Download- If purchased but currently not downloaded, this button will download the asset to your Addon's primary library folder. Import/Apply- If already downloaded, this will import the asset into Blender. If this is a material asset and an object is selected, it will read as Apply, and ...
No, just export when you have finished your job. Should I apply modifiers for the mesh before exporting to FBX file? Yes, if the mesh has a 'Subdivision Surface' modifier and other modifiers, you need to apply the modifiers manually before exporting to FBX file, otherwise, the add-on wil...
So let's go to Modifiers > Add Modifier > Deform > Displace. Make sure it's applied only to the water surface, not to the edges. Now we can assign a new texture using the button in the Modifier panel on the right. Click Image or Movie, and then choose one of the premade textures...
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...
Thanks for the input - that actually sparked an idea. The way I implemented this is via aOffset Transformmodifier. You assign a source object (e.g. Plain axis Empty) and any location, rotation and scale offsets are applied to each bundle upon export. ...
Spring bone hair binding will add an armature modifier for the hair object if absent, to allow binding for newly created hair mashes. Scale body weights now acts on the normalized existing hair weights. 2.0.6 Restored Rigify retarget limb correction utilities. ...
Replaced "Add Edge Split Modifier" with "Split Sharp Edges" in the mesh export options. Now disabled by default. Added tool tips to the chunk path buttons in the addon preferences. NOTE: RE Toolbox has also been updated. Be sure to update it as well as it contains important fixes to ...
* fix: mesh without faces and modifier crashes when switching to sculpt mode * fix: uv unwrap > project from view not enabled in header menu * fix: vertex parent regression, objects not staying in place when parenting # Modifiers * fix: apply mirror modifier crash related to vertex groups ...
The more subdivisions we do, the more smooth our animation will look, but the more vertices we will need to render (there are other ways to make our model appear more smooth, we could use a modifier on our mesh to subdivide it, but that is beyond this walk through). Figure 4: Our ...
Now the script that is run after the Rigify conversion automatically changes parents and armature modifier targets to the generated rig for all mesh objects in the scene that are related to its metarig; it does it without relying on object names so it should be safe even with multiple charact...