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🧵 Blender Thread

Anonymous No. 871805

Here's a Blender thread since I couldn't find one in the catalog that wasn't just retards arguing.

Anonymous No. 871809

>>871805
Thanks OP. I was looking for one.

I'm wondering if there's a way to do the pinning method this plugin uses. It's free but seems to only use it's own head model.
https://www.youtube.com/watch?v=MGILKtOvSII

Anonymous No. 871991

>>871805
Pro-anons fucking help, i'm trying to rig my model and everytime it crashed, tried everything to fix it but it won't work.

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Anonymous No. 871993

>>871991
forgot pic

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Anonymous No. 872027

Hey guys, can anyone help me out with transparency in eevee? I thought I had it figured out, but apparently not.

I set up a glass ball, and I can see the HDRI refracted, but not any objects. I tried Glass, Refraction and Principled with transmission, but none worked. I tried every transparency mode. I have refraction enabled on the render settings. I'm starting to think this might be a bug, perhaps with my scene file, but I can't think of a reason. Can anyone using blender 3.0 check if it's working properly for you?

Anonymous No. 872028

>>872027
Oh, I'm fucking retarded. I forgot to check the "screen space refraction" checkbox on the material properties, I thought it was only necessary to check the one on the render tab. It works now.

They make this way harder than it has to be.

Anonymous No. 872029

>>871991
Have you tried upgrading to Blender 3.0?

>>872027
Render properties on the right hand properties -> Screen Space Reflections

Anonymous No. 872030

>>871993
I don't know man. Usually, when blender crashes for me it's because I'm running out of RAM. I don't rig much. Check the simplify checkbox and set all subdiv to 0 to see if it isn't something retarded like that. Also, try a newer version of blender if you can.

Anonymous No. 872031

>>871991
https://docs.blender.org/manual/en/latest/troubleshooting/crash.html

Anonymous No. 872037

>>871805
>>871809
are you too dumb to CTRL F Blender general?
>>871828

Anonymous No. 872079

>>872030
I deleted all of the subsurfs and even manually decimated the theing down to 9k verts

Anonymous No. 872080

>>872029
>Have you tried upgrading to Blender 3.0?
Don't think i have
>https://docs.blender.org/manual/en/latest/troubleshooting/crash.html
Sorry when i said it crashed, it was more like the thing takes way too long and just whitescreened

Anonymous No. 872092

>>872080
Just upload your file already so I can debug it.

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Anonymous No. 872100

Here's some geometry nodes fuckery. I tried to implement a shrinkwrap modifier using nodes so that the instances would be indistinguishable from the main body. It's not flawless, but depending on the material it looks alright.

Anonymous No. 872104

>>872100
huh, i remembered seeing like a 1 min tutorials on how to make details like this seamless

Anonymous No. 872106

>>872092
why haven't i thought of this, here anon.
https://files.catbox.moe/76scaj.blend

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Anonymous No. 872107

I was doing a bunch of useless maths to figure out where the edges were, but it's possible to just use a vertex group. It's looking pretty good, I doubt I can get it to look better than this.

>>872104
Yeah, I've used that before, but as far as I know it only works by placing stuff manually, which can be boring. I guess you can use instancing, perhaps?

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Anonymous No. 872109

>>872106
I don't know how you did it, but you managed to parent the armature to itself. Did you notice that it's not showing up in the outliner?
Select your armature, go to the object properties panel and empty the Parent field (see image).
That's what makes it crash.

Also, I read that you want to use automatic weights. Don't do that. You're building a robot, not an organic character. You want to assign the weights manually in edit mode so the parts don't deform.

Anonymous No. 872112

>>872107
Holy nodes yours look great, haven't touched nodes before that looks complicated

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Anonymous No. 872113

>>872109
Thanks alot!
> You want to assign the weights manually in edit mode so the parts don't deform.
How exactly do i do this? With weight paint or select parts of the mesh and parent (join?) it with the appropriate bones?

Anonymous No. 872115

>>872113
First of all, I'd merge all the robot parts into one mesh to simplify things: Select them all, then Ctrl+J.
Then parent that thing to the armature (Ctrl+P) and choose the "with empty weights" option. It will then generate a vertex group for every bone.
Go into edit mode and work your way through all the vertex groups one by one.
Select a vertex group from the list in the data properties tab, select all the relevant vertices (hover over them, then press L), then press "Assign" (with a weight of 1.000 of course). That will bind them to the bone of the same name. You can try the weights out in Pose mode at any time.

With automatic weights your robot would end up deforming like a sausage.

Anonymous No. 872116

>>872112
Thanks, anon.

Geometry nodes aren't that complicated in 3.0 if you're already familiar with the shader nodes. What is really weird right now is the attribute capture/transfer, I had to watch a youtube video to understand it because there was no explanation anywhere else.

You should play with it a bit. It's fun. The simplest thing you can do that's already cool is take a mesh and instance a bunch of cubes in it to make a squarey version.

Anonymous No. 872118

>>872115
That's sounds complex af, i'll try my best
>With automatic weights your robot would end up deforming like a sausage.
Actually glad it didn't work, lol.
>>872116
i have seen people did crazy things with nodes, might look into it when i'm done with bones n amature.

Anonymous No. 872119

>>872118
It definitely beats assigning automatic weights and then having to fix the countless mistakes the algorithm made.
Compared to organic models, weighting inorganic things is usually a breeze.
And there's nothing you can't undo.

Anonymous No. 872131

>>872115
Holy fuck it actually worked, anon. I've always been reluctant touching the subject of "vertex groups" since they seems a bit convoluted. Yeah thats pretty much it, i'll ask more if shit goes wrong, thanks again.

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Anonymous No. 872142

>>872115
So everything worked wonders except for the abdominal bone which keeps deforming parts it's not supposed to. Other bones did this as well even though i specifically assigned then their own vert groups but all fixed easily by weight paint, except for this one i have no idea why, here's the file
https://files.catbox.moe/v3rih0.blend

Anonymous No. 872143

>>872142
The weight distribution isn't clean. You probably painted on those vertices in weight paint mode by accident. There's no reason to ever go into weight paint mode here. If you click on a vertex you can see a list of all its vertex weight influences in the sidebar (N key, Item tab).
That ear is getting influenced by the Quad.L bone. The leg is influenced slightly by the Quad.L bone and Abdominal bone. They're only acting as expected. You gotta be more careful.

Anonymous No. 872145

>>872143
What should i do now? The ear has like a hundred verts all with abdominal = 0 in them, how do get rid of it

Anonymous No. 872146

>>872145
There's a Remove button next to the Assign button I mentioned earlier. It works as you would expect.

Anonymous No. 872147

>>872146
Thanks, i always had to double click them since they never give you a sign like "Assigned" or any other visual cue.

Anonymous No. 872148

>>872147
That's exactly what the vertex weights list in the Item tab of the sidebar or the Select button in the data properties tab are for.

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Anonymous No. 872149

>>872148
>vertex weights
Is it important? Do you need to know?

Anonymous No. 872150

>>872149
You will never make anything move in 3D if you don't know about bones and weights. Some beginner tutorials on that will do you good. Any youtube video will do.

Anonymous No. 872151

>>872150
Thanks, so some anon said in another thread my drone looks like it's fucking someone since the hip thrusts toward during the process of modeling i didn't notice. Tried toi change it in pose mode but whenever i switched back to object mode it resets itself, how would you fix this? Also what mode do people animate in? Pose mode?

Anonymous No. 872152

>>872150
oh ok i misunderstood for the "vertex paint". "vertex weight" was the one you talk about to fix the weird deformation

Anonymous No. 872153

>>872151
Those are very, very basic Blender questions. I can't give you an introduction to the entire software in this thread. You should really watch a proper beginner tutorial video series. There are no shortcuts to getting good at this.

Animating is done in pose mode. Constructing or modifying a skeleton is done in edit mode.

Anonymous No. 872154

>>872153
>You should really watch a proper beginner tutorial video series.
i even watched the official Blender tutorial anon, might just have subpar comprehension

Anonymous No. 872170

In the graph editor, can you use global orientations rather than bone's local?

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Anonymous No. 872185

is there an edge flow plugin for 3.0 yet or is this the only ones, https://github.com/BenjaminSauder/EdgeFlow.

also how do i make pixel art image references not blurry? i know you can with normal textures but for images you add via the "add mesh" menu there is no option for how the image scales.

Anonymous No. 872188

>>872185
The import images as planes addon is still useful for that kind of references since you can change the interpolation from linear to nearest neighbor.

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Anonymous No. 872190

>>872188
that was the only other way i could think of as well. i'll just use IAP then.
thx mate

Anonymous No. 872192

>blender
It's cris lmao do i fit in guys it's cris i not crazy chris chan chris

Anonymous No. 872196

>>872192
hello newfag

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Anonymous No. 872203

>Make hair mesh out of curves
>Convert to mesh
>Make armature for it
>Parent mesh to armature, looks fine
>Armature doesn't deform mesh
>It doesn't work at all
I wish I could take a real class in this shit in a classroom setting instead of having to piecemeal reverse-engineer everything from youtube tutorials and blind experimentation

Anonymous No. 872208

>>872203
>>Parent mesh to armature, looks fine
Did you do it with automatic weights? Sometimes it doesn't like non-manifold geometry so you might have to create a proxy mesh for automatic skinning and transfer the weights from that onto your real hair mesh.

Anonymous No. 872216

>>872208
Yep, used automatic weights when attaching the parent.
>Non-manifold geometry
Yeah, must have something to do with this. Will try your solution fren.

Anonymous No. 872217

>>872216
Also make sure you're moving your armature in pose mode.

Anonymous No. 872238

Trying to resist the urge of developing a patch for geometry nodes.

I don't have time for this. Just leave me alone, I don't wanna do it.

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Anonymous No. 872239

NOOOO MOM I DON'T WANT TO CODE AGAIN
NOO PLEASE DON'T MAKE ME DO IT I DON'T WANNA DO IT LET SOMEONE ELSE DO IT

i dont want to spend a whole month learning how to compile please nooooooooooooooooooooooo

Anonymous No. 872428

blender is taking forever to export a rigged model. it's only 75K tris, what gives?

Anonymous No. 872476

>>872196
Shut the fuck uo chris

Anonymous No. 872492

>>872476
>chris
~(>_<。)\

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Anonymous No. 872954

how I fix this?

Anonymous No. 872955

>>872954
aight don't worry i got it, piss off.
Increase transparency max or something.

Anonymous No. 873006

>>872428
youre probably exporting a bunch of animations at the same time

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Anonymous No. 873011

Does anyone have a copy of HardOps for blender 3.0 they can give me

I've looked online but I've been unable to find it anywhere )':

Image is just to draw attention to this post