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File: blender290fox.jpg (1.93 MB, 1920x1080)
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Previous: >>993050
>>
Any updates on Animation ..uh.. 2030?
>>
want to ask this again
>>998456
there is a setting but only for envelope weights, wish there was one for regular weights too, it would be helpful for automatically reducing the influence of a bone with consistent results
>>
going to try maya or 3ds max bros. blender aint cutting it
>>
>>998835
How do I achieve this dithered/pixelated look and lighting setup? Can you do it in blender or is it mostly done with post?
>>
>>998845
>it mostly done with post?
vintage stuff wasn’t made to look vintage with post, it just was vintage you absolute braindead fucking zoomer
>>
>>998845
Try POV-Ray
>>
>>998853
The POVray render engine doesn’t work in my blender for some reason. Actual POVray is out of the question bc I hate coding
>>
>>998870
I made it work in blender, but I prefer POV-Ray because coding is fun and something like that pic is really straightforward
>>
>>998845
Something Pixel filter off or set to 1, something something camera/AA samples set to 1/0 or something.
I don't use Blender but that might help you search up what you need to do it in a modern engine or something
>>
>>998759
ive tried those solutions and looked through all the light settings i could find, unfortunately it isnt helping, thank you for that though i wouldnt have thought to try that
>>
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idk what changed but the lights show up so modular dungeon i made following the tutorial
>>
>>998842
What's the difference between max and maya? If they are both autodesk and both modeling/animation packages why do two of them need to exist instead of just one?
>>
>>998924
Max can do better particle collisions and physics. A 90% power of Houdini effects. Autodesk is perfect for rigging the characters and animation, something Max lacks but not impossible to achieve. Maya lacks effects and it’s never recommended for such use.

Blender can’t handle particles enough and will crash or something. Blender lacks animation and rigging in default software.

That’s the answer and advantages of Autodesk products.
>>
so is there a way to get eevee legacy in 4.2? I want both.
>>
I want to get back into mograph and rendering for album covers but its been a little more than a decade for me. I've probably forgotten most of what I learned in C4D which was(and still is?) the standard for that kind of stuff. I've never used blender before but it seems like the mograph industry is heading towards it from what I've heard online. Would it be better if I learned blender or got back into cinema 4d?
>>
>>998846
Mods can we do something about the edgelords that come in here just to shit on peoples enthusiasm?
>>
asking this again here
i have imported an fbx asset that has already been unwrapped and textured, and i want to view its seams
i have already tried the "uv/image editor -> uv -> seams from islands" approach, but can't figure out why the software still won't show me seams on the model
>>
>>998837
Yes actually
https://developer.blender.org/docs/release_notes/4.4/animation_rigging/#slotted-actions
>>
>>998944
>Junk
OMG i have never read such pointless feature in my life. All this just to move something in the same slot.
>>
>>998962
Yeah man move those things into those slots.
>>
Blender conference next week, interesting topics > npr, anime, architectural and cad shit galore (they should invest more on that crap and integrate opencascade, maybe before 2030), and animation.
https://conference.blender.org/2024/schedule/
>>
>incomplete, rest of the course is "coming soon" (lol)
>no rigging, told to buy another $90 course to rig it and a $500 course if you want to animate it
>so a $90 character course nets you a half finished t-posed model that you can't even move
genuinely hope no one here fell for this. why are there so many grifters in the blender space
>>
>>998974
which course?
>>
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Stupid question:
How might i improve my render times?
I am using a RTX 3060 12GB VRAM gpu but i feel my rendering is very very slow (using cycles).
I already set rendering to optiX but other than that i do not know how to improve it.
There are youtube videos but they are 12+ minutes long and 90% are the person talking about unrelated things and promoting their merch, course or whatever shit is sponsoring them.
>>
>>998978
shit i forgot to link it
https://www.youtube.com/watch?v=naPkiK3MG88
>>
>>998982
did you make sure to enable Blender to use the GPU to render? i made that mistake before
>>
>>998982
lower samples, use denoising, lower res w/ ai upscaling, pay for a render farm (probably what's sponsoring those vids)

or use eevee if you can, not ideal but it's pretty good now and still fairly quick
>>
>>998982
CUDA works way better for me than OptiX.
>>
>>998983
only problem with blender are the dogshit tutorial grifters wasting your time and or money
>>
>>998974
>>998999
What's the best way to make money using blender? Make courses for using blender.
>>
>>999000
It won’t work, version 2.8, version 3.2 and version 4 are completely separate blender software. They all get outdated and they’ll never understand the concept behind the devs process.
>>
It's a weird roundabout scam with blender channels. a lot of toxic positivity and 'muh community' to create an environment where people almost feel obligated to buy shit. meanwhile these tutorial channels very rarely actually teach anything. it's mostly a ploy to funnel retards into their patreon/gumroad/courses, which are rarely worth it.

I found this vid a few days ago, a lot of shit really sounds similar to blender youtubers.
https://www.youtube.com/watch?v=UBV1bHGcjfc

That said, not every channel is a scam of course. There are a ton of smaller channels that are absolute gems, but they're hard to find when the algo is flooded with more popular grifters like cgboost, smeaf, kaizen, ducky3d, noggi, etc.

some actually good channels I've found with extremely good free content:
https://www.youtube.com/@gogananimation
https://www.youtube.com/@NhijQuang
https://www.youtube.com/@PierrickPicaut_P2DESIGN
https://www.youtube.com/@AlexCheparev
https://www.youtube.com/@BranSculpts
https://www.youtube.com/@rakenval
and there are thousands more out there, you just have to find them.

a good tip I've seen mentioned in other threads is to look up maya/3ds/c4d vids instead of blender ones. there is less content available but it is overall higher quality. main principles for most 3d things aren't software dependent. unless you're rigging or something
>>
>>999002
thank you for these channels and i planned to check out the tutorials for other programs soon too, sucks theres like no way to quality check a lot of courses online in general
>>
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I'm new to Blender and having trouble keeping the shape of a choker while rotating the neck. Would really appreciate any help on this!
>>
>>999039
do you mean keep the shape similar to the way the neck deforms or keep the shape from deforming at all?
>>
>>999042
I want to keep the shape from deforming
>>
>>999050
my first try would be to go into edit mode, select all the verts of that choker and with 100% influence add them all to group that belongs to the closest bone in the neck to the choker. but it might not work too well you might have clipping, another and better possibility is to transfer mesh weight data from the body to the item if it is a separate piece and it will deform with the neck, you will have small deformation but it will probably look better
https://www.youtube.com/watch?v=IPQ2QVVIxLU

the verts in the choker will get very similar weight to the neck and deform with the neck and hopefully no clipping
>>
>>999002
any good ytubers for maya tutorials?
>>
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Probably a silly question but what's the difference between switching between materials and assigning them?
I was told to go into edit mode, select the mesh, select the material and press "assign" BUT i can just...choose a differen material and done.
The material will change for everything: rendering, mesh data, viewer etc.
I guess it's hard to explain.
Why should i go to edit mode and assign materials when i can do it like in the gif here?
>>
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>>999082
assigning lets you have multiple materials on the same object by assigning them to faces, etc. if you just want one material for the entire thing then it's not a big deal
>>
>>999087
I see, thanks anon!
>>
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have a lighting/post processing question.
How do I emulate the old FMV sort of look in Blender? You know, like old japanese game intros and stuff.
[spoiler]or like Umemaro3d[/spoiler]
>>
>>999090
Default lighting and not caring about the lighting in stages.
>>
>>998944
>add yet another layer of complexity and break backwards compatibility instead of just making the NLA stack a datablock
bravo dr sybren
>>
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>>999094
Is it? Doesnt seem to look like that. Also, they clearly have lighting in stages set up, and all of that jazz
>>
>>999103
>dr sybren
https://www.youtube.com/watch?v=u1VftqTABK0
>>
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Anons, where can i pirate/download blender addons?
I can't afford 30$ per addon when i found 100~ addons that are useful.
>>
whats a good safe way to share .blend files online for public consumption? other than gumroad or something
>>
>>999288
google drive? although space is limited
>>
>>999289
>jewgle
eh, any other alternatives?
>>
>>999291
MEGA is used a lot too, about the same 20GB limits i think
>>
>>999287
Use a real program and you’ll have all that shit built in
>>
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What is the best way to model injection molded parts like pic related? Specifically, the thin pieces with the ribs and the gussets, etc. I tried doing it with the solidify modifier, but that was more of a pain than anything. Where two walls meet in a cross, the geometry was a mess, and I didn't find a good way to add cylinders for the screws. Doing it with booleans was also not very pleasant.
There must be a way of doing this that is not the hard way, right?
>>
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>>998965
prediction: the NPR/anime speakers are going to have to point out that the shading workflows they're presenting are broken in 4.2+ because the devs dumped a lot of the NPR features in EEVEE when turning EEVEE-Next into even more of a Cycles clone

>>999090
render in 2.79, from before they dumped the mature, stable scanline renderer instead of modularizing it
>>
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>>999149
oh for the love of christ
>>
>>999287
Anyone?
>>
>>999355
aeblender dot com
gfx father
>>
>>998982
Use cuda, it's a better denoiser
>>
>>999355
cgpersia
>>
Friendly reminder that paid Blender add-ons are a GPL violation, see:
https://www.blender.org/about/license/
>>
how do I be less shit at animation? is it literally just practice
>>
So I have a project that periodically crashes when rendering. It's not a consistent crash, but rather random. Just whenever it feels like it.
I'll be doing the final render with the command line, but is there a way to kind of monitor the process so if it crashes it restarts the commandline render?
I've had issues like this before (once lost like a week of sleep just babysitting the renderer and restarting it every 20 mins or so), so I'd like to be able to just set it and forget it and let it sort itself out. I'm using windows.
>>
Only today I found out that theres a setting to render the scene while you still have shit in the sequencer.
>>
>>999002
Lol. Thoughts on blenderguru?
>>
>>999568
he hasn't done anything in 3d
>>
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Anyone knows where is the option for ambient occlusion in 4.2? (Cycles)
In older versions it was just a checkbox.
I have read it's under a 'raytracing' tab on render section but there is none for me.
>>
>>999574
raytracing is ambient occlusion, you just have to check that box
>>
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>>999577
I should have clarified, i cannot find the option for ambient occlusion.
I SUPPOSE it's under light paths > Fast GI Approximation but wanted to be sure.
>>
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why does copy and pasting UVs never seem to work?
it's unwrapped the same way as the part it's trying to copy. at first I thought it was because it had a different number of faces, but when I edited it to make it match it still didn't fix it
>>
i hop between devices a lot and every time I do my references get lost and become purple and I have to relocate them every time. is there a way to just make them part of the file
>>
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>>998845
I tried getting that look by turning off AA in povray and then outputting it at 320 x 240 and THEN raping the output by upscaling it with nearest neighbor to some higher res, i failed miserably but that's part of the fun.
>>
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foot rig, not complete yet, foot roll not done
>>
>>999588
can't help you but I'm feeling very frustrated by the UV handling in general. Is there any good plugins or addons that make it less painful? Or other software that plays nice with blender?
>>
>>999620
File>External Data>Pack resources.
Packing saves the image data in the .blend file. Don't do this for fuckhuge projects with thousands of textures, but for more self-contained things, it can be helpful.
You can also manually pack specific assets one by one in the image browser (image>pack). It'd be nice if you could do it in the outliner's "Blender File" view where you can see all the assets like materials/images/etc, but I don't think you can there.

>>999588
I can't say for sure, but I'm guessing vertex order has something to do with it. Verts aren't just saved as points in space, they're also numbered. Different things can fuck with the ordering, and can make two objects with the exact same geometry behave differently for certain operations. A big thing is shapekeys. Two meshes with the exact same geo, but different orders will fuck up when you transfer a shapekey from one to the other. You can reorder a mesh's vertex order in edit mode by selecting everything and going to "Mesh>Sort Elements". Don't really know how useful that would be for shapekeys (as it would fuck shit up if the order changed), but UVs might be fine.
Of course I could be completely fucking wrong and it's not the order fucking up at all and Blender just can't unwrap two identical objects the same way for some retarded reason.
>>
Blender CON is going down right now

>>998944
>>999321

https://www.youtube.com/watch?v=N7micU0YyOw
>>
>>999696
I knew it was going to be bad and content free but this is stunning.
https://www.youtube.com/watch?v=NBgOiG4Yp6Q
>>
Any tips on replicating lighting in blender I want to replicate the lighting in the picture 45 degree top down and real lighting to study still life painting
>>
I also want to replicate these as well
>>
>>999702
Top light
HDRI fill
Bounce card at the bottom (But instead of using a bounce card, you just use another light because we can)
>>
>>999705
Light on the right, Light on the right, Light on the right, Light on the right, Light on the right, Light on the right, Light on the right, Light on the right etc, and a fill, or wall on the left that reflects light back onto the left of the object. AKA a fill because it's CG, we can do whatever we want, and direct lighting is cheaper to render

Adjust the size and distance of the main light to change the harshness and harshness falloff of the shadows
>>
>>999625
You can fake it for stills by just using the pixelate and posterize nodes in the compositor, but the fact that it doesn't have a real colour pallet might be noticeable in motion. I got an older GPT to make a python script to do basically the same thing, so maybe you can make it shit out something that can do it properly, I bet its scraped some auto-dither github repos.
>>
they're not talking about sculpting at blendcon, it feels like they have their priorities wrong
>>
>>999668
i love rigging because you can do something incredibly simple and pass it off as something incredibly complex and no one will know unless they too are autistic enough to have learned rigging.
>>
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>>999783
in that case, i want to ask a little question, i have this hand here and the fingers turns out are a little too skinny, without going back into sculpting is it viable to resize the fingers on the X, Z axis while isolating the Y (S, Shift + Y) and fattening the fingers a little to fit the hand better to close the gaps between the fingers and applying that scale as a rest pose to change the base mesh only on the fingers to fix that issue?
>>
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>>999814
here is the same hand with the fingers at 1.1 scale, the gaps close, maybe another .1 or .05 will be better
>>
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>>999816
yeah this might work, comparing it like this, the original seems way too skinny
>>
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>>999820
>>999816
>>999814
also used it to make the bottom of the palm a little thicker, this is so jank, dont think its the intended use case but it works for this specific task so ill keep doing it i guess
>>
>>999776
>Sculpt
they are doing the brush refactor and they have planed 2 more refactors dyntopo and multires, other than that the only things that I want are the unfinished prs that they have (color support for multires, projection brush, new scrape, repeat last relative, insert multimesh) and the functionality of the layer addons native inside blender (Ucupaint and Sculpt Layers).
>>
>>999814
> applying that scale as a rest pose to change the base mesh only on the fingers to fix that issue?

Yeah that is possible, but not recommended as you probably want your base skin to be ready to accept additional meshes tailored for it
like say different set of gloves for your hand model. You wanna be able to skin-bind these to a zero'ed out set of bones and not to scaled ones.

What I'd do is scale your mesh via bones the same way you are til it looks more right, copy it and and collapse the 'skinned & scaled' version
back to plain geometry in that altered state. Next you zero out all your scaling and transfer the weights / skin wrap (whatever your software of choice calls it)
by transferring weights by vertex proximity to re-skin your altered geometry so it's now skinned the same way it was but but with zero'ed scaling on all your bones.
>>
>>999848
this is after sculpting and applying the retopology and shrink-wrap, and transferring to a multi-resolution. i only completed the base model and wanted to make sure it will have anatomically correct or at least decent deformations before moving on to anything else
>>
I have a character with like 50 clothes submeshes whose waist is too skinny. I want to increase the width of her waist for the body model and all the clothes at once. I can do this perfectly by just scaling the spine_tweak bones a little.

Is there a way I can make this permanently be the new shape of all the meshes when the armature is in rest pose? 'Apply as Rest Pose' makes all the meshes jump back to their original size. Maybe there is an addon that does this?
>>
>>999897

>>999823
>>999820
>>999816
>>999814
when fucking around with this I had the same issue, I had to apply the modifier on the base mesh and then apply the rest pose and then re-parent the object to the armature, it keeps the weight data in my experience so parent with empties if you have a custom weight paints would be my guess? try in another save file of course
>>
>>998835
I think she cute.
>>
>>1000063
>photorealism in blender
hahahahahahahahahaha roflmao lol even
>>
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>open blender
>get white tab with no icon
>shuts off after 5 seconds

what the fuck?
>>
>>999721
>>999724
>>999705
Thanks this is gonna help me create still lights to study value and help out with learning form for painting especially on the the face it can be very tricky but with blender you can make a head and lights that you can move in any direction
>>
>>1000167
the cubes of deleted's past has invaded the gui to seek revenge on their banisher
>>
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>>999321
>>999149
>>998944
Are you FUCKING kidding me.
>whine that they're not taken seriously by the industry
>break engines, features, workflows, files, and courses on a whim because one of the autistic devs wants to play with his little pet project that will abandoned, unfinished, in a year

Actual fucking children. No respect for their users, no respect for their program, no respect for themselves. The open source experiment has failed.
>>
>>1000213
imagine actually wanting to keep the barely functioning piece of shit that is Blender's NLA editor.
Rip it up by the fucking root.
>>
>>1000220
Skill issue. The NLA is incredible, you just don't know how to use it.
>>
>>1000222
that guy said that it will be fully retrocompatible, idk where is the problem, are you using scripts?
>>
>>1000220
the NLA is now great, but inexplicably neglected.
some years ago a random outside contributor finally added a proper "combine" mode, and at 3.2 another outside contributor added "full-stack" tweak mode, which made the NLA feature complete for proper animation layering (w/no thanks to the BF devs).
the NLA stack has always needed to be its own datablock, so it could be saved and shared independent of an Object, but of course that would be too easy for the big brains at BF.
animation layering is already there, thanks to outside devs. the animation module's time (and donors' money) would better spent updating the documentation, instead of ripping out contributors' useful, functional work to replace it with this convoluted horseshit.
it makes no fucking sense. if they want a cute "animation layers" panel in the properties editor just use the GPL to swipe tal herskovich's addon, which itself is cribbing the way softimage did it -- just a smaller ui driving the NLA stack.
>>
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any idea how I can have transparency without resorting to Principled BSDF and multiple materials with different alpha values?
this is an item from King's Field III on the PS1; trying to be authentic to how they would've done it, as when it's in blender it doesn't look as it does in-game
I've tried vertex colors but they also require Principled if I want to use transparency / alpha
>>
>>1000227
here >>999321 and from the way he talks in the blog and repository it sounds like he means to remove the NLA. i just hope he continues dragging his feet and we get to another LTS before they axe anything.
>>
>>1000222
>you just don't know how to use it.
I know how to use it. I'm forced to use it all the time. I don't call it trash out of ignorance, I call it trash out of pure contempt.
Layering is a pain in the ass and works 20% of the time (if fucking that) and is still worse than the animation layers addon which apparently uses the same system under the hood, the UI is fucking horrible, there's no sorting for clips (or any kind of clip library), adding literally anything adds random tracks everywhere to the point you have like 20 extra tracks per channel unless you constantly clean them up, it's a dice roll whether or not your changes on an action propagate to the clip that's already on the editor or it just stays in the retarded temporary action, and working with it for any animation that uses more than a handful of clips is a lesson in extreme patience.

The only thing "incredible" about using the NLA editor is that it's incredible that the person who made it has a fucking job.

But by all means, tell me how it's "incredible"
or >>1000228 "great"
I've been using it for years and there's been literally no noticeable changes to how it functions.
>>
>>1000229
If you’re using the standard shader, make sure you project is set to linear color space, not gamma.
>>
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How many samples does an image need to make it stop looking like watercolor?
I am practicing volumetric lighting and want a render of my scene.
I tried with 2000 render samples here and it looks almost the same as with 500.
Is there some setting i am missing? The resolution is 1980x1080 .
>>
>>1000285
The problem is that you have very few samples on the interior of your scene, you may need to add some "fake lights" to simulate and adequate illumination.
>>
>>1000285
Turn off denoising, it kinda sucks in most cases.
>>
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>>1000291
>>1000285
it looks pretty good if you use a denoise node in the compositor and split it so it's ~half denoised and half raw. It saves a lot of time as you need a lot less samples to look good. The renderer denoiser is always 100% so it sucks
>>
>>1000296
Ive got an unreasonably fat GPU so I sneer at the denoiser, but that might be pretty useful for animations.
>>
>>1000231
if you can't get animation to layer consistently that's the fault of the documentation, because i (and i'm sure thousands of other users) have been using it that way constantly since combine mode was added, and it got a hell of a lot easier with full stack tweak mode in 3.2. documentation and ui is what BF should be working on, not reinventing the wheel -- and herskovich has already provided them with the ui thanks to GPL.
your post reminded me that the same guy who contributed full stack tweak mode made a detailed proposal to fix that annoying leftover "action stash" cruft in the project repository 3 years ago. of course, animators on there cheered his proposal, the animation module ignored it, and BF hired a couple dozen more devs to work on Cycles.
sorting and a clip library would be solved almost automatically by making the nla stack a datablock independent of an Object, because it'd make arbitrary stacks accessible from python and the outliner like any other datablock.
>>
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>>998835
I think this is the biggest amount of cameras i've ever had in a project and i'm scared it might become a bangladeshi soap opera because it's not even a third of the video and that it's only a storyboard for the final video.
>>
>years later, donut man is still trying his ui thing
>>
>>1000325
I still remember his awful proposal with the shitload of giant buttons scattered all over the UI
>>
Why is nobody talking about BCON? Was it because it was a €400 per person disaster?
>>
I feel like most of you missed the best talk which is here:
https://www.youtube.com/watch?v=f8dWFuBx3ZY
They're using Blender to explore the female erectile tissue and there's also furries.
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>>1000326
He never did what you suggest. He just wanted a top toolbar with giant button for giant retards and I regret not having appreciated it. Time proved him right.
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>>1000366
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>>1000366
not watching this, I don't want to die of cringe
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>>1000308
>if you can't get animation to layer consistently
You have to basically make an animation piecemeal for it to layer properly. If you have a walking animation and you want to add another strip with the arm doing something else, it's not just a simple "toss on the arm clip with replace/add/combine!", you have to remove all the keys from the arm in the walking animation to get it to maybe work. Compared to animation layers which really is just "animate what you want on top of what you have".
Not to mention the "add" mode is broken. It adds the fucking scale of the bones of both clips even without keyframes, so if you set ANY clip to add with another, every bone's scale is increased and it fucks your model (because a scale of 1.0+1.0 equals 2).
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>>1000366
Naaaa, Jess Wiseman's talk was better becase she's a cute. https://www.youtube.com/watch?v=KS_339c8hc0&t=775s
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>>1000386
Wonder how many babies she's killed.
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>>1000325
I thought that one bitch was trying to get this dude canceled? doesn't look like it worked
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>>1000366
>and there's also furries
this will be perfect for my live action hoops and yoyo movie
hehehehehehehehehe
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how do i isolate thing in blender?
i have 1 object selected how do i isolate it from everything else?
in 3ds max you have the isolate option in the bottom of the screen or alt+Q
how do that in blender?
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>>1000404
/ on numpad
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>>1000380
true, the other modes are doing literally matrix + matrix or matrix - matrix, which must have been logical to some autistic dev who doesn't animate but is useless for animatiors and generally fucked the nla until combine mode.
sounds like i'm animating a different way than you are, but the way i use it is: animate the main pass/loop -> push that down to a 'replace' strip on the bottom track -> create a new action -> drop that to a 'combine' strip on top of the stack -> go into full stack tweak mode -> continue animating.
now all that shit SHOULD be automatic, which is what i expect herskovich's addon does, and there's some stupid defaults like "sync length" and "action stash" with easy fixes, but the guts are there and it works. it's just shit docs and shit ui, but that's just a matter of python and not as glamorous as this paradigm shift the Doctor is working on.

tried what i think you're describing here and it seems to work as expected -- if there's no keys on transforms in the upper strip, the lower strip's keys propagate to the stack result. key all three arm bones in the upper combine or replace strip and they'll override the keys on those bones in the walk strip, even at "zero" in a combine strip. those geniuses removed the screencast function so here's the file: https://litter.catbox.moe/bve3tn.blend
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this year's theme was sculpting, next year I'm getting good at geometry nodes
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>>1000167
yea definitely a GPU problem
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>>1000388
What do you mean? Cute grils don't kill babies and she's like autistic.
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Can someone help me figure out why this sloped door animation is just going straight up and down after I export it and not sliding along the slope like it should be?
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>>1000523
It'd be nice to see it first.
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>>1000408
Hey, I appreciate the honest attempt at helping to clear my hangups, and I tried to take a look at your file, but I'm getting a 404.
Not sure what the file contains (if it's just a replication of your understanding of my understanding of the NLA), but how I go about layering is this.

>Make a source animation (let's say a normal walk cycle)
>Make an animation to layer over top, (we'll say he does some finger guns), animate and keyframe ONLY the bones used for that action (so arms and fingers)
>Duplicate walk cycle action (new clip so we don't fuck up the original), clear the keyframes of the arms and fingers so there's nothing on them to interfere with the finger guns, now it's just a walk cycle but the arms don't move
>add them both to the NLA, put the finger guns on top, set it to replace or combine (whichever works better), and fix the holds for both of them so they don't do something fucky later down the line

I've tried other things, but this is the method that I've kind of landed on that doesn't fuck shit up. Things still fuck up, but not as much. I feel like it really defeats the point of the editor when I could just combine the curves myself into a single action.
Like all I want from the editor is to take the walk cycle as is, animate the finger gun animation, put the finger guns above it in the NLA editor set it to replace, and have the keys from the finger guns replace the keys from the walk cycle. Like that's HOW it should work. THAT'S layering. Maybe I'm doing something wrong, but it never ever works like that, even if the action that's replacing ONLY has keys on the bones that are moving.
Every time I try to do it the rational way, some bullshit happens. Maybe the bones fuck up and create an abomination, the armature just stops animating altogether, the replacement action doesn't apply, or there's some weird shit where the bones snap into place.

Maybe it is a bit of a skill issue, but Blender should take its share of the blame here too.
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>>1000535
shit, i must've left the time on default. here it is again: https://litter.catbox.moe/rr26so.blend
it's not on you at all dude, it's 100% on them at the blender foundation, because they've left it unnecessarily obscure despite a bunch of users contributing their hard work -- for free -- to make it work like it should have in the first place!
and now instead of cleaning up the last crumbs of their own mess around the edges, these in-house devs are quietly chomping at the bit to rip the whole thing out because they've got a better idea! i love this software but i swear to god these assholes drive me up the wall lol
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>>1000538
Yeah I've got the file now.
And yeah, looking at the file, this definitely seems to be how I would do things. Layering animations with specific body part actions keyed. The only difference is that for yours the walk cycle keeps the keys for the arms and torso bend (you don't delete them to clear space for the added poses). Which would cause something to fuck up for some reason when I try it. Looking closer, I think that's what the difference between your armup_replace, and armup_combine is demonstrating. The replace one actually seems to be properly replacing the keys for the arm (which is what's hit or miss for me), while the combine at first glance seems to be fucked, but it seems like it's actually combining the poses.

Now I'm just more confused as to why yours works fine but mine occasionally fucks up.
Is the way I've been doing it not the correct way to do it? Is there a better way?

>i love this software but i swear to god these assholes drive me up the wall lol
I'm right there with ya. I've been using this shit since 2.49. I can't say I have a ton of love for the program, I just stick with it because I'm just dug in too deep at this point. I'd probably be able to pick up something else if I really tried, but I really have no motivation to learn a whole new program of this scale from scratch again. Like the initial shit would probably be easy, but it's all the little quirks and shit of specific software that's like death by 1000 cuts.



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