How to change object layer?
I want the background transparent but Blender sees my objects as the background and thus does not render the animation. I end up with 750 frames of blank pages.
Can I place my objects on a different layer so that they will render when the Alpha channel is transparent?
FBX can't do it directly... try alembic (.abc)
File / Export / Alembic(.abc)
And I find a way to export his modifier animation in fbx
One time you have the modifier animation export it as .mmd:
File/Export/LightwavePointCache(.mdd) (".mdd is an addon you need to turn it on")
Them export it again as .obj: File/Export/Wavefront(.obj)
Next in a clean ...
If you want accuracy you should track the scene, solve the camera and reconstruct the camera moves and 3d environment. Watch the "match track blend" series of videos by Sebastian Keoenig to understand the process https://www.youtube.com/watch?v=U7AjIL_fDtU
Then there is fspy (https://fspy.io/), a piece of software and a blender addon to estimate camera ...
Any animation editor will show you such a list, provided the keyframed objects are selected at the moment. If you don't know which specific object contains the action you want unlinked, you can simply select everything in your scene, with a, and then check an animation editor. All keyframed objects, and ONLY keyframed objects, will be revealed in the ...
I think I found my own answer.
If I keep my target far enough away from the arm bones, the arm will stay stiff. I could animate it that way, by moving it, say, 1.5 m away from the arm on its local Z axis. When I want to bend it, I can move it in closer on the local Z axis.
Whether this is an efficient method, I don't know, but I think it will work for me.
Have you tried adding a driver to your z rotation axis? I would start by adding a driver on the z- rotation of your mobius strip. Create an empty object, and animate it going up on the z-axis or something, and use that as your drivers input variable. This should work if you only need to rotate on the z-axis.
Here's a video for a quick look at drivers:
So my understanding is that you are attempting to make an object orbit around another one. In order to have this happen, the general workflow is to first make an Empty at the pivot point, parent an object to it, and then animate the Empty.
Here is how to do it:
Select the "center" object (the one the moon would orbit around) by clicking on it.
Let say you want to achieve something like that:
What you should do is use Metaballs for the 2 cells, and a classical mesh for the virus. This way you can make the 2 metaballs merge together. You'll need to give a semi-transparent material to those cells (here a simplified version of what it could be):
Actions are automatically created the first time an object receives a keyframe of any kind. That is, assuming an action has not already been created in advance for the purpose of animating said object. So there would not be a reason to create an action for a Dope Sheet animation, because one would already exist as soon as there was an animation. This ...
Q: How to morph mesh shapes with different amount of vertices?
A: There is not an efficient way in Blender to do that (from what I know).
Blender is able to generate this kind of data as animation sequence - for example into Alembic (.abc) format. This Mesh Sequence can be also imported (as Alembic) into Blender. A bit of setup can be found under Modifier ...
I did a few things to this file before sending it back to you.
As moonboots said, it wouldn't be a good practice to have so many armatures. So I consolidated them all into one. This required renaming all of the bones, to avoid naming conflicts, so all bone names are now unique. This also means I needed to rename the vertex groups accordingly so that ...
It’s because you’ve erroneously given the action called Stem rot to the armature called arma03. You may not see it because you haven't pushed it down from the Dope Sheet into the NLA, but you'll be able to check it in the Dope Sheet. Dope Sheet will always play over the NLA.
I guess Stem rot is supposed to be used by the armature called Armature (the tail), ...
Simple set frame rate to 60
Goto dopesheet goto first frame select everything in the dopesheet hit s to scale it all to a length of
n frames / 24 * 60
It's also possible to scale using graph editor like this. I use scaling often in those editors to make movement smoother etc.
This way you could do slomow as well
Make sure you watch a tutorial for the version of blender you are using, 2.8+ changed up a lot and older tutorials might not work right or be hard to follow. Also when you do get your sim working you should be able to keyframe certain aspects of your fire+smoke emitter to make it look like it catches rather than constantly burning.
With your Grease Pencil object selected in Object Mode, go to the Modifier tab in the Properties Panel and click on Add Grease Pencil Modifier at the top.
You will see a few options. One of them is Opacity. Choose it and select your Grease Pencil's current material under the Material dropdown, and then its Layer under the Layer dropdown.
Increase the Factor ...
Time is a relative concept when it comes to video and framerate.
If you want a second to be a second in video you need as many frames as the framerate(time base) you are working on. For example: a single second at 24fps needs 24 frames. If you generate 60, then you need to playback at 60fps, or you need to play some frames and drop (ignore) others if playing ...
What you want to do is impossible.
If you render an animation at 24 fps, then the only way to make the video look natural (not sped up or slowed down), is to play them back at a rate of 24 images a second.
What you are trying to do is play them back at 60 fps, but you only generated enough images to play them back at 24 fps. This means speeding up is ...
The script that plays an animation is something like this:
In the future, if you want to use python to do something, you can make it easier by activating Python Tooltips, which you can do by going to Edit >> Preferences >> Interface >> Python Tooltips. You can see Python Tooltips in action by hovering over a ...
To be clear: First you say
Everywhere I look people say that animated models need to be one continuous mesh with quads.
Then you say
A lot of tutorials of people who are doing hard surface modeling via poly modeling vs sculpting often model there final object with several different pieces.
Simply understand that it's not necessarily a contradiction ...
You can create cycles instantly using Curve modifiers, which are accessed through the Graph Editor window's Properties Shelf (press 'n' while mouse hovering over the Graph Editor Window to bring up the Shelf). Once the Properties Shelf is up, you will see tabs to the far right of it, one of which is Modifiers. Click on it.
In my example, I created two ...
Select the Armature in Object Mode, then switch to Pose Mode, and look in the Object Data tab of the Properties Panel, under the Skeleton Section. There is a button called Rest Pose. Press it.
After doing this, note whether the rig is now in the position you consider appropriate for the default pose. If it is, then press Ctrl-A, and from the menu that pops ...
Here's my comment to @Crantisz's answer
I have tried this and I know that it works for the armature. The
problem is that I am using this armature to control mesh which is not
directly parented to this armature through NLA. And when I try this
method the mesh follows the original motion without rotation
This problem arises because, when using above ...
I think the easiest way to do this - it just rotate all armature as object. To do this:
Make sure, that you select armature in object mode. If you are in Pose mode, switch to object.
Then rotate object as you need.
Also, you can add new root bone, and parent "old root bone" to the new one. In this case you can use it to position and rotate all bones in ...
Ok, so..... this was very quick I swear I've been searching for an answer for a very long time but like...
I switched the transparency and the SSS in the mix shader and it seemed to have worked...
I'm pretty sure it was because the SSS was being done in a principled shader so the color on that was overriding the color on the transparency...
You use Replace blending mode for these strips, but I would say you probably used Add when you edited action. Changing back to "Add" blend type - seems solved the issue here.
There of course matter what blend mode you used while editing, also there matters what action is used bellow.
To do changes on imported animations I would use NLA editor to ...
After tinkering with this here's how I work with Baking Actions:
Once you have all your edits layered as NLA tracks and you are ready to bake down to one replace layer:
Make sure that the New layers under the Animation Data tab on the right of NLA editor is set to Replace.
In pose mode, Select all the Controls of our rig, or all bones.
go to Pose > Animation ...
The bone needs to have area of influence defined. I'm a newbie but there is a link from the bones page on the manual. Skinning is the blue title.
It appears tricky but by this method spinning appears to precede armature animation.
Make sure you're looking at the good rendered channel or pass.
If it is not set to "Color and alpha" or "color", you'll see a B&W channel.
What you describe looks like the alpha channel.
It could also be something in the compositing.
Else it's probably a bug.
One solution is to parent object B to object A, give a Limit Rotation constraint to object B, and limit the constraint on the Z axis: Object B will rotate around A but won't rotate on itself.
Another solution, suggested by Frederik Steinmetz, is to not parent B to A, to parent an empty to A, and give B a Copy Location constraint with the empty as Target.
It worked for me straight away in Blender 2.82a
My suggestion is to use that version.
Anyway I might have had a similar issue in the past. If I remember correctly I moved the frames to the start (e.g. 0-76) and that fixed the problem. Hope it helps
No, assuming by optimize you mean with an optimizer such as pngcrush. These optimizers are designed to strip out extra information in the file in order to reach the smallest acceptable file size, which seems unlikely to matter much for files that will only be used while you're editing your video. If optimizing accomplishes anything, it'll be to optimize away ...
Using Global rotation where you want local rotation
Global and local rotation of default bone about z axis.
RZ is rotate around global z axis. eg Default bone of default single bone armature points up. The y axis of a bone is its head to tail. Rotating this bone around global z axis rolls the bone around Y.
Instead to rotate bones around their local axes ...
In my experience, I just had a similar issue using quaternion as a rotation mode in my armature, honestly, I ignore what the rotation modes are and what each of those does(Which I definitely need to learn), but I changed the rotation mode to XYZ Euler (since I heard Qaternion was a bit hard to work with) and fixed my problem.
I hope this helps
Add a plane.
Connect your texture to emission brdf in the plane's material
Add a camera above 2 meters the plane and make output size to equal width and height with desired resolution
Set it to orthographic and scale it to match the plane
Enable the emission pass and disable combined
In the compositor connect the emit pass to file output
Render as animation....
Here some steps that you can follow:
Set the video format to FFMPEG
Go in the Encoding drop-down just below the color settings in the bottom-left corner of the drop-down
In the Video drop-down, in the Video Codec settings, choose the H.264 settings
( I think your problem is that there might be a default setting in Blender)
Just to be safe Double-Check the ...
Modifiers alter mesh at a local level
The hook modifier, or most modifiers modify the mesh data, not the object transform.
The location of the hooked object could be estimated from all the hook empties (average there global translations).
Or use a copy location constraint. Add all the verts to one group, make that the constraint target. The rotation can ...
I encountered this same problem today. I think the real solution is to use something like the cut-away shader mentioned in the comments, but there is a bit of a hack which worked for me.
Basically, if you play through the animation quickly, EEVEE is very useful for this, there are a relatively small number of frames where the boolean seems to have no effect ...
Note - this Blend file was from Version 2.77a. The same principle applies for later versions.
Once the rotation is set up, it often looks more convincing to fade in a semmi-transparent disc whilst also fading out the propeller to semmi- transparency, reversing the procedure as it slows down.
In this example the Material slot's 'Alpha' slider was ...
I don't understand your words when you say your object "is not fully merged together" and so you can't use a Child Of constraint, because that is exactly what I would do. Only I wouldn't make the hand the parent of anything (see below). I don't know what exactly it is that you are saying isn't fully merged, but given what you have described so far, I don't ...
I came up with another solution. I reduced the chain on the IK by a couple and then added IK to the top part of the robot's arm just above the rotator joint. Then I made the IK chain go the rest the way up the arm to the shoulder joint. now I have 2 controllers one that controls the shoulder and top arm location and then the bottom arm can move freely with ...
Tracking is an art. Perfect automatic tracking is hardly ever possible and will require some manual supervision and/or interpretation.
For a few frames you can manually move the tracking points in the tracking graph (that green and red graph that gives you the speed at which the trackcers are moving in the horizontal (red) and vertical (green) axis)