New answers tagged

0

You don't need an armature til you finish the mesh. So finish your character in t-pose first, texture it, make it some clothes, and only then move to rigging part. There is also a symmetry tool available on the n-panel in sculpting mode. But what I suggest you is to buy one good course about character creation for beginners. Don't pray for short youtube ...


0

i had the same problem and i solved it like this: reading: https://wiki.blender.org/wiki/Building_Blender/Linux/Generic_Distro run: apt install gcc g++ make cmake apt install libx11-dev libxxf86vm-dev libxcursor-dev libxi-dev libxrandr-dev libxinerama-dev libglew-dev apt-get install python3-pip later i downloaded blender-osm addon from official site: https://...


2

Ok, got it. It has to do with how Blender handles nonplanar faces. Inside blender, it can show a face that is bent (one face on each side of the bump). But for the STL export, it will break them down into 2 planar faces. And it did not break them symetrically, but rather "in the same fashion". Meaning the newly created diagonal is (from this view) ...


1

You must make sure that the empty that you are using as array Object is set at the exact same point as the fan origin, also apply the object scale.


0

As far as I can see in the screenshot, the vertex connected to the top mesh is originally from the bottom mesh and moved up there, the bottom mesh is already broken there. No matter what you do, the vertex is missing in the bottom mesh and won't fall back in place anymore. However, what you could work is you select this vertex and press V, this separates it ...


2

One solution could be... Use geometry nodes with this node setup: I am just creating a bounding box of the text, which then will be used for the vertex weight proximity modifier to set the weights of my vertex group, which then will be displaced by the displace modifier. Modifiers on my box/car: result: non-destructive: Here is a video tutorial: https://...


0

You can try grid fill: delete all vertices around the damage connect all vertices around the hole grid fill


4

As soon as you've added the icosphere you should see a settings dialog in the bottom left of the 3D window. You may have to click the down arrow (indicated) to expand it. Note that you must alter any of the settings before moving or applying any other transformation to the icosphere. You can however bring back the dialog with F9 if it's disappeared but only ...


1

While Marty's method was very informative and helpful ( again thank you! ) I figured out what I truly did wrong on further inspection and the fix was far easier. My subdivided bone ( DEF_forearm.L.002 ) connecting directly to the wrist had the "deform" option turned off ( within "bone properties" ). Enabling that fixed the issue. The best ...


2

To create a good base for weight painting you can a dummy model, calculate automatic weights, and transfer the weights to the original model with the menu entry Object > Link/Transfer Data > Transfer Mesh Data (in Object mode). This operation does the same as the Data Transfer modifier and copies the weights from the active to all selected objects. The ...


2

EDIT: I was hasty in my earlier answer. Here is what I tried that appears to have fixed it: Exit Pose Mode Select the model in object mode. In the Properties editor Object Properties tab, open the Relations panel and click the 'x' in the Parent box to delete the Armature as parent In the Properties editor Modifiers tab, find the Armature modifier and ...


3

Yes. Of course, it will be updated. In fact, it is a good way to fine tune the rigging. You can change bones as well within reasonable limits.


1

Since the question used the phrase "more than one mesh" the answer for the shrinkwrap modifier is "yes, but only if the multiple meshes are contained in the same object. The shrinkwrap modifier takes a single target object, so there is no way to apply it to multiple meshes if each mesh is in a separate object, but if you join the meshes into a ...


1

In Eevee, turn on Soft Shadows and have a light with a radius to cause the soft shadows. In the compositor, add a ColourRamp between the shadow pass and Exposure Node.


0

You could use the Diffuse Colour and Shadow passes and manipulate them in the Compositor. In my case, I used the Eevee renderer with a 0 radius light and Soft Shadows turned off. I used the Exposure node in the compositor with the Shadow pass as the exposure factor. The following GIF was rendered once, combining different render passes in the Compositor. ...


7

You can remake a shrinkwrap modifier in geometry nodes and reference a collection as a target: Here, I'm telling the mesh's vertices to acquire the position of the nearest point (on a face) of any geometry in collection 1. That's just like a shrinkwrap on nearest surface point, except I'm referencing multiple objects. Other kinds of shrinkwrap can be ...


0

One way you can do is (if you didn't do any weight painting on your mesh until now): Select your object, Tab -> Edit mode, then delete all your head vertices. Tab -> object mode. Move your "new" head to its position in object mode. Select your new head, Shift-select your body, CTRL-J to join. Then Shift-select your armature, press CTRL-P ->...


0

Ctrl3 Subdivide the default cube CtrlA on the subdivision modifier to apply it go to Edit Mode, F3 Checker Deselect CtrlB, V bevel vertices, drag If you assign every other vertex (selection after Checker Deselect) to a group, you can use modifiers: Weld is needed for smooth shading, but it defeats the purpose...


3

The effect appears to be caused by having many cameras at slight offsets from each other, taking an exposure of objects in motion set against stable background objects. The exposures are then played in sequence (each a frame) to give the camera-motion sensation. If I wanted to accomplish this as stated, there are two tasks that I would undertake in my ...


2

You could do it with some shapekeys and with a driver: Create a cube, subdivide it, give it 2 shapekeys (one basis and a second one), keep the second one selected, go in Edit mode and round your cube with AltShiftS (make sure that the factor is at 1 in the Operator box): Create an armature at the middle of the cube or wherever you want (parent the cube to ...


6

You have a face on the inside of the mesh. Select and delete it then the loop cut will follow the quad topology nicely.


2

Blender has a built-in "Statistics" overlay that I often find helpful: For the case of analyzing a glTF like this, I recommend exporting from Blender using the option called glTF Separate (.gltf + bin + textures). You can look at the resulting file sizes individually. You can also load them into VSCode with the "glTF Tools" extension ...


2

If weights are 0 (if vertex groups are empty) the mesh will not move. In edit mode select all vertices of a section of your mesh (i.e. left hand), select the relevant vertex group (maybe hand.l) and assign a weight of 1.0. Do the same with the rest of the body. Then use smooth brush in weight paint mode to soften the transitions.


0

I doubt it is the mesh that makes the gltf file so heavy, since the objects are barely 1300 tris. Here is something you can do if you need only the mesh for the gltf file : First of all, you have a few options when it comes to exporting to gltf format : The first one, glTF Binary (.glb), is the default and it packs all the data in binary format in one file. ...


3

Python script Select the objects, run Python script: import bpy from bpy import context as C for z, co in [(o.bound_box[0][2], v.co) for o in C.selected_objects for v in o.data.vertices]: co.z -= z


1

This has been answered correctly already, but just wanted to say I had this laying about as well. It dates from around 2014 and does indeed appear to be a natively Lightwave object: And those are indeed surface (material) names with textures allocated to each one. The actual object is made of many layers, which are unnamed. There are no vertex groups ...


1

Select the lowest vertex of the model in edit mode Then press ⇧ Shift + S and pick Cursor to Selected Leave edit mode and select from menu: Object>Set origin>Origin to 3D cursor.


2

this is how you do it: after you added regular solid, in the left bottom corner you can open that window, here you can see the "source": The manual calls the window the "Adjust Last Operation Panel" although people often call it the "Redo" panel. You can use it to adjust any operator, but only until you do something else.


3

This will work on a sphere with the 3D cursor at its center. Change the Transform Pivot Point to 3D cursor: Select all the vertices on or below the 3D cursor on the Z axis, then Scale to 0 on the Z axis only, S Z 0 : Select all the vertices above the 3D cursor on the Z axis, then Scale on the Z axis only by however much you need, S Z move your mouse ...


3

A loop cut is defined as an edge loop, i.e. a chain of connected edges which separates two neighboring quad loops. It works best in a topology of quads, and your mesh is a lot more complicated. I suggest you separate the 'fingers' of your topology by adding edges, and take it from there.


3

When you go into edit mode with two objects, they will not interact with eachother when you try to use the Intersect (Boolean) as far as i know. But if you go into edit mode with only the cube selected, and then add a sphere when while in edit mode. Then you will be able to use that sphere as a boolean object. I would recommend you to use the Boolean ...


2

It looks like the faces are not connected to each other. You can check if they are by going into edit mode, selecting one face and moving it, then you'll see if it's connected or loose. If the faces are loose, you can try and select all vertices and merge by distance (set a small enough distance that doesn't destroy any faces but will still merge the ...


1

The redo panel displays only first class properties by default. If you want to display the last item of a CollectionProperty you have to override the draw method of the operator. #... planes: CollectionProperty( type=PlanesClass, name="Planes", description="Box Planes (scales)", ) # fill the ...


2

try this: in edit mode press A X -> only faces then press M -> 0.01 (Merge by distance) then select your upper vertices again and press F result:


1

I think the first disappointment that new riggers experience is that "with automatic weights" is not infallible. First, when you parent, watch the bottom center of the screen to see if you get the infamous "bone heat" message. But you do not have that problem. Second, be prepared to learn about Weight Painting and Vertex Groups. You do ...


0

File > Import , select the file you want to import but don't click Ok On the right menu, before you import there is a list of options, choose a number , don't leave it at 0.0.,m then clik Ok. A black square will show click Enter.


2

Your normals are inverted, go in Edit mode, select all and press ShiftN


2

My advice is to learn how to use the various available tools for filling. There's an F2 add-on that has a bunch of useful tools and here I'm going to use two indispensable tools that you should explore further, Bridge Edge Loops and the edit-mode Knife Tool Here is a crude approximation of your file. Note that I don't have as many vertices, but the ...


0

Select the edges and faces you want to subdivide, then RMB > S key or ⌃ Ctrl + E > D key to select the subdivide option. What you're asking is if you can do Catmull Clark surface subdivision and have it applied instantly. No, you can't. You have to select the object, add the subdivision surface modifier then apply it. You can apply modifiers by ...


2

Pinning will always keep the vertex at its absolute position. You don't need to "glue" these faces as they are already part of the same island. You can select all the islands you want to automatically position, then click UV > Pack Islands. If you want more resolution (more space in texture space) for a certain island. Simply select an island, ...


3

Just add a realize instances node before your group output.


1

Maybe replace the principled BSDF to emission shader and you can increase the strength of the emission


0

You are in face select mode, so vertices and edges are not as clear. Switch to vertex select mode if you want better vertex visibility. If you hold Shift while clicking you can select multiple modes.


0

here's another solution, part of bpy_helper, I kept only relevant parts for the answer How fast is it: result on a 1000 cube islands 0.01136610000003202 seconds avg. 1000 runs with timeit = 0.011410456999999952 seconds Measuring single run: bm = bmesh.new() bm.from_mesh(bpy.context.object.data) from time import perf_counter t0 = perf_counter() ...


1

Actually I don't really understand it either many times. The default setting of Snapping is Snap With > Closest, the problem is I often cannot deliberately decide which vertices should be checked if they are closer, I try moving the mouse next to the desired vertex before moving, but to no avail. Maybe someone here can enlighten me on this. But what ...


0

Check your snapping mode. If the centre vertex was closer, that might be why it's snapping to the other vertex. Try moving it away first then move it back in order to reset this. Other than that, if possible, try moving only one vertex at a time.


1

If you absolutely cannot get an SVG, you could create a new texture then displace it on a target cube with a modifier in the Z axis. The only problem with this, is that you must cut away the base and find a way of capping the faces. Update: I have found a bit of a trick with the modifier stack. Using the subdivision, displace, and re-mesh modifiers you ...


1

Just for completeness a simple way without joining your cylinders. Move them in a collection and use this collection as operand type for the Boolean operation.


5

Frequently the order of the modifiers is important. In this case, the Subdivision modifier should be after the Array modifiers: If the four rounded outside corners are a problem then after the Array modifiers are applied supporting geometry should be created.


1

If by “they all are separated” you mean that they're different objects, then you can't, it's not possible without joining them into a single object. In the above screenshot the Suzanne on the left (subdivision applied) is a single object. The Suzanne on the right is a copy of it with some parts separated into different objects. Nothing else was done, the ...


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