New answers tagged

0

I just figure it out. I've re-rigging(?) my model at IKLegBone parts. Delete IK constraint. Change both side of calf bone's rotation a little bit. Add IK constraint. Finish! If it doesn't work, repeat 2 differently.


-3

To move the frame, go to a dope sheet, select the frame(s) you want to move, press g and move it to where ever you want.


0

You can set the transparency of the object to none in the object material panel and keyframe it. Then turn transparency to full in another part of the timeline and keyframe it.


1

The easiest way to control a camera is to use a curve object: Create a Curve object and modify it as you like. This will be the path where the camera will move On the camera create a Follow Path constraint, set the curve as the Target, and you might want to tick the Fixed Position checkbox To make it easier to control the camera direction, create a new ...


0

If you want to use an armature, follow the Batfinger's tuto here. If you want to use a simple Curve modifier, you need to make sure that the position of your object on the curve. What you should do is: Choose a vertex in your curve, where your animation is supposed to begin. Make it the curve's origin. Make it the curve’s first point. To do so, enable the ...


0

So I have reached the conclusion that what I needed to do was restart my computer as just some random bug was preventing the bones from parenting. Going through by individual bones and extruding them for more armature in edit mode is the best way to do it. There is no better way. Having a faster weight paint system over one vertex group for animating would ...


1

Well , I hope this gif explain better , I mean the root bone is the main (first) parent , and the non root is the child , [bone] is the parent and [bone.001] is the child .


0

Be more specific, because as a fellow avid magical enthusiast, there are a plethora of ways you can make magical items. Adding emission to make it glow, adding volumetric shading (volume) around the mask to make it look spooky, a change in texture, and/or even distorting the mask is an effective way to make it look like it reacts to hand movements.


0

First apply the Mirror modifier. Then remove the eyes and the head from all vertex group (in the Properties editor > Object Data > Vertex Groups, click on the down arrow menu on the right of the Vertex Groups list and choose Remove From All Groups). Now reassign each eye to the bone that is supposed to control it, and assign the head mesh to its bone. There ...


2

In case anyone is trying this in Blender 2.80, here's the updated version: import bpy # Set these to False if you don't want to key that property. KEYFRAME_LOCATION = True KEYFRAME_ROTATION = True KEYFRAME_SCALE = True KEYFRAME_VISIBILITY = True # Viewport and render visibility. def create_objects_for_particles(ps, obj): # Duplicate the given object ...


0

I checked it, first problem, you have your rig parented manually with your mesh, when you try to use "Parent with empty or automatic weights (or other algorithm) you have to have your mesh and armature without any parent/child relation, so you have to delete the parenting. Now you will be able to parent your mesh to your armature (first select your mesh, ...


0

I fixed it by unparenting the character from the ground plane object. The configuration worked in 2.79 but not in 2.8 for some reason. Oh well, easy fix.


3

Sure you can, and it works like a charm. Follow Robin's link. If you want to use fSpy (because its better). You need an extra step. Based on the the example in the previously mentioned link by stuffmatic, the workflow is as follows: CREATE A PLACEHOLDER IMAGE: Use any drawing software that allows you to work in full screen mode. This is a must. For example ...


0

Detail - Method 1 - Switching from Dynamic to Animated doesn't come without it's problems. There is a workaround but it's proven not overly stable in my own projects. There are two suggestions here and the Blend file that demo's method 1. I did this twice to make sure it wasn't going to act up... Before setting the physics and at frame 1 a "Child-of" ...


0

Doubtless this sort of intro question has been answered elsewhere, but briefly - Press CTL-SHIFT-Down arrow to reset the timeline to frame 1. This should be the default anyway. With the cursor resting on the cube, select it with right mouse button. Drag the cube to the left and near the edge of the grid. Press 'i' and select "Location". This will ...


0

You can add an intermediate bone, which deforms the medal. On the first frame of the winning animation it will simply have a scale keyframe at (1, 1, 1). On all other actions you keyframe it to a scale of (0, 0, 0) effectively hiding it. Otherwise create a separate object, which the game engine can show/hide.


0

Select the armature that doesn't have the animation, create a dope sheet window, turn it to an action editor, select your animation in the drop down menu.


0

Problem answered here: Graph Editor does not show any keyframes Apparently the button "show_hidden" on the view controls at the botton on Graph Editor must be set to true to allow the visualization of keys from objects or bones that are "hidden". To the right is the button "show_only_errors" to show only keys with errors or a red bar under (usually ...


0

If you dont need realtime communication of blender and another program, Alembic would be your exchange format to go with, as it supports animated mesh data of any kind. As far as I know, it does however not store whether an object is static or not but I am sure this could be circumvented (using materials etc.). If you do however need realtime communication, ...


1

Have you keyframed them? Go to frame 10 in the timeline, set the IOR to 1.1, right-click the IOR, click "insert keyframe." Go to frame 30, set the IOR to 1.8, and insert the keyframe again.


0

If I'm coming from After Effects I can use this plugin to properly import a 3D camera to Blender: https://blendermarket.com/products/ae2blend


0

I finally found the answer: In the animation tab you draw in the default View Layer. You can include this layer into the compositing node network with the node Render Layer. Finally I had to blend my background image and the view layer together, forwarding it to the final Composite node. Now when rendering the animation everything is displayed


0

First time in Animation 2D mode, figured it out though top left (or CRTL + TAB) go into object mode SHIFT A -> Image -> Background Locate your previous render (I don't think you can link it dynamically) In a properties tab (should be open on the right) go to the 2. lowest option, image symbol. choose source: image sequence and define start and offset, ...


1

Unfortunately the compositor does not update reliably. It does so on tree changed (manually), but not necessarily on frame changed. There should be no problem outputting the animation as either video or img sequence. But as far as I know you still need to render each frame. Delete everything in your scene except the camera, choose your resolution, file ...


3

It depends how you want this to happen. If you want for example the cheek to blush, you could do it this way: Unwrap your face with Smart UV Project mode. Create a blank image in the UV Editor, it will be your mask. Create a material with this image uploaded in an Image Texture node. In the 3D View, switch to Texture Paint mode, choose a black brush and ...


1

Maybe there's another solution but here is a trick that may satisfy you: Create your curve, give it the right direction, put its origin at the beginning. Create an object (here a sphere), in Edit mode select all the vertices and assign them a vertex group, in Object mode put the object at the exact same beginning point as the curve, give it a Curve ...


1

There are two things necessary to set the fullscreen mode successfully: Wait for the workspace to be switched Create a custom context for the operator The first part can be accomplished by adding an application handler that is triggered after the dependency graph is updated. The second part is necessary to set the correct area to fullscreen. This can be ...


1

For your first question: You can in 2.8, to do so you need to disable the Lock Object Modes option. Edit: About your second question, I quote you: "You can select bones from different armatures and then add them at the same selection set. Although unfortunately the selection set will only be visible in one of the armatures and not in all of them"


2

So using a LOG math node at 0.9 with a colour ramp into the factor did the trick. If anyone knows exactly why I'd love to know.


0

You need to move you timing mark between the two keyframes you want to smooth in your "Grease Pencil" dopesheet - then select strokes-> interpolate ->sequence in "draw" mode up top. It will After doing so - it will add weird little blue markers on the dopesheet.


1

When you see that the walk cycle doesn’t work anymore I guess you have no other solution than put a new action above your walk cycle in the NLA. First I would make the armature differently: Create a root bone on the bottom, make it the parent of controllers, pole targets and of the spine base (current root). This way you’re free to move your spine up and ...


0

This could be it: Gradient fill. Blender's best-kept secret. https://youtu.be/bQBlMTt8SrU


1

It's probably too late but I just did a similar thing with butterflies. I made a butterfly, animated it with shapekeys, changed the min & max values of the keys to -1 & 1, then I added a keyframe for the shapekey on frame 0 (you do not care about the value). In the graph editor I added a 'sinus' modifier on the key value and voilà, the butterfly ...


1

Ah! I tried ctrl-spacebar, which had no effect, but then accidentally tapped the alt key (yes, clumsy of me, I was trying to do this while holding a cup of tea), and the original view came back. So the answer is, 3-key combination: Ctrl - Alt - Space bar. This toggles 'full screen' for whatever view the mouse is hovering over. Thanks moonbots!


1

From what I understand your image is actually not part of the T-shirt material, it is an image plane that is shrinkwrapped around your T-shirt. So if you want to keep this solution, you need this plane to follow the T-shirt object. To do so, the simplest way is to parent the image to the T-shirt. If it doesn't give you satisfaction you should consider using ...


0

Your keying set is "LocRot", every time you press I or place automatic keyframes, some Loc and Rot keyframes are created, but not scale values. Your blinking eyes are drived by a scale value, so simply set your keying set as "LocRotScale" and you'll be OK.


0

They are talking about the Graph Editor right panel, displayed with N. You can click on the Modifiers tab, click on Add Modifier, choose Generator. Once created, as it has a Y coefficient of 1 by default, it moves your cube away, you can reduce this factor.


0

The way I am solving this now is, unfortunately, by baking the action of the floating object (take a smaller baking step interval) and then smoothing the transitions with bezier curve transitions.


1

When I do 2D stuff, I use armatures, which work well when the mesh has evenly distribuited quads. In my example I created the line with 4 vertices, then I added some loop cuts until they were evenly distribuited, then I added 2 loop cuts near every joint, then I made the bones to be bendy bones with 2 segments each, playing with curve Y in and out settings. ...


1

I had the same problem and I finally found a solution. My keyframes were using Bezier interpolation by default. I switched over to Linear interpolation and it worked! You can do this by going into the Graph Editor, then select all your keyframes, then press T and select Linear. Note: As others suggested you will also have to shorten the render interval by ...


0

After i posted the comment i found the solution.. In particle edit mode press n for the sidebar and in the tool panel is the deflect emitter checkbox. Uncheck that and you can do what you want with the hair.


0

Animation is done with key frames, move both characters a set amount as desired, then apply a new key frame at the desired time line. It is quite a bit of work so take your time to do it properly, as the timing is what counts a lot. Use Ctrl+A, in object mode, and make sure you use "location,rotation, scale" every movement and keyframe you change (or ...


0

Insted of parenting the weapon to the hand armature I would use object constrains. You constrain the Weapon to the Armature, than Blender will let you select which bone to constrain to. The nice thing about constrains is that you can keyframe their influance, so you can have the wepon copy the rotation of the hand for 30 frames but the moment you want to ...


1

Parent the camera to the circle/curve/path. Then open up the Graph Editor* with Shift+F6. Click on the very steep curve. In the Left Menu, click on your path/curve/whatever. Parent the camera to the circle/curve/path. Open the Graph editor (Shift+F6) Click on the curve, that doesnt look like the other ones Click the "Expensian Thingi" for your curve/path/...


2

A rigid body constraint always needs two rigid bodies. Add a passive rigid body above the cone: Cube. Select the empty and make it a rigid body hinge constraint, with the new Cube and Cone as the objects. Other tweaks: The hinge constraint rotates around its Z axis. You will have to reorient it. Move the origin of the cone to its geometric center. Set the ...


0

I would just hand animate it in your place since you desire such a simple motion and you don't want it to slow down over time either so there is no need for any complex simulation. Select the top verticie of the cone in Edit mode than Shift+S to set cursor to selected,go back to Object mode and press W or Right click (depending on if you use right or left ...


1

Assuming you "wire" is an actual Bezier curve object, just animate the light along the curve with a curve constraint. Parent the light object to curve with Path Constraint by selecting first the lamp object, then the curve and pressing Ctrl + P Set Parent to > Path Constraint. Under the constraints tab click the Animate Path if necessary, and adjust the ...


2

Ok, it's in the Geometry > Bevel Settings > Use Spline in the Bevel > Bevel mapping > Start & End.


0

Few changes in 2.80: Objects are linked to a scene via a collection 'hide' has became 'hide_viewport' You need to get the dependency graph and an evaluated object to have access to particles Here is the corrected code (modifications are commented '2.80: something'): import bpy # Set these to False if you don't want to key that property. KEYFRAME_LOCATION ...


3

You must be talking about the gizmo. In that case, Preferences > Viewport > Display > Gizmo Size.


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