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🧵 Blender General

Anonymous No. 1009677

Previous: >>1003583

Anonymous No. 1009680

oscar kot

Anonymous No. 1009682

WILL SOMEONE PLEASE

PLEASE

FUCKING OVERHAUL THE TEXTURE EDIT MODE?
IT'S BEEN ABANDONED FOR LIKE 20 FUCKING YEARS BY NOW.
BRUSHES STILL DO NOT FOLLOW THE 3D SHAPE WHILE IN SCULPT MODE THEY DO. THIS IS FUCKING RIDICULOUS.
HOW CAN THEY AIM FOR THE STATUS OF BEING THE ONE EVERYTHING 3D APPLICATION WHILE COMPLETELY IGNORING ONE OF THE VERY CORE PARTS OF A 3D GRAPHICS CREATION SOFTWARE?

Anonymous No. 1009683

>>1009682
sorry, esoteric grease pencils and nodes are more important. now donate 200k plox.

Anonymous No. 1009684

>>1009677
just in case some of you wonder the fuck are they going to do with the sculpt mode in 2025.
https://projects.blender.org/blender/blender/issues/135896
They decided that they will switch to diameter for the brushes a couple of meetings ago so the pixelart functionality will be back when they have time or whatever too.

Anonymous No. 1009685

>>1009683
This is something I'll never understand.
People keep saying that anyone being serious about their 3D work will just use Substance Painter anyway and that this fact plays a role in them not actively caring / not hiring anyone to take care of the texture mode. But if they don't care because people use something else than why dump so much time into aping Houdini with the node memes? Anyone being serious will "simply" just use Houdini.
There's literally no excuse to ignore the texturing mode especially when there are even attempts by the community through addons. The guy who runs the Blender Today show also keeps mentioning how this is sooo sad, that they know, but nooooo one comes up and offers working on that mode. How about fucking hiring a professional programmer then? You can't tell me with all the hundreds of thousands of funding by now you can't afford one dedicated programmer for half a year.

Anonymous No. 1009687

>>1009684
nice, attributes for multires, vertex painting baking to texture just makes sense
I don't really care about texture painting if I can paint in sculpt mode and bake with multires

Anonymous No. 1009688

>>1009682
>>1009685
Texture paint is waiting for the landing of the texturing 3d brush, that has been in experimental 2-3 years, you can try it now as sculpt texture paint, after that they want to work in performance, no news about colors in multires, Dobarro did a prototype, and paint layers, if you need them you have 2 extensions, HAS Paint Layers, it is the only one that have an exporter, and Ucupaint that comes with sculpt layers, at the end of the day it is a problem of resources, they need at least 2 new developers for the sculpt mode and the edit mode.

Anonymous No. 1009689

>>1009688
>no news about colors in multires,
My bad didn't read the attributes

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Anonymous No. 1009690

>>1009683
nta but esoteric grease pencils and nodes ARE more important
problem is, they haven't been working on those either!

Anonymous No. 1009692

>>1009690
they announced nurbs, sdf and gaussian splatting in the last Bcon too .....

Anonymous No. 1009694

>>1009685
At this point im just convinced they are paid off by adobe not to step on their toes

Anonymous No. 1009695

>>1009682
“No here’s a picture of a cat for an update lol”

Anonymous No. 1009706

>>1009685
>How about fucking hiring a professional programmer then?
to do what? they hired a guy to implement the retopo mode and he did nothing in six months because the guys there were constantly changing the planning, the guy that they hired to work in the dyntopo wasted a fucking year because they didn't want to review the whole code neither, blender's development just works that way.

Anonymous No. 1009742

>>1009706
They also did not liked the guy they hired to do sculpting and deleted any mentions of it: https://web.archive.org/web/20230721190256/https://blenderartists.org/t/ive-been-fired/1473998

Blender is closer to closed source than open source.

Anonymous No. 1009751

>>1009742
>Blender is closer to closed source than open source
Devil's advocate but you still Blender's source code, and imagine the shitshow if it was 100% developed by volunteers
Blender's development is not perfect, but it could be worse

Anonymous No. 1009755

>>1009742
>>1009751
the main problem is that the module owners and the people that review code in general don't have to answer to nobody when the work isn't done and they can do whatever the fuck they want, because their job is safe and it is not their money I suppose, same shit happened with all the unfinished things that Dobarro left half done, nobody has touched that, a guy proposed to finish several things that Dobarro had in review as google summer of code and they didn't accept that.

Anonymous No. 1009757

>>1009742
>Joseph Eagar
I remember these 2 from him too:
https://projects.blender.org/blender/blender/pulls/113270
https://projects.blender.org/blender/blender/issues/98070

Anonymous No. 1009758

>>1009755
>a guy proposed to finish several things that Dobarro had in review as google summer of code and they didn't accept that
Did Dobarro fuck someone's wife or something? Why is everything he touched taboo?

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Anonymous No. 1009765

🗑️ Anonymous No. 1009784

Before i make a post on /wsr/, would any anon know where to find (public tracker or download link) this >994481 course?
Mega deleted it, and all the links i find are by sites that either want you to buy a premium account (scam) or upload it to a shady file site that will download at 10kbps unless you buy the premium account.

Anonymous No. 1009785

Before i make a post on /wsr/, would any anon know where to find (public tracker or download link) this >>994481 course?
Mega deleted it, and all the links i find are by sites that either want you to buy a premium account (scam) or upload it to a shady file site that will download at 10kbps unless you buy the premium account.
Rutube has some videos uploaded but not the full thing.

Anonymous No. 1009794

>>1009758
The guy got hyped up by the community to some kinda programmer rockstar status. he then started to get kinda pushy about changing a ton of things in blender which apparently rubbed some of the blender staff the wrong way so they booted him out. all seemed like a clash of egos.

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Anonymous No. 1009796

i really like the new bloom node overhaul, looks much better. do wish they would overhaul baking too

Anonymous No. 1009808

Is there any way to apply different values to different faces of the same image texture Material, e.g. The Belt Buckle has a metallic of 1, the belt 0.75, and the cloth 0? Or would I have to make multiple duplicate materials, adjust the values, and apply them to the given faces/UV islands?

Anonymous No. 1009809

>>1009808
either that or weight/vertex painting

Anonymous No. 1009817

>>1009808
Many ways to skin a cat but the most common way to do this would be using a metallic map, a grayscale texture image that contains the metallic values
Look it up

Anonymous No. 1009824

>>1009808
The general answer is: attributes. Your material can get a value of metallic per face from geometry through attribute nodes. To specify those values in geometry itself you'd have to use >>1009809.

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Anonymous No. 1009828

One thing I noticed from downloading a lot of rigs off of Smutbase, many have the same 2 types of structures
Are they just scripts that spew out a Auto rig? Or is stuff like this just the standard?

Anonymous No. 1009838

>>1009794
>>1009758
the design task that he wrote is still in the module, they want to merge all the paint modes and all that, the main problem is that, after the community backlash, Roosendaal sided with the community for some reason, anyhow the main advantage of Dobarro was that he was able to churn a fuckton of shit in no time, new brushes, facesets, the expand tools, remesh, the normal brush etc... he had design task for a plasticity a like implementation, retopo, texturing and lots of other shit that we will never have, yes he didn't like dyntopo, no developer other than Joseph Eagar likes it.

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Anonymous No. 1009880

Can someone check the topology for my mesh? Its going to be extruded into an over under barrel. Not really sure if this is the right way to deal with this segment, but I plan to use this style a lot so I may as well learn to do it the right way.

Anonymous No. 1010055

So I subsurf something and toggling "On cage" seems to suggest it "knows" where a point on the original mesh "ends up". Is it possible to have another object "follow" this transformation so it "stays" with the point?
Sorry if asked in a retarded way

Anonymous No. 1010056

Hey guys does anyone know if this is done using blender?
https://www.youtube.com/watch?v=V41ILXXzMSU
I'm a 2d artist/animator but have worked mostly in toonboom/flash, but the idea of being able to have 2d interact with 3d like here is enticing. Maybe its using grease pencil? There's a lot of cool dynamic camera movements and whatnot. Also any ideas on how all 3d objects have the lineart? Is it a grease pencil thing or manually drawn?

Anonymous No. 1010057

>>1010056
It’s called using camera and background shots. Sorry to say this but you’re not going to make it. You lack the ability to make basic sense of depth and interpretation. You should have learned this by now in school.

Anonymous No. 1010059

>>1010057
I'm more asking whether this is a grease pencil project, not what a camera/backgrounds shots are you illiterate dipshit.

Anonymous No. 1010060

>>1010059
If you can’t tell the difference between drawings and 3D drawings of art then you really won’t make it. What else do you want to know, the video software? The theory of space perception? How drawings work?

Anonymous No. 1010063

>>1010056
Idk Blender or not, and how much of this is 3d.
I personally think all characters in this video are fully 2d, not any kind of fancy 3d NPR.
At least some backgrounds are definitely 3d, and the part at 0:42 looks like intentionally messy Cycles render.
> Also any ideas on how all 3d objects have the lineart? Is it a grease pencil thing or manually drawn?
At this point there are a dozen of ways to do automatic lineart, here is a slightly old video which includes all the main ones:
https://www.youtube.com/watch?v=-urA3hqzF30
But I'm pretty sure a few days ago I've seen a newer video with 10 or more techniques, can't find it.
One of the automatic techniques uses lineart modifier that generates grease pencil strokes dynamically,
but grease pencil is also often used for manually doing lineart in places that are hard or impossible to automate.
You can easily combine any automatic technique + manual grease pencil in places where automatic technique failed.

Anonymous No. 1010064

>>1010063
https://www.youtube.com/watch?v=-urA3hqzF30&t=960s
Here at 16 minutes nice examples of combining multiple lineart techniques.

Anonymous No. 1010065

>>1010063
> all characters in this video are fully 2d
And yeah, they could totally be grease pencil drawn and traditionally animated.
Some people even claim grease pencil is like vector layers in CSP but better.
https://www.youtube.com/watch?v=OvxYupKFwLA

Anonymous No. 1010075

>>1009751
>but it could be worse
How, Blender is the worst 3d software.
It can't move from "last place" to "last place".

It's only good as a hobbies and porn (and even then you need to buy addons and use other software to get anything done in a timely manner).

Anonymous No. 1010099

>>1010063
>>1010064
Based, thanks anon, tons of help!
>>1010060
Holy shit you are absolutely braindead. I was asking specifically about how 2d interacts with 3d, not that the characters are 3d, when it's clear they are 2d. Please just stop replying, you are absolutely useless and illiterate.

Anonymous No. 1010103

>>1010099
Again not gotta make it, your dumb argument on not knowing how cartoons interact with 3D is the reason why you are criticized.

Anonymous No. 1010149

>still haven't upgraded from 4.2 because I'm afraid of losing all my add-ons like Quad Remesher
fugg

Anonymous No. 1010151

>>1009677
is blender vanilla useful or do I need a shit ton of addons?

Anonymous No. 1010152

>>1010151
vanilla is absolutely fine. I personally use:
>Loop Tools
>Node Wrangler
>Scatter Objects
>Extra Mesh Objects
>Quad Remesher
of those, I'd say you only really need the first two, and maybe Quad Remesher if you're going to be sculpting. they're all free apart from Quad Remesher
afaik add-ons are most often used by professionals that need them as a specific part of their workflow to save time

Anonymous No. 1010186

>>1010151
Blender is fine vanilla, you can do almost everything, except texture paint, get some add on for that because it fucking sucks

Anonymous No. 1010188

>>1010149
Quad Remesher still works in 4.4, is that an issue with cracked versions?
If you're not sure you can always download Blender 4.4 as a standalone installation to try it out

Anonymous No. 1010202

how did you learn to animate in Blender? whenever I try to place and move a few keys I feel like Blender is actively fighting against me. do I just have to power through? are there any plugins like AnimBot for Maya that would make my work easier?

Anonymous No. 1010210

Anyone tried using Auto-Rig Pro: Quick Rig to make a improved rig for a imported .dae models armature? How were the results?

Anonymous No. 1010213

>>1010202
Blender doesn’t work on animation side of things. That’s why Flow the movie had to spend 5 million dollars because Blender would do something bad. No tool or skill is going to stop Blender corruption. The developers who can change Blender have done nothing to resolve the issues and only cause people to install Blender 2.8 or something so it doesn’t cause corruption.

Anonymous No. 1010223

I don't want to upgrade to windows 11, how fucked will I be if I'm into blender and all its adjacent supporting software?

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Anonymous No. 1010224

How do I sculpt with any semblance of control? The idea is to make a low poly block out vaguely in the shape of a human. Working with a low polygon model obviously doesn't let you do fine details, but using this video as an example, what am I doing that is causing it to be so wonky?
https://youtu.be/2HIqc02BBeY?t=130

Anonymous No. 1010230

>>1009682
I wish Color Management actually worked properly throughout Blender if you use an OCIO other than the default. I use the regular basic bitch ACES profile without any issue in Krita and Natron, yet selecting colors is scuffed in Blender.
And while we're at it, I wish you could override and select a profile in Blender itself instead of having to mess around with environment variables.

Anonymous No. 1010231

>>1010223
>Blender
Seems to work fine on my Linux install. But HIP GPU compute required me to install some ROCm packages, and run Blender unsandboxed.
>and all its adjacent supporting software
No idea.

Anonymous No. 1010232

>>1010223
idk about supporting software, but the official builds work back to windows 8.1 so you should be fine on 10

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Anonymous No. 1010269

Throwing this issue up here in the hopes maybe someone can help: I have a sword design I want to cut out of sheet metal pictured left, and I am using this extension:https://extensions.blender.org/add-ons/export-autocad-dxf-format-dxf/ in Blender 4.4 to export a dxf file. I then have to take this dxf file and go to https://cnc-apps.com/en/ to convert it to a G-CODE file that the plasma cutter I'm planning on using will be able to read and cut out the sword. Said G-CODE file is pictured right.
I've got two main problems: The first being that for some reason the export process likes to rotate the pieces of the crossguard. That in of of itself isn't a big deal, it'd just be nice to keep everything aligned and close to save on metal.
The second issue is I'm sure obvious, it's that the dxf to G-CODE process seems to miss some points and/or it's shifting the geometry around.
Any advice would be appreciated.

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Anonymous No. 1010278

>using blender over maya

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Anonymous No. 1010295

what's this colorful view and how do I turn it on?

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Anonymous No. 1010296

>>1010295
viewport header

Anonymous No. 1010297

>>1010296
thank you

Anonymous No. 1010315

>>1010278
what can the poorfags do?

Anonymous No. 1010318

>>1010269
First off why in the world would you do that? Debugging this could take longer than just re-drawing that in the 2D CAD of your choice.
Other than that try converting the geometry into curves, or mesh inside geometry nodes or any combination thereof.
Make sure everything that could be one closed curve is actually one in geometry nodes.
Also g-code is nothing special it's basically text. For that reason you could go straight from blender to g-code with a python script. (use you favorite llm chatbot to generate the script.) ofc you'd want to offset the lines by the thickness of the cut.

Anonymous No. 1010354

Bros, I don’t know how I should be progressing. I feel like I have to learn everything in order to get anywhere with making money off 3d stuff, and it’s overwhelming.

Anonymous No. 1010378

>>1010354
>I don’t know how I should be progressing
Start a project and focus on the things you need to learn to achieve it, this will give you direction

>making money off 3d stuff
Work a job while you learn 3D, do not be a full-time student if you're looking for a career in 3D

Anonymous No. 1010396

>>1010354
>making money off 3d stuff
I have bad news for you

Anonymous No. 1010397

>>1010354
MAking 3d stuff is super vague. Do you want to make figs, stills, animations?

Anyway, decide to model or animate a thing, see how others do it, then do it. It's fine if it's ugly. Next one will be better, down the line one will even be good

Anonymous No. 1010398

as a noob, i'd like to know what's the easiest way to fill a hole like a cup handle for example (not a real "hole" with unconnected edges, just an opening). pls help

Anonymous No. 1010404

>>1010398
Press F

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Anonymous No. 1010413

How can I get a edges for an extrude operation when it goes against the topology drain? Do I need to use booleans for this one?
I'm a noob it'd be nice if you can redline it for me.

Anonymous No. 1010418

>>1010318
Blender is just the closest thing I have any experience with. Any recommendations for a 2D CAD drawing program?

Anonymous No. 1010432

>>1010418
I like solvespace, it's FOSS, minimalist and intuitive, It's constraint based meaning you make a sketch and define dimensions and the solver adjusts the drawing to match.
qcad also has a free version which is a more traditional cad. I wouldn't bother with that though as solvespace is so easy.

Anonymous No. 1010452

Any idea on what happend on the animation overhaul update? I thought that the slutted actions was insignificant until I realized that it was feature that should've existed ages ago.

Anonymous No. 1010453

>>1010354
> making money from art
lol

Anonymous No. 1010460

>>1010404
F

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Anonymous No. 1010461

How do I get the default background like that?

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Anonymous No. 1010462

>>1010460

Anonymous No. 1010463

>>1010461
edit>preferences>themes>3d viewport( and at the bottom of that menu) >theme space > gradient colors> background type > vignette

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Anonymous No. 1010465

Why are my gizmos like this? No matter which transformation orientation I pick they stay like this

Anonymous No. 1010497

I want the pose brush to be better, I see zbrush users using the transpose tool with its gizmos and I want to be able to do that too
https://www.youtube.com/watch?v=OWCiM7Zcd2E
he makes it look easy

Anonymous No. 1010507

>>1010465
That’s because you followed a very bad YouTube video on orientation. There’s no fix, it’s not like Maya that just resets. You have to uninstall blender and the data it left behind.

Anonymous No. 1010515

>>1010507
>low iq take
It seems to be a 4.4 bug, I've moved to 4.3 and it's all fine

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Anonymous No. 1010522

Any tips on getting grid fill to work on three sided shapes? I've been trying to get the back of this robot foot to work but it never fills out the way I needed. All the tutorials are for 4 sided grid fills so I don't know how to deal with this. So far all sides have an equal number of vertices.

Anonymous No. 1010526

>>1010522
add some faces or edge loops yourself to direct the fill

Anonymous No. 1010566

is there any good hard surface course that you recommend that doesnt use addons?

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Anonymous No. 1010575

>>1010526
That did it, I added some deliberate side topology and monkey-with-a-typwritered it until it worked. I'll be honest, I have no idea how I pulled it off and it sometimes feels like my topology is some adeptus mechanicus shit.

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the chair nerd No. 1010592

>>1010575
Congratulations you just made a scaled smoothed cube section by hand.

Anonymous No. 1010596

i hate feet
i hate edges

Anonymous No. 1010598

>>1010515
Using blender is a lot IQ play, be a real man and use Wing3D

Anonymous No. 1010604

>>1010592
does that mean I'm finally ready to go pro????

the chair nerd No. 1010614

>>1010604
Well of course!

Anonymous No. 1010619

>>1010596
Same, can't stop edging to feet

Anonymous No. 1010634

Starting out. No problems with 4.4?

Anonymous No. 1010642

>>1010634
Not that I know, it's as stable as usual, I think they changed the animation system a bit but you should be fine

Anonymous No. 1010662

is x muscle system any good. i wanna use it for bone deformation under my models to get more accurate shoulder movement, but i'm worried that it'll tank the viewport fps.

Anonymous No. 1010673

>>1009694
Funny enough, if you go to the fund-blender-org website, adobe isnt even a corporate sponsor anymore, they just dipped right under our noses

Anonymous No. 1010684

>>1009685
>attempts by the community through addons.
which addons, link them for i am too lazy to pirate substance painter

Anonymous No. 1010685

>>1010684
https://extensions.blender.org/add-ons/magic-uv/
https://extensions.blender.org/add-ons/ucupaint/
you could try this too, idk how the support for multilayer exr in ucupaint is if any.
https://extensions.blender.org/add-ons/has-paint-layers/

Anonymous No. 1010687

>>1010684
I forgot to add that you can enable sculpt texture paint to test the 3d brush too, it has been in experimental almost a year the main problem is that they don't have ported the other tools to the sculpt mode.

Anonymous No. 1010689

How do you guys make pubes? Just add fur?

Anonymous No. 1010690

>>1010685
>https://extensions.blender.org/add-ons/magic-uv/
this one looks better
https://extensions.blender.org/add-ons/mio3-uv/

Anonymous No. 1010691

>>1010690
This is rather new and it looks godlike. Hope it can properly copy-paste and mirror islands, since this is something most of the others struggled. I only could get what I wanted in magic-uv and it wasn't easy to figure out the proper workflow either.

Anonymous No. 1010693

What do people use to backup their blender projects? Is Git-LFS sufficient? rsync with a portable drive?

Anonymous No. 1010694

>>1010693
I just push some of them to git, nothing was big enough for LFS so far.
I kinda dislike that diffs are useless, and I hope we will get JSON format for scenes in future.

Anonymous No. 1010701

>>1010693
I copy paste my 3D projects folder to an old hdd every time I hear about someone losing everything

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Anonymous No. 1010706

Okay, so I have this rig set up so that I can cycle through an image sequence for 2D expressions for a character. I'm kind of of retarded though.

How do I take this whole thing I have with the control, the rig, and the image sequence and import it to the file where my character is so I can attach it to that? The guy in the tutorial I was following completely skipped over that part. Or you don't have to tell me just point me in the right direction at least.

Anonymous No. 1010715

Is it worth it to learn sculpting. I’ve been told by someone that it’s not and I don’t know what to believe anymore. How am I supposed to do anything beyond basic humans without sculpting

Anonymous No. 1010718

>>1010715
Forgot to mention, the main thing I wanna focus on is character creation

Anonymous No. 1010720

>>1010718
yeah, why would you not do it. if you want to be a character artist that doesn't know sculpting you are just nerfing yourself. might as well start learning it now, you'll get to a point where you want to use it anyways.

Anonymous No. 1010725

On 2.79 because of a plugin so for all I know it's been added since, but is/was there a reason that sliding vertices can't snap to edges? It acts as if you've got it set to increment instead of snap to closest edge/vertex/whatever

Anonymous No. 1010728

>>1010715
>I’ve been told by someone that it’s not
the fox and the grapes

Anonymous No. 1010742

How do I break away from the blender look?

Anonymous No. 1010759

I need a 3D model of Okabe Rintaro/Houoin Kyoma from Steins Gate for a fangame. I am bad at modelling people and the only good one is by a Japanese person that has locked downloads. If anyone wants to make one or has made one and can share it please link it

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the chair nerd No. 1010769

>>1010742

Anonymous No. 1010770

>>1010742
99% of the time it's obvious is simply because people use the damn bloom on full tilt.

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Anonymous No. 1010778

is there a more recent resource out there that teaches the sculpt into low poly texture bake method? I swear nobody does this but it looks useful as hell and saves me having to texture paint
I'm familiar with sculpting and retopo and all that, though I tried following the videos and it didn't work out

https://youtu.be/o568T79egTs?si=6VL_mIsW2wJRs3Mq
https://youtu.be/G_dtR9LgnxE?si=MZqFMwxsxJWrzn4M

Anonymous No. 1010779

>>1009683
The thing is that the features being developed are the ones where the devs show up to work on them. If texture paint isn't being worked on, it's not the geonodes, grease pencil, or any other team's fault.

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Anonymous No. 1010780

>>1010778
>more recent resource

Anonymous No. 1010781

>>1010780
those are all too high poly. I guess the principles are the same at least

Anonymous No. 1010787

>>1010781
Not that guy, but the trick is simply to bake in light and shadows to a color texture ("albedo", but not albedo, because albedo means color texture without light info)

Anonymous No. 1010801

>>1010778
this is something you want to do outside of Blender or use a baking addon, because it's a convoluted process in vanilla blender and I don't think you can bake eevee textures without addons
(I've used SimpleBake and it seems to work fine, but I don't know if there's better nowadays)

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🗑️ Anonymous No. 1010804

I'm trying to render an animation to MP4 with audio from the sequencer, but evidently I've accidentally changed something in my blend file. This functions as intended in a new file but not my existing project. I'm currently using 4.3.2.

I'm well aware this approach isn't ideal for final render. The purpose of this is to shit out an animatic with the least work necessary.

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Anonymous No. 1010805

I'm trying to render an animation to MP4 with audio from the sequencer, but evidently I've accidentally changed something in my blend file. This functions as intended in a new file but not my existing project. I'm currently using 4.3.2. When sequencer is checked in the post processing section the audio is there, but the video is now strips from the sequencer instead of the camera.

I'm well aware this approach isn't ideal for final render. The purpose of this is to shit out an animatic with the least work necessary.

Anonymous No. 1010810

>>1010805
After further experimentation I've discovered that having any visual strips (even muted or its channel muted) will force the render to switch to the sequencer's view. I'm at a loss for what arcane trickery I did to get around this a year ago.

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Anonymous No. 1010815

Blender is not rendering my roughness maps and I don't know why.

Anonymous No. 1010822

is there a hair curves roadmap somewhere?
i want to know if simulation is coming in the foreseeable future

Anonymous No. 1010834

>>1010815
Because it sucks, Flow the movie couldn’t render fur correctly, why think your going to change Blender.

Anonymous No. 1010850

>>1010815
Set the node color space to non-color data

Anonymous No. 1010876

>>1010822
I doubt it, because they're trying to make it all happen in nodes. And simulating in nodes is very difficult. Their repeat node doesn't have conditions, can't work on a field level, and it just generally slow. So if they try to implement substeps, the whole simulation will slow down by a lot.

Anonymous No. 1010880

>>1010876
This is why you need a gaming PC, hair simulation will never work in low end pc.

Anonymous No. 1010881

>>1010880
My PC isn't low end. It's a modest gaming PC. Not pushing the latest and greatest parts for 2025. But it can play Elden Ring at max with no hiccups. Geometry node simulation is just slow. Almost every function in Geometry nodes is slower than the coded equivalent.

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Anonymous No. 1010885

>working on project to gain experience
>finish making model
>have to rig it now
>all desire to continue working on project leaves my soul

Anonymous No. 1010898

https://youtu.be/ckiNig3lzi0?si=pIYgvBmDs-KP_zdi

How do you guys like this animation test?

Anonymous No. 1010900

>>1010876
i didn't ask fro commentary bro, i just need a roadmap. i already groom in houdini.
fuck it, i can move guide curves to houdini when i need to sim.

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Anonymous No. 1010901

Hello friends, I'm just trying out Blender (with no 3d experience whatsoever) and I'm having a problem.
I'm trying to model a simple low poly version of this image, but I think I'm using the wrong tool (Loop Cut and Extrude) for the job.
I'm thinking about making the cuts, then moving the parts around until it fits the general "shape" of the example image. But when I move them into their places, I end up leaving those "2d faces" around, and when I try deleting one of them multiple disappear.
What's the proper way of doing what I want?

Anonymous No. 1010903

>>1010901
try dissolving instead of deleting

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Anonymous No. 1010904

>>1010903
No worky... the other options display something in the bottom left that do nothing.

Anonymous No. 1010906

>>1010885
It's hard to do it all by yourself, you should find friends who like doing what you don't like!

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Anonymous No. 1010907

>>1010904
I really don't understand what I'm doing wrong, I'm not selecting other faces or anything, so why does everything around it disappear?
I might be constructing the thing completely wrong and that's why I'm encountering so many problems...

Anonymous No. 1010908

>>1010904
you need to learn the difference between deleting and dissolving things
as a general rule of thumb:
delete faces
dissolve edges
verts you go between depending on what you want

also it looks like some of your faces aren't really connected. like verts just sitting on top of other verts.

you should do a basic modelling tutorial - it'll take an hour and save you a lot of frustration.

Anonymous No. 1010909

>>1010898
Don’t slide the character in, don’t slide it to the left, you forgot the cris cross. Now redo it again with the chacha real smooth now.

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Anonymous No. 1010910

>>1010908
I changed the order of operations and managed something that looks alright (on the outside)
>tutorial
I suppose I'll have to watch them :(

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Anonymous No. 1010913

>>1010910
This is fun even if I'm doing it wrong, the inside now looks perfectly fine.

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Anonymous No. 1010927

>>1010913
Very cool.

Anonymous No. 1010929

I need advice.
Is Blender's rigging and animation pipeline equivalent to 3dsmax in terms of ease of use and performance?
I've heard that it may be better for complex animations, but game animations are simpler, so how does Blender deal with it compared to 3ds max?

Would it be difficult to follow 3ds max game animation tutorials in blender for a beginner?

Anonymous No. 1010931

>>1010929
Blender doesn’t do anything related to animation. 4 years of Flow and all they can do is make animals move. It’s never going to match 3ds max levels of animation.

Anonymous No. 1010941

>>1010931
lmao

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Anonymous No. 1010944

>>1009677
Hi, I'm looking for a video that was floating around the youtube algorithm this week/month; it was about replicating and setting up the rigging responsible for jiggle physics that ends up getting used in stuff like gacha games and marvels rivals. I believe the character Trigger from Zenless Zone Zero was used as an example of breast & thigh jiggle. The video mentioned something about how radial geometry vs mesh geometry didn't matter, so long as the bones were rigged in a relatively simple way.

I've tried looking for it myself without any luck, and I can't find it in my history, as I accidentally cleared it a few days ago. I'm hoping someone here knows what I'm talking about or bookmarked it or something. I'm very bad at art, but something like pic related in a modeling program was used when discussing how mesh vs radial geometry didn't matter

Anonymous No. 1010945

>>1010944
Sorry, it also made mention and showed how good it could look, even in something like mobile games, due to how simple the calculations were

Anonymous No. 1010946

>>1010944
Actually, ignore the doodle, it's shit.
It was a comparison between radial mesh like in https://youtu.be/4Y47CP-HVHI and the same model but with a square grid-mesh, showing that you'd get very similar end products.

Anonymous No. 1010947

>>1010876
They still haven't fixed the armature deform performance loss from blender 2 to 3. I remember talking about it with people here years ago, and now we're on version 4, and I can still open up a regular character, animate a bit, and for some reason it is still slower than in the latest 2.x version, when using the solid view. And you want them to fix nodes, orders of magnitude more complicated. We're dead in the water, anon, while they piss around fucking with Eevee's lights.

Anonymous No. 1010948

oh, and this computer is a several thousand ÂŁ workstation, so I know it's not me. It chugs even worse on my home computer. But renders themselves are very quick. A code smell like no other, I tell you

Anonymous No. 1010954

>>1010931
>>1010941
Game animations don't need to be complicated like a movie, tho. I want to make the animations in this course.
https://coloso.global/en/products/100chapter-leemusong-us

Anonymous No. 1010957

>>1010954
Another fake gamedev who made up his own school. If you did a little research on where his “school district” is and locate the building. You see the fake story behind it.

Anonymous No. 1010964

Should the shoulder bone be connected to the forearm bone? I see some rigs with them connected while others have them unconnected. Which would be better for low poly models?

Anonymous No. 1010976

How do I learn stylized texture painting with ucupaint like this. He kind of just skips over how to do the small details in this tutorial and only focuses on the broad strokes

https://www.youtube.com/watch?v=8_apXIn0g5w

Anonymous No. 1010977

Bros I feel like a retard. I feel like it takes me way longer than it should to learn from and finish tutorials. What’s the trick to learning shit faster

Anonymous No. 1010988

>>1010977
Project based learning. Learn what you need as you need it and you'll remember and internalize it way more

Anonymous No. 1010991

>>1010964
Those are bad blender modeling techniques. The origin is from puppeteers to greet the audience. If you do it right now, you’ll see your hand closer to the shoulder thus the technique for the puppet master was created. No such thing is required in 3D space because it’s used based on purpose for movement.

Anonymous No. 1010996

>>1010977
follow the tutorial but make something you want to create instead, using the same tutorial steps

Anonymous No. 1011008

Is blender really bad for animation? I can't afford paid software but I want to make 3d animations.

Anonymous No. 1011018

>>1011008
Good animation costs time and study. No piece of software is going to magically make you a good animator

Anonymous No. 1011020

>>1011008
it is ok to do basic things but it doesn't support layers and to add constrains and shit like that is a pain the ass, they want to work on that for the 5.0 or so, the lattest shit that they added is the slotted actions and they are working in the bake system.
https://www.youtube.com/watch?v=u1VftqTABK0

Anonymous No. 1011030

>>1011008
animation is the most neglected module since 2.49
works ok with addons, any studio using blender for animation is using a suite of their own addons (even blender studio itself), but i can't imagine it's remotely comparable to paid software

Anonymous No. 1011032

The one thing I can’t stand about Blender is the fact that you have to have faces selected to see your UVs