Anonymous at Tue, 17 Dec 2024 12:05:51 UTC No. 1003584
anyone used the new animation tools in the alpha version?
Anonymous at Tue, 17 Dec 2024 16:47:27 UTC No. 1003593
>>1003583
Is it normal to wait 10-20 frames for hair simulation to "settle" before beginning the actual simulation for the animation?
Anonymous at Tue, 17 Dec 2024 16:52:44 UTC No. 1003594
>>1003593
Yes. Physics simulations are all differential equations, so you always need to specify some initial state. If that state is not the rest state, then it will need to relax into that state.
Anonymous at Tue, 17 Dec 2024 17:28:25 UTC No. 1003597
Does blender still suck shit with amd
Anonymous at Wed, 18 Dec 2024 04:11:14 UTC No. 1003619
Total noob to animating with blender, how do you use multiple blend files in a scene? Most porn models come with massive blend files and I'm not sure how to use lets say a male model and a female one together. If export one as fbx it usually ruins it.
Anonymous at Wed, 18 Dec 2024 08:17:35 UTC No. 1003624
I'm starting to think that the only viable way to make money with blender is to make an Add-on of sorts and sell it
Anonymous at Wed, 18 Dec 2024 23:12:43 UTC No. 1003641
>>1003583
Do you guys use any baking add-ons? I'm deciding between Oven Bake ($20) and Quick Baker ($37) right now. I mainly want to use them to bake textures, colors, normals, AO, and all from ripped game model meshes to a full body model like a Genesis base since a lot of the full body models on smutbase and the like only include the colors since that is as far as most youtube tutorials go.
I have been able to transfer the normal map by treating the game's normal as the RGB texture to bake, but it doesn't work entirely right if you set up the baked normal map like an actual normal map (non-color space; only works in RGB space for some reason).
Anonymous at Thu, 19 Dec 2024 00:57:51 UTC No. 1003651
>>1003641
I don't bake very often, I use SimpleBake when I do but that's the only one I know
I do not recommend paying for addons
Anonymous at Thu, 19 Dec 2024 16:29:46 UTC No. 1003692
>>1003624
>make money with blender
or porn
Anonymous at Thu, 19 Dec 2024 20:46:46 UTC No. 1003703
>>1003684
Thank you, what do I append when it comes to the mesh though? If I append both collections and mesh there are duplicates which one should I use? I assume collections
Anonymous at Fri, 20 Dec 2024 03:49:44 UTC No. 1003734
blender's video editor is fun and useful and I'm tired of pretending it isn't.
๐๏ธ Anonymous at Fri, 20 Dec 2024 12:26:39 UTC No. 1003752
How the FUCK do i shell-texture fur in this piece of shit? Ive been trying to figure it out for weeks but theres no information about how to do it anywhere except "tutorials" of how to install some addon that costs $21 real world dollaridoos, or how to use the useless geometry nodes that afik will just export to six brazillion verticies, or how to model actual fucking seashells of which there are like 30 different tutorials for some absurd reason
Ive tried copying the nodes from one of the videos as a starting point but it seems the only ones that actually do anything important are custom with no imediately obvious equivalents. With how much random garbage there is in this thing there MUST be some way to tell a shader node to make a shell texture, but for the life of me i cant find it. PLEASE tell me it can actually be done and i dont need to go learn how to code shaders.
>just pay the 20 bucks
Not for something that wont even do physics in the game engine. Ill tolerate lower quality for convenience, but if i have to pay for low quality id rather just learn to write shaders and get a better result for it
Anonymous at Fri, 20 Dec 2024 12:27:54 UTC No. 1003753
How the FUCK do i shell-texture fur in this piece of shit? Ive been trying to figure it out for weeks but theres no information about how to do it anywhere except "tutorials" of how to install some addon that costs $21 real world dollaridoos, or how to use the useless geometry nodes that afik will just export to six brazillion verticies, or how to model actual fucking seashells of which there are like 30 different tutorials for some absurd reason
Ive tried copying the nodes from one of the videos as a starting point but it seems the only ones that actually do anything important are custom with no imediately obvious equivalents. With how much random garbage there is in this thing there MUST be some way to tell a shader node to make a shell texture, but for the life of me i cant find it. PLEASE tell me it can actually be done and i dont need to go learn how to code shaders.
>just pay the 20 bucks
Not for something that wont even do physics in the game engine. Ill tolerate lower quality for convenience, but if i have to pay for low quality id rather just learn to write shaders and get a better result for it.
Anonymous at Fri, 20 Dec 2024 13:43:39 UTC No. 1003754
>>1003753
Update - out of desperation i have been forced to use geometry nodes.
Pros- it eventually worked in blender
Cons- it only exported a cube
Looks like ill need to convert it all to meshes after all. For the ammount of time it took i probably could have just made 10 sequential hair textures and applied them to some shells myself. At least that way i could get them to wiggle a bit, if im shackled with 10ร the geometry either way i might as well get to use it
Anonymous at Fri, 20 Dec 2024 19:58:40 UTC No. 1003771
>>1003753
>>1003754
dude, just use a shader for whatever engine you're exporting,hair systems cannot be exported they're engine dependant
you don't export hair systems ever
Anonymous at Fri, 20 Dec 2024 23:09:55 UTC No. 1003779
>>1003771
>blender can do anything you need with this model!
>only if you install a paid mod though
>and you cant export model
Fucks sake. Its wiggle bones all over again.
Anonymous at Sat, 21 Dec 2024 03:33:05 UTC No. 1003787
>>1003785
All youtube shows me is a bunch of weird european dude's doughnoughts
Anonymous at Sat, 21 Dec 2024 04:12:02 UTC No. 1003788
>>1003785
modern youtube search is useless, unrelated to blender
Anonymous at Sat, 21 Dec 2024 06:25:52 UTC No. 1003791
>>1003785
I do not click any content from channels that have a name that has that typical generic jeet english (shit like "top learning", "ingenious inventions", "best tutorial 2024", "learn [program]" etc) and the second I hear that typical broken english or AI voice I also instantly close the tab.
Anonymous at Sat, 21 Dec 2024 17:32:42 UTC No. 1003824
new to Blender retard here, what am i doing wrong and how do i fix it?
>trying to resize loop
>scale
>it scale off center and focuses on the original point or edge selected
>change transformation orientation settings
>still does it
i'm clearly stupid, but how do i fix this? it's infuriating
Anonymous at Sat, 21 Dec 2024 20:45:54 UTC No. 1003832
>>1003831
that fixed it, thanks
Anonymous at Sun, 22 Dec 2024 05:11:38 UTC No. 1003841
how do I simultaneously add and edit constraints on multiple bones? I have shrinkwrap on them but I don't want to individually toggle to the target. I'm trying to make a transition from hair to a solid object, think multiple threads coming together, forming a solid mesh. I don't think the hairtool would be useful in this case, and I'll have to use a hair card. But I'm not sure if that's the best option
Anonymous at Sun, 22 Dec 2024 16:13:16 UTC No. 1003871
>>1003852
while you're objectively right, rain is super cute though
Anonymous at Mon, 23 Dec 2024 02:16:24 UTC No. 1003895
dislike noggi and his ilk, but this is genuinely impressive. assuming it all actually was done in blender, i know a lot of these niggas like to lie
https://www.youtube.com/watch?v=aj4
Anonymous at Mon, 23 Dec 2024 17:36:54 UTC No. 1003921
>>1003785
>using youtube's built-in search bar
>in current year
couldn't be me des
Anonymous at Mon, 23 Dec 2024 19:13:13 UTC No. 1003925
>World>Color>0.5,0.5,0.5
>Strength 4
How do I get overall solid lighting on my object without a bright white background? I'd like my object to be lit like the background is bright, but my eyes prefer the default grey background.
Anonymous at Mon, 23 Dec 2024 19:50:35 UTC No. 1003926
>>1003925
just make the background invisible to the camera
Anonymous at Tue, 24 Dec 2024 10:24:04 UTC No. 1003949
Modding an old game, and it has shit-ton of separate object per scene, but SOME of them share the same light-map (baked lighting). Is it possible to somehow select all meshes that uses the same light-map? They have different materials with different textures, but lightmap is the same, as a separate texture, on a separate UV . I did it by hand, but theres lots of levels, and its not good for my sanity.
Anonymous at Wed, 25 Dec 2024 05:54:24 UTC No. 1003980
I'm sorry vanilla bros, I'm getting an addon, a toolkit
I'm betraying you on Christmas
Anonymous at Wed, 25 Dec 2024 15:26:38 UTC No. 1003995
how do y'all keep from being bricked up for long periods of time while making lewd animations. this can't be healthy.
Anonymous at Wed, 25 Dec 2024 16:21:51 UTC No. 1003997
>>1003995
>being bricked up
what does that even mean
Anonymous at Wed, 25 Dec 2024 16:24:56 UTC No. 1003998
>>1003997
it's what britbongs call a boner
and i never get them when working on my stuff since it's so fucking tedious i am sick of it by the end i can't even wank it to it anymore
Anonymous at Wed, 25 Dec 2024 17:11:39 UTC No. 1003999
>>1003998
did i really sound british?
Anonymous at Wed, 25 Dec 2024 19:13:40 UTC No. 1004002
>>1003999
no people in america say bricked up as well
Anonymous at Thu, 26 Dec 2024 01:15:12 UTC No. 1004018
is it just me or is the smooth brush slow as fuck since 4.3? sometimes using smooth freezes blender up longer than it would if I were to remesh at a very low voxel size. what gives? at this point I'm very seriously considering going back to 4.1
Anonymous at Thu, 26 Dec 2024 01:23:07 UTC No. 1004020
>>1004018
it's not just you, it's slow as fuck on my machine
I don't even know how I would report it because it probably doesn't feel that way on a good computer, but it didn't feel that slow in 4.2
Anonymous at Thu, 26 Dec 2024 01:35:34 UTC No. 1004022
>>1004020
i don't think it's a computer issue, at least I hope it's not. I've tested it on two machines, both have pretty good gpu and cpus and both have issues with smothing. one of them is brand new too.
Anonymous at Thu, 26 Dec 2024 02:45:36 UTC No. 1004025
>>1004020
>>1004022
I launched both 4.2 and 4.3 at the same time to compare and unfortunately the smooth brush was always slow and laggy
it performs the same in both version, but it's probably more noticeable in 4.3 since most brushes are faster
Anonymous at Thu, 26 Dec 2024 15:07:55 UTC No. 1004040
With default rigid body physics settings and no use of forces or keyframed parts, I wonder if it's possible to create perpetual motion in Blender. Making one of those closed perpetual systems that they say is impossible in real life. A rigid body world isn't a perfect simulation of real life, so I'm sure there's something you could exploit that would make perpetual motion possible.
Anonymous at Fri, 27 Dec 2024 05:25:39 UTC No. 1004082
I realized/remembered I've hit a wall when it comes to filling/making curved surfaces that aren't perfectly spherical, preferably like a quad sphere
I kinda feel like stuff like this MIGHT be easier if I didn't have to worry about topology so much. On the other hand, I tried sculpting a while ago and basically had no idea what I was doing. And besides, would it REALLY make sense to use sculpting here?
Anonymous at Fri, 27 Dec 2024 22:14:11 UTC No. 1004107
>>1004025
I just tried it in 4.1 and smooth brush was WAY faster.
Anonymous at Sat, 28 Dec 2024 18:55:57 UTC No. 1004164
>>1004157
>>1004158
>>1004160
Are you the guy who's been "new to Blender" for several years now?
Anonymous at Sat, 28 Dec 2024 22:08:08 UTC No. 1004178
https://www.youtube.com/watch?v=D1F
guys how do we save Blender? They won't be able to continue pushing out incredibly useful and fully functional updates without our financial support.
Anonymous at Sat, 28 Dec 2024 22:27:15 UTC No. 1004186
>>1004178
Blender is a subsidized program made with the money that they get from Netherlands and the EU making shitty short movies, the main problem that they have now is that several years ago they attracted a fuckton money from big companies and they expanded the workers and moved to a bigger place but these companies are not supporting them anymore, so now they can't pay more shitty developers to do nothing and they'll have to fire people and to move again.
Anonymous at Sat, 28 Dec 2024 22:40:56 UTC No. 1004188
>>1004178
>B-but how could they get more money again?
They could try to professionalize the studio and to try to get money from Netflix or Amazon or whatever, they should try to attract other studios to use the program and to pay developers too.
Anonymous at Sat, 28 Dec 2024 23:13:31 UTC No. 1004189
>>1004178
Blender's development stopped at 2.79. The product they make now is still called Blender but it's not usable. There is no reason to donate.
Anonymous at Sat, 28 Dec 2024 23:23:45 UTC No. 1004191
so what version(s) do you use?
Anonymous at Sat, 28 Dec 2024 23:42:15 UTC No. 1004195
>>1004178
oh no!
Anonymous at Sat, 28 Dec 2024 23:48:20 UTC No. 1004196
Also, Unreal Engine can replace legacy software such as Blender entirely, including for modeling and rigging. So, unless you're using old hardware (in which case you would use Blender 2.79) there is no reason to keep Blender around.
Anonymous at Sun, 29 Dec 2024 00:30:21 UTC No. 1004198
>>1004196
Not exactly. While UE5 has come really far and it is very impressive for real-time graphics rendering, I believe it still has quite a journey ahead of it before it can realistically replace software like Blender and Maya. I do use both Blender and UE5 in my pipeline and they complement each other quite well for what I need.
Anonymous at Sun, 29 Dec 2024 00:38:46 UTC No. 1004199
>>1004198
gpt ass response
Anonymous at Sun, 29 Dec 2024 19:40:26 UTC No. 1004253
What's the secret to getting non-spherical curved surfaces from a "frame" that don't look like ass?
Anonymous at Sun, 29 Dec 2024 23:21:56 UTC No. 1004269
>>1004256
I tried several versions, just didn't work for me. Even when I manage to install, it just crashes blender when I turn on render view. I used it a few times before and I really liked it, but it's just not working. I think it works better in windows.
Anonymous at Mon, 30 Dec 2024 02:54:22 UTC No. 1004282
Where can I get the Conform Object add-on for free?
Anonymous at Mon, 30 Dec 2024 03:57:54 UTC No. 1004285
>>1003583
I've tried on/off over the years to get into 3D SMUT animation, I have a 3080 GPU now so I'm willing to give it another shot.
>Should I be on 4.3/LTS or are experimental builds a better idea?
>Is there a gold standard series for learning to animate the basics in blender like the donut tutorial is for modelling?
>Is there a checklist for reducing lag while working on animations or even just doing posing? Or is just turning the viewport to a simpler mode the only relevant thing to do?
Anonymous at Mon, 30 Dec 2024 06:32:55 UTC No. 1004296
>>1004191
yes
Anonymous at Mon, 30 Dec 2024 09:01:12 UTC No. 1004299
>>1004269
it's pretty straightforward to build it yourself, what linux are you on, i can try and help
there really isn't another free alternative to lux, not one that has decent blender functionality at least
Anonymous at Mon, 30 Dec 2024 17:18:12 UTC No. 1004319
>>1004285
idk but you should start another porn thread for this
Anonymous at Mon, 30 Dec 2024 17:47:41 UTC No. 1004320
>>1004285
every person you admire in the field learned on a shittier version of blender and worse hardware, it does not matter
>turning the viewport to a simpler mode
how do you have any lag at all, by simpler mode do you mean "not using cycles"? which yes, you shouldn't expect the cycles viewport to get any number of fps, on a 3080 you should be fine until many millions of polygons
Anonymous at Mon, 30 Dec 2024 22:07:28 UTC No. 1004343
noob question, but i'm trying to copy the animation from one armature to another, but for some fucking reason it copies everything except fro the location and rotation data fro the root bone/ object transforms, so it looks like the character is floating upon the root bone,what do i do?
left is what im copying to, right is what im copying from
Anonymous at Tue, 31 Dec 2024 01:23:31 UTC No. 1004358
>>1003851
That's pretty good man! Very creative use of the 10 cubes
Anonymous at Tue, 31 Dec 2024 03:47:00 UTC No. 1004363
I want to create 3d assets for my game in the style of anime games like zzz or Genshin Impact. Should I learn Maya or Blender? My two concerns are whether Maya is overkill for anime-style asset modelling and whether I use characters modelled in Blender in Maya for rigging without issues since Blender sucks at animating and rigging. I don't plan to get a job out of this; I just want to create assets for my game. thanks.
Anonymous at Tue, 31 Dec 2024 10:11:38 UTC No. 1004371
- How do I add trees and grass using modern blender
- do you still use LuxRender, or is it not compatible any more?
- why can't I make a clay preview by pressing N and choosing clay rendering? This worked in 2.71 .
I need to see the model using ray tracing (I have a 3040) to model realistically, not in flat cartoon shapes like the Phong model
Anonymous at Tue, 31 Dec 2024 16:08:27 UTC No. 1004393
Any cheap render farms for Blender? Preferably with fixed pricing.
Anonymous at Tue, 31 Dec 2024 21:58:20 UTC No. 1004422
Is "grid fill" the only option if I want to do something like Moi 3D curve network?
Anonymous at Wed, 1 Jan 2025 14:28:21 UTC No. 1004467
>>1004363
pls help. The link below is the quality I'm aiming for. I'm a complete beginner 3d modelling and only used asset store models before for my games. My friend works for a popular manga studio and said he could give me his 2d concept art he works on to improve his skills. I have to learn 3d modelling, rigging and animating. https://www.youtube.com/watch?v=zPY
Anonymous at Wed, 1 Jan 2025 21:49:57 UTC No. 1004487
>>1004299
Fedora 40. Will it work if I build it myself? I found builds on the forum thread but it stops when I turn on render view, so I just thought it was broken. Do I need to build blender along with it? I don't mind building it if it works.
Anonymous at Wed, 1 Jan 2025 22:28:26 UTC No. 1004490
>>1004487
Lux is very hard to build on any modern linux unfortunately. Try this instead:
https://github.com/mmp/pbrt-v4
https://github.com/assimp/assimp
It's a spectral renderer. It doesn't have Blender integration but Assimp has support to convert FBX to PBRT format. You'll figure it out.
Anonymous at Fri, 3 Jan 2025 00:32:43 UTC No. 1004559
i think im gonna do it bros
4.2 and 4.3 have been both straight up downgrades. performance improvements my ass, this shit is way slower. I'm coming home to 4.1 after I finish my current project, unless the chink fag manages to work a miracle with 4.4
Anonymous at Fri, 3 Jan 2025 01:34:29 UTC No. 1004562
my shit has started to run really slow lately, is there some cache i need to clear or something?
Anonymous at Sat, 4 Jan 2025 11:33:19 UTC No. 1004661
I'm trying to get back at it after getting lazy for a few months. I'm trying to follow this tutorial, but I probably messed something up. All I did was shade smooth>add bevel modifier, but the gear thingie and the joint thingie now have a weird blue outline and I don't know if its a problem I need to fix or its highlighted because I fat fingered some buttons in my carelessness.
Anonymous at Sat, 4 Jan 2025 12:00:01 UTC No. 1004662
>>1004661
Those are edge marks, cyan ones are ones which break up one edge into two so that the normals aren't smoothed on that edge when you throw on an edge split modifier with sharp edge marks as the delimiter toggled on. I think it might also affect the old autosmooth setting or the new autosmooth modifier, but I'm not sure as I never use either. You can remove the marks using the "Edge" menu in edit mode, with the "clear sharp" option.
Anonymous at Sat, 4 Jan 2025 13:23:12 UTC No. 1004666
>>1004665
You removed the splitting, and since all normals are smoothed there and your geometry is sparse, you're getting - well, I wouldn't call them normal smoothing artifacts - but undesirable normal smoothing. Your options are either to keep the edge marks if you're okay with razor sharp normals, or add more geometry to actually "carry" more definition of normals. Another option is to keep sparse geometry and no splitting, but also bake a normal map from a high poly version with good normal smoothing onto the lower one, that way the additional normal definition is carried by texels (texture pixels) rather than linearly interpolated vertex data.
Anonymous at Sat, 4 Jan 2025 13:36:33 UTC No. 1004667
>>1004665
Hmm, sorry, but actually looking at your picture, it does look like the normals are flipped. My bad. Try checking the "face orientation" box in the "viewport overlays" dropdown (bottom right of the viewport, "\/" button with the two circles) and see if the faces are red. If so, try actually flipping the normals or checking the tickbox in the "recalculate normals" last operation options and see if that fixes it. Sometimes when you have negative object scale on some axes it can screw with the normals despite recalculating them.
Anonymous at Sat, 4 Jan 2025 13:57:04 UTC No. 1004668
>>1004667
Thanks for the tip about viewport's face orientation feature. It seems to be correct despite the shading being messed up. Is it a huge problem for the final result if I'm getting edge marks? I don't mind as long as I achieve the same result.
Anonymous at Sat, 4 Jan 2025 14:00:07 UTC No. 1004669
>>1004667
I tried clearing sharp a second time and shading it flat. It looks like I got the angle because I picked shade smooth by angle. Now that I think about it, it may have been because shade smooth doesnt seem to do anything for the shape.If it helps in figuring out what's wrong, I have an existing bevel modifier with these settings.
๐๏ธ Anonymous at Sun, 5 Jan 2025 11:15:52 UTC No. 1004733
Me bezier curve isn't behaving like the tutorial I'm following. The pic on the left has fins that make the path easier to visualize, while mine kind of looks like an illustrator pen tool line.
I tried checking the options in curve>spine type but that doesn't seem to be it.
Anonymous at Sun, 5 Jan 2025 11:17:28 UTC No. 1004734
My bezier curve isn't behaving like the tutorial I'm following. The pic on the left has fins that make the path easier to visualize, while mine kind of looks like an illustrator pen tool line.
I tried checking the options in curve>spine type but that doesn't seem to be it.
Anonymous at Sun, 5 Jan 2025 12:59:25 UTC No. 1004754
Is it worthwhile to redo what I did in Maya and do it again in Blender so I can post on blender artists? It's going to be a huge pain in the ass, but reddit moves too quickly for me and your topics only last for like a few minutes before new topics push them out of view. I have a project I've been working on for weeks in maya and its starting to look pretty good.
Anonymous at Sun, 5 Jan 2025 13:10:35 UTC No. 1004756
>try to follow a tutorial
>only a year old
>literally half the render settings have moved or been removed
>material search bar removed
>settings condensed or moved to compositing
i get that they want to improve the software but this shit is frankly getting hard to keep up with
Anonymous at Sun, 5 Jan 2025 13:16:38 UTC No. 1004757
How am I supposed to turn a model into T-Pose when the default rest pose is sitting on a chair?
Even if I clear all transforms it's not budging. Do I seriously have to pose it back manually?
Anonymous at Sun, 5 Jan 2025 13:19:14 UTC No. 1004759
>>1004757
lean to model and rig properly in t-pose / a-pose first before applying poses
Anonymous at Sun, 5 Jan 2025 13:50:15 UTC No. 1004761
>>1004759
I've just downloaded this model, but there is no T-Pose included, so I'm a little bit lost how to create a T or A rest pose without the annoying manual labor of posing bones one-by-one.
Anonymous at Sun, 5 Jan 2025 13:53:00 UTC No. 1004762
>>1004761
post a pic, depending on the complexity you can maybe salvage it or not. what are we working with here?
Anonymous at Sun, 5 Jan 2025 13:53:38 UTC No. 1004763
>>1004761
unless you are working in a studio with set standards and a established pipeline downloading models is no good.
Anonymous at Tue, 7 Jan 2025 17:13:39 UTC No. 1004929
(1/2)
I'm still following this tutorial, but its 2 years old and things have changed. So the guy is using mix shader which to add decals to a surface, my version of mix shader because its missing the dropdown to change 'mix' to 'add'. I still followed it to the letter just to see what would happen, and I get a pink surface.
Anonymous at Tue, 7 Jan 2025 17:15:33 UTC No. 1004930
>>1004929
(2/2)
I found a similar node as his called 'mix color' and it has an add dropdown which kind of has the same behavior as mix shader, but I'm only able to view it when I change rendering to cycles.
Is this method no longer possible on EEVEE? Maybe there's a different node I can use?
Anonymous at Tue, 7 Jan 2025 18:51:52 UTC No. 1004935
I'm pushing on, and when I use UV unwrap then go to UV editing, the image does not appear on the UV editor but I'm still able to move the bounding box around to resize and reposition the image.
Anonymous at Tue, 7 Jan 2025 19:01:52 UTC No. 1004936
>>1004762
Sorry about the late reply. Here's how the rig looks like.
The model is sitting on a box, one leg is dangling while the other is on top of the box. One hand on the box, the other is holding a pen.
Sadly, this is the rest pose as well.
Any idea how to apply a T-Pose or it's all manual labor posing it back to T?
Anonymous at Wed, 8 Jan 2025 00:33:50 UTC No. 1004961
not sure if it's the place to ask, but I started messing with Blender today and have two questions
1. When getting models off the internet that come in .blend format with scripts and all that shit, how do I extract these models to put them in a different project? (for example, combining multiple models or putting them in a different project with a scene and stuff)
2. Where do people usually get their scenes (areas/maps/whatever) from? Mostly referring to preexisting things like, for example, videogame areas
Anonymous at Wed, 8 Jan 2025 09:45:11 UTC No. 1005004
>>1004961
File>Append to add models from other files
And you find ripped assets using Google
Anonymous at Thu, 9 Jan 2025 00:38:37 UTC No. 1005039
>weihgt painting
>autonormalize is on
>adjusting influence for jaw or fingers or something
>autonormalize somehow assigns some verts to the hip against any and all logic and completely fucking my deformations
why does this happen and how to prevent it? i have to lock everything and manually unlock stuff as i go and it's annoying.
Anonymous at Thu, 9 Jan 2025 02:41:53 UTC No. 1005059
>>1004936
care to post the file? also does anything interesting happen when you disable the armature modifier?
Anonymous at Thu, 9 Jan 2025 02:44:57 UTC No. 1005061
>>1005059
posting scene files is discouraged on this board
Anonymous at Thu, 9 Jan 2025 03:04:23 UTC No. 1005064
>>1005063
posting scene files is discouraged, dude. Trying to form groups to make something is also highly discouraged. I'm not making this up.
Anonymous at Thu, 9 Jan 2025 03:54:51 UTC No. 1005071
any reason to update from 4.0 to current?
Anonymous at Thu, 9 Jan 2025 10:09:09 UTC No. 1005081
>I'm not making this up.
you are
Anonymous at Thu, 9 Jan 2025 14:47:39 UTC No. 1005098
>>1005081
no, I'm not.
I'll say it again, there are things that are discouraged here. Uploading scene files, forming groups over some app. Do not fall for this.
Anonymous at Fri, 10 Jan 2025 00:27:51 UTC No. 1005135
>>1005134
>he starts cgp threads
>he encourages bluesky / mastadon /3/ groups
>he tells you to upload your file
see the pattern
Anonymous at Fri, 10 Jan 2025 00:29:41 UTC No. 1005136
>>1005071
I really liked 4.1, has a lot of nice qol stuff compared to 4.0. using 4.3 for my current project and getting increasingly frustrated with it. so many crashes and piss poor performance.
>pretty much anything with new brush asset system freezes upon use (sculpting smooth brush and texture painting brushes are especially egregious)
>texture painting consistently shits the bed whenever I try to tab into edit mode (idk if this was already an issue and it probably was but i never dealt with it before 4.3) but this ONLY happens in the default texture painting tab for some reason.
>takes forever to load rendered view with eevee, was slow in 4.2 as well but significantly worse in 4.3
>half of the built in addons just don't fucking work in 4.3
im going back once I'm done with this character i think.
Anonymous at Fri, 10 Jan 2025 03:53:25 UTC No. 1005149
blender chads, i messed up
i have a human model that's fully textured and done. i went to add an asymmetric feature only to realize that when mirroring the model it mirrored the UV unwrap in a way that prevents me from having asymmetric features. if i draw something on one arm it appears on the other since they're both UV mapped to the same region.
is there a way i could re-unwrap my model and, i dunno, bake the old model's texture onto the new model?
Anonymous at Fri, 10 Jan 2025 04:57:31 UTC No. 1005151
>>1005149
dunno if it's a good solution for your case but why not just separate the feature from the model?
Anonymous at Fri, 10 Jan 2025 05:01:36 UTC No. 1005152
>>1005151
would be a good temporary solution, but i'll run into the same problem later when it comes to vertex painting or anything similar
Anonymous at Fri, 10 Jan 2025 05:21:54 UTC No. 1005154
>>1005149
You duplicate 2 times, make the changes to one model, UV unwrap the other in a way that you can have two diferent arms (or other things), bake both texture versions to the UV unwraped one (you will lose some texture quality doing this, so bake in 6k or 8k down to 4k so you dont lose too much)
Anonymous at Fri, 10 Jan 2025 05:29:54 UTC No. 1005155
>>1005154
I realized that the order is wrong, you make both versions and then create the joined one from them, that one needs to have good uvs, then you bake both of them into it.
Anonymous at Sat, 11 Jan 2025 00:13:41 UTC No. 1005195
how to take brush from krita and use it in blender texture paint?
Anonymous at Sat, 11 Jan 2025 23:22:42 UTC No. 1005250
>>1005136
had a similar experience. 4.3 is half-baked so i stepped back to 4.2.
looking at the roadmap i'll probably end up waiting till the next LTS before testing current again.
Anonymous at Sun, 12 Jan 2025 00:05:47 UTC No. 1005252
>>1005215
>Why is blender turning to shit in 4.1 and after?
this faggot is pushing hard for npr and they are breaking everything else to make it work. having his own separate fork wasn't enough he wants to force it on everyone. no one is saying no because he's throwing money at them.
Anonymous at Sun, 12 Jan 2025 02:49:59 UTC No. 1005267
>>1005263
Make the cuts using the knife tool, pull up the middle edges with proportional editing on.
Anonymous at Sun, 12 Jan 2025 02:53:11 UTC No. 1005268
>>1005267
hmm, would have had to be very exact cuts in multiple arcs
Anonymous at Sun, 12 Jan 2025 14:03:56 UTC No. 1005289
>>1005280
light falls off exponentially
Anonymous at Sun, 12 Jan 2025 17:18:46 UTC No. 1005294
>>1005280
Move it back, give it more power and make it a spotlight or use barndoors or whatever Blender has access to, to combat what >>1005289 said
Anonymous at Sun, 12 Jan 2025 17:56:44 UTC No. 1005296
is blender guru the brother of nik avocado?
Anonymous at Sun, 12 Jan 2025 18:37:51 UTC No. 1005297
>this is the year i do more animating
he said, opening the sculpting tab for the 15th time this year
Anonymous at Sun, 12 Jan 2025 21:13:48 UTC No. 1005307
how do i learn how to pose well?
Anonymous at Sun, 12 Jan 2025 23:58:10 UTC No. 1005312
is it possible to edit a motion path the same way one would edit a curve? or with proportional editing or something? maybe there's an addon?
Anonymous at Mon, 13 Jan 2025 00:57:53 UTC No. 1005315
>>1005307
i asked the same question here a while ago and was told to practice gesture drawing. I didn't and I'm still shit at posing, but i can't draw for shit either way. I just save a shitload of references and try my best to copy them
Anonymous at Mon, 13 Jan 2025 01:13:18 UTC No. 1005318
>>1005252
QRD?I know about his fork and more NPR, and specially animation tools (like onion skinning) are always needed.
if anything I would blame the rusky that STILL cant code a proper multires after 2 fucking decades
Anonymous at Mon, 13 Jan 2025 01:47:34 UTC No. 1005320
>>1005318
>fork
>npr
absolute cringe
Anonymous at Mon, 13 Jan 2025 02:25:14 UTC No. 1005321
old eevee is more than enough for any npr projects. literally all they need to do is give you the option to choose between eevee and eevee next and maybe give it global lighting and light linking (purely optional). the goo faggot is trying to build a legacy and rework the entire damn thing. it's not necessary and will likely cause more problems than it's worth.
i have seen people in my own professional life try to make massive changes to try and have a legacy that they can be remembered by and years later all anyone remembers them for is the guy who made their lives worse
Anonymous at Mon, 13 Jan 2025 02:39:22 UTC No. 1005323
>>1005312
there's a paid addon animtoolbox that has this, haven't been able to find a free copy
Anonymous at Mon, 13 Jan 2025 02:58:47 UTC No. 1005324
>>1005321
>it's not necessary and will likely cause more problems than it's worth.
again, that's on the coders working at the foundation (same dudes that told Dobarro to fuck off because of his "messy" code)
Anonymous at Mon, 13 Jan 2025 03:14:14 UTC No. 1005325
>>1005324
dobarro was a problem though. He would have destroyed the blender foundation.
Anonymous at Mon, 13 Jan 2025 03:21:52 UTC No. 1005327
is there any FOSS out there that's NOT infected with retards and troons?
Anonymous at Mon, 13 Jan 2025 03:25:49 UTC No. 1005328
>>1005327
I have yet to see one at the blender foundation
>>1005325
>He would have destroyed the blender foundation
I heard his apple-exclusive (fucking snob) retopology software sold well tho
Anonymous at Mon, 13 Jan 2025 03:47:25 UTC No. 1005329
>>1005328
cozy blanket is entry level. Dobarro was the worst, just ruining the culture and destroying the foundation from the inside. Be happy he is gone.
Anonymous at Mon, 13 Jan 2025 03:59:42 UTC No. 1005330
>>1005329
>cozy blanket is entry level.
and it still sells well, so he wasnt the issue
>Dobarro was the worst, just ruining the culture and destroying the foundation
ok, now I know Im being baited. but still, the guy added lots of great features to the sculpt mode like groups, a vocel remesher and refactored several brushes.
I just with he didnt spend as much time with the texturing tools and finished the only fucking dam-standard brush alternative in the entire industry (still unfinished by the devs even when Pablo left the code for it and it did work on his fork)
Anonymous at Mon, 13 Jan 2025 04:07:58 UTC No. 1005331
>>1005330
its not about sales, chump.
its about *culture* and moving forward in the long run. With dobarro, foundation would have crumbled internally.
Anonymous at Mon, 13 Jan 2025 04:14:52 UTC No. 1005332
>>1005331
It's a piece of software it either works or it doesnt
>*culture*
why do i even bother
Anonymous at Mon, 13 Jan 2025 04:33:49 UTC No. 1005333
>>1005332
you're like talking to a brick wall. Graduate business school and you'll understand why he had to go.
Anonymous at Mon, 13 Jan 2025 15:14:33 UTC No. 1005354
>>1005315
that sucks
Anonymous at Mon, 13 Jan 2025 19:12:37 UTC No. 1005358
https://www.blender.org/development
Sculpting layers, interesting, that functionality already existed with shapekeys but it was too laggy to be useful
I wonder if multires will finally support vertex painting this year, especially since the vertex painting tools are better than texture painting tools right now
Anonymous at Mon, 13 Jan 2025 23:31:48 UTC No. 1005374
>>1005358
scene/camera-level grease pencil in the VSE would be great.
having to arrange 2D billboards in 3D environment is a pain in the ass, you nudge the camera 1cm and everything breaks. i'd just do all drawing in the VSE.
Anonymous at Tue, 14 Jan 2025 01:34:49 UTC No. 1005377
genuine question is zbrush worth it as a blender companion?
Anonymous at Tue, 14 Jan 2025 01:47:40 UTC No. 1005379
>>1005377
not really
Anonymous at Tue, 14 Jan 2025 05:39:22 UTC No. 1005386
>>1005377
It depends
๐๏ธ Anonymous at Tue, 14 Jan 2025 10:26:01 UTC No. 1005390
>>1005374
You want to draw in the video? That's pretty out there, if you really want to use grease pencil like that you should render your animation and import it as a plane to draw on top with a locked camera?
Anonymous at Tue, 14 Jan 2025 10:28:55 UTC No. 1005391
>>1005374
You want to draw in the video editor? That's pretty out there, if you really want to use grease pencil like that you should render your animation and import it as a plane to draw on top with a locked camera.
Then you can render the grease pencil by itself and composite it on top of your original.
Anonymous at Tue, 14 Jan 2025 19:50:33 UTC No. 1005414
best supported way to 'save' a Modifier with specific values (that are based on the result of an expression) for later use?
I was originally thinking I could just do this with geo nodes but was disappointed to find that you cant use modifiers themselves from within geo nodes.
Then i thought I could just save a default cube to the asset browser with a couple of modifiers, one geo node that does the expression calculation and exposes it as an attribute, and then the other modifier that's the actual target modifier where there's a driver based on the exposed attribute controlling the modifier values. Feels super hacky though.
How exposed are Modifiers to the scripting API? Is it pretty easy to change their behaviour?
sry if this doesn't make any sense, im gay and retarded and stuff
Anonymous at Tue, 14 Jan 2025 23:19:25 UTC No. 1005426
I've been following Blender for 20 years and now they can finally joke about their own incompetence - will anything change? Nope, they're already announcing it as a precaution.
- "We can now shift focus to start (and finish!) brand-new projects."
- "Itโs a small, basic set of features ... an initial Minimal Viable Product (MVP)."
Blender's new strategy: โWe no longer implement unfinished features, but finished MVPs!โ lulz
Anonymous at Wed, 15 Jan 2025 01:09:09 UTC No. 1005432
>>1005391
that's the kind of workaround i'd be very happy to avoid. you can also parent the grease pencil object to the camera, but then changing the focal length or something breaks the whole thing too.
since the animation, composition and final output are all 2D it'd be a lot more functional to compose the output in 2D in the VSE from the start, arranging the sequence with scene strips for 3D layers and camera-independent grease pencil strips (inshallah) for hand drawn layers.
would also make it a lot easier to do 2D camerawork and even selectively mess with different focal lengths in a single frame like you naturally do when drawing.
Anonymous at Wed, 15 Jan 2025 01:16:51 UTC No. 1005433
my cloth sim is way to bouncy, it's bouncing off my character like crazy. how to fix?
Anonymous at Wed, 15 Jan 2025 01:18:05 UTC No. 1005434
>>1005414
idk of another way off the top of my head, but they're definitely accessible with python. you could write an operator that creates a modifier with specific values.
Anonymous at Wed, 15 Jan 2025 06:46:21 UTC No. 1005465
>>1005434
thanks, seems easiest to just learn how to script
Anonymous at Wed, 15 Jan 2025 07:38:52 UTC No. 1005466
How can I animate images in 2D and have them be completely flat? No shading, no lighting, just the image as it would appear on any screen. I've almost got it down using the workbench renderer but the colors are off slightly.
Anonymous at Wed, 15 Jan 2025 08:53:46 UTC No. 1005467
any of those asset library addons like endgon worth it?
Anonymous at Wed, 15 Jan 2025 10:57:15 UTC No. 1005472
>>1005466
pipe the image into the color socket of an emission shader and make sure that properties editor > render context > color management > view transform is set to "standard"
Anonymous at Wed, 15 Jan 2025 11:28:44 UTC No. 1005474
>>1005414
You can mark a modifier as an asset in the outliner.
Anonymous at Wed, 15 Jan 2025 12:57:42 UTC No. 1005482
hi
can someone help me ?
i want to look up guides to model certain things in blender but i dont know how what words to use to describe what i am looking for
i would like to model in a way so that pieces interact with eachother
like two cogwheels, when i turn the one wheel the other one turns when it touches the other wheel and makes also a shaft spin, like in a physics simulator ??
i tried searching for this on youtube for guide videos but i only find stuff on how to model objects
but not how to make them interact with eachother like in a "industrial CAD tool" for eaxmple i believe ?
much appreciated if someone could give me a hint on what i should search for ?
thanks
Anonymous at Wed, 15 Jan 2025 22:48:45 UTC No. 1005512
>>1005482
>i would like to model in a way so that pieces interact with eachother
>like two cogwheels, when i turn the one wheel the other one turns when it touches the other wheel and makes also a shaft spin, like in a physics simulator ??
that's a feature some CAD software has.
otherwise you'll want to deal with the simulation tab in blender, rigidbodies in particular.
but that seems like to much of a hassle to me, just animate them spinning and call it a day
Anonymous at Wed, 15 Jan 2025 23:39:49 UTC No. 1005514
>>1005482
https://www.youtube.com/watch?v=77R
Anonymous at Thu, 16 Jan 2025 00:36:01 UTC No. 1005517
>>1005482
good morning saar
i doubt you can make things actually interact in the way you want it to. but you can fake it. learn2rig, you're probably gonna need a lot of copy rotation constraints. tedious but easy. search for "blender rig tutorial hindi" for more info
Anonymous at Thu, 16 Jan 2025 02:40:09 UTC No. 1005520
is there a way to bake a cloth sim with stepped interpolation? i want it on 2s but blender is at 24 fps and I can only get the sim on 1s.
I already tried adjusting the animation to 12 fps but the sim kinda shits the bed. is there anything I can do
Anonymous at Thu, 16 Jan 2025 05:12:15 UTC No. 1005528
>>1005520
In the Cache tab inside the simulator. You should see a line that says Start, End and Cache Step.
Anonymous at Thu, 16 Jan 2025 09:28:26 UTC No. 1005540
So i keep hearing from all sides how the blender particle system is old shit made obsolete by the shiny new geonodes
but i don't know, i am watching genonoes particles tutorials and it seems pretty convoluted, like i need to do something basic like rain where when the particles hit a collider they spawn additional particle system that ejects simple splash particles
and also have the particles affected by force fields
this seems rather simple and fast in the old system, but i geonodes you need like 100 nodes to achieve this and i'm not even sure if you can have force fields work with geonoeds
are geonode particles really as great as blendtubers are saying or are the being oversold?
Anonymous at Thu, 16 Jan 2025 21:52:02 UTC No. 1005583
>make detailed environment with Gaea 2
>10 million verts (lol)
>ground detail up close doesnt look that good
>run out of VRAM without even adding shit like trees and other details so cant add another sub div level
What is the best solution here?
Split up my mesh in high detail /medium detail/ low detail?
Render as tiles?
Render with CPU?
Sure looks pretty though
Anonymous at Thu, 16 Jan 2025 23:25:26 UTC No. 1005587
>>1005540
geonodes particles are more extensible, but there's no native particles presets so you either have to build your own by following a tutorial or download some presets like bradley animation's or higgsas nodes.
the old particle system is much easier and more straightforward to set up, but is much more limited overall. for one ridiculous example, there's no built-in property that tracks a particle's age (but there's ancient workarounds for a lot of stuff like that, using color ramps and shit).
Anonymous at Fri, 17 Jan 2025 01:41:26 UTC No. 1005595
I'm looking for landscape tools to help with pic related. The cliffs highlighted in red are just static meshes jutting out of the ground. What's important about them is they essentially act as walls without being walls. What isn't ideal is the fact they're limited in what angles they can be placed in.
What I'm looking for is some kind of tool that allows me to generate those sorts of features along a curve similar to what the blue lines represent. The end product would be exported to a game engine.
I see a lot of paid addons for generating large landscapes, but I'm not interested in the landscape itself. I just need edges for hills and rivers.
Anonymous at Fri, 17 Jan 2025 01:47:06 UTC No. 1005596
when's a good time to pose while sculpting? I don't really feel like rigging it.
Anonymous at Fri, 17 Jan 2025 04:05:37 UTC No. 1005601
is there a setting somewhere in the preferences to get it to revert back to the basic select marquis or a basic pointer after using a tool?
for example, after using inset or extrude along normals, to have it go back to the basic selector automatically? it keeps getting left on the last used tool, and im pretty careful about double extrudes and cleaning up non manifold shit, but i just know one of these times im gonna accidently click that handle wrong and not notice it until like 2 hours later when i go to apply a subdiv or something and everythings all fucked up
Anonymous at Fri, 17 Jan 2025 04:37:52 UTC No. 1005602
>>1005596
after laying down the main forms. you'll have an easier time posing it using riggify instead of the tools Pablo made for that tho
>>1005600
*did you see
and I doubt they did because this one doesnt have alittle girls front and center like most of the foundation films
Anonymous at Fri, 17 Jan 2025 09:00:01 UTC No. 1005609
>>1005587
>, there's no built-in property that tracks a particle's age
you can add perticle info node in a shader editor for the particle material which has particle age afaik
but other than that, the geonode particles give you more power but at what cost? i have to start by making mesh into points, and then manipulate those points as particles via various math nodes and sim loops and shit so to get something as simple as having particle spray that gets affected by force field and bounced from a collider you have to do like this crazy 50 node setup that will take your two hours, when with the old system it's like 5 clicks.
And in 95% of use cases, at least for me, i never need any functionality beyond what the old system offers.
Those fuckers better not even think about removing the old particle system from new blender versions.
Anonymous at Fri, 17 Jan 2025 09:00:09 UTC No. 1005610
>>1005595
You can make a bunch of cliff parts and then use modifiers or geonodes to put them along a curve. For geonodes this is a pretty good first project to try.
Anonymous at Fri, 17 Jan 2025 09:43:42 UTC No. 1005613
>>1005596
In my experience it's way more tedious to awkwardly pose sculpts with the sculpting tools than investing like 30 minutes to set up a rough rig and then even being able to quickly pose it in multiple poses either for a portfolio or to just find the perfect pose for it.
If your sculpt took several hours to make, a couple mins for rigging shouldn't be too much.
Anonymous at Fri, 17 Jan 2025 09:44:31 UTC No. 1005614
>>1005540
>>1005609
A lot of beginners make the mistake of believing that you have to create everything yourself
You're not meant to create your own geonode particle setup from scratch
Anonymous at Fri, 17 Jan 2025 09:55:10 UTC No. 1005616
>>1005614
but then it defeats the point of using it over the old particle system
Anonymous at Fri, 17 Jan 2025 09:56:41 UTC No. 1005617
>>1005600
Is it in english?
Anonymous at Fri, 17 Jan 2025 09:59:09 UTC No. 1005618
>>1005600
no
i only watch porn animations
Anonymous at Fri, 17 Jan 2025 10:17:48 UTC No. 1005619
>>1005616
How so?
Anonymous at Fri, 17 Jan 2025 12:59:55 UTC No. 1005624
>>1005622
press f
Anonymous at Fri, 17 Jan 2025 16:29:57 UTC No. 1005629
>>1005617
it has no dialogue
Anonymous at Fri, 17 Jan 2025 17:44:02 UTC No. 1005636
Do any Auto-Rig Pro users here know of a good way to do a 360 deg local rotation in one axis to both the entire mesh + bones without causing any deformations on a humanoid rig? Without touching the c_traj control bone too
I did it by being in Pose Mode, using the 3D cursor to act as a substitute pivot point for where it'd usually be in local space on the mesh and then selected the parent control bones for the spine, head, arms, and feet to do the rotation and it worked but I had to do some corrections on the head and neck
I'm wondering if there's a more efficient way than that. I was creating an animation where a humanoid character rolls into a ball-like shape and found it more annoying than I would've liked
Anonymous at Fri, 17 Jan 2025 17:45:45 UTC No. 1005637
I have a bizarre problem. I'm working with this rat model I got online, and I can't make the damn bone shapes on the ground disappear. The rig is working fine, but the shapes used for the rig seem "glued" to the ground, and I can't seem to turn the ones on the ground off. I'm not trying to hide the bones, I'm trying to hide the bone shapes he used for the bones. Disabling the entire collection hides them, but somehow, having that collection open, but hiding every in the collection, does not hide the bones. What gives?
Anonymous at Fri, 17 Jan 2025 19:45:54 UTC No. 1005644
>>1005637
Is the rat going to crawl into an anime girl's cunt? Why are you learning rat stuff?
Anonymous at Fri, 17 Jan 2025 20:04:09 UTC No. 1005645
>>1005644
imagine being so pornrotted that your first thought when learning animation is this. very thirdworld of you
Anonymous at Fri, 17 Jan 2025 21:03:46 UTC No. 1005648
>>1005645
Pretty much. Either you make porn or you make cool robots. Otherwise, why learn blender?
Anonymous at Sat, 18 Jan 2025 07:54:40 UTC No. 1005668
>>1005645
Did you rig the rat's pussy?
Anonymous at Sat, 18 Jan 2025 07:56:27 UTC No. 1005669
>>1005645
Are you animating the rat eating dickcheese?
Anonymous at Sat, 18 Jan 2025 08:04:43 UTC No. 1005673
>>1005645
It is wrong to make fun of your fellow thirdies, saar.
Anonymous at Sat, 18 Jan 2025 22:06:15 UTC No. 1005715
Anonymous at Sat, 18 Jan 2025 22:09:31 UTC No. 1005716
>>1005645
there's rat porn all over this board. it's not a completely out of left field to ask if anon is gonna use the rat model for porn.
Anonymous at Sat, 18 Jan 2025 23:16:43 UTC No. 1005724
>>1003583
How to do this in Blender?
https://www.youtube.com/shorts/L-RP
Anonymous at Sat, 18 Jan 2025 23:45:00 UTC No. 1005730
>>1005724
When a mommy polygon and a daddy polygon love each other very much...
Anonymous at Sun, 19 Jan 2025 01:22:19 UTC No. 1005735
>>1005730
Kek
I know that uses some cloth sim, but how to do that without making blender shit on the bed?