Okay this is the weirdest solution. What Josh said got me going, checking more and more about parent/child relationship and he was right. But not exactly right.
I have a hair mesh, a body mesh, and one armature. My armature has the usual body bones, and little hair bones offsetting off the head bone that got weights around certain places in the hair mesh ...
Okay I looked at your file. There are some major problems, you are working on your lighting too soon. You have no materials applied to any of your objects. You need at least a basic material to setup lighting. Also your camera isn't placed very well to catch the action, it is barely getting the barrel at all. Fix these first then try to get the lighting. I ...
Probably you have a wrong Parent/Child relationship: hair bones should be child of the head bone (keep offset), so that when you move the head the hair follows. Then hair mesh should have no parent, except that of its bones (if some part of the hair should remain still you can weight thoose vertices to the head bone, or create a new hair bone that you'll not ...
This is difficult to answer because you do not clearly show your render settings.
While an animated GIF may showcase your directorial acumen, it is not very informative.
That said, be sure to check if you have compositing enabled, if you're not using it then disable it.
If you are using it then check that the compositor nodes are wired up. A lot of users ...
I am trying to do something similar, and the trick for me was to use this to advance the playhead...
The below gave me the current frame over and over. Even though it did advance the animation in the viewport...
bpy.data.scenes["Scene"].frame_current = i
To get all the keyframes of actions of an object that have been "pushed down" or stored in NLA.
tracks = bpy.data.objects['Cube'].animation_data.nla_tracks
for track in tracks:
for strip in track.strips:
for fcu in action.fcurves:
print(fcu.data_path + " channel " + str(fcu....
If a nail has to be duplicated negative 16 on X axis (in example), you can duplicate it in place, then select all of its X axis keyframes (in graph editor) and press G Y -16 Enter.
Y is because in graph editor Y means up and down (X shifts the timing, and Z doesn't exist).
If you're using bones be aware that the bone axis is relevant, not the world ...
Shape key animation
Set origin at point of nail.
Make a simple shapekey, moving whole mesh in edit mode to "fully
nailed". Origin is at head of nail for this shapekey.
Orient the nail anywhere, Need only animate the value of the shapekey, from 0 to 1.
The nail in image is animated to nail in local Z direction... The nail object is rotated -90degs about Y ...
This answer is just regarding your ground plain and having objects stick to it. I am assuming that this is a particle system. For your ground plane will need to have:
A collision modifier added, then
In the physics field to make them "stick" an option is that you could set Damping to 1 and Friction to 1. However, play around with the fields.
Note, this ...
Finally solved this problem. Here is the link to the successful project file output: https://www.youtube.com/watch?v=wmTCE0c4SrI
1st problem: the point of origin in the post was too low and needed to be moved up. This required to rework all the animations from scratch.
2nd problem: the gravity settings needed to be adjusted and animated ...
From the blender user manual
Editor: 3D View, Properties editor
Mode: Object Mode
Panel: Properties editor ‣ Object ‣ Motion Paths
The Motion Paths tool allows you to visualize the motion of points as paths over a series of frames. These points can be object origins and bone joints.
To create or remove motion paths, it is ...
If frame 40 smoothly leads into frame one, you should only need to render frames 1-40. Blender defaults it's render to start at 1. Basically if frame zero is the same as 40 you can start your render at on frame one.
I believe I have done something wrong with my keying set, as removing all influence of the "child of" constraints (after positioning it) and then keying it seems to work fine.
I'll post when I have found a proper answer that doesn't obstruct workflow, but for now it seems to work fine.
In the meantime, any help would be appreciated.
There are two ways I know that I think may work for this: 1) Add a small mesh inside of the object you want to make fall, and set the weight to a higher value. Then position it where you want the object to be heavier, and join the two meshes. 2) Animate the object while it is falling.
That part of the mesh isn't affected by bone movement coz it might have been missed in the vertex painting. select the bone which caused it and edit the weight paint. add some to weight to the mesh. It should get back together.
Thank you for your help and time. I actually found the answer to my question on my own. The way to animate the image on the sphere. (Going around the sphere as I intended) is to add a multi-res to the sphere, and to apply the shrink-wrap mod to the plane. Then I set the plane's origin to the center of the sphere so that the image can be moved around the ...
I have had this problem a countless number of times. The solution that I always use that usually works is pressing the "escape" key on my keyboard while the animation is playing. This almost always works for me, and I hope it works for you.
Assuming, both armatures have same bone names (etc)
just did a quick test, NLA editor won't let you copy action strips from one object to another via dragging / moving (G key) .
Option 1 (shift + A) in NLA editor will let you pick action as well
Option 2 (as shown in image)
Right now, best way to do is to use 'Action Editor' in Dope Sheet Area. Just use ...
When editing the value of the keyframe you have to set both handles as well. Example on how to set the value based on our famous Operator Simple template (should work for the dope sheet too):
bl_idname = "object.simple_operator"
bl_label = "Simple Object Operator"
Just solved it, after 3 days working on it!
The cause of the problem ended up being something simple, as usual.
Just needed to unparent the hat from the body, which was the cause of the funny business caused by the "child of" constraint also being applied to the same hat.
In my case the following method helped:
Note: They only started supporting alembic files in both unity and blender in the recent months. Blender needs to be 2.81 and unity needs to be 2019.3.0a6 or higher and also have the alembic package installed in unity. Mine didn't work until I restarted my computer also.
Second note: ...
Just unparent the IK control in Edit mode. Now it will work.
Change the LowerLeg pole angle to 0. Your pole is inversed like a chicken leg.
In Edit Mode select the foot and uncheck Inherit Rotation. This will make the foot return to the right position.
Just in case an animated gif:
the local transforms are not 0
apply the local transforms.
you can do that in unity of blender.
in blender just use alt + r for zeroing rotation (or alt +g for move and alt+s for scale)
if you need to apply them use ctrl + a and select accordingly.
you might need to adjust your transform after doing so, so I recommend using some placeholders first.
This answer is for the old Blender (before 2.8).
For anyone who wants to know the answer to this:
Try turning off all star-symbols in the NLA editor,
and de-selecting any actions selected in the action editor by clicking the "x" button beside the action's name. (Tip: press the "F" button before clicking th e "x" to save the action.)
Note that action-stash ...
Here I explain how to use Child Of constraint to make your character pick and hold his hat.
Also, give your hat Physics > Rigid Body > Type: Active. Give the ground Physics > Rigid Body > Type: Passive. At frame 0, enable the Rigid Body > Animated option of the hat and create a keyframe. The frame before he releases the hat, create a second keyframe. The ...
While it's not the easy solution you may look for, there exists an add-on called "Dynamic Parent", which allows coupling and decoupling to parents with the press of a button. Easiest to understand by looking at the forum with it's showcase/examples.
Dynamic Parent Add-on
It should be possible to use it for the animation you showed by using empties that ...
So if you want to test physics, here what you could try:
Create 3 objects, a cube, a funnel, a plane.
Make your funnel and plane Rigid Bodies, Type > Passive (they are obstacles), Shape > Mesh (the topology will be taken into account).
Make the cube a Rigid Body, Type > Active (it will fall), Shape > Mesh (not necessary in that case I guess). Duplicate ...
I was having the very same trouble today in one of my productions! Eventyally I figured out that my problem was the particle system's render "scale" setting. Don't know if this would apply to your case too, though.
Below is a quick example of the problem I had:
The icosphere object is scaled down to 0.2, and the particle scale is set to 1, and I'm using ...
So here is a method to make a non-sliding walk cycle. This is the Dopsheet part, once you have finished, when you'll move the character through the scene from point A to point B, you'll need to adjust the speed so that the walk doesn't slide, but it's another topic.
In the Dopesheet, put your cursor at frame 0, switch your armature to Pose mode, don't move ...
Hard to give an exact answer without knowing exactly which effect you want to achieve, but...
Your object needs a UV map. Here, I've just put a seam down the edge-loop in the crease, and hit 'U' ...
.. I'm sure you could be more sophisticated about that. Maybe make use of 'Follow Active Quads' if you want the repeat in the texture to reflect the topology ...
i hope, i understood problem (not sure), For toggling eyes / face etc.
you can create a simple property to control, which elements (meshes) you wanted to show / toggle.
i.e > add a property on a control bone. assuming default name is 'prop'
now, for example, you want face side (v1) when prop is 1 and face front (v2) when prop is 0.
in blender 2.8 setting up ...
Looked for a solution to this question
Q: Image bleed when using Import Image as Plane [duplicate]
which is linked here.
I put a math node between image and Mix Shader, set it to multiply. Wit the second value set to 0 the image is not visible. Obviously when I set the second value to one it is fully visible.
I am using a great tiny add-on called "Create Bounding Box" by Shane Ambler
script link. It adds a bounding-box around the selected object.
Just install the add-on script by going to edit menu > preferences and install. The add-on is also compatible with Blender 2.80
The way animation with key frames works is that only specified data values (e.g., location and rotation) AT the key frames are remembered, not how they got there.
If you focus on just one of your spheres -- say the one at the top left -- at the first key frame, it's in the top left position with a particular orientation. At the second key frame, it's in ...
I believe that's the setup you wanted. By adjusting/animating value node you can achieve effect close enough to what I've seen in the video (or you can just use 'Hue Saturation Value' node input itself). You can adjust look of the gradient by changing texture scale (in the Mapping node), texture interpolation (in texture node itself) and by adjusting colors ...
Note: This answer is only convenient if your object is made of a single (or just a few) materials, and if the plane it intersects is parallel to two cartesian axes:
All you need to do is to Mix your material (in this case, a simple principled shader) with a fully white Transparent BDSF.
The Mix Factor must be controlled by a Math > (Greater/Less) than node,...
Please be aware that this is not the technical most beautiful way, and that it's a half blind guess of mine.
I am not too familiar with particle systems, but my first attempt to emit particles at the intersection zones is to emit them from vertices generated by the boolean modifier.
What you see here is a plane, representing your "scanning laser", passing ...
I have similar situation recently, got thousands of objects and only needing to clear certain channels. I was trying to see if I could find Python script, but apparently Dope Sheet have Summary feature and you can quickly filter out Channels of your selected Object(s) by "Name". So this is super handy as you can search for Scale, and then select all and ...
Preferences > Keymap > Animation > Change Frame
Default value: shift right mouse
Change to: Left mouse
Note: No need to disable the "box selection" behavior. This overrides that. The above change is all you need to do.
Euler rotations in multiple axes do not commute (their order matters) , and while you can set the start and end key points of a rotation with a combination of Euler rotations in various axes, in no way does that imply that interpolating those separate rotations will yield overall interpolation along a Great Circle when they are recombined.
Typically, for ...