|
I just learned me 4 point tracking in Blender yesterday, for this thread: http://forums.somethingawful.com/showthread.php?threadid=3700850 My result is this: Which is, eh, good enough for a funny gif thread. I just followed the procedure that was in "every" tutorial: track the corners in the video, convert the tracks to empties, hook the 4 corners of a plane to the empties, texture the plane. Anyway, I had a couple of problems with animating the corners. In the latter half of the thing, one of the corners of the paper is outside the frame: I just eyeballed the first, last and some keyframe in the middle somewhere. But I was wondering if it is possible to just set the position of the empty in the first frame and then add a modifier or something that moves the corner in the same direction as one of the other points. Or maybe something that moves it by the average movement of the three other empties? I thought that it could be good enough for that kind of video where there is just a little bit of camera movement. Followup question: The top of the paper deforms at one point in the video. I thought that maybe an edit could blend in better if it followed the deformation. So I could subdivide the plane and maybe add new empties in the middle points and hook the vertices there to the empties. But I don't want to animate all the middle points, so is it possible to have all the uninteresting middle points take the average position of the corner points? Does this even make sense or have I just found a hammer and everything looks like a nail now?
|
# ¿ Feb 17, 2015 18:55 |
|
|
# ¿ May 13, 2024 22:01 |
|
Wheany posted:The top of the paper deforms at one point in the video. I thought that maybe an edit could blend in better if it followed the deformation. So I could subdivide the plane and maybe add new empties in the middle points and hook the vertices there to the empties. Oh, you don't actually have to subdivide the whole plane, You can just subdivide the top edge. I did that and just keyframed the distortion.
|
# ¿ Feb 17, 2015 20:52 |
|
I don't understand the rigify chest control bone alignment That's the control bone in blue. The armature has "show axis" on, which are displayed in color. I have also added an "arrows" empty to the scene and put a "copy transforms" constraint on it and targeted it on the chest bone. That's the larger axis shown in black. As you can see, the displayed axis of the bone and the empty do not match. The figure on the right is the custom shape for the chest bone, it also has "show axis" enabled. They match the axis displayed on the bone. Is this intended behavior? I'm asking because I tried adding a "track to" constraint to the chest bone and could not figure out why it was pointing in the wrong direction until I added an empty with "copy transforms" and saw that the bone's axis didn't match the axis on the empty.
|
# ¿ Jul 23, 2021 07:46 |
|
Weird, it seems that there is no way of using the raw rgb data of a pixel in blender if the pixel's alpha value is 0, the pixel just becomes black. If I set the image's alpha mode to none (in the UV editor for example), then I get the actual color of the pixels. But then I can't use the alpha of the texture without adding the same texture a second time with the alpha enabled.
|
# ¿ Oct 5, 2021 11:49 |
|
Wheany posted:Weird, it seems that there is no way of using the raw rgb data of a pixel in blender if the pixel's alpha value is 0, the pixel just becomes black. Oh, if you set the texture to non-color data then both the color and alpha work independently off a single texture. But then if you actually want to use the RGB data as color, then the gamma is off and you need to add a gamma correction node. But now that I think of it, usually when an image has all ARGB channels in use, either the channels are non-color (4 different maps/masks in one image), or if it's a color texture, then pixels with 0 alpha are not supposed to be drawn anyway.
|
# ¿ Oct 16, 2021 08:22 |
|
You could try camera motion tracking and then add a couple of tracking markers whose distance you know and try setting the scene scale that way. Here's one quick video about camera tracking: https://www.youtube.com/watch?v=lY8Ol2n4o4A Wheany fucked around with this message at 17:48 on Nov 26, 2021 |
# ¿ Nov 26, 2021 17:45 |
|
There's no revenue like recurring revenue
|
# ¿ Jan 9, 2022 09:32 |
|
Telltolin posted:Thank you, this is very helpful! I'm grabbing a bunch from here -- I use 3ds max (i've been too lazy to learn blender properly) but I can grab the raw diffuse from these. It's not literally free, but if you become Polyhaven's patreon at the $5 tier, you get access to mass downloads
|
# ¿ Jun 20, 2023 10:59 |
|
Blender 3.6 was released. Probably the biggest single feature is simulation nodes. https://www.youtube.com/watch?v=0-LiGWgKRgk
|
# ¿ Jun 27, 2023 21:31 |
|
Listerine posted:What does the LTS stand for? Long Term Support
|
# ¿ Jun 27, 2023 21:46 |
|
Blender also recently released a set of human base meshes, with a CC0 license: https://www.youtube.com/watch?v=qSR-qK2vRQY
|
# ¿ Jun 30, 2023 07:51 |
|
Maybe blender's hair curves with some manual trimming and grooming?
|
# ¿ Sep 7, 2023 20:12 |
|
Harvey Baldman posted:It's getting 3D printed on a powder-based machine, but this is definitely one of those things that our 3D scanner can't handle. I tried that out and it seems it stays inside the target mesh if you use poly line: You can then use geometry nodes to chage the curve type, to nurbs for example, to make is smoother, then add a curve to mesh operation. In the preview image the base mesh is colored red and the curve is colored blue, and it doesn't poke out much at all from the base mesh
|
# ¿ Sep 7, 2023 20:54 |
|
Diabetes Forecast posted:I'm still trying to figure out a not-suck method for doing particles in EEVEE but it looks like that I'll have a bitch of a time getting that to play nice no matter what. Anyone have resources on what to do with that? What exactly are you having trouble with?
|
# ¿ Dec 19, 2023 21:28 |
|
Elukka posted:I don't know what the status of geonode particles is and whether they're ready for use and I'm curious about that. Blender 3.6 added simulation zones (the newest release is 4.0.2), where you can alter geometry based on its state in the last frame, so you can definitely do something with them. But I'm not enough of a node wizard to tell you how easy doing stuff like collisions and forces is. Edit: and since you can mark geometry nodes as assets, you can reuse them across projects, if you make something you like.
|
# ¿ Dec 20, 2023 08:51 |
|
Hell yeah. Basic voronoi fractures have annoyed me for a very long time because all the bits just look generally roundish
|
# ¿ Feb 12, 2024 20:04 |
|
Me forming the hand of a character into a fist finger by finger for the third time in Blender: "Oh that's why you would use a pose library"
|
# ¿ Feb 15, 2024 20:43 |
|
He made a flag tutorial long time ago where toward the end he said he was suprised that he didn't use the F-slur (drop the L from flag) accidentally during the tutorial. Instead he said it on purpose for whatever reason. Also he was way into NFTs a few years ago.
|
# ¿ Mar 1, 2024 20:26 |
|
dopesilly posted:You really gonna try to tie every functionality to the letter key it starts with in the English language? I don't wanna look at my fuckin keyboard for every function Blender If it is not visible by default, you can enable the toolbar from the view menu.
|
# ¿ Mar 2, 2024 08:47 |
|
dopesilly posted:I can completely hide Maya's UI and still use 95% of the tools with like 3-4 keys without moving my left hand (especially space bar) and I don't need to "Search" for functions by typing them out. It's like everything is 2-3 more clicks for me or 2-3 more keypresses than it needs to be for me in Blender. I will give Blender the upper hand on the functions being somewhat predictable and stable, but yeah the default hotkeys and default UX experience is still rear end imo. It's like the software never heard of contextual editing or something, so it just breaks a buncha poo poo into different tabs unnecessarily. If you go to Edit -> Preferences, open the Keymap section, maybe the "Industry Compatible" preset in the dropdown works better for you
|
# ¿ Mar 2, 2024 21:59 |
|
I can't talk about 3D modelling software in general since I've only used Blender. But I know the fundamentals are the same. Meaning 3D modelling skill is different from knowing how specific 3D modelling software works. Just like programming skill and knowing a specific programming language are different skills (I'm a programmer). At some point you have to learn how to use your tool. Instead of trying to write Python like it's Java, you should embrace Python-specific features and practices to make your life easier.
|
# ¿ Mar 4, 2024 10:44 |
|
|
# ¿ May 13, 2024 22:01 |
|
DreadUnknown posted:Ok I finished the donut tutorial, I realize they look kind of plastic but ehhhh. Materials is also something you have to practice, just like modelling
|
# ¿ Mar 11, 2024 20:04 |