The second release in the 0.7 cycle resolves an issue with subset plug creation.
It also adds the ability to stash evaluated meshes by holding
ALT, and improves dealing with child objects when swapping stashes.
See the changelog for details.
This is a small bugfix release with some UI tweaks.
If you have 0.7 installed already, I'd consider this an optional update, depending on whether you require any of the supplied fixes or tweaks.
The easiest way to install a bugfix release like this one, is to simply overwrite the existing MESHmachine addon folder with the MESHmachine folder in the 0.7.1 zip file. There's no need to delete anything.
The 0.7 release is the first real feature release since 0.6, which released 2.5 years ago.
While there have been the 2.80 port and a few compatibility releases - some with new features sneaked in - there hasn't been a lot of development happening since 0.6.
MESHmachine 0.7 then is the result of finally spending some new development time on MESHmachine again, and pulling together a few unreleased features I had been sitting on for those past 2+ years. It brings various improvements in regards to existing workflows, some new tools and features, and new documentation.
0.7 is only the start though, I will make MESHmachine a main focus of my development efforts for 2021, and likely 2022 as well.
Installation & Support
While VSelect was present in 0.6 already, LSelect and SSelect only came with 0.6.10 and remained undocumented - until now.
Still, buried in a sub-menu, all three could be awkard to use, considering how frequent selections are done while modeling.
The new Select tool rectifies this.
MESHmachine's Symmetrize has been a bit restrictive in the past, as it required 3 separate keymaps to mirror in 3 directions, and at all times an awareness of how your object is aligned. If you wanted to mirror in one of the other 3 directions, you'd have to use the redo panel.
Version 0.7 adds the flick mode, which means you can use a single keymap to mirror in all 6 directions, in a manner very similar to how pie menus work.
Stashes, a central feature of MESHmachine, are becomming even better.
You can now conveniently access them from the sidebar, complementing the View Stashes tool. From here you can now even define custom names.
In addition to editing and retrieving stashes, you can now also swap them with the active object.
Furthermore, removing object stashes, and dealing with orphan stashes has been simplified.
You can now create stashes from face selections, and you can sweep stashes if they end up cluttering your scene after appending objects.
If you ever needed to delete a plug, know that you can do that easily now.
And if you ever forgot to create a stash and needed a normal source to flx a shading issue, perhaps after plugging, you can try creating a Quick Patch with MESHmachine 0.7.
I have decided to release a few experimental features with this release, the most exciting being the OffsetCut tool.
Please understand, that experimental features are undocumented, untested and not covered by product support.
I consider them unfinished, see this for details.
This is a tiny bugfix release for users of 2.90, that fixes an exception when adding a plug to a library.
This release ensures compatibility with Blender 2.90 and adds ALT navigation support for users of the Industry Compatibly keymap. It also changes how panels are registered to support proper workspace filtering.
This release ensures compatibility with Blender 2.83 and fixes a few minor issues.
See the changelog for details.
This releases adds new Selection tools like LSelect and SSelect.
Lselect can select edge loops based on an angle threshold, which allows for loop selection next to ngons. In Face mode, LSelect can select face loops based on an initial 2 face selection. This mode is specifically made to easily select perimeter loops on the outer bounds of plugs.
SSelect can simplify the selection of sharp edges. Based on an initial selection of sharp edges, the tool will select all other sharp edges touching the initial selection. Again, this is helpful in cases where Blender's default loop selection fails due to the presences of ngons.
Both tools can be found the Select sub menu
This version also introduces the ability to edit existing stashes. Just bring up the ViewStashes tool, pick a stash and press the
When you are done, press
ALT + ESC to exit edit stash mode.
Finally, the LoopTools Circle Wrapper now has the ability to fix the midpoint, which can be way off, if the circle has an irregular vert distribution.
X key once the tools is running.
This release updates MESHmachine to properly work with recent Blender builds, which introduced some deep internal changes.
As a result, Plugs can now be used with Redo Last, there are no longer deformation and rotation issues.
There is however also a new issue, preventing Array plugs from being normal transferred. This should hopefully be solved over the next days without the need for another MESHmachine update.
Other than that, there have been a number of smaller fixes and tweaks.
The multi-region issue affecting modal tools and modal HUDs has been fixed. A rare drawing issue for the BooleanCleanup tool has been resoluved as well.
The stashes HUD in the 3D View can now be scaled using Blender's ui_scale pref, as well as MESHmachine's modal_HUD_scale pref.
All changes can be seen in the changelog.
The 0.6.8 release is the first MESHmachine for Blender 2.80.
It is for the most part a straight port of MESHmachine 0.6. There are only a few additions, but numerous tweaks and improvements.
Users of the previous 0.6 version should feel right at home, maybe more so than ever - now in Blender 2.80.
A few things - mostly legacy modal options - have been removed to streamline the codebase going forwards.
Check out the changelog for a detailed list of all changes.
This means, you currently can't change the plug rotation via the redo panel, and Plug deformation will stop working, as soon as any property is changed in the redo panel. You should be able to work around that by manualy undoing as demonstrated here.
Furthermore, the contain and normal transfer options are now temporarily enabled by default to avoid unecessary undos. This comes at a ~50% performance cost.
Quite a lot has happened since 0.5.13, and even more has happened since the initial 0.5 release, 6 months ago.
To get a better understanding of the amount of work that went into the 0.6 release, feel free to glance over the changelog.
new since 0.5.13
First and foremost, highly anticipated, Plugs are here.
Plugs are a quick way to add detail to a mesh. Make sure to check out the Plugs Introduction first.
The Plug tool is the biggest, most complex tool I've worked on so far, and it has a few controls to tune its behavior, which you should learn first.
The Plug tool alone is nothing, without the plug library system, which allows you easily access and manage plug assets.
There are a number of example plugs to familiarize yourself with the plug tools and ideas.
Beyond these example plugs, you can also get 3rd party plug libraries.
What I really want, is for you to create your own plugs. And you are of course free to sell or share your plug libraries, if you want.
Beyond Plugs, there are two other powerful tools called Real Mirror and VSelect. Real Mirror turns mirror modifiers into real, separate geometry with proper origins and orientation. It also mirrors custom normals.
VSelect is extremely useful to select geometry based on vertex group membership. It's perfect in combination with the Normal Transfer and Conform tools.
Furthermore, the modal HUDs can now be scaled. Check out the preferences for details.
I have removed the HUD positioning options for now. There are a number of problems with fixed HUD positions and I didn't have the time and patience to work around them.
Following the mouse position is a superior approach IMHO and it's what I use. Let me know if you hate this :)
Finally, and perhaps most importantly, I have invested a lot of time into documentation, I hope it was spent well.
Every single tool is documented and demonstrated in narrated videos, which you can watch via this youtube playlist. These videos are also embedded throughout this very documentation, which I think is a better way to consume them.
Also, checkout the updated FAQ, where I explain some of the core ideas and theory behind MESHmachine.
new since 0.5
Where should I start?
Take a look at the sidebar to the left. The initial release only had the chamfer and fillet tools and had them in their earliest iterations.
All of these have been improved and expanded. All of them are (optionally) modal now, making them so much more convenient to use.
I feel like 0.6 is in a great state now. A lot of pieces are in place and I'm looking forward to spend some serious art time with this release.
No doubt, there are still kinks to smooth out, and tool performances to be improved. This will be the focus of 0.7, I think.
I've got plans for some new tools as well. There's also the 2.80 port to be done, which will likely happen before 0.7.
Quite a few people have been very excited for this release, I just hope it doesn't disappoint.
I'm certainly very happy with how MESHmachine has evolved. It really has come a long way and I've learned so much in the process.
The initial release provides a number of tools, that work in tandem and outline a modeling workflow, that was previously impossible.
MESHmachine should dramatically increase your flexibility, especially when working with bevels on a geometry level.
It is not to be used in isolation and does not intend to replace any other tools. Rather, it's an addition to the basic modeling toolset, which IMHO really should have been ubiquitous in 3D software for at least the past decade, hence the subtitle :)
This release aims to test the waters, to find out what the larger community thinks and to retrieve feedback as well as uncover edge cases where the tools fail to work.
The Fuse tool is the center piece of MESHmachine. Its purpose is to create rounded surfaces from chamfers/flat bevels.
Using the Change Width tool you can easily adjust the width of an existing chamfer.
Unfuse turns a curved surface created by Fuse or the Bevel and Bridge tools into a chamfer.
The Unchamfer tool turns a chamfer back into into a hard edge.
Now, with these 4 tools in place, a few others could be build, just by combining them.
In addition there's a few more tools, that can be very useful in dealing with speciic situations
Unf*ck aligns vertices along an implicit spline curve. This is especially useful in situations were the Bevel tool overshoots vertex positions.
The Turn Corner tool is used to re-direct the flow of a chamfer.
The Quad Corner tool is used to convert a triangular bevel corner into a quad corner.
That's about it for the inital release. I'm looking forward to feedback.
There will likely be a number of edge cases, that I didn't catch yet and I hope to fix these as soon as they are reported.
Looking back at how DECALmachine evolved in one year, I can't wait to see what MESHmachine will become over the next 12 months..