Blender has a handy script built-in that lets us export multiple selected objects in our scene as separate objects. I remember mentioning this principle in abeefy article focussing on Unreal Engine workflow, but thought it would be neat to turn it into its own article. Here it is! Let’s ...
Global view shows all of the 3D objects in the scene. Local view isolates the selected object or objects, so that they are the only ones visible in the viewport. This is useful for working on objects that are obscured by other ones, or to speed up viewport performance in heavy scenes. ...
without the hassle of toggling modes. Tool node groups can use special contextual info such as the current selection and location of the 3D cursor. To create a tool, switch the Geometry Nodes editor type from Modifier to Tool.
If transferring of a shapekey fails the addon will stop and you can inspect the state during the last step The scene will contain 2 new objects: sk_receiver (the receiver) NameOfYourObject_shapekey_index (the problematic shapekey with modifier stack applied) ...
Global view shows all of the 3D objects in the scene. Local view isolates the selected object or objects, so that they are the only ones visible in the viewport. This is useful for working on objects that are obscured by other ones, or to speed up viewport performance in heavy scenes. ...
It is possible to include additional objects with the character exports from Blender by selecting them along with the character, but they must be parented to the character armature and have an armature modifier with valid vertex weights, otherwise CC4 will ignore them. ...
or if you want the wire to be animated, you can create a vertex group for one side of the strip and use that in a mask modifier (this removes one side of the strip non-destructively) then add a skin modifier and a sub-surf modifier. there's probably a few other ways of doing thi...
Besides perhaps having a look at the Surface Deform modifier, which has been very helpful to me when dealing with complex body and facial expression transfers, bypassing the need for a thirdparty tool like Wrap3. The (recently added, I think ?) Smooth Corrective modifier has also been of ...
To create our wheels on the other side, we can apply the mirror modifier to automatically paste these to the other side of the train as well. Let's repeat the step from before, select the eye dropper tool for a mirror object and select our train base. And now w...
F two lines filled with surface f Add new Dot Ctrl + Left button CTRL + 1 CTRL + 2 CTRL + 3 CTRL + 4 is to add 1 time times, twice times, three times times or four times times the Subsurf modifier to the currently selected object, which is to smooth the surface of the object...