Best Of
A tool similar to that of the Deform Brush tool or the Brush Selection tool that can be used during Mesh edit to help with repetitive shapes that are vaguely similar and could work with the same Polygon / Vertices arrangement
Example A .
The blue circle on Shape A is an estimation on where you would use such a tool (similar on how Deform Brush works) which is then applied to get Shape B. reducing time on what would be a repetitive task
Example B .
With Angular mesh adjusting each point manually becomes even more time consuming, a transform skew would be ideal but a Deform Brush would get to the same result with more flexibility in use as shown in Example A
I would love the option to move multiple parameters onto new parameters in bulk, useful for when transferring skinned parts and such.
Frequently, I encounter situations where glue is very necessary, but there are so many layers that it's very tedious to copy/paste and glue every single one of them.
It would be incredibly useful if I could glue two warp deformers together the same way you can glue two artmeshes.
That way, you can keep a mass of layers together without repetitive actions, cutting down work time.
I want to use OpenGL on aarch64, is there a corresponding lib in core
Hi!
I wonder if there's any plans on implementing a scripting API for editor, for example, Python?
It'd be very helpful to have a full support for python to create scripts for some processes which could be automated or even a scripts which would help create & edit meshes or deformers.