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Hi All,
I'm wanting to invert a soft selection so that all the weighting is the exact opposite to the current soft selection. This kind of sounds easy I know, however I have found that, because the soft selection is determined by distance from selection, the falloff of a inverted selection does not have the opposite fall off value.
So for excample if i select vertex 1 (100%) with a soft selection, vertex 2 and 3 have a 50% and 25% weighting. But if I invert my selection (ctrl + i) then I don't get exactly vertex 4 100%, 3 50%, and 2 25%, which is really annoying.
Is there a script or MCG which inverts the weighting exactly? or a way of converting a painted texture/vertex value into a soft selection?
Any help would be amazing.
Thanks
Solved! Go to Solution.