HairTool (which I believe someday I will buy but first I need to finish my work), Bevel Shader, UV viewport editing, game asset tool :O Just only 2 pages of this thread and there are soooo many goood addons. That's why I love it so much! You guys are amazing!
Hello, i have 2 Pipes in Blender which stand 90 degrees to each other. Normaly in Maya when i connect them in Maya i can simple use Bridge Tool and have a nice soft arc. In Blender i use the edge bridge Tool but the results are inflated and deformed.
Hello, i have 2 Pipes in Blender which stand 90 degrees to each other. Normaly in Maya when i connect them in Maya i can simple use Bridge Tool and have a nice soft arc. In Blender i use the edge bridge Tool but the results are inflated and deformed.
you can also use the spin function, a little bit more fiddly, but results are good (also, it does not directly connect two cylinders, only creates the angled part on one end)
I've been checking out the vertex normals modifier for face weighting. Needs some tweaking but it is already great. Afaik the dev says he gonna continue improving on it after the GSOC ends.
Have you guys ever thought about using Shrinkwrap modifier together with sculpt mode's grab and smooth brushes when doing a retopo. I didn't until recently (I was so disappointed that I never realized that this has been possible to do in Blender for years... stupid, stupid me). It's super fast to make your mesh's polygons evenly distributed. This makes tweaking fun again.
I still need to copy and apply the Shrikwrap modifier every once in a while to avoid jerkyness if smoothing too much. I mean if you toggle the modifier on/off, you'll see how the smoothing moves the LP mesh away from the HP target mesh, and jerkyness starts because the modifier can't project those vertices back onto the HP mesh so accurately anymore. But that's still a very minor problem, which can be solved with copying and applying frequently.
Excuse my crappy old model with bad anatomy. But it's fine for this tip.
Well yeah the sculpt brushes/sculpt mode being available at all times is extremely powerful - for shrinkwrap, but also for straight up regular modeling. Very useful stuff !
Bridge Edge Loops is also in the Specials menu (W key in Edit mode), might be quicker than using the spacebar and typing it.
RE: 2.8, am I right in assuming that all that work going into the Eevee realtime engine will eventually be enjoyed by the capability to playblast it (render the viewport content at a target resolution)? I have seen it mentioned in the roadmap, but as far as I know there isn't anything substantial on this. If you're making an animation demo reel or game mockups, for example, you could get decent visuals with Eevee alone without having to use BI or Cycles, saving time.
@RN Given that Blender already has this, I would be very surprised if they'd take it out for Eevee! Especially given the developer's focus on animation, I do think they see this as a possible cycles-replacement for final renders. @FourtyNights The Speedretopo addon makes this workflow a little bit easier. It uses a shrinkwrap modifier, and gives you buttons to 'update' the wrap, meaning apply it and create a new one. There are other, free ones that do this as well, and as it's just a macro you could set it up yourself.
hah testing in 2.79 is next on my plate - im curios whats up there, from the release notes not much should have changed api wise.. but who knows
yes the incremental snapping should work just fine - well if it works with the custom transform orientations then it should work, because I'm just setting constraints on the operations - not really touching/implementing these at all.
Hi there @kio - the zip of the recent version is missing its main folder ; and even after adding that folder back in and zipping back the addon, addon initialisation fails :
This is using 2.8, which worked great with your previous version.
Also : wow. I didn't realize it when initially bringing up the request for a Simple mode, but there are definitely some nice (and unexpected !) side effects to it that I just noticed when trying it out in practice.
Basically ... even without using workplane-bound transforms operations per say, simply having a workplane enabled somewhere on the side of an object (like near the cheekbone in the screenshot below) does a LOT in terms of 3d space perception. I personally have the habit of constantly nudging/rotating my viewport to check spacial relationships and surface quality at all times (basically doing something similar to what people blind of one do in order to still get depth perception) ; and having the visual anchor of the workplane sitting there at an arbitrary angle (as opposed to the 0,0,0 floor grid, often far away from the model) is a huge benefit. It basically provides a faint visual representation of the space around the model and from there gives precious data on the way the features of the model relate to each other. All of a sudden everything seems to have more anchorage and depth.
It's very hard to explain but I'd recommend anyone working with organics to give it a try. Isolate your model, set a workplane along a face on side like here, hide everything else and see how it feels.
Quick question: Is there a way to select faces like Max : not by selecting the middle of the face but simply by drag selecting on any part (when the limit selection to visible is enabled).?
@joebount > you can used the shorcut C (Circle Select) ; it's like the Paint Selector or use the operator Border Select -B shortcut- you draw a rectangle select.
I'm i'm glad i dont' find a way to change the select setings ; blender don't work like max, i'm think it's possible to change the select behavior with an addons.
Yup, but no unfortunately: if I do that I can't select backfaces
Blender doesn't appear to be able to select only a portion of a face in wireframe mode, in this case you have to switch to solid. Also, you are trying to select only visible elements, so, wireframe mode is not really the mode you want to be on while doing that.
picked up blender again, and got annoyed by the transform tools. so I started creating a workplane addon. it can set transform orientations and auto plane constraints from view. The move/rotate/scale commands just wrap the default ones and set the constraints on it. If not in workplane mode the commands fall back to the default behaviour, so In theory they can just be switched out.
Still needs some more work as it misses a few things - for ex. the workplane grid is still pretty static, one can just move away from it. And have not testet in 2.79..
will upload it to github or so, once im happy with it.
yes should work in 2.79 - the reason why you might think it's slow is that its not updated every frame, it just clocks at 16hz or so. other than that i doesnt do anything demanding at all.
Hi, downloaded your addon. Doesn't seem to work in 2.78c. Anytime, I click the box in the user preferences to activate the addon. An error like what pior posted comes up. EDIT: Works now. To anyone having this problem, after downloading master zip, extract the folder and install the zip file inside the extracted folder from Blender and it will work.
Transferred my ZBrush morphs to shape keys in Blender for my current character. The original
"sleepy" expression is for baking, and the "neutral" is for final
rendering. The neutral is also going to be useful for placing the
eyelashes. Carefully sculpted those as layers in ZBrush to represent the neutral expression as a final look for her.
Upper eyelids being half-closed gave a bit more texel density for them initially, when unwrapping from the sleepy expression.
For baking, I can avoid all artifact errors on the cornes of mouth and stretching for upper eyelids.
A quick demo of the AssetGen addon, in it i convert an high poly into a game asset and use it inside Unity. The documentation is included in the .zip. It's free to use, share and improve (GNU GPL v3).
That was the first I tried, but it has a stupid limit how long you can record. It just stopped recording after a short while without a warning. LICEcap is unlimited.
Is someone using Blender with Maya? I am trying to make a MEL script which is importing a FBX file that is stored in a particular folder. Should be a one click solution without opening the import Dialog.
I know it's not really Blender related. But maybe someone has something like this to hand.
There is https://github.com/heimlich1024/OD_CopyPasteExternal. Should work on all kind of softwares. Anyway some update about Hair tool. I latest release I focused mostly on creating short hair, so you will be able to create this kind of stuff:
Video about new features: https://www.youtube.com/watch?v=FLHbzCXOijg I know some peaple wanted nice and easy way of resampling curves. I added operation for that called 'curve resample', and I describe it in here. Update 1.6:
Updated UI
New option 'Ribbons from particle hair with children' - gives better result compared to child particles generated by build in blender child particles (more even distribution, better aligning of child ribbons to surface). Great for short Hair.
Resample - more options, and keeps curve tilt and rotation.
'Particle Hair From Grease Pencil' strokes painted in grease pencil, can be converted to particle hair (with some options available under f6)
'Flip UV' option in preferences - if enabled random strands will have uv's flipped in X-axis
Replies
Make sure you are using the cycles render, it doesn't show up if not.
I just tried the build myself.
https://blender.stackexchange.com/questions/42591/how-to-aproach-the-modeling-of-duct-work-piping-wiring
(also, it does not directly connect two cylinders, only creates the angled part on one end)
Normal editing :
https://wiki.blender.org/index.php/User:RohanRathi/GSoC_2017/User_Documentation
Vertex Painting :
https://wiki.blender.org/index.php/User:Darshan/GSoC2017/Documentation
Also Blender 2.8 is still on its way (SSR, refraction etc.) :
https://www.youtube.com/watch?v=HEi1iomuTqg
Very exciting times !
that vertex paint stuff finally includes features into the standard version that i had kept a custom build around for. finally!
I still need to copy and apply the Shrikwrap modifier every once in a while to avoid jerkyness if smoothing too much. I mean if you toggle the modifier on/off, you'll see how the smoothing moves the LP mesh away from the HP target mesh, and jerkyness starts because the modifier can't project those vertices back onto the HP mesh so accurately anymore. But that's still a very minor problem, which can be solved with copying and applying frequently.
Excuse my crappy old model with bad anatomy. But it's fine for this tip.
RE: 2.8, am I right in assuming that all that work going into the Eevee realtime engine will eventually be enjoyed by the capability to playblast it (render the viewport content at a target resolution)? I have seen it mentioned in the roadmap, but as far as I know there isn't anything substantial on this.
If you're making an animation demo reel or game mockups, for example, you could get decent visuals with Eevee alone without having to use BI or Cycles, saving time.
Given that Blender already has this, I would be very surprised if they'd take it out for Eevee! Especially given the developer's focus on animation, I do think they see this as a possible cycles-replacement for final renders.
@FourtyNights
The Speedretopo addon makes this workflow a little bit easier. It uses a shrinkwrap modifier, and gives you buttons to 'update' the wrap, meaning apply it and create a new one. There are other, free ones that do this as well, and as it's just a macro you could set it up yourself.
https://github.com/BenjaminSauder/Workplane
now i have to actually create something in blender instead of scripting it haha - well maybe do another addon..
Does grid snapping worked with the workplane? If not, that'd be useful.
yes the incremental snapping should work just fine - well if it works with the custom transform orientations then it should work, because I'm just setting constraints on the operations - not really touching/implementing these at all.
edit: talking about this interactive method that works on existing UVs, not any copy-mirror-paste functionality.
This is using 2.8, which worked great with your previous version.
should be fixed now.. doh shouldnt push releases in the middle of the night..
Also : wow. I didn't realize it when initially bringing up the request for a Simple mode, but there are definitely some nice (and unexpected !) side effects to it that I just noticed when trying it out in practice.
Basically ... even without using workplane-bound transforms operations per say, simply having a workplane enabled somewhere on the side of an object (like near the cheekbone in the screenshot below) does a LOT in terms of 3d space perception. I personally have the habit of constantly nudging/rotating my viewport to check spacial relationships and surface quality at all times (basically doing something similar to what people blind of one do in order to still get depth perception) ; and having the visual anchor of the workplane sitting there at an arbitrary angle (as opposed to the 0,0,0 floor grid, often far away from the model) is a huge benefit. It basically provides a faint visual representation of the space around the model and from there gives precious data on the way the features of the model relate to each other. All of a sudden everything seems to have more anchorage and depth.
vid https://tinyurl.com/y8f9w924
It's very hard to explain but I'd recommend anyone working with organics to give it a try. Isolate your model, set a workplane along a face on side like here, hide everything else and see how it feels.
Go grab it now: https://www.blender.org/download/
It works on 2.79 ?
Just tested and it is very slow ang got some lag
Here's an example of the latest script
https://www.youtube.com/watch?v=nfZNOD_5gv4
Hi, downloaded your addon. Doesn't seem to work in 2.78c. Anytime, I click the box in the user preferences to activate the addon. An error like what pior posted comes up.
EDIT: Works now. To anyone having this problem, after downloading master zip, extract the folder and install the zip file inside the extracted folder from Blender and it will work.
Upper eyelids being half-closed gave a bit more texel density for them initially, when unwrapping from the sleepy expression.
For baking, I can avoid all artifact errors on the cornes of mouth and stretching for upper eyelids.
https://www.cockos.com/licecap/
https://youtu.be/-Fy7g3g6uCI
http://blog.bahraniapps.com/gifcam/#download
@RN : I have tried it before but as Fourty said the record time limitation is quite bad.
I know it's not really Blender related. But maybe someone has something like this to hand.
https://blenderartists.org/forum/showthread.php?415347-Addon-BtoM&highlight=btom
Anyway some update about Hair tool.
I latest release I focused mostly on creating short hair, so you will be able to create this kind of stuff:
Video about new features:
https://www.youtube.com/watch?v=FLHbzCXOijg
I know some peaple wanted nice and easy way of resampling curves. I added operation for that called 'curve resample', and I describe it in here.
Update 1.6:
You'll find it here:
It makes edges over a certain (user-set) angle hard.