For a game project I'm working on, I want to "stitch" together several grid-like meshes:
Each mesh is sculpted starting from a regular grid to give more depth and detail to its texture. But the individual meshes have to seamlessly connect to their neighboring mesh.
Currently I'm achieving thi...
> despite all the whining from the child population to make Blender into something a monkey could use, with horizontal ribbons and huge icons and wasted space. Link
ugh...
Someone has to explain to me why making blender easier to use is a bad thing
It's not that making it easier to use is bad, everyone is in favour of that, but as I said, dumbing down stuff that works to accomodate new users is not a good model. Blender went for a decade without a quit to prompt window.
Users can now select with LMB instead of RMB
Half of what people are complaining about is easy to change
The current design proposal is just not going to happen
@iKlsR The fact that Blender hasn't had it for a decade isn't actually a good reason not to get it. Honestly, I've been bitten more than once because it wasn't there.
@Borgleader you're missing the point, I never said it wasn't a good reason not to get it. I said stuff works and people got used to it, all these new changes are to benefit new users yet they still ask for more not knowing that it takes people and money to do these things
Half of the devs work for free.
It's very easy to mockup buttons but 20 times as hard to translate it into code especially a custom engine such as Blender that is still using decade old rendering code etc.
It's a spinning wheel though, if it becomes easier to use -> more users -> more exposure/donations/... --> more money --> more dev --> new features --> more reasons to use blender --> and were back to more users
On the one hand: thousands of people demand new #b3d UI. On the other hand: DevFund grew just a few Euros last month. http://www.blender.org/blenderorg/blender-foundation/development-fund/
Is it possible to disable the transparent face overlay in the UV editor?
Since the opacity of each face is added to the collective opacity of all the face under it, sometimes with many faces in the same location the overlay becomes completely opaque, making it difficult to see what is going on.
...
Is there some elegant way I could go about creating the "twisted spiral" surfaced dome as you see in the iconic "St. Basil's Cathedral" in Red-Square in Moscow?
I would like to pause a render that I have started, with the intention of resuming it at a later time (but during the same Blender session). How can I do this?
For one, you can use bevelling.
Forgetting to bevel or chamfer edges is one of the most common errors
committed by beginning 3D artists. There are almost no razor sharp
edges in nature, and even most man-made objects have a slight
roundness where two opposing surfaces meet. Beveling hel...
The Bevel method iKlsR mentioned is the fastest way, but possibly the most realistic method is to use two subdivision modifiers.
Using Subdivisions:
You need to have two subdivision modifiers, one as "Simple" (the first one in the stack) and the other as "Catmull-Clark".
NB: Subdivision modi...
Could the image description text be made into a tooltip?
Currently the description you put before specifying the image url (![description][image_url]) only appears while the image is loading.
It would be nice if that text also appeared as a tooltip when hovering over the image, this would give ...
Could a tooltip with the image description
![enter image description here][1]
be displayed when hovering over an image?
This would make additional use, next to the one for visually impaired...
Could the image description text be made into a tooltip?
Currently the description you put before specifying the image url (![description][image_url]) only appears while the image is loading.
It would be nice if that text also appeared as a tooltip when hovering over the image, this would give ...
I'm still not sure I want to give up the idea of having the alt text and the tooltip separate, (maybe have an option to make them separate by adding one of these things to specify the tooltip exactly) since in most cases you would want them to say more or less the same thing (as far as I can think of)
When replacing sparse quads with a custom mesh, I create a "base vertex" on each quad, in order to cause a Particle Instance modifier to spawn the custom mesh at the right place (like for spawning leaves on a tree created by the Sapling addon).
However, when I delete the rest of the quad, just k...
In trying to replace Sapling 2D leaves with custom ones, I struggle to orient them properly. Setting the Tangent value to 1 in the particle system doesn't have any effect (bug ?).
The new leaves in this blend are in the right plane and their bases touch the branches. It must remain like that, ...
I got the UVs in a usable layout now, but it would be good to see if there is a better way
Tried it 3 times with different trees and blender Versions, every time it just freezes. The last one I let compute for 12 Hours before killing the process, no success. It works on test trees with less than 1000 leaves. — mataliAug 27 at 12:41
For instance, if you have a object that lies flat on the ground plane, then you can select the edges, push G then Z and move those selected edges straight down, in this case it would be as if the selected components were moving along the normals like how the extrude tool behaves.
However, if th...