weight. You can also "bake selected verts" so that enveloppes influence get baked into the vertices. So the weight is per vertex and an enveloppe itself has no longer influence at all : moving it…
Under the Scale Tool options you can check "Preserve UVs" and then scale your object up in face mode (select all the faces of your object rather than selecting the object itself). This is finicky though and doesn't always work as expected. Other than this option... A custom MEL script could probably get the job done.
Thank you poopipe ans sage for valueable insight! Not exactly my geo. To proxy out stuff quickly, we tend to use free models. Fine with max... not with maya i see. Do you apply cleanup tool in object mode with selected object, or with selected particular component? btw: Ctrl + del, deleted edges with vertices.