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Assign each branch layer to separate vertex groups #49
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Another good idea, shouldn't be difficult to achieve - again would encourage you to have a go, but I'm sure me or @luketimothyjones will get around to it some time soon as well. Thanks for all the great suggestions! This would only apply after mesh conversion I guess, it would also be possible to separate the layers into separate curve objects which would make texturing easier |
Yes, you're right. Assigning vertex groups would only be possible if the tree trunk and branches are converted to a mesh. Maybe having them as separate splines/layers (per level) as the default option is the way to go. I guess then, if anyone did need to convert them to a mesh, they could apply vertex groups per level at that time. It's quite a niche workflow I guess. I really am interested in learning Python for Blender so I will take a look at this. However, I've been selected to participate in the Summer of Unreal workshop for the next 4 weeks, so figure I'm going to be busy with that. I have several other ideas for your excellent add-on, but I'll save them for now as I've already mentioned quite a few! |
Feel free to open them each as a separate issue (I've added some already), it's great to have a record in case others see it and want to contribute, and so we have a place to discuss the idea too |
Me again, sorry.
A great help would be to assign geometry to a vertex group per level. So there would be up to 4 vertex groups ready for custom manipulation/application of sub-materials, displacements and decimation. You might even name these: Trunk, Branches01, Branches02, Branches03.
Just a thought. Should be easy to implement and a huge timer saver for your users.
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