New answers tagged

1

Before parenting you need to disable the Deform option for all the IK's Target or Pole Target bones (i.e. the bones that control your IK bone). So disable this option, and if you don't want to parent again, give the corrections in Weight Paint mode so that all these areas are now influenced by the other bones.


0

Here's a quick draft of Marty Fouts' proposed solution: import bpy arma = bpy.context.object assert arma.type == 'ARMATURE' and arma.animation_data is not None \ and len(arma.children) > 0 and arma.children[0].type == 'MESH' mesh = arma.children[0] for track1 in arma.animation_data.nla_tracks: if len(track1.strips) == 0: continue ...


0

After spending some time in the source code, I found that it assumes color to be stored in sRGB already. But it doesn't change anything if I apply linear_to_srgb before export, precious precision will be lost. So it seems like I have only one option left - change blender glTF export/import add-on. Add-on is located in : "/Applications/Blender.app/...


0

In sequence-view: click View menu item click Sequence Render animation This will correctly export an animation with frame_handler


0

One way maybe could be: Make an empty and parent all objects to that empty. With the delay actuator you could later ... change the visibility of that empty (with children checked) Animation can be played with the Action Actuator:


0

The problem is that you are translating in the z-direction which is not useful when we are working with 2D textures like voronoi, noise, musgrave, etc. In 2D space, we can only go in the positive x and negative x and positive y and negative y-direction i.e. left, right, up, down. The Z ins't important since the z-axis is used in 3D space, not in 2D. However, ...


3

This is what you can easily achieve with curve and hook: Way to do this: Create single vert (easier than making curve), place your single vert in point A, extrude it to point B, convert mesh to curve, add geometry to id and now the good part... Make sure that origin point of your arm is in place that will be it's joint... Select your curve, add hook ...


5

You can add keyframes to any setting that has a small dot that when you hover over shows Animate Property If you Left click the dot or hover over the input field and type I a keyframe will be added at the current frame in the timeline. Move the timeline to a different frame, change the value, use I or the dot to add a keyframe and you have an animated ...


0

Here is a crude example to improve upon -- a "water gun" blend file. I use several components: I select the Cylinder for the Geometry (initial burst of water) and use Object -> Quick Effects -> Fluid, and edit the initial velocity to be some large number in the correct direction. I duplicate that Cylinder and change the Flow Behaviour to ...


2

To achieve a soft or feathered border on your Shadow Catcher object you have to setup a material for it with transparency which increases to the edge. Here is an example how you can do it, first I created a circular gradient from center to edge, there are multiple ways to get it, but anyway. The important thing is, you have to mix the Transparent shader with ...


5

Edit: This solution, which is a simplification of Eng Morph's tutorial, seems to work better: Create a 4 bone armature: Bone 2 is parented to bone 1. Bone 3 is parented to bone 4. Give bone 3 an IK constraint with bone 2 as Target. Select bone 4 in Pose mode and in the Bone panel > Inverse Kinematics, set IK Stretch to 1 and activate Lock IK on X and Y:


0

I found a solution that allow me to manipulate all transforms of all objects even the scale of the empty that follow the curve with only one parent. dont parent constrained empty add "copy scale" constraint to this empty and pick the "global empty" as target. I would prefer that all object was packed into one parent in oultiner but it's ...


1

Unparent EmptyFollowPath from Empty For ALL, the Follow Path constraint already acts like a parentage, if you parent to Empty For ALL it will push EmptyFollowPath away from the curve.


0

Have the armature object of which you want to reset the pose bones selected, then run one of these two script.(work in object, edit and pose mode) Reset all pose bones: import bpy for n in bpy.context.object.pose.bones: n.location = (0, 0, 0) n.rotation_quaternion = (1, 0, 0, 0) n.rotation_axis_angle = (0, 0, 1, 0) n.rotation_euler = (0, 0, ...


1

Similar to How to load an image from disc and assign it to a newly created image texture node? you can use BlendDataImages.load() to load and assign the image (sequence) to the texture node in one go. Just make sure Image.source is set to 'SEQUENCE' and ImageUser.use_auto_refresh is enabled (as mentioned by @scurest in the comments): import bpy # Get the ...


0

Found way to fix the problem. First rig pant and then use sculpt tool on pant and adjust its position and it will work fine in pose mode but it will not work fine in edit mode.


1

Enable the auto keying record button in the timeline window, go to the interpolated keyframe, enter edit mode, select all and press Ctrl C, move to an empty frame, press Ctrl V, select this newly created keyframe and move it back to the interpolated one, overwriting it. If you don't know which is the interpolated keyframe repeat the operation on both.


1

You probably need to: Disable Output > Post-Processing > Sequencer, otherwise the movie that is loaded into the video sequencer will render, not your current scene. In the Compositor, plug your Render Layers node (or whatever comes after) into an (Output) Composite node, otherwise nothing will be rendered.


0

The answer today is unfortunately the same as in 2011. They don't play together. People can do tricks to simulate cross-effects. I leave you with the following example where the Gas Inflow on the left is Shrink-wrapped to a Cloth (identical object with same number of vertices, Inflow was scaled to be a percent larger prior to the shrinkwrap). Compare ...


-1

Looks like your icing is overlapping the donut. Select it and move it up a little bit and it should disappear.


1

It's not easy to understand what exactly your problem is, but it seems a simple weighting error. As robots are supposed not to deform, the condition you have to respect is that every vertex has to be weighted to ONE AND ONLY ONE vertex group. In your photos it seems that this condition is not present, and vertices are influenced by more than one bone/vertex ...


0

put a shader to rgb node in front of the mix shader then plug that in to a color ramp and make sure the mode is set to linear


2

Collision should be enabled as well: I see, you have enabled object collision, but where is no object with collision in the scene


1

This is the X rotation curve of your empty, as you can see it begins to rotate at frame 1: If you want it to begin at frame 42, you need to move the frame 42 keyframe, duplicate the frame 1 keyframe and put it at 42:


1

You can do this with animation nodes, but...the first sphere is not the biggest one, i don't know if you can live with that... here is the nodes setup: result: you can change the trail length by changing the fade length value


1

give white a rotation keyframe parent red to white parent blue to red set origin of blue to red's center give blue a rotation keyframe result: Point 4 you can do like this: select the red cube Shift-S -> Cursor to selection Select Blue cube Object -> set origin to 3D cursor


4

Array and Curve Modifier. Going to offer up an alternative approach to using a particle system Can make a similar set up using an array and curve modifier. Slap together a Very quick example Icosphere as planet Add and empty, make the icosphere its parent. It will be used as an array offset object, ie its distance from ico will separate, its scale will ...


1

you cannot add a negative start frame here: But you can enter a negative start frame in your fluid simulation: But of course you have to do that before you bake your animation. But what you can do, instead of baking your simulation again, you can just move your turntable animation to your desired place by selecting your turntable, go in the timetable, tap ...


1

I would first bake your soft body animation into keyframes as it is described here: How to bake softbody animation into keyframes? And after that you can delete the soft body from your object and animate as you need it.


1

Here are a few tips to follow for the ⇧ Shift + Ctrl + E shortcut to work: Make sure you're in Edit Mode Select the keyframes you want to interpolate Select the layer that you want to interpolate (make sure it shows as orange) Click on the timeline so the cursor lies between the two keyframes for interpolation Make sure your mouse is hovering over the 2D ...


0

this might be too manual, but open NLA editor AND dope sheet editor. LINK action strip into an NLA track press tab in NLA editor, the action strip should turn green (it should at least turn a different color). the green action strip should be displayed in the dope sheet as well, which leads too-- press "a" twice in the dope sheet, copy the ...


6

Pressing ESC will stop the rendering process. However, if you are saving your render as a video file format your video may not be playable. In this case, I would recommend changing the render output file format to an image sequence like "JPG", "PNG" or "EXR". This will save every single frame as an image. You can then use ...


2

You can use the UV Warp modifier, see Here. But the simplest way is probably to create all your facial expressions on a big picture, unwrap your object, give it a (Input) Texture Coordinate > (Vector) Mapping > (Texture) Image Texture node chain, and play with the Mapping XYZ location parameters to change the position of the picture on the object: ...


3

No UI in headless mode. There are a number of similar questions. Change extrapolation type from Python running in the background Look for lower level API calls. In the UI the interpolation is set from the Keys Menu indicating that it is a property of an fcurve's keyframe point. >>> action = D.actions['CubeAction'] >>> fcurve = action....


3

After you used Smooth Keys once or any other command press Shift+R to repeat the last command. The command is repeated as long as you press and hold the keys. Note that this spams the Undo history and limits your undo options.


3

I have been searching for help about this for a long time. The answer would be "not using follow path", use "keyframe on camera transform" instead. Path is a set of points with no direction, while you need a 6 DOF description of camera motion. Here's some Python scripts. Assuming you have camera pose in translation + quaternion format. ...


3

Don't parent your eyebrows to the mesh... parent them to the head bones of the armature! I prefer "Child of ..." object constraints. Even better, you can also add an armature modifier to your eyebrows and weight paint the parts to the armature as well. An armature can drive more than one mesh at a time, and not all meshes need all vertex groups. ...


5

I've made an add-on with this functionality. https://github.com/crantisz/Orient-to-Motion-Blender It adds "Orient to Motion" command: Install as a regular add-on. Run with View3D ⇾ Object ⇾ Animation ⇾ Orient to Motion May use with Quaternions and Euler angles Open F9 (adjust last operation) to: Change front axis Set an every frame mode for ...


1

Multiple Folds Across a Single Mesh At first glance, separating each section and hinging those individually with bones would appear the most viable way to go, but surfaces are easily deformed, edges get bent and gaps start to appear. Patching those up sounds straight forward, but it's not, particularly when 2ndry folds are introduced. (a fold across an ...


3

I think the main issue has to do with the self collision. First thing is to assign the edges to the vertex group, but I think you already did that In physics properties ---> cloth ---> collision ---> enable self collision And finally I added a second subsurface modifier after the cloth simulation


0

Vertex Weight Edit above Cloth Choose your vertex group and put weight in 0.999, then you have an option called Group Remove.


2

Same "idea" as Eds...just with some other nodes... If you don't mind using animation nodes (+ the add-on extension from 3D Singh VFX: https://github.com/3DSinghVFX/animation_nodes), you can do it by subtracting the current position from the old position and this is then your rotation vector. Of course you could do it also via python. Here is the ...


2

If you don't mind using animation nodes (+ the add-on extension from 3D Singh VFX: https://github.com/3DSinghVFX/animation_nodes), you can do it by subtracting the current position from the old position and this is then your rotation vector. Of course you could do it also via python. Here is the node setup: Note: this works only for position changes. I don'...


1

The Video Editor in Blender can do what you want. There is a video effect call speed that will interpolate and change the speed of a sequence of images. This can be used to change from 60fps to 24fps. If the interest is in combining images when doing the conversion from 60fps to 24fps, then the transition effects can be used. Details for Blender 2.93.4: ...


5

This can be done using animation nodes. (No scripting required!) Steps for Blender 2.93.4 and Animation Nodes 2.2: If not installed, add Animation Nodes to Blender. Add the object to animate. Add the keyframes for the object to change it location. Add the animation nodes below. Explanation: The fcurves, that stores the keyframe information is pulled from ...


0

maybe: goto preferences/keymap/key-bindings enter "ctrl shift v" in the search field look wether there is any other command assigned to the same keys - note: key bindings depend on the blender space/region/window (actually used by you) .


0

you can draw paths: add > path > edit mode > vertex > E key to extrude eatch vertex to draw the path... I followed this tutorial https://www.youtube.com/watch?v=1oD3gSX3ICM to make this video https://twitter.com/famecans2/status/1408921903838990338. finally there is an option in the camera properties to guide it along the path.


4

If you want the edges of the red/blue to bleed into the gray area, use moonboots' approach, but if you want the edges to be sharp here's an alternative: In this version you animate the threshold value of the Greater Than math node. At 0, the beam is entirely red/blue. At .5 it is entirely whatever you put in Color2. This approach can give you blurred edges ...


5

You could do it this way: Create an Input > Texture Coordinate node, a Vector > Mapping node, a Converter > Serpate XYZ node, use a Color > MixRGB node to mix a red and blue gradient with a grey color, and use a b&w ColorRamp as a factor to create the horizontal gradient. To take Marty's comment into account, if you want the color borders to ...


2

The first thing to notice is the "Walk" model does not have the same bone names as the other two (the bones are named "Armature_X", not "ArmatureRobot_X"), so it will need to be fixed to be compatible with them. Here's how you can do it (starting from your attached .blend). First do "Delete Hierarchy" on the "...


Top 50 recent answers are included