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File: SheWillJump.png (933 KB, 685x601)
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In this thread I will be making a character jump.
Even if it kills me.
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File: unaligned.png (165 KB, 567x838)
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The story so far:
After downloading a .glb file and loading it into Blender I met my first hurdle. My character is composed of multiple separate meshes. After combining the meshes into a single mesh I then parented it to the armature.
This led to the second hurdle, the mesh and armature are no longer aligned in the view window.
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>>1015712
>After combining the meshes into a single mesh
there's no need to do that, you can parent multiple meshes to the same armature
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File: reset.png (229 KB, 832x919)
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Pressing Ctrl+A > All transformations for the mesh and armature, then parenting the mesh and armature again fixed this.
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File: moving arm in pose mode.png (300 KB, 1329x1079)
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>>1015713
>there's no need to do that, you can parent multiple meshes to the same armature
Ok, I don't understand why I would or would not want to combine/separate the meshes. My new hurdle is that when I use the move (G) command in pose mode, my arm falls off.
>>
I deleted all existing vertex groups, applied transforms again (Ctrl + A > All Transforms) and re-parented. Now my armature moves but not my mesh.
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>>1015716
Well it makes weight painting easier and you can hide parts of the model seperately for one.

Or say, if one of your arms wasnt correctly weighted, you wouldnt have to redo the entire mesh...
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>>1015716
>I don't understand why I would or would not want to combine/separate the meshes
Every distinct mesh calls the gpu to render it. More distinct meshes more draw calls. It's more optimal to combine meshes, but it's not relevant in pre rendered projects.
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File: deformed hair.png (178 KB, 892x822)
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>>1015717
I couldn't figure out how to fix this so I restarted with the original .glb file. Now the bones move the mesh again but for some reason the L_leg bone moves the right hair strand
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>>1015719
>>1015721
Ok, I will stick with the separate meshes. I learned a bit more about the Blender GUI today and also weight painting. I'm taking a break now.
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>>1015722
Select the hair strand, find its data and delete the vertex group tied to the leg bone
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File: removing.png (339 KB, 1208x977)
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>>1015725
Thanks, that fixed it.
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File: keyframe1.png (305 KB, 896x1273)
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First keyframe. I decided on 5 keyframes (neutral, crouch, lift, land, neutral) and 2 seconds of 30 fps animation.
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File: frame2.png (260 KB, 910x880)
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Keyframe 2/5
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You're doing keyframes days apart?
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based yattafucker
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File: torso.png (335 KB, 1097x864)
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noticed now that the back is turning into spikes during the crouch animation
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rendering…
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File: 0001-0060.mp4 (956 KB, 1920x1080)
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aaaand done
I learned a lot and gained some confidence with this project. I think my next project would be to create my own mesh, rig it, and animate it.
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File: BouncingBall.jpg (210 KB, 1435x755)
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>>1016107
try to animate a ball arch bounce in blender, just. just a phere with a bone. you need to learn some fundamentals
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File: xuan-lin-loh-jump-sky.gif (2 MB, 1920x1080)
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seriously I dont fucking understand. have these nerds not experienced gravity in their entire fucking life?
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>>1017013
If it was realistic you wouldn't be able to enjoy the pantsu properly.
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>>1016107
Good effort dude, how well-versed are you with the animation tools in blender? If you're still learning, I recommend taking a look at how to use the Action Editor/NLA. it will allow you to not only organize, but also combine different animation information. I typically use it for movements like jumping and running, but it can be used for all sorts of applications.
>Animation Editor is in a drop down in the Dope Sheet view if you are looking for it.
Another fun tool is motion paths. It's a great way to spot how particular objects or bones are moving and I think it's super useful especially for timing.

Keep up the good work, anibro.



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