New answers tagged

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Turns out, this IS in fact a floating point precision issue. Not something to do with the math along the path, itself. In an effort to keep my vehicle and camera near the world origin, I created a root object, parented my environment and path to it, then animated it's location to try to keep the vehicle near to 0,0,0. It has helped a LOT! Here is a video,...


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From the texture provided in your question, you can use "uv warp" modifier to do this: How to do it: UV unwrap the eye part that will be textured. Place this UV part over the texture part you want: move and scale (big pupil, for instance) Add the "UV warp" modifier. The modifier uses two objects, say empties. One is the base, the other ...


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The NLA Editor Could consider dropping the actions into the NLA editor and scaling them to match. For example sake have two actions 100 frames of an 100 frame per second action and 24 frames of a 24 frame per second action. At there designated frame rates each would last one second. As noted in question if scene frame rate is 24 FPS the 100 frame action ...


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I found out how to stick the prop to my character by just constraining and making it a child of the arm bones. Thanks for the help though.


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You can do it with bones: Create a bone, subdivide it: In Pose mode, give the second bone a Transformation constraint, choose the first bone as Target, set it so that it inverts the rotation of the first bone: Activate the Copy Attibutes addon, select bone 3 and 4, select bone 2 at last, press CtrlC in order to copy the constraint. For bone 3 invert the ...


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Relative Shape keys: With absolute shape keys, the value shown for each shape in the list represents the current weight or influence of that shape in the current Mix. Absolute Shape Keys: With absolute shape keys, the value shown for each shape in the list represents the Evaluation Time at which that shape key will be active.


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Just to follow up with the help from @batFINGER: import bpy o = bpy.context.selected_objects[0] for fc in o.animation_data.action.fcurves: fc.extrapolation = 'LINEAR'


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Tiling 4D Noise in 2D Since Blender has given us 4D procedural noise textures, it's been possible to tile them without distortion in 2D. We can map the given 2D X and Y onto two orthogonal circles in 4-space. As we loop around them, we return to where we started. (It's possible to map the plane onto a 3D torus in the texture's 3 space, but distortions result:...


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Can use shrinkwrap modifier and some transparency animation to do that: We can keep the text as it is: just give it a little extrusion (text property panel), and convert it to mesh (menu "object/convert to") as we'll need a vertex group. Then add a support sphere that is around the text. This sphere will not be rendered and is just here to be ...


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Here are a basic solution and a bit more complete one, using both the Cast modifier: Create your text, once converted in mesh, press X > Limited Dissolve to simplify it and use a grid and the Knife Project tool to subdivide it: Put its origin at its geometry, create an empty somewhere behind, give it a Cast modifier with the empty as Object, play with ...


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Sometimes vertices are assigned to more than one bone by accident, and Blender gets confused. A bit tedious but go through vertex groups one by one and see what’s being selected. Can also check this with weight paint, but found Vertex groups more accurate.


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This is because of Collision shapes , Your sphere has a Collision shape which is something not that corresponds to your collision shape in the second object , you can change this is Collisions > Collision shapes , there is an option that also allows you to make your mesh shape as your collision shape


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To avoid the texts to be stretched on the cube faces, you can use separate objects (either text objects or planes with textures and transparency) and parent them to the vertices of the cube: For the cube animation, have used 4 empties that move up down and are scaled to simulate the 4d effect. This could have been done with bones too. This is the same ...


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Using shaders (Eevee here but works for Cycles too). Top part: Presuming Z is facing the camera, we take X and Y as base for the calculation. Artan2 gives the angle between -pi and pi for each X and Y position. Bottom part: Now from 2 values the current frame and the amount of frames, translate that in order to have a value between 0 and pi. Then translate ...


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A way to do it is to use a curve for the cable. You can hook the curve handle linked to the camera to an empty. Then parent this empty to another one driving the camera rotation.


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So I went and renamed all the bones to .R or .L and it worked then so I guess right and left don't work in the dope sheet.


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I did some research and I figured out that it was as simple as putting hair dynamics on and making the armature modifier be above the particle modifier.


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I Think you can do it with bones: Create a cube, give it this inner geometry (I've hidden the 6 outer faces): Create an armature with one bone by horizontal face. Parent the cube With Empty Groups to the armature, it automatically create as many vertex groups as bones, assign each face to the vertex group that has the name of the bone that is supposed to ...


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For anyone else interested in this, the following StackExchange post contains a script which does exactly what I need. https://blender.stackexchange.com/a/66257/70741 Having never used drivers before, I found this an incredibly useful introduction to them, and I can see myself using them a lot in future - I am, by trade, a programmer, so it kind of suits my ...


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The bone called DEF-spine.003 is supposed to stretch towards the bone called tweak_spine.004, but as you can see it doesn't completely: It's because the Stretch Original Length value has been changed... To come back to the default one, click on the X button:


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One way to do this is as follows (assuming you want to keep the drumsticks separate from the character). In edit mode on your character's armature, create two more bones, one in each hand where you'd like the drumsticks to be held. Name them say, handL and handR. Make sure they are parented correctly to the arm bones. Next enter edit mode for the drumsticks ...


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Blender is suitable for almost all types of work , probably not best for all like not the best for VFX and else for anything you can sustain any skill in blender animation , cinematic design , modelling any type of modelling , simulations are a little difficult coz its not perfect


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I think I understand what's happening in the video and why this is causing confusion. For some simulations (such as Rigid Body) you set the range of frames on the cache and Blender will bake all frames within that range. For particles, things are slightly difference since particles can exist for only a part of the range of frames - so the cache is automatic ...


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You can use the same principle as this answer, and add a math node (or other) to control the decal the way you want.


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apparently a bug in blender 2.9 being investigated


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GreasePencil object can be added to 3D scene from the Add menu or by pressing Shift+A. Once this object is added and selected from the Outliner,a new drop menu will appear in the viewport which will allow you to Draw,Edit,Sculpt tools etc for that particular object.


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This isn't an answer to your question, (@Rich Sedman has covered that); it's an alternative. For stepped, repeated actions, you might consider using a Cycles modifier with an offset on the f-Curve. Depending on your case, it might be less fiddly, especially if there's compund animation.


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The ‘#’ is not part of the variable ‘frame’ but simply indicates to Blender that what you have entered should be interpreted as a Driver. In the case of '#frame' the driver simply returns the value 'frame' - the current frame of animation. To use the floor function you should prefix the entire expression with '#' - ie, #floor(frame). In order to have the ...


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The main problem i would say is getting some kind of motion- or speed-value. The idea ist getting the current location and comparing it to some locations in the past or future from the FCurve. The AddOn Animation Node is used for this here. (Blender 2.9 with AN Version for 2.83 LTS) The time info node gives the current frame, subtracting or adding some ...


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My deepest apologize to all - my above question can be deleted if this is possible, cause I caught the goal in totally different way. Much simple (almost stupid) way, not sure why didn't try before (probably because I am a n00b :) ). I simple added Boolean modifier to Plane (Edge with screw modifier) and choose Method: Intersect, Object: Cube. This is the ...


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You can make parts of objects invisible using multiple tricks. Since your mesh is animated, it's probably not the easiest animating your material as well. As I get it, if you want to change the animation speed, you need to adjust the material separately. Anyways, here's how I would do it: The sphere simply has a transparent shader set to blueish nothing ...


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Thank you for all your comments. Before posting the question I closed down the file deciding to 'sleep on it'. On opening it up this morning I find that the eye animations had saved and are now working as desired. Unfortunately that means that whatever was happening yesterday has not been identified and will probably return to bite my backside in the near ...


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Instead of giving a Copy Rotation constraint to your feet, you could parent them to the IK controllers in Edit mode. But if you want to keep the Copy Rotation for some reason, choose the Z axis and Space > Local Space/Local Space. In Edit mode, bend the knees a bit forward so that Blender knows in what direction to bend them. In Pose mode, select the ...


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A newer manual says: "An NLA Strip animation consists of multiple actions on multiple objects that should play together. To create an NLA strip animation with the name “My Animation”, push the action that should play each object onto an NLA track for that object with the name “My Animation”. NLA Strip animations will be exported if the Animation ‣ NLA ...


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Find and remove The fcurves collection of an action has a method to find fcurves from data path and index, and a remove method. The same action can be linked to multiple objects, so will use a set to find all the actions' fcurves. There really is no need to look at the group, location x keyframes have data path 'location' and array_index 0. Test code. Since ...


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You can parent your balls to a vertex or to some vertices of your plane: Select a ball, shift select the plane, go in Edit mode, select a vertex or some vertices and press CtrlP > Make Vertex Parent.


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You can shade an object in another object's space, so perhaps, rather than do all the math to figure out where your red-zone cylinders should be, it would be more user-friendly to make actual cylinders that control the colour of your particles. I've called mine 'RedZone'. Their Object texture coordinates are used in the shader for the particles, to make a ...


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I found certain animations can be exported to .DAE format. (rotations, translations etc; basic stuff) It just seems that cloth-animations is one of those that doesn't play nice unfortunately. Perhaps you can achieve what you want with the basic animations. Else I'd recommend using the .OBJ-format.


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Considering you want the coordinates for a animated character, you can use the bmesh module and the dependency graph to do that. bmesh will provide mesh information and the dependency graph is used to retreive this information considering the mesh transformations. From that, we can get access to vertices that correspond to the vertex group you want. The ...


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It is possible to fade from a 3D scene with animation to a black screen thanks to scene strips, but to do that you need to create seperate scenes in your blend file. One scene containing your 3D scene One scene in which you will do the video editing You can create your scenes at the top right corner above the Outliner: Then select your video editing scene ...


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Shape keys do a reasonable job here? The morph doesn't really involve obvious rotations... Make a model of the end-state shape as as simple edges, possibly from 2 circles with a few vertices deleted, and the ends of the arcs F bridged over. Take a note of the number of vertices in the result Create a circle with the same number of vertices, for the start-...


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You can just use a Particle Info node and use it's Position output to control the color of the particles


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You can do it the other way around: Create your 8 shape: Once you are good, in Object mode, create a basic shapekey and a second shapekey: Keep the second shapekey selected and in Edit mode, select all and right click > LoopTools > Circle: Back in Object mode, use the shapekey Value to morph from the circle to the 8 shape:


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You can do this using a "warp modifier". Basically, it behaves like the proportional editing between two empties that can be animated. And its falloff part is similar to prop editing (falloff type and radius). To deform several parts, use the vertex group option.


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For the more circular look, set the fallof to spherical Then press this [+] twice to generate 2 shape keys. With Key 1 selected go into edit mode and model your 8. When you get out of edit mode, the 8 will change back to your cylinder and you can use the value slider to blend between them.


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Using some modifiers (even if first though was about Animation Nodes): The base mesh is a tube, larger at the two points connected to the inner and outer spheres. This mesh has its origin at the center of the sphere. It is also parented to an empty, which is at the center too. The empty rotation is animated. This object has several modifiers: One array ...


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To make sure that the slot is sharp and to avoid unpleasant mesh folding, you need to rework the topology and bring a new bone that overlap the slot. Now parent With Automatic Weight again, give your object a Subdivision Surface modifier (with a Subdivision of 2), and right click and Shade Smooth: The way you wanted to mirror your animation is not the right ...


1

So as switching to Quaternion would remove the animation, I guess the easiest way is to create additional keyframes so that Blender knows better how to interpolate. For example it begins to mess up at frame 9: So move and rotate the bone correctly and create a keyframe (i): Keep on doing it at frame 10 and 11, then you can come back and see if you can ...


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You could create a tube mesh, create 2 vertex groups on 2 different places of this mesh, hook your mesh to 2 empties and choose the 2 groups you've created as the Vertex Group of each Hook: Parent your tube and your empties to a big empty that will be the rotation axis: To animate the hook empties, create one unique keyframe, then in the Graph Editor, ...


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