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3 votes
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Rigid Body - Constant Speed

You can set the start and end frames of the Rigid Body simulations in the Properties Editor ► Scene tab ► Rigid Body World panel ► Cache sub-panel: That being said, even if you set it to zero, it ...
L0Lock's user avatar
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1 vote
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Floating Objects

You can use Rigid Body physics: Give a Rigid Body (Passive) to the 4 doors, activate the Animated option, give a Rigid Body (Active) to the balloons, in the Scene panel > Gravity, set the gravity ...
moonboots's user avatar
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1 vote
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Animating a calendar rip and tear

You need to create a curve that is aligned with the X axis and looks like that, then in Object mode rotate it a bit on Z: Then keyframe its movement on X so that it makes the sheet fly away: As for ...
moonboots's user avatar
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2 votes

Can I create this crumped paper shader on a curve?

You could sculpt a cylinder to make it look like paper (the hard part in my opinion) and parent your paper to an armature:
moonboots's user avatar
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0 votes

blender cloth simulation not simulating properly with collision

Go to the Collision object, go to physics, change thickness to 0.005. That should help solve the puff up.
Zex's user avatar
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0 votes
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Modifier issue in Cycles - Black Ghosting

Using an array can easily create more surfaces than there are allowed transparent bounces. Eevee doesn't really care, since it's less optimized in that regard. Material options don't really affect ...
Frederik Steinmetz's user avatar
0 votes

Use bones of face rig instead of shape keys (rigify)

Rigify has nothing to do with your model's shapekeys, that's what your model came with, Rigify doesn't handle them. That being said, if you want to have them in your pose library, the way to go is to ...
L0Lock's user avatar
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0 votes

Help me fix merged actions on export

I have found my problem, I needed to check Force Start/End Keying in export options under the File Browser side bar Bake Animation.
Zenman's user avatar
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0 votes

how to create momentum using rigid body

It's a question I agree with, and I apologize for not having a good answer. The person who replied above said to use a force field or remove all friction, but how do we remove all friction?
peter's user avatar
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0 votes

How to edit the position and scale of objects that have keyframes on those properties

I think one way should be to parent the object to an empty: to add an empty (shift + a) select an empty (a cube could be good for this operation) give the empty cube the same position the object has ...
falk's user avatar
  • 77
0 votes

How to reduce the extent of a animation over some bones

There are multiple ways to reduce an animation amplitude. Edit the graph The easiest I think is to just edit the graph. To make it easier, you can use ⇧ Shift RMB to place the graph's 2D Cursor in the ...
L0Lock's user avatar
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0 votes

How to animate a rig and props simultaneously for Unity?

The way that I've done this previously was to add an extra bone to the deform skeleton for the prop. Since you're using Rigify, this kind of edits will be overwritten if you regenerate the rig. That's ...
Mr A's user avatar
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0 votes

How to reduce the extent of a animation over some bones

You can create a copy of the armature and add a copy rotation constraint to all bones of the copy armature targeting the corresponding bones of the original armature. You will most likely use local ...
Mr A's user avatar
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2 votes
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How to have multiple objects work as one object with rigid body physics

With clarification in comments: you have a clock; you want it to fall, while its animated hands fall with it but continue to rotate as they've been animated. From your blend file, which has the hands ...
Nathan's user avatar
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0 votes

Character all wrong in armature

Your faces are not correctly oriented (see image), recalculate with ShiftN and parent again.
moonboots's user avatar
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2 votes
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How can I select the keyframes on only the highlighted channel?

In the Blender Preferences under Animation > F-Curves, enable the option Only Show Selected F-Curve Keyframes.
Gordon Brinkmann's user avatar
1 vote

Stationary walk with moving terrain

Create your character walking on its base, make the floor transparent with the Holdout shader, then in the Compositor you'll mix these images with the images of the road moving: As for the mushrooms, ...
moonboots's user avatar
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0 votes

sculpting mirror is not topological

Mirroring is based on the origin of the object and you can transform the the origin this way adjusting how the mirroring works: With Affect Only Origins enabled all transform operators( G , R , S ) ...
Martynas Žiemys's user avatar
0 votes

Blender Animation channels duplicate

I am not sure why it happened. It could have been done by python through an add-on operator. Anyway, you can remove the problematic channels by clicking on their names on the left and pressing ...
Mr A's user avatar
  • 687
2 votes

Stationary walk with moving terrain

You can use a boolean modifier on the environment (terrain and assets). If the boolean object (a cylinder) is stationary, and the environment moves, you can achieve this effect. You can even assign a ...
Mr A's user avatar
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0 votes
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Messed up animation in exported FBX

As foreword, your exported FBX is full of unnecessary things that make your file messy and heavy. When you export, make sure you export only the selection, and only deform bones. You can also disable ...
L0Lock's user avatar
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0 votes

State color for bone properties does not respond (i.e. turn orange) to changes from keyframed value

The cause of this problem has been established as an NLA strip and track being added to an armature. Removing both allows the state colors to act as expected. I’m not clear on how any NLA data was ...
Kynes's user avatar
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2 votes
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Exporting Animation of non-rigged object

The ideal way is to rig it first, then to animate it. Even if you rig it now, it will be a bit hard to transfer the animation back to the rig. Whether the animation can work as is or not, depends on ...
Mr A's user avatar
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0 votes

When exporting FBX Animated Character, hand placement becomes wrong in some frames

I think the issue is caused by a constraint that's not applied correctly. Try the following: Hide all Bone Collections except DEF. Select all deform bones. Run the Bake Action operator (can be found ...
Mr A's user avatar
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0 votes

The visibility for renderings of objects is switched off, but is still displayed for random frames in the viewport and for associated renderings

I have now solved the problem, not in the nicest way, but I rendered the animation as individual frames, and then moved the sphere slightly upwards in the frames where the invisibility did not work ...
Lara's user avatar
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1 vote
Accepted

Using external (Snow/Rain) Rigs on own characters

Before the technicalities, you have to consider the legalities. Can you legally reuse a rig (or anything) that isn't yours? Most laws consider that you cannot do this unless the rights holders ...
L0Lock's user avatar
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2 votes
Accepted

Value nodes and Node editor in 2D animation

I think you're confusing a few things, so let me explain them before answering your questions. Blender comes with pre-built setups (App Templates) focused on specific types of work. They can be ...
Mr A's user avatar
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0 votes

Value nodes and Node editor in 2D animation

I found it by chance: in the bottom window segment, left of "Grease Pencil", I have an icon. Clicking on it shows several menus, such as Graph Editor and including Geometry Node Editor.
miguelmorin's user avatar
0 votes
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Change root bone position in animation

If we want to re-evaluate bones in some other space-- ie, with a root in some other location-- we can do it by creating a few constraints and using a "bake action" operation. Start by ...
Nathan's user avatar
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2 votes
Accepted

Where is Bake sound to F-curve in 4.0?

It is still found under Channel in the Graph Editor but it is now called Sound to Samples. It still needs an existing channel/key to create the curve, i.e. to not be greyed out.
Gordon Brinkmann's user avatar
2 votes
Accepted

How do I link to objects movement with each other?

As mentioned in comments, you can use a driver to do that. 1- Select Cube2, right click on its Z coordinate and add a driver. Open the driver editor window, and 2- Use Cube1 and its Z rotation as ...
lemon's user avatar
  • 52.5k
0 votes

Black Outlines Showing with Shaders on a Curve Object

Thanks for all of the help! I was able to get something working with some of the suggestions here. What I needed to change were a couple of connections and blending modes. 1/ some of the objects were ...
osriusthebear's user avatar
3 votes

Need help to rig this over-the-top flipper lid

A cheap way to do it would be to create these 3 bones, the bone 2 (the lid) being the child of 1 (the arm) and the bone 3 being independent (you'll parent the sliding piece to this last bone). Create ...
moonboots's user avatar
  • 145k
2 votes

It is possible to keyframing strings?

You can connect both of your strings to a switch node and animate the switch checkbox.
Hadriscus's user avatar
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1 vote

Is there a way to smooth a mesh without it flattening?

Change the Deformation setting of the Smooth brush tool to Surface from Laplacian. You can ...
bmdelacruz's user avatar
0 votes

Black Outlines Showing with Shaders on a Curve Object

You could mix your Emission node with a Glass node, or with a mix between a Transparent and a Glossy node (you could even mix Glass, Transparent and Glossy), then keyframe the Mix Shader to switch ...
moonboots's user avatar
  • 145k
1 vote

Is it possible to add audio to the viewport to make animating voices easier?

I think the best solution that is possible to my issue is to just load the audio file into the sequencer and it plays when the sequencer plays.
Justin Medved's user avatar
1 vote
Accepted

"Hair" as cloth, cant move how I want it to. How to handle?

The boolean will not make your hair "lift up from the chest" nor glue it to the body, it will just make a simple X + Y operation from your intersecting meshes volumes. Also, using boolean ...
L0Lock's user avatar
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0 votes

Blender Addon for rendering animation with multiple settings without freezes Blender UI

I found another solution to my problem right here Is it possible to make a sequence of renders and give the user the option to cancel the process through the UI at any given time? It uses timers to ...
Michael Lebedev's user avatar
0 votes

Assign automatic weights *only* to a specific vertex group?

The ironclad, fully general way to do this is to use a vertex group modulated data transfer modifier to copy weights from a duplicate: Here, I've autoweighted an original to one armature and a ...
Nathan's user avatar
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0 votes

Assign automatic weights *only* to a specific vertex group?

This is impossible Auto-Rig Pro binds the mesh to its armature, but can also bind only: the selected bones AND/OR the selected vertices. What the OP was asking is possible. It's just that Blender ...
HansoloCambo's user avatar
-1 votes

When is it necessary to have a continuous mesh over separate pieces?

Games - joined for organic shapes. Non-joined for stuff like robot's arms. Try to join everything that is supposed to be one object and separate pieces that logically would be separated. 3D print - ...
Benedicts Forester's user avatar
0 votes
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How to create a fade in action?

You can't create a shader node action but you can push the keyframes into the NLA though, open the NLA and unfold the track until you see the push down button: Now you have a strip that you can move, ...
moonboots's user avatar
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1 vote
Accepted

import VDB file and start the animation at a certain frame in your scene

It is actually quite simple, in the settings for the OpenVDB File there is a Start value. This is the one on which you want the simulation to start. If you hover your mouse over it, the appearing ...
Gordon Brinkmann's user avatar
0 votes

Bake Subframe Animation

Ok, I was able to solve this for now. While it's not possible bake to subframes directly (afaik), it is possible to use the path_resolve function to get the ...
f.bra's user avatar
  • 122
2 votes

When is it necessary to have a continuous mesh over separate pieces?

This was a big issue for me too, since the beginning. Still I'm not sure but what I understood is that if you want to just render something you dont care to join,if you want to print a model as it is ...
boahan's user avatar
  • 21
0 votes

Design won't show in blender

Your object has been imported with the origin a long way away from the mesh and at a very large scale. Select the object in the outliner then hit the N key to show the size of the object! You can ...
John Eason's user avatar
  • 4,082
2 votes

Creating an animation of radio waves

Radio Waves in Blender with Geometry Nodes The form can be thought as ripples on the surface of a lake. Your reference gif is like a topographic map of such ripples. there is also a “shadow” cast in ...
Fletcher Graham's user avatar
1 vote

Making variations of a cyclic modified loop walk cycle

There are several solutions: Duplicate the whole pose and make the changes you want all along the timeline. Create one cycle for the desired bones, select these bones only and press ShiftE > Make ...
moonboots's user avatar
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0 votes

Unable to draw motion paths of controllers

There are two Motion Paths panels, one in the Object Properties tab, and one in the Object Data Properties (Armature) tab. Make sure you're using the Object Data Properties > Motion Paths panel ...
Bloop's user avatar
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