The support for Edit_Poly modifier is added. :) macroscript CleanRemovecategory:"miauu"tooltip:"As default max Ctrl+Backspace"buttonText:"Clean Remove"( if selection.count ==1 then ( function GetEdgesUsingVertEPM curSel verts = ( local edgeVerts = #() for i in verts do ( edgeVerts[1] = curSel.GetEdgeVertex i 1 node:$…
If you are trying to get the scale right just so you can snap to the grid, you are in for a lot of hassle. If that's the case, you are better off using vertex snap. * Select the mesh you want to manipulate and make sure the Transform Tool is active. * Press and hold the V key to activate the vertex snapping mode. * Move…
This is the way I understand it... A vertex along a hard edge will get two different vertex normals, pointing in different directions. When a mesh is lit with a normal map on it, the renderer (game engine) needs to calculate the axis tripod for each vertex normal... normal, tangent, and bi-tangent. This is called the…
@JoshexDirad If you are using prerendered and realtime graphics and the normals aren't properly aligned for one renderer, can't you use something like Handplane or an equivalent to create a matching set of normal maps for each if the baking renderer can't do that? The textures for the prerendered stuff don't need to ship,…
- I like to keep meshes 1 million or less just because much larger slows down iteration and import times. -Try to use mostly continuous meshes and avoiding really large polygons is ideal. If you have a pile of small rocks for example, your better off booleaning it together or shrink wrapping a grid on top of it. Culling is…
Hmm you object seems to have the UVs well welded... Can you post the same using the checked pattern too pls? I notice those seams are in the triangle edges... Perhaps is some kind of math problem problem then, will look it. Are you using the antialiasing option btw? And other question... does maya/xsi/3dsmax generate well…
It's a terminology mess still existing in different 2d compositing and content creation apps. What they call "geometric surface normals" Blender calls face normals for example . It's mostly irrelevant for baking. Just show you if some faces are flipped . Honestly I am not sure why they need it in 2d compositing . Never…
Sounds like you're doing portfolio renders, right los? In that case, you might want to show you're familiar with vertex alpha, and also show a look consistent with the artifacts you get from vert-blending (those luverly linear gradients between verts). fyi, here's how RealityEngine does/did it...…
Hello, everyone. I'm writing a Blender Python script for exporting custom models to an old video game engine's model format. This is something that I've been struggling with for awhile now. So, I have a test model that has been rigged. However, I need to change the vertex indices. Unfortunately, Blender has no option for…
Hey, so I've got a little question about vertex colors. So I have an older static mesh in a package that has default vertex colors (all white) which I want to replace with a new spiffier mesh that has some vertices with custom colors (mesh is a tree branch, vertex colors used to vary leaf colors much like you'd see in…