New answers tagged

0

You can use the remesh modifier and play with the voxel size. This helps you clean up the mesh and make it smoother. Maybe it also helps to shade smooth after applying the modifier.


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I think I solved my problem, I haven't been rotating when I insert a keyframe. Thank you @Blunder, your comment helped me alot. Thanks!


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The screen-shot is above. The deformation is quite severe, and I still don't know how to fix it.


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It depends on what you call "smooth a mesh out". There are 2 different things: the topology and the shading. What you want is probably a smooth shading, not a change of topology, otherwise the Smooth brush would do what you want (i.e. flattening your topology). So what you need to try is go in Object mode and right click > Shade Smooth. Note ...


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As you already mentioned you can use drivers. Another option is the use of keyframes with a noise modifier. Example animation: In this example the shape keys 1-3 are the thickenings, the rest is for slight bendings. Note that heavy bending does not really work well with shape keys because in-between shapes look deformed/shrunk. That's the nature of the ...


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I wanted to come up with Lattice version, because there is not a way to adjust wave shape inside modifier in a shape I would like to. With Lattice deformer it is possible in some limited way, also with lattice you can completely fix snake's head position ... the biggest issue here is material. Instead of curve objects you can go with mesh object, because ...


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Try tapping the Z button twice. You should see the axis line change. One tap* on the Z key moves along local axis, the second tap* on the Z key glides along the global ("true") axis. Think of it like in Astronomy with time and sidereal time. It's the exact same thing.


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I encountered the same problem, and the solution is simple. Delete any value here


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I totally missed it but there's apparently a ParticleInfo node which I was able to use. Unfortunately at present I haven't figured out how to get the shape of the particle to change (since it's based on a modifier on the object, not part of the material) but this is acceptable for my current usage.


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As you can see if you open the NonLiner Animation window, you've pushed your action into it (the yellow strip we see). Now open the Dope Sheet window, switch it to Action Editor mode. You can either select the yellow strip, press Tab in order to bring back the action, or select it in the dropdown menu. Remember that if you press on the Dope Sheet Push Down ...


4

If you can provide your palettes as images, not containing any out-of-palette colors, you can do something like this.. Some textures you may use as your noise, produce a random color output. Instead of using that RGB as a color, you can consider the color's R and G to be the U and V coordinates at which to sample your palette-image: Here,the output 'Color' ...


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To get colors from your noise texture you can use this nodes setup, but of course that's a very time consuming solution with a color palette... But if you know python maybe you can add the colors to Colorramp via python too ;)


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The problem is that the small cubes are inside a large cube. Changing the normals of the outer cube's faces won't help anything (at least not in my version), Blender treats them as inside another rigid body object so they get rejected, i.e. thrown outwards (always in the direction of the wall which is closest to them). To change this, your walls have to be ...


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If you parent the Boolean objects to their respective bones on the mesh, you might be able to get away with keeping the modifiers active. Otherwise, you'd be better off just applying them.


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From the comments, I would say that in your specific case, yes, you should keep the booleans, unless they interfere with the animation, in which case you should keep a duplicate of the model with the booleans not applied, and make it clear to the client that you will have to redo the animation if they make changes to the object. It's OK to keep the booleans ...


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Just a side-note to Blunder's Answer. You can get a shader-solution with even spacing if: You convert your curve to a mesh UV unwrap the mesh with one quad face active, and the 'Follow Active Quads > Average Length' option. The shader-tree could then look something like this: You have the option of key-framing the 'Location X' of the Mapping node to ...


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You can give your screw 2 Child Of constraints, one for each object (box and phone), and keyframe their visibility so that the screw stops being the child of one object and begins to be the child of the other. Also use the 3D cursor and keyframe the screw position so that it stays at its position in the 3D scene when you deactivate the visibility. Here is ...


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Pigging backing on that one, as I chose to use an empty parent for my own project as I am copying the same object with animation sharing in the same scene, I created an empty as a parent of my copy with the help of blender making empty parent as a child in cube parent and to moved/rotated/scaled the empty rather than the copy. This way all the animations are ...


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Here is another way ... curve object with two modifiers used for Snake object with Curve modifier ... Wave Simple Deform > Bend Not perfect yet ... I have difficulties to set shape of wave I like to (still too spiky). For now just a concept to play with :) ... change Simple Deform > Bend > Angle Later I want to try Lattice or something similar ...


2

Well, I would first set the scene gravity to zero, but beyond that, duplicating multiple rigid body metal rods can be done different ways. I might set up one rod, and then use alt D to duplicate linked, possibly randomizing their rotary transformations afterwards. Another way is to use a particle system to generate lots of them, and then “make instances real....


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I think you were very close, If you added driver for the tiles z location to copy it from the sphere, you need to create an "fallof" effect - Open driver editor add input variable, change it's type to distance, in the expression now you can divide position value by distance value. To make the fallof effect stronger/weaker divide/multiply the ...


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When you are in the 2D Animation workspace switch to Object mode (Ctrl+Tab, 4). In the Object mode you can import a picture as plane: enabled the Import-Export: Images as Planes add-on press Shift+A, select Image > Images As Planes. (See Movie Clip On Plane for details.) if you have a picture with more than one logo, duplicate the plane for backup, ...


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Your shrinkwrap constraint fails because the original position of the cone is already too far in regards to the target - just move it in the direction opposite to the projection direction:


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When you switched from constant to bezier, the two sides of the bezier handle became effective. However each side is rotated now affects the animation. Unlike constant that stays on one value until it reaches a parameter and goes immediately to the next value. Linear moves from one value to another like a vector, it finds the quickest path between handles.


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Try to check your frames on graph editor. Try to change easing, handle type to automatic or auto clamped, as well as "smooth keys alt+o" and "Discontinuity (Euler) Filter" - they are available in graph editor, top bar menu "Key"


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In the Output panel, you must have played with the Dimensions > Time Remapping values (which are used to slow down or speed up the animation), bring them back to 100/100 for example:


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Here is my take using curve Shape Keys for the animation. This requires some good animation skills and patience. I prefer using NURBS curve for this specific shape - Figure 1 Initially I start with a Curve Path object and subdivide it twice Then subdivide some more only the first segment where the head will be and then snap these generated points to the ...


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Move the origin of a cylinder to one end like this: give it enough subdivision/loop cuts. add simple deform modifier bend like this: animate angle value and.... result:


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Maybe better not to use a Boolean? Enable the shipped add-on: Geodesic Domes (There are other ways, but this is quick.) Create your dome: With I Inset, ('Individual' checked in its F9 Adjust Last Operation panel,) inset all its faces. Set your Pivot to 3D Cursor, and ensure the cursor is at the center of your dome. (It probably hasn't moved since the ...


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Select your sphere, go into the Modifiers panel, give your sphere a Boolean modifier with the cone object as Object, choose the Difference option, duplicate both the sphere and the cone object to keep a copy somewhere, apply the modifier (select the modifier, keep your mouse over the modifier and CtrlA) and it will work (delete the cones otherwise you'll ...


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It depend how advanced rig or complex animation it should be. For given reference it could work with ... one Curve controlled by few Hooks and Snake controlled by Curve modifier


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Path follow it, the effect is mainly that the texture of the snake is small in size, so the movement over the path causes the effect, you might even animate the path a bit another way to do it would be through a mesh deform modifier with a mesh of the curvature ( partly (using empty bindings)). the problem here would be to overcome stretching, so you get ...


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Fake it 'til you make it ;) So here is my solution proposal: just use the object constraint follow path and let the key follow it (Blender does this work for you) - this you see on the left side you can hide all objects on the left side, this is just where the data comes from copy your pin and give it an object constraint copy z location to the animated ...


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Baked can be only object transforms (loc/rot/scale) or any parametr, but not vertex (as shape keys that provides linear transformation from loc to loc). For such thing you would have to use some format that supports Mesh Sequence like Alembic (.abc) Just select your object go to Export > Alembic. Import > Alembic - imported object gets automatically ...


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I got it, I had to recalculate the roll of all bones, then use the local axis, and individual origins.


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You can create a plane, a curve, and array the plane along the curve with an Array and a Curve modifier: To change the direction, select the curve, go in Edit mode, right click and Switch Direction.


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It's also possible that the Playback Mute is enabled. This, you can't see by looking at the strip. To unmute, click the Playback button (probably at the bottom left) and uncheck Mute.


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I found how to do it. By following actions below it is possible to export follow path animation. Object ▶ Animation ▶ Bake Action... Select "Clear Constrains", "Visual Keying" and "Bake Data" as "Object" Then click ok. Now the follow path animation can be exported.


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A metal or wooden beam is to be stretched up in an arc with it's ends firmly clamped. (Blend file below) Notes - A lot of problems can be avoided when using the Laplacian modifier by ensuring the mesh object(s) it's going to be used on and those associated with it, are all scaled to 1. (CTL-A) Similarly, hooks used to deform it should also have a scale of 1 ...


2

Unless you have a special reason for islands of geometry, it would be much simpler to use a texture, to mask transparency. The cloth simulator is a simulator. Give it 4 pieces of cloth, and they will behave as 4 pieces of cloth. So you have to tell the simulator, somehow, you want the behaviour of a single rectangle. The flag should be provided to the ...


4

The physics/cloth/soft body simulations are a bit tricky. Because there are a lot of values and lot of these values depend on each other and if you only change the value of one parameter a little bit - this can ruin your whole animation. But...with some experience and a bit of knowledge you could e.g. try it with cloth: add a cube, subdivide it a few times ...


2

as Moonboots (Superman) said, you can do it like this: add a cube, duplicate it, add a bezierpath circle add follow path as object constraint and keyframe the offset value: -> of course different for each cube result:


1

Delete all the keyframes related to the armature object itself, or parent each armature object to an empty.


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I'm chalking this up to my computer being too slow, and Blender taking a lot of CPU. I reverted to an earlier version of the file and appended all my progress and it solved the issue.


1

Under the Dimensions, in the Output properties, you can change the Step value, to 2. Then render your video, or image sequence. That way, it will only render every other frame. Then you can add the image sequence, (or video), back into Blender, and then add a speed control to it. Then grab the end handle, and drag out, to make it longer, so that its the ...


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You should not have to render. Switch to the Video Sequence Editor Use the add menu to add the audio, as you did: Return to the 3D Viewport Use the timeline window to play the animation If you are not hearing audio, make sure the audio isn't muted (hidden): In the Visual Sequence Editor, hover over the audio type and type ALT-h to unmute. You can tell ...


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Most likely a system error, First check your System in Edit>Preference>System, And see you have your GPU or CPU checked. Also to check for errors you can go to Window>Toggle System Console in Blender and see if any error is giving to you by maybe an outdated addon or anything. You should try a new scene and see if any helps and if not just reinstall ...


1

There are two different kinds of ways you could be driving this. One would be to drive it from a transform channel/rotation. The other would be to drive it from a single property, like "rotation_euler". The first will not work for you. The second should. I don't know which method you're using. A file would make it clear. Driving rotation from a ...


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How to do this depends on the details of what you're doing, and how you want to specify the points measuring rotational changes. I like to use a follow path on "fixed position" mode, and then animate the offset factor of the constraint. If you're doing it this way, you can create a driver that interpolates between two different rotations on the ...


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blender 2.93 set mode='POSE' is helped me import bpy #bpy.context.object.data.pose_position = 'REST' bpy.context.object.data.pose_position = 'POSE' # https://docs.blender.org/api/current/bpy.ops.object.html?highlight=mode_set#bpy.ops.object.mode_set # bpy.ops.object.mode_set(mode='OBJECT', toggle=False) bpy.ops.object.mode_set(mode='POSE', toggle=False) ...


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