I want to thank you for sharing your work. I use your addons since the first version and they are Incredible.
@JayAnAm3 жыл бұрын
Hey, thx a lot!
@Thunder_Owl3 жыл бұрын
Nice! Thank You for your work
@kevinsundelin86393 жыл бұрын
F I N A L L Y, I've been wanting a feature like this forever
@JayAnAm3 жыл бұрын
:-)
@freitasfly3 жыл бұрын
I don't understand anything about programming, but I believe that when activating the array in different forms of a circle, I could use the same resources used in "circlearray". Objects will be distributed harmoniously. When making any changes to the array object such as size. rotation could transform the objects and origins into individual ones.
@freitasfly3 жыл бұрын
Thank you ever.
@kelvinchuks88853 жыл бұрын
Thanks a lot Jay, your adons and tutorials really are life savers. Pleeeese do add the draw mesh function to your Jsculpt adon. Thanks again
@JayAnAm3 жыл бұрын
Hi and thx, but Draw mesh is already added to JSculpt
@riuken12343 жыл бұрын
Hello, Is any way to adjust the gizmo size, I have a 4k monitor and the gizmo is too small compare with the blender. Thanks for the addon .
@JayAnAm3 жыл бұрын
I see, will put this to my TODO list, ATM it is not possible.
@riuken12343 жыл бұрын
@@JayAnAm Ok, Thanks, take care and have a nice day.
@kevinhouse71433 жыл бұрын
I was thinking the same. Jayanam your addon looks like it works great in terms of what it can do, maybe now a bit of attention on the UX to bring it in line with the current Blender aesthetic would really help it take off. :-) Great work!
@JayAnAm3 жыл бұрын
@@kevinhouse7143 Ok, thx a lot. Any advice or idea is highly appreciated.
@kevinhouse71433 жыл бұрын
@@JayAnAm You bet. I would say bump up the size a bit of the icons and maybe adopt a similar colour scheme and line weight to what has already been established in Blender for starters. A little bit more spacing between each icon might help as well. The blue colour of the primitives when drawing out could be a bit brighter to have a bit more contrast to the background. Of course these are just suggestions from a designers point of view. Addons that feel like they are part of the main application I think may get wider adoptability.
3 жыл бұрын
This JMesh Tools is amazing!
@alexandrepv3 жыл бұрын
Hi Jaynaman, I've been trying to find in your code how you manage to take control over the mouse actions when you select and move your widgets. Could you perhaps help me out if you have a few minutes? I want to know how you prevent Blender from defaulting to the area selection when you click hold and drag. If you do it on your gizmo, it just moves it. It doesn't even select object behind. How did you do this man? :D As always, amazing work mate :)
@shaddow53033 жыл бұрын
Is there a shortcut for the symmetrize tool?
@JayAnAm3 жыл бұрын
There is a Pie-menu in Jmesh (Shift + Comma) that contains Symmetrize.
@shaddow53033 жыл бұрын
@@JayAnAm thank you very much
@Safetyman993 жыл бұрын
So useful... thank you.
@JayAnAm3 жыл бұрын
Glad you like it!
@shaddow53033 жыл бұрын
Maybe you could add a insert boolean option to jmesh tools like it exists in boxcutter?
@JayAnAm3 жыл бұрын
Hi, thx for the input. Could you describe it a bit more?
@shaddow53033 жыл бұрын
Thats something form boxcutter and hardops wich is possible but very hard to replicate without those addons.
@lonlyalone96413 жыл бұрын
Thank you soo much for this awesome addone , can you pleas make a tutorial on how to make a Minecraft sharp bend rig in blender 3.0
@miguela.maroto92263 жыл бұрын
very good
@andrewsanders76363 жыл бұрын
hey jaynam have you thought of making a addon called juvs cuz i think there are features in uvunwrapping that maya and max have but blender doesnt so juv will fill in that missing/needed/wanted features gap and will add its own features too i havent tried maya or max so i think you should do some research for the creation of this addon after all addons are needed in the unwrapping department of blender
@JayAnAm3 жыл бұрын
Ok, thx for the info, will have a look
@andrewsanders76363 жыл бұрын
@@JayAnAm thanks :)
@dusanpaulovic18623 жыл бұрын
How do you calculate center of the face that it is in such offset?
@JayAnAm3 жыл бұрын
Well the thing is, that after the boolean operation new faces are generated and the original face, that is used for the center, has a a different index. But even if I could find the original face for the center, the face would possibly have a different center. So my approach ATM is to store the original center for the lifetime of the array. In edit mode, the center will be calculated differently, depending on the selection (vertex, edge, face....) but this will come in the next version.
@dusanpaulovic18623 жыл бұрын
@@JayAnAm I see, you are using face index within bmesh which changes after the operation. You should probably use the BVHTree from the mesh and use find_nearest to get new face index.
@JayAnAm3 жыл бұрын
@@dusanpaulovic1862 Correct. I found this solution, but after the boolean operation, the center of the face is not reliable anymore, because of boolean ngons and stuff. My idea atm is to move the 3d cursor to the center, before executing the boolean. Then it could be reused. But still not happy with this. Other ideas?
@dusanpaulovic18623 жыл бұрын
@@JayAnAm Yeah, median center does not seem to be good idea here. Perhaps best bet would be tesselate the face and calculate the weighted average of edge midpoints where weight of the vertex is the length of the the edge. This should give you correct center. But it is just guessing. Each edge center should be used only once, so filtering is needed. Maybe better would be to use triangle centers and area as the weight.