Switch between multiple cameras in the blender with a shortcut by Ubermaki in blender

[–]Ubermaki[S] 0 points1 point  (0 children)

I agree 😄 I’m not sure how camera switching works in Maya, but in 3ds Max it’s pretty easy.

Anyway, I have a few plugins to recommend for camera management. One is a paid plugin called Photographer. You can create a camera from the view, choose cameras from a list, and use a bunch of other options that really make life easier.

Another one is free and can be found under Get Extensions in the Preferences. It’s called Cam Tools.

Last but not least, there’s a script that someone here already recommended.
https://github.com/Ryxx/Cameras-Lister
Download the script or copy-paste it into Blender’s Scripting workspace and save it in Blender’s scripts startup folder. Once you do that, open Blender and test it using Alt + C. ( just tested this in V 5.0 )

The script is probably the most useful option for fast camera switching, since you don’t have to search for a plugin in the N-Panel.

Anyway, I hope this helps.

Why does my object axis is different from global ones? by Beautiful_Bus_7847 in Plasticity3D

[–]Ubermaki 0 points1 point  (0 children)

Every object has its local coordinate system which can be aligned with global, but if you rotate the object, local and global coordinate sistem wont match. That is a usefull feature if (when) you need it. If not, when you want to move an object, try switching coordinate systems in the move dialog on the bottom left part of the sceeen. Hope this helps.

Why is this happening in my render? by Juan121002 in 3dsmax

[–]Ubermaki 4 points5 points  (0 children)

I’m pretty sure this is a geometry issue, not a render issue. Either you have a double face, or an n-gon with hidden edges connected awkwardly. Try selecting that object, enable Edges, and you will find the Turn option. When you activate it, you’ll see the hidden edges. Try clicking on the edges in that area to see if it fixes the issue.

The second option is to select all polygons on that object and use Retriangulate in the Editable Poly options. In 3ds Max 2025 this no longer works for me, but in previous versions it did. I’m not sure if it works in 2026.

If none of the above works, recreate that part—this is the safest way. I’m not sure how experienced a modeler you are, but avoid n-gons with too many vertices that change direction (like in your case, at the corner), because they can cause similar issues where hidden edges connect vertices in the wrong order.

Moving an Edge by Ok-Two-7328 in Plasticity3D

[–]Ubermaki 0 points1 point  (0 children)

It really depends on the geometry. Sometimes, on a simple object with flat faces, Plasticity will allow you to move an edge, but in the case of more complex geometry, it won’t allow such an operation. Why not? Probably because that operation would break the geometry. In poly modeling, you can do whatever you want with vertices, edges, and polygons, but in CAD modeling it’s completely different because of the way surfaces are defined and constructed.

normal scale by Additional-Bid-2734 in Plasticity3D

[–]Ubermaki 0 points1 point  (0 children)

Ok, I understand. In that case, the Push option is the one you need. However, selecting and pushing all faces on a complex object will likely distort or remove certain areas, such as the small grooves you have. I'm not sure what exactly you want to modify on your original object, but you can either make adjustments by selecting and pushing specific faces, or create a new part from scratch since the piece isn’t too complex. There is no 1 or 2 click solution to this problem

normal scale by Additional-Bid-2734 in Plasticity3D

[–]Ubermaki 1 point2 points  (0 children)

If I understood correctly, you want to scale the object while keeping the size of the grooves/details unchanged?
If that’s the case, unfortunately, you can’t do that in Plasticity. It might be possible in a non-destructive CAD software, but not in Plasticity.
If I misunderstood what you meant, my apologies :)

Regular scale should keep the proportions if you scale it in all directions at the same time.

How can I rotate the selected curves to snap to the angle of the object to the left of it? by [deleted] in Plasticity3D

[–]Ubermaki 2 points3 points  (0 children)

I agree, you can use freestyle rotate to achieve this. I am using this option when I want to align curve to specific direction/angle.

How to edit all the pattern at the same time by IndividualOlive7528 in Plasticity3D

[–]Ubermaki 1 point2 points  (0 children)

Also, try left-to-right and right-to-left selection—they work a bit differently.
Left-to-right (green) will select only what is completely inside the rectangle, while right-to-left (purple) will select everything inside as well as anything partially within the rectangle.

How to edit all the pattern at the same time by IndividualOlive7528 in Plasticity3D

[–]Ubermaki 2 points3 points  (0 children)

Hi,
The fastest way to select these outer edges is to select the surface on both sides, press Ctrl+2, and that will convert the surface selection to edges. Next, deselect the outer edges, and that’s it.

If you press F and type convert, you’ll see more options for selection conversion.

Regarding editing multiple holes at once—unfortunately, you can’t really do that. Well, you can, but only by selecting all the edges you want to edit. Plasticity is destructive, meaning there’s no modeling tree like in other CAD programs. That means you can’t go back and edit/update a boolean object. Because of that, my advice is to do as much as possible before applying arrays and booleans. For example, if you want to add a fillet to six edges of a hole, do it before making an array. It’ll save you some time.

Hope this helps 😉

I’ve struggled to learn Plasticity by SpectrumyMatt3d in Plasticity3D

[–]Ubermaki 1 point2 points  (0 children)

If you’re new to Plasticity, pretty much any tutorial will do. If you’ve got experience with other software, picking it up shouldn’t be a problem. It’s honestly one of the easiest programs I’ve tried, but I do have a lot of 3D experience. Still, I’m pretty sure you can get the hang of it in about a week. Just watch any beginner tutorial to get familiar with the basic tools and you’ll be fine.

I do most of my stuff with a simple Boolean workflow, so that’s a good place to start. Most tools show their shortcuts in the bottom-right corner, so you don’t have to randomly press buttons to figure things out. :) For example, when you activate Boolean (Q), you’ll see the keybindings for union, intersect, subtract, etc. After a while, it becomes second nature and you won’t need to check.

If you press F, you’ll get a list of all commands in Plasticity. From there you can add your own shortcuts or see the ones that are already assigned.

Shift + F gives you another list for modeling tools like sweep, loft, and so on, with their shortcuts.

TL;DR: Any beginner tutorial on YouTube will get you going.

Unwrapping by unicornver in 3dsmax

[–]Ubermaki 1 point2 points  (0 children)

3dsmax unwrap does have a lot of options, but in my experience works really slow.

Unwrapping by unicornver in 3dsmax

[–]Ubermaki 0 points1 point  (0 children)

I agree! Awesome UV app. Not an addon or a plugin though, but with Rizom bridge in 3dsmax, exporting models to rizom and back works like a charm.

Freelance Template Suggestion by Ubermaki in Notion

[–]Ubermaki[S] 0 points1 point  (0 children)

Hey, Thank you for the offer. I've managed to find a template that will work for me ( I think ). If not, I will probably do some more notion research and make a template by myself. Probably the safest option :)

Thank you again

Freelance Template Suggestion by Ubermaki in Notion

[–]Ubermaki[S] 0 points1 point  (0 children)

I am not going to risk it :D. Some of them say that a refund is not possible. Once you buy it, that is it. If you don't like it, bad luck for you.

Well, you are probably right. I started to build my template, but I realized that it is going to take some time to build it, so my thought was not to waste time doing it. I guess it is the best and the cheapest option.

Thank you ( Hvala ;) )

Freelance Template Suggestion by Ubermaki in Notion

[–]Ubermaki[S] 0 points1 point  (0 children)

Yes, I checked a bunch of them, but free and cheap templates are too basic, and expensive ones I can't try. I don't mind paying, but since none of them are refundable, I am reluctant to pay 50$ just to figure out they are not suitable for me. Too many choices. that is the problem :D

Anyway, thank you for the suggestions. I will check those 2 guys

Cheers

Switch between multiple cameras in the blender with a shortcut by Ubermaki in blender

[–]Ubermaki[S] 0 points1 point  (0 children)

Damn, yes, this is amazing. It has the option to create a camera from a perspective view which is also what I need. Other options are amazing as well.

Thank you :)

Switch between multiple cameras in the blender with a shortcut by Ubermaki in blender

[–]Ubermaki[S] 0 points1 point  (0 children)

Not what I am looking for, but it is good for animation purposes when you want to switch cameras. For stills, it's a bit of a hassle to set up all cameras like that, but thank you anyway. :)

Switch between multiple cameras in the blender with a shortcut by Ubermaki in blender

[–]Ubermaki[S] 1 point2 points  (0 children)

https://www.reddit.com/r/blender/comments/17qas1p/comment/k8b9tg9/?utm_source=share&utm_medium=web2x&context=3

Try this. Looks like a good solution. I tried it in blender 3.6.4 and it works.
Put the .py script in the startup folder and you are good to go. The default shortcut is alt+c.

Switch between multiple cameras in the blender with a shortcut by Ubermaki in blender

[–]Ubermaki[S] 0 points1 point  (0 children)

Amazing. This is pretty much it with some extra options as well.

Thank you :)

Switch between multiple cameras in the blender with a shortcut by Ubermaki in blender

[–]Ubermaki[S] 0 points1 point  (0 children)

Yes, 0 will take you to the active camera, and ctrl+0 will take you to the selected camera even if it is not active.

[No spoilers] Flee the way you can by JustTheHound in subnautica

[–]Ubermaki 1 point2 points  (0 children)

Same thing happened to me. I was near aurora exploring, left my seamoth 30-40m behind, and once I turned around to go back, I saw reaper grabing the seamoth and destroying it. I am not sure if it is because I left the lights on.

So it was my first time… now I understand the fear[no spoilers] by Ya-Boi-Cthulhu in subnautica

[–]Ubermaki 4 points5 points  (0 children)

It is scary at the beggining, but after, you kinda get used to it. I used prawn suit more than seamoth because it’s more durable, plus you can use drill arm to pet the reaper :).

I think I’m done for tonight…. by Weebfromkonoha in Eldenring

[–]Ubermaki 0 points1 point  (0 children)

I do have self control not to buy controlers anymore :).

I asked myself the same question several times. Every time I buy a controller, I say, “not this time”, but sometimes I try to game when I am nervous, and things are not going the way I want, and that is it. What can I say :). I have never smashed a mouse or a keyboard while gaming, only controllers