I would recomend you looking into the addon "modifier list" https://blenderartists.org/t/modifier-list-1-3-1-improved-lattice-other-stuff/1147752 It allows you to add the modifier with a gizmo on the vertex you have selected much more easily
Ohh, I see now, thanks again Bartalon. What was throwing me off was that global object/component toggle. That query still returns true if the global mode is Object but I was using the RMB MM for vertex mode, which doesn't change the global mode.
Hmm. So with the hotbox setup I have. I can align my manipulator to an edge, switch to another component (face/vertex/etc) and then select "custom axis" to go back to the manipulator I saved. With this, it seems to "forget" when I go to custom axis.
Btw I am really sorry about this very "noob" question on my behalf but I am at a loss when you mean by vertex weighting. Does that mean weighting by clicking on verts of the model. I know it sounds silly but this is just to clarify thank you :)
I really like the barrel. Is it a displacement map for when the metal bands have more dimension? Also I was always told not to have many edges share one vertex. I know that mudbox doesn't take models in with that. Maybe if it is important, edit that part n_n
I switched it on, yet it still wouldn't export correctly. Baking into a vertex map solved it for both fbx and obj, but alas, I have to be using obj exclusively. I have now found out that the unity tangentspace preset in handplane looks reasonably good in 3do.
I exaggerated the skewing in the high poly. I got the same result as you in the 1st image. I think this happens because of the averaged projection, while the vertex normal are flat, the averaged projection is skewed, if you move the verts along the normal this is basically what happens.
Poop your suggestion seems to work, but only to a small extent and I don't know why. I made an image to further explain... I maxed out the threshold and it still doesn't affect all UV vertex groups, but only the three to the left in this case... weird!
Eric - This is new to me. I know you can make animation without bones in a modeling package, but I thought you can use anims only with bones, morphs, or shader vertex offset. Why this isn't really used in games? Whats the downside of using this?
This is cool, reminds me of Tor's medieval city. Are you using tiling textures, and vertex painting for the wood and plaster of the buildings? Also I would maybe try to match the color of the grass texture with the color of the grass clumps, the transition feels a bit too harsh for me.