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I have been away from this hell site for like 10 years. Who tf is Cris?
Are you guys talking about Moot???
WHAT
I feel like I took retarded pills, my melanin rising and my skull reverting in shape and size to that of the Homo Erectus. I don't get it.
Anyway here is a few things I made a few years ago and left unfinished, /3/.
>>
>>1033069
You are gossiping.
>>
Cris is cautionary tale of 4chan. The eternal no progress indie dev. He may be the butt end of the jokes, but he is far from the only loser here with no achievements
>>
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>>1033069
>Who tf is Cris?
I also like to know this.

From what I understand it is the guy who spams the catalog with the same threads like this.

All the threads start with the same shit like
>New workflow

And I remember him having 4 threads at the same time in the catalog.

He is similar to the VR schizo however the VR schizo is fun and he always makes 1 thread and only post in it so we are cool with him.
>>
>>1033069
>>1033169
PS: This is VR schizo if you are interested
>>994610

/3/ accepted him as part of the family now.
>>
>>1033169
the /vr/ schizo? You mean Auster?

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>>1033154
>YoUNeEdToSpEnDmONeY
This is why Maya and other tutorials from 20 years still currently work. Blender can’t do basic tutorials for 1 year without the main development team fucking something up.
>>
>>1033167
I agree that free is a good approach. Do think about the information currently available and how the teachers in that information provide it. If it is lacking in clear directions and explanations it can hinder the learning experience. Also think about how much professional expert information is available for free at the current moment, to how much may be available for free in the future, and compare it to what is provided for fees. If it is of any concern I used to pirate and do not condemn piracy.

There are various ways to learn, and paying for education isn't necessarily bad.
>>
>>1029154
start by learning the basic interface, then some simple modelling
there's a shit load of free tutorials for that on yt, so go get started
>>
>>1029157
It has the living shit upscaled out of it dumbass
>>
>>1029154
I think the biggest deterrebt will be your own standards. You've gotta have the humility to just keep pushing forward and not care what others think. Just keep going until you can live up to your own standards. It will physically make you sick to spend hours on something you know looks like shit but unfortunately no amount of knowledge can make up for consistent practice, which just means you have to produce like mad. Even if looking at your own work makes you want to kill yourself

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Anyone here tried using DFF for animations?
There was a talk yesterday about this technique, though it seems everyone is doing it slightly differently.
https://www.youtube.com/watch?v=WvJKzSva5Xc

In the video he describes using raycasts to partially hide the geometry based on a curve. Pic uses a greasepencil object to do the same thing.
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>>
>>1033099
Is your webm the same technique as what op is showing? Could you go into greater detail on sonic technique?
>>
>>1033113
The sonic technique is explained there:
https://blenderartists.org/t/universal-sonic-mouth-blender-rigging-tutorial/1444352

The one from the webm, by Urena, is the inspiration for the smirk addon and analyzed there:
https://www.youtube.com/watch?v=RLNl8FHurM0
>>
this is for porn right
>>
>>1033126
No, porn mouth rigs are laser targeted for wrapping around something, not crazy looney tunes expressions
>>
>>1033125
Thank you

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OK so how do I animate in this shit?

I rigged up a simple character and can make him do things however jesus fuck is blender AIDS for animations(I never animated in my life!).

I mean I think they cleaned things up since now we have 3 different views for animations like dope sheet next to the cancer that is graph editor.

So I was thinking about splitting the entire things into like fragments
>1 Character picks up a cup
>2 Character says things
>3 Character throws object at the camera.

Only is there a right way to do it? Ideally there should be something to let this happen however as it is now I am fucking around adding something and then the graph editor is filled with shit. How do I do a clean change or edit of this crap? Or have some logical division between real actions i want to make?

I tried to save every moment in the asset library however this feels like a hack. So how do I animate things? Is there a good workflow?


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>>1033140
Indeed, just click the auto keying button (google image it or ask your mom) and a key will be inserted on the current frame anytime you move anything. Enable the "only available" option in its settings and then it'll only auto-key channels that already have keys, which means you can just choose what bones will be keyed in the first place.

Look up what keying sets are and how to set up the "whole character" keying set, because in turn that one will not key locked channels and bones that start with reserved prefixes, which means with those two options enabled your graph will stay clean.

Link and override your rigs instead of appending them.

The general comfy work flow is
- link the stuff you're gonna need in a file
- set up child of constraints for objects that are gonna be grabbed
- if you're gonna have several shots that don't depict a continuous timeline, make one file per shot (or one scene if you're afraid of files but linked files stay small). If it's a continuous uninterrupted timeline you can just use camera markers to switch cameras
-key (select and press "i" and it'll do it according to your keying set) all bones you're gonna need on first frame
-now just use auto-keying, scrub the timeline and move/adjust your stuff. Start by placing the models and setting up the shot, then broad movements, then details etc

If you have several shots, you can render playblasts once in a while and set them up in davinci or the VSE to get an idea of the whole thing. Just replace them with the new or final versions as you progress.

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I haven't seen any guides with a consistent take on this
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>>
You could always just use a corrective bone. Can't believe it took an advanced rigging course to stumble upon that one.
>>
>>1031965
anon just wanted to shill their paid program but:

- a good rig has good perf to not bog down the viewport
- it makes it easy to roughly pose a character very fast while still allowing you to find tune the pose with tweaker controls (this include nice control layers to hide the tweakers until you need them)
- it's hard to break
- it moves in an intuitive way and by extension the curves it produces are clean and easy to adjust
- it's not bogged down with a billion extra functions. You can always add extra constraints per scene when you need them
- it's easy to cleanly link/reference
>>
how is this the best thread on this god forsaken board
>>
>>1033106
it's the bee's knees
>>
I really need to learn shoulders

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>See 2D fag pick up 3D
>He starts producing near AAA results in like 2-3 months
I've seen this happen like 5 times and it demoralizes me every time.
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>>
i wish, every time i come back to give blender a try i literally learn everything and have to start again because nothing makes sense and everything is unintuitive as possible. I'll spend an hour straight learning how to actually apply textures to a cube and by the time i figure it out i get tired of it and simply leave, drawing sucks to learn but atleast your actually drawing. 3D modeling is like if your pencil sprouted legs and ran around the house and the only way to get it to obey you is whispering a specific set of magic words that change everyday only once you get that right can you start making toddler scribbles
>>
>>1032997
Maybe try shorter intervals, if you wait so long between attempts that you forget everything it's really a you problem
>>
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Just my first 3D work hihi :)
Hope you enjoy :)
>>
>>1033076
Yeah well that's what happens when you finish your shit before posting instead of coming to /3/ with a half baked low poly basemesh
>>
>>1033079
Hey my half baked low poly base mesh at least means I need actual help rather than showing off

The mathematically perfected low triangle count rigged for animation male model
9 replies omitted. Click here to view.
>>
>>1032006
this. Every single joint looks like it'd take a 7 layer nightmare of custom rigging to not look like shit when deformed. And if you're too lazy to model correctly there's a 99% chance you're too lazy to rig correctly
>>
>>1032992
would it really tho
>>
>>1031967
finger topology is unusable for animation, except maybe the first knuckle on each finger

armpits are too low

rest is fine
>>
>>1031967
How do I make Japanese game models like Radiata Stories or Kingdom Hearts?
>>
>>1033086
Those models require very good 2D skills to make

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>>1016792
some old proggy for new bread
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>>
>>1026427
>AAAAAAIIIIIIIEEEEEEEEEEE
love how you're still going strong, Ganbatte anon!
>>
>>1030127
Bro might of gave up
>>
>>1031995
yeah, fuck...
>>
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>>1032064
>>1031995
sorry guys
i just need to pick myself up again.
>>
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>>1033062
>pick myself up again.
ganbare anon, looks like you've made decent progress, nice [spoiler]but why is that model spinning like crazy back there?[/spoiler]
https://youtu.be/fbJiRfIp_cU?t=52

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the models resource isnt the best and imcomplete
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>>1032952
>beg for money
DO NOT REDEEM SIR DO NOT REDEEEEEEEEM THE CARRRRDD
>>
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>replying within a minute or two
>gets called out
>leaves thread
the funniest part was that NMS was bait and there's already existing tools to do this and they could have easily got this done if they weren't retarded
>>
i was busy making money, anon
you should try doing it some time
>>
>>1032956
so did you get that model extracted yet? the deadline is coming up soon
>>
>>1032599
Who's going to sue them and how will they know if an obj file is uploaded on the internet?

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Post and discuss project ideas, WIPs, etc. If you want to upload a file, use a cat/litterbox file or an upload on a reputable 3d model sharing site such as Sketchfab. Don't post anything blasphemous and have fun.

FEATURED: https://www.renderhub.com/jofox/jesus
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>>
Thank you for the thread.
>>
>>1020005
bodied that freak
>>
Im looking for a stl file for a frame that has cheribum or serephium or both and a centered cross at the top or bottom. The dimensions needs to have an inner opening of 6.13"x10" to frame an orthodox cheribum hymn print out. Thanks so much, brother in Christ! I have tried to render something like this in Bambu lab and the AI rendition is subpar... and despite my username I have zero xp in CAD. Wish I had more time to learn but I wage slave and barely have time for my plastic forging hobby.
>>
What if Jesus had a gun, you should model that. Jesus can kill in self defense, correct?
>>
>>1018028
Neat thread, oddly convenient for my purposes. Crossposting a render I made recently for a tournament thread on >>>/his/18713115. Any feedback on what I can do to improve my rendering is welcome.
>>>/his/18715350
Jesus Christ Flips the Tables on Ea-nāṣir

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I'm coding my own retopo app.

Hopefully I can make something that isn't ltieral dogshit.
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>>
I can't be bothered to build this but someone should so:
Character retopo should largely be modular and preset-able
Download some base meshes
Split them up into leg torso arm
I should then just be able to, like an auto rigger just specific angle knee hip connection and the mesh should conform to the target - and I should be able to select from base mesh options
Theres no reason to not do this
>>
>>1032986
>>1032989
Professional 3D software had already created these features. Blender is behind by 10 years. It’s why you see Autodesk, SideFX and Maxon try AI to farther understand the market.
>>
>>1032990
no they haven't. like if you're a dumbass that considers Daz3D and Poser "professional" then technically you're correct but neither of those are good.
>>
>>1032999
I know what you speak but that tech was from 90s and it was flawed. Main problem was programming the software to deform into the correct looking animation. This is why many taught in full body to reduce animation work. Just watch guy explain how it’s not easy: https://www.youtube.com/watch?v=LsDG38kHFfk

FF7 original is best example of why no one uses it, just have a look: https://www.youtube.com/watch?v=7O6X94Pzl9g
>>
>>1032595
Grande Maestro!

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which youtube channels teach how to create game ready assets?
i want to learn the entire pipeline to make 3d game ready game assets/props/characters
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>>1032725
3ds and above
i don't want to go super low poly
i want sufficient depth to add some details too
>>
>>1032715
i checked out and it's ok, i guess
they only have anime girl tutorials, so there's no variety
i'll still watch some of them
thanks
>>
>>1032738
those are basically just regular models, so learn the skills to make those i guess
>>
None of them trach the full process because it would displace them from their jobs. 3D noggers rely exclusively on gatekeeping tools and knowledge to keep it going. Only 2D artists can twach you everything because 2D requires artistic soul anyway.
>>
>>1032738
realistically the best way to learn how to do low poly or low ish poly is just to go to The Models Resource and download a few models you like, then copy them directly poly by poly several times until you can create results that look similar without looking at the downloaded model's topology, at which point you can begin to iterate.

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I want to add a loopcut but I don't want the cut to extend all the way upward. Is there some wizardry I can do so it only applies from hip down? thanks :)
>>
>>1032745
I am mentally ill
Copy-paste all the verts you want to loop
Loop cut the copies
Delete the verts from the original mesh
Rejoin the new cut mesh using snap-to-vertex and merge-by-distance
>>
>>1032745
Just temporarily subdivide one of the edges of a quad to make it an ngon and the loop cut will stop there.
>>
>>1032745
Learn keyboard shortcuts to hide and unhide geometry (for me it's ctrl+h and ctrl+shift+h) what is hidden is not affected.
Hide what you don't want to cut
>>
>>1032987
oh that's a good one!

Just started Blender three days ago. No fucking idea of what I'm doing.

Suggestions are welcome.
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>>1028858
Try gpt-6 astra.
>>
>>1028858
make futanari lara croft(with balls)
>>
I suggest installing Autodesk from 2013.
>>
Those shapes are pretty good for three days of use. You are doing fine and making good progress. Keep messing with 3D for a few years and you will get comfortable with the software fast.
>>
>>1028858
now make the Enterprise-J to scale

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Is it possible to limit foot ik with a foot roll mechanism from stretching the leg?
I tried applying a distance limit constraint but it always breaks in some form.
>>
>>1032872
Since the chain depends on the target the target can't directly depend on the chain.

So what you do is copy the foot/toe bones, and have those copy the angles of the foot/toe controller, so you get a foot that sticks to the chain end while still being controllable.
>>
Blender is fucking garbage. A professional buys the right tools for the right job instead of wasting his time and disrespecting his craft
>>
>>1032903
Thanks but the chain was already duplicated (def, tgt, mch)
It was just a matter of connecting the bone instead of having it disconnected(original rig tutorial is stretchy)
>>1032960
I'm not a pro and I have no chances of getting hired without education and with thousands of experienced animators laid off.
>>
>>1032964
Alright, well good luck. But I recommend grtting a student license.


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