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manual/sculpt_paint/sculpting/introduction/multiple_objects.rst
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| Working with Multiple Objects | |||||
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| Unlike Edit Mode, there is no multi-object editing supported for Sculpt Mode. | |||||
| Since sculpting often involves editing many separate objects, | |||||
| it is recommended to use the shortcut :kbd:`Alt Q` while pointing at other objects, for | |||||
| :ref:`bpy.ops.object.transfer_mode` quickly. | |||||
| .. general graphic of a sculpt that is divided among multiple objects. | |||||
| The advantage of using multiple objects is that each can have its own origin and modifiers. | |||||
| Splitting the geometry among multiple objects can also improve the sculpt mode performance. | |||||
| Alternatively objects can also be :doc:`joined </scene_layout/object/editing/join>` so there is no need to switch objects. | |||||
| .. example image of face sets after joining objects | |||||
| In the case that Face Sets were already used, | |||||
| joining objects or creating new geometry in Edit Mode will automatically assign new Face Sets. | |||||
| This makes it immediately possible to target each new geometry, for example via auto-masking. | |||||
| If no Face Sets are created, use the :ref:`bpy.ops.sculpt.face_sets_init` operator to create them. | |||||
| .. example images of an extracted surface with thickness and wires on solid. Also a sliced object via masks. | |||||
| Face Sets and Masked geometry can also be extracted via :ref:`bpy.ops.mesh.paint_mask_extract` | |||||
| or sliced into a new object via :ref:`bpy.ops.mesh.paint_mask_slice`. | |||||
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