So, Maya has this tool called "Transfer Attributes" that lets you copy various attributes of one object to another. In the video below, it is used to... Well fuck it. Just watch.
Does Blender have a tool that does that, and if so, what is it? Anyone got a tutorial on how to use it?
Also, as a side question, is there a way to use Blender without the 3d cursor? It's honestly the only thing keeping me from enjoying the program.
What kind of attributes? Just like Maya, Blender treats their objects like containers and shapes, you can transfer shapes between containers and shit like that. Saw a few minutes of that video from where you said and apparently the guy copies the shape of the quaded pants into the shape of the non quaded pants, right? I'm no expert in Blender but I'm pretty sure it can be done. I don't know if they'll transfer the UVs automatically though, but it can be done, the process is a bit confusing from what I can remember.
The guy in the video is using Marvelous designer, you make flatten shapes that will wrap around making the form of clothes, not the other way around
That would be the entire reason I am looking into its abilities, anon. In other words, you're 10 days behind the thread with your attempt at trolling. Even for /3/, that's fucking slow.
>, is there a way to use Blender without the 3d cursor?
Yes and No. No in that there's no built in way to do it (despite the community wanting it for ages).
Yes in that since Blender is open source, the community has gone ahead and added that in at the source code level (there is / was an add-on but it had to continuously hide the cursor and wasn't practical).
Alternatively, you can set the viewport to "Show only Render", or you can click somewhere else off in the distance and then Shift C anytime you need the origin at 0,0
If your problem is you keep left clicking instead of right clicking to select verts, you can change that in User Preferences
When's the last time you heard of someone ever being brought to court or fined by Autodesk for pirating their software? The only time you hear about it is the few rare occasions where a whole studio has pirated their software. Autodesk does not have the resources to go after every little pleb who pirates their software, and they know it would only hurt their reputation to do so. It is completely safe to pirate it and even use it for some professional work.
They really don't, Maya and Max are generally considered as a corporate product, going after pirates would just lose them money, especially since the way licensing works pirates can't do anything legit with the product anyway.
Lets be honest here, you're on 4chan looking for free software, you're about as likely to to open a small business and make commercial products as I am to get laid.
But good luck with that small advertising 3d cgi company based on blender.
Yes anon, generally when you're not being an uneducated cave-dwelling sack of shit you keep up with these things called "The news" where you can gather information on things, you should try it while you're off from school, you'll end up learning things, you know what learning is, right? Its that thing you completely missed out on while memeing like an imbecile every time someone said something that was beyond the comprehension of your little dropout nigger mind.
Can someone explain to me why ANYONE would pirate maya when it's free for personal use? All you have to do is get the student version. You don't even need so much as a .edu email. You just make an account real quick and have the full version available, no malware possibilities, and can get free updates instead of having to rely on occasional shady torrent updates with little to no seeds. The only possible thing I can think of is that someone needs to use torrents because they have third world internet that disconnects a lot and as such can't handle bigger downloads.
No reason other than preferring to not have the educational version message pop up when opening other people's scenes or when giving people scenes. Though you could always save as Maya ASCII and remove that single line of text near the top that causes that, but that's extra work even though it would be simple to script.
No, it doesn't have this exact feature, but it has many similar ones, and more importantly Python.
Blender can do just about anything you're smart enough to tell it to do, and this isn't hard to do with Python. Just cross-reference the vertex positions between shared UV coordinates(although you'll need to derive the face coordinates for the original).
It's not a current feature but it'd be relatively easy to replicate and moreover I'm honestly not sure if there's really a need to build/shape a mesh in reverse from UV coordinates. A good auto-retopo feature like ZRemesher is something Blender lacks that hurts much more(I know it has some things but they don't compare in my opinion).
It looks like he didn't show it but I'd like to know what the UV stretch was like in the product in the video.