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Archive for the 'Development' Category

Under the Transform section of the Add Constraint menu is a new one called Maintain Volume. I developed the constraint (which is extremely simple) to help with adding squash and stretch to characters. There are a number of ways to do this already, but as I’m not the world’s greatest rigger and don’t have a […]

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After discussions with Matt and Brecht, I took their advice and just rolled the functionality into the “UV Project from View” operation. So, if you’re in a camera view and use Project from View now for your UV coordinates, it actually works like you’d expect. Before, this resulted in a nasty mapping that had to […]

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If you’ve been following this blog, you saw my proposal and skeleton code for a surface deform modifier that would allow you to, for example, do cloth sim on a basic shirt form, then use that to deform a more complex shirt model. I had proposed it to utilize the shrink wrap code for initial […]

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If you want to do camera mapping in Blender, you have two choices: Sticky coordinates or the UV Project modifier. Sticky coordinates are easy to generate, but they tend to fall apart at the slightest provocation. In theory, you just drop into a camera view, put up your background image, line up your objects and […]

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