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. ...
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 combined objects and all took on the material (color) of the larger object. In the parenting .blend file above, it did not when the cubes were joined with the text. They didn't exhibit the materials (color) change as before. The keyboard shortcut for joining is CTRL-J. Alt-J wil...
When importing a model, objects of a new scene now only get deleted if all three of them are present Custom Model Creation: Added "Remove Zero Weight Bones" option to Merge Armatures Decimation: Added "Remove Doubles" option General:
() # bpy.ops.group.objects_remove_all() bpy.ops.object.parent_clear(type='CLEAR_KEEP_TRANSFORM') co = bpy.context.active_object if co.type == 'FONT': # support for text objects is only and only here, just convert them to curves. bpy.ops.object.convert(target='CURVE', ke...
Renaming and translating objects and bones Mixing weight paints Rotating the hips Joining meshes Removing rigidbodies, joints and bone groups Removing bone constraints Deleting unused vertex groups Using the correct shading Making it compatible with Full Body Tracking ...
Then if I hold L over these little feathers and press L, I will select each one of those objects. I'm gonna come over here to the vertex group and I'm going to find the Featherstone. Here. I have a weight set to one. That means that if I assign this to that group, these ...
Renaming and translating objects and bones Mixing weight paints Rotating the hips Joining meshes Removing rigidbodies, joints and bone groups Removing bone constraints Deleting unused vertex groups Using the correct shading Making it compatible with Full Body Tracking Combining similar materialsStart...
Renaming and translating objects and bones Mixing weight paints Rotating the hips Joining meshes Removing rigidbodies, joints and bone groups Removing bone constraints Deleting unused vertex groups Using the correct shading Making it compatible with Full Body Tracking Combining similar materials Start Pose...
Difference > Group- Calculate difference between two selected meshes and write as vertex group to active mesh. Selected is considered to be original, active to be modified. Objects should have the same transformation. changelog: 2.2.2 ui changes, mesh difference to group, calculate uv coverage ...