[Bf-committers] Arbitrary materials for mesh display in viewport (solid view)

malefico malefico at licuadorastudio.com
Wed Jun 2 15:13:46 CEST 2010


Oh well, you're talking about the original character... I was referring 
to the linked one used in animation. I meant a way the animator should 
not have to deal with the original rig in library :)

Best regards

malefico.


Roger Wickes wrote:
> you CAN now in 2.5. Tab into edit mode, in the UV/Image Editor Image->Open or even a new UV Test Grid Then in the 3D View, View Properties, Display panel, enable Textured Solid located under the Shading selector.
>
>  --Roger
>
>
> ----- Original Message ----
>
> From: malefico <malefico at licuadorastudio.com>
> Cc: bf-blender developers <bf-committers at blender.org>
> Sent: Wed, June 2, 2010 8:22:12 AM
> Subject: Re: [Bf-committers] Arbitrary materials for mesh display in viewport (solid view)
>
> Roger Wickes wrote:
>   
>> This single texture CAN be packed and completely different from the true material and texture layers
>> used by the shader guy with all their pretty and detailed hi-res textures and nodes and such. 
>>  
>>     
> (my caps) You meant "can" or "could" as in a possible future feature ?
>
> Maybe there could be an "animator preview mode" which overrides all 
> materials and go to a specific user defined default.
>
> Thanks for the feedback !
>
> malefico.
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