Hello. I’m a new to blender, so maybe i make some mistake because of lack of knowledge.
The same system to modify the orientation of the gizmo when you push the ‘‘d’’ Key. With automatic snap when you click on any component in this mode.
This is not the orientation of the pivot point of the object, but a temporary re orient of the gizmo for transform modification of the component or object.
there is a good edge constrain in blender, but there is no face constrain. I use it all the time to clean edgeflow of facial blendshape, to maintain the volume of the character’s head without snapping it or shrinkwrapping it on a clone.
the exact same soft selection, only one shortcut to activate/desactivate/brush size modification ‘‘b’’’ by default in maya. (i don’t want to have to use 2 shortcut to change the brush size, i don’t want to use the mouse wheel).
Different falloff curve to modify the ramp of the radial influence (not so important).
Possibility to change the influence in surface or volume. Surface will influence all the vertices directly connected to the selection in term of edgeflow, volume don’t care about topopogy, any adjacent volume is taken in the soft selection.
For example, if i need to move both upper and lower lips in once, i will use volume soft selection, if i only want to move the upper lips, il will use surface mode.
In zbrush, surface soft selection is like the automasking topology range.
Mudbox brushes in the standard interface. I need a push/pull, grab, smooth, flat, relax brushes for modeling, for modify my facial shape. I don’t want to go in a sculpt mode for this. Maybe it already exist.
-Just press 1, 2, 3, 4 to directly go in component selection mode without toggle tab.
A pie editor like the marking menu editor, don’t need to code it, don’t need to buy an external addon.
a preselection highlight : when i move my cursor above a vertex, it will bright, so i know that if i click, even if my cursor is not exactly on it, i will select this one. So i don’t need to precisely click on a vertex, i can click far away from it because i know it will be the good one.
In tweak mode, this is particularly important.
Not sure if i’m clear, my english is so bad, a video will be better.
-Not really in a vanilla maya, but a BlendShape Combination System.
Facial rig for a movie like despicable me is largely based on shape. But you just can’t mix a mouthcorner out and and mouthcorner up in a linear way (for making a basic smile). You need to sculpt the combination of the two shape to avoid pinches, or making an artistic intention.
In maya we have Stargrav BCS which is my favorite or braverabbit SHAPES.
This is the most critical system that we need to offer professional facial rig services.
This is all my thought at this is moment, in regard of my beginning in blender.
But i don’t know if there is a reorder vertex, i don’t know if there is a deltamush for any deformer/blendshape, an absymmesh etc…