Blender Mega Thread

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  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @Justo that's what the other parenting methods are for. I rarely use them, so I would have to look in the documentation as well. But I believe some of them do exactly that.
  • FrankPolygon
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    FrankPolygon polycounter lvl 3
    @Justo ; Try Object > Constraints > Add Constraints (with Targets) > Relationship > Child Of. Note that when parenting the active object becomes the parent but with constraints it's the opposite.
  • YaP
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    YaP polycounter lvl 6
    Justo said:
    You're right - thanks, I don't know how I missed it before. Parenting works with Empties indeed.

    I do think this feature could be improved, unless I'm missing something. Once I rotate my parent object, if I decide to add new objects in, it'd be convenient if it'd automatically apply to the new children any rotation info previously done to the parent. Because as it is, if I do wish to add anything, I first need to reset rotations to 0 in my parent, add the children, and only then can everything move together...
     
    Indeed, it can be confusing if you're used to another workflow.

    To get what you describe, you have to add the object using the selector from object properties > relations > parent



    but not convenient for many objects, so here's the second way to do it: (note: the key recorder doesn't show when I press "alt" while clicking object in parent type, see screen just after).
    You can use Alt key to apply to multiple objects in many case





    you may also already know the addon "copy attributes", where you can copy rotation or else with parent or not - and especially useful when you want to add a bunch of modifiers from an existing object to many others (select objects first, then last is the object you want to copy properties from, then Ctrl C to chose)


  • wilson66
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    wilson66 polycounter lvl 4
    I'm missing a Modo feature in Blender 2.8, and that is to have the tweak/ sculpt tools to only have an influence on selected faces/ vertices. In Modo, I can select a couple of faces, activate the tweak tool, and all unselected polygons will automatically be ignored by the tool.

    Is something similar possible somehow in Blender? If I select faces there, then click with the tweak tool, it simply deselects the faces...

    Another question: right now when I activate one of the sculpt tools, the polygons display as triangles in the viewport, which is distracting. Can I have it display as quads automatically when wireframe display is active?

    Third question: can I isolate the display of a polygon object easily in Blender? In Modo, I can select an object, click a button, and it hides all unselected polygon objects. Click the button again, it displays all objects again.

    Can Blender display objects in different modes per object? Meaning, display one selected object in shaded mode, all other objects in wireframe mode in the same viewport?
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @wilson66 As far as I understand with the tweak tool you mean click and drag, right? I usually use G most of the time. If it is click and drag, shouldn't it just work when you just keep the left mouse button pressed once you selected the last item?

    Second question: If your mesh already consists of triangles, then not easily. You could try the "All edges" setting in the object properties. This omits drawing some edges depending on their angle. Otherwise you would have to join the faces. Use Mesh > Faces > Tris to Quads.

    Third question: The isolate hotkey is the slash on the numpad. I have no idea right now what the command is called though.

    Fourth question: Again in the object properties, use the "Display as" setting.
  • wilson66
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    wilson66 polycounter lvl 4
    Thanks for your quick answer. Not exactly sure about your paragraph, you might have misunderstood or I haven't described detailed enough. Click and drag using the tweak tool works ok for me in Blender as it is.

    In Modo, the tweak tool only affects the selected polygons, if polygons are selected. It acts as if the unselected polygons are frozen. Even if you have a very large falloff, the unselected polygons are not affected. This really helpful, e.g. when you are creating blendshapes for the mouth of a character. You simply select the polygons of the bottom lip, and the unselected top lip isn't affected at all. Invert the selection, and you can work on the top lip exclusively, just by selecting polygons. Its impossible to move polygons you don't want affected.

    When I click-and-drag using the Tweak tool in Blender, it simply deselects the polygons, meaning it doesn't matter at all if polygons are selected or not, there is no connection between polygon selections and the tweak tool. The Tweak tool always affects all the polygons in an object, only limited by the Proportional Editing falloff.
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @wilson66 Now I get which feature you mean: Proportional Editing

    By design the falloff is based around either the selection or the active item. Not 100% sure on this one. But you can not use the selection as a mask. You can however go into the settings of the tool and check "Connected Only". Also have a look here: https://docs.blender.org/manual/en/latest/scene_layout/object/editing/transform/control/proportional_edit.html

    For anything that goes beyond that, you might be better off using the sculpt mode and the masking functionality it has.

  • RN
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    RN polycounter
    With sculpting I find that hiding vertices is quicker than using the masking brush.

    So you tab into Edit mode, select vertices, hide them, then tab back into Sculpt mode: only the visible vertices will be affected. 
    Some relevant default keys for Edit mode:
    • H = hide selected
    • Shift + H = hide UNselected
    • Alt + H = unhide all

    EDIT: oh, and if you're sculpting with symmetry, make sure to hide the exact same geometry on both sides, or else this will mess up the symmetrical sculpting. In case this happens you'll have to delete that half and Mirror-modifier that mesh again.
  • wilson66
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    wilson66 polycounter lvl 4
    Thanks guys! That was really helpful. Hiding the polygons is a good alternative, already tried it, I really like it.

    Selections are not synched symmetrically though, right, or is there some setting for this? I mean, I can't just select polygons on one symmetrical side of an object, and the symmetrical polygons on the other side are selected simultaneously as well?
  • kio
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    kio polycounter lvl 11
    if your mesh allows for it you can mirror the selection with Select>Mirror Selection - or ctrl-shift-M in default blender. Just make sure to set the operator to extend selection.
  • RN
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    RN polycounter
    If your mesh is symmetrical then you can delete half of it, add a Mirror modifier, then use that hide -> sculpt workflow on the original half.
    This is sort of an out-of-scope method though, because sculpting is supposed to be used on whole solid meshes. The Smooth brush doesn't work well on the middle loop of this Mirror-modified mesh for example, but other brushes work fine as far as I noticed, and you only need to hide elements on the one side.
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    The mirror modifier also has the advantage for mesh editing, that you can show it in edit mode and select on either side. This would actually mirror your selection in some sense.
  • sinhead
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    sinhead polycounter lvl 5
    Friendship with Blender grows. I am fairly comfortable by now, most of my doubts are cleared. Thank you guys for  helping out!
    I started with experimenting with rendering to  get comfortable with the UI etc. Today onwards I'll shift focus to Modelling.

    some trials after following tutorials - experimenting with lights, Light Planes with gradients, custom hdris,  basic compositing etc.





  • Zablorg
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    Zablorg polycounter lvl 4
    I'm having an issue, and I think it might have been a bad hotkey press or something (it persists if I exit and reopen the file). In this particular layout, my objects will render in Edit mode but won't actually show me any vertices, edges, or faces to select or otherwise interact with.

    Selecting other layouts (UV Editing, Scripting, etc) behave as normal


    Anyone have any idea what's causing this?

    EDIT: I was able to fix it by removing the viewport window and making a new one.
  • nicocabbalero
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    nicocabbalero polycounter lvl 11
    it looks like you had show overlays disabled 
  • FourtyNights
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    FourtyNights greentooth

    You have accidentally disabled all of the "Overlay" settings from here:


  • wazou
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    wazou polycounter lvl 4
    Speedflow Basics  - 12 - Workflow is online and available on Gumroad/Market with the scene ;)

  • LuisCherubini
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    LuisCherubini greentooth

    Hey everyone, there's this cool addon that allows to create random shapes. I find it very usefull for concepting! Let me know what you think. :)



  • Zablorg
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    Zablorg polycounter lvl 4
    Any obvious reasons why my mouse movements would suddenly start being interpreted in reverse (up is down, left is right) during transform/scale/rotate operations?

    EDIT:  This occurs in Edit mode, but not in Object mode, where things translate as I expect them to.

    Figured it out- has to do with the vertices being influenced by shape keys.
  • Udjani
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    Udjani polycounter lvl 2
    It's possible to have to have a ''separated'' way to control pan and zoom in sculpting mode with a wacom tablet without breaking the ones that i use for polymodeling?

    I have Rotate in (Alt + Left Mouse), Pan (Shift + Right Mouse) and Zoom in (Scroll), using pan and scroll with the pen buttons is way too painful, and if i change to something like (ctrl+alt+right) it breaks other things.  
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @Zablorg Just for future reference: I also found that having the 3D-Cursor a few units off screen from what you are trying to move can also make movement behave in unexpected ways, if you have the 3D-Cursor set as pivot.

    It is more or less expected behaviour, but it threw me off multiple times in the last few days. I rarely work on scenes that large.
  • Udjani
  • sinhead
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    sinhead polycounter lvl 5
    How to mirror this object to the other side. The mesh is not at the origin. Pivot point is set to 3d Cursor.


  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @sinhead add an empty at the 3d cursor and set that as the mirror object in the modifier.
  • LuisCherubini
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    LuisCherubini greentooth
    If anyone here happens to be in Amsterdam this month for the Blender Conference, I'll be offering a talk about Striving Design & Creative Workflows. It'd be awesome to chat with fellow Polycounters there!
    I'll be around all 3 days and you can see the entire schedule here. (Mine happens on Friday 25th  / 12:00)  :)

    Also, finished some personal work in EEVEE:


     <3 
  • rollin
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    rollin polycounter lvl 15
    Does anyone know of a equivalent to max's Transmographier: http://rpmanager.com/plugins/Transmographier.htm
    I want to be able to mirror the vertex positions on a symmetrical mesh with unsymetrical uvs  - and / or - without changing the existing vertex indices - and / or - loosing any other already existing unsymmetrical vertex data
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @rollin Just have a look at the options of the mirror modifier. You can disable it from copying over vertex groups. And for UVs, you can specify an offset.
  • rollin
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    rollin polycounter lvl 15
    @rollin Just have a look at the options of the mirror modifier. You can disable it from copying over vertex groups. And for UVs, you can specify an offset.
    Thx, but no no.. not what I'm looking for
  • rollin
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    rollin polycounter lvl 15
    And one more: can someone explain to me why you have to apply the mirror modifier above the armature modifier to work properly (mirror first then animate) but the data transfer modifier needs to be below the armature modifier to work (transfer first then animate)
    This makes no sense to me :confounded:

  • RN
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    RN polycounter
    Wow, that is awesome @LuisCherubini !  
    I hope you had a great talk.

    How did you get involved with that event?  
    Also, if there's a recording or something like that, let us know.
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @RN The recordings of all talks at the Blender Con are available on the Bl nder YouTube channel: https://www.youtube.com/user/BlenderFoundation

  • m00k
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    m00k polygon
    @rollin Have you thought about using shapekeys? You can create a shapekey from your vertex positions and then mirror it and apply it.
    Or am I not understanding your end goal here?


  • RN
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    RN polycounter
    @RN The recordings of all talks at the Blender Con are available on the Blender YouTube channel: https://www.youtube.com/user/BlenderFoundation
    @f1r3w4rr10r Thanks. I can see that there's still time before they start, it's on October 24th onwards. Some interesting talks in the schedule as well as Luis'.
  • Justo
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    Justo interpolator
    So happy to see everyone adopting Blender. I keep seeing more threads in this Tech Talk section too popping up...And the support from big companies is very exciting.

    -Does anyone know what are the points to keep in minds when importing OBJ meshes from other 3D packages to Blender? I've noticed imported OBJs come with some 'custom split normals data' that can be deleted in the Context>Geometry Data tab. The only reason to do this AFAIK is to clean the mesh so that you can use the Auto Smooth Normals slider again, since otherwise this will be grayed out. Is there a way to import meshes without Custom Split Normals Data, so that we can remove this extra cleanup step? Are there any other important points to know about importing meshes?
  • m00k
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    m00k polygon
    @justo I didn't even know that! been scratching my head why that tab was greyed out when working with some objects haha thanks bro!
  • LuisCherubini
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    LuisCherubini greentooth
    RN said:
    How did you get involved with that event?  
    Also, if there's a recording or something like that, let us know.

    There's a call for participation over the conference website every year. :)
    It's a good opportunity to get a direct talk with the devs, so if you guys have any pertinent questions as well I can bring that up for them! I'm preparing some game-dev related Q&As, since IMO its one of the areas Blender could improve at mid-term for the next 2-3 years at relatively little production time expense. 
  • rollin
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    rollin polycounter lvl 15
    m00k said:
    @rollin Have you thought about using shapekeys? You can create a shapekey from your vertex positions and then mirror it and apply it.
    Or am I not understanding your end goal here?



    @m00k ;
    Well.. not exactly what I was looking for but not uninteresting either.. For the moment this should do the trick. thx!
  • Justo
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    Justo interpolator
    Is there a way to copy preferences from one PC's Blender to the other, while still retaining the File Browser Directories? 

    Normally I just copy the Config, Datafiles & Config folders in AppData, but (not surprisingly) replacing everything also replaces the directories, something which I'd like to keep. Someone know where these are stored so as to not delete that file when transferring Preferences?



    EDIT: Found it, I think. It's the "bookmarks.txt" inside the config folder :)
  • another caveman
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    another caveman polycounter lvl 6
    Would anyone have a modifier addon for UV Transforms and Geo transforms (Basic ones move rotate scale etc..) ?
    Also looking for a modifier to do some non uniform subdivision.

    Cant wait for Houdini Engine to be made for Blender :)
  • Mad_Llama
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    Mad_Llama polycounter lvl 2
    @another caveman  Blender's modifiers are built into Blender deeply, you cannot create a modifier addon without having to create a separate blender branch. Here's a link to a website containing various Blender's branches https://blender.community/c/graphicall/ ) 

    Luckily blender already has what you're looking for. That's the UV warp modifier
    Manual:
     https://docs.blender.org/manual/en/latest/modeling/modifiers/modify/uv_warp.html
    Set "from" to any object (I'd suggest an empty), set "To" to the mesh which UVs you want to transform. All the transforms work nicely :)

    What's non uniform subdivision though?
  • Linko
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    Linko polycounter lvl 6
    The remesh tool (Blender 2.81, Object Data Properties tab) works very well to generate a curvature map, especially for hard surface models and it union everything so you get a curvature from intersecting meshes.


    To color it remove the gamma node, and use a multiply with a factor of 1 and set the color.

  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @another caveman with non-uniform subdivision do you mean that the new edges are not evenly distributed across the subdivided faces or that you want to apply different levels of subdivision on different faces?
  • wazou
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    wazou polycounter lvl 4
    New tutorial, Speedflow Basics - 13 - Mini Tank Part 1



    Test of Procedural shader.


  • another caveman
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    another caveman polycounter lvl 6
    @another caveman with non-uniform subdivision do you mean that the new edges are not evenly distributed across the subdivided faces or that you want to apply different levels of subdivision on different faces?

    Not evenly distributed :) Like inputting a grayscale mask and/or vertex painting, and the whiter..the more verts it gets.
    Like Sculptris thing, mask-based/ (Dyntopo in Blender?).

    Mad_Llama said:
    @another caveman  Blender's modifiers are built into Blender deeply, you cannot create a modifier addon without having to create a separate blender branch. Here's a link to a website containing various Blender's branches https://blender.community/c/graphicall/ ) 

    Luckily blender already has what you're looking for. That's the UV warp modifier
    Manual:
     https://docs.blender.org/manual/en/latest/modeling/modifiers/modify/uv_warp.html
    Set "from" to any object (I'd suggest an empty), set "To" to the mesh which UVs you want to transform. All the transforms work nicely :)

    What's non uniform subdivision though?
    Thanks for the link! Will check that out. Sad to learn this about modifiers :( ! I guess things just work differently and theyre not indispensable in everyday workflow in Blender?
  • Justo
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    Justo interpolator
    hey guys. Has anyone ever had trouble with Blender when changing keyboard key registries? Using Sharpkeys for example, I've changed the place of my Shift key, but for some reason even though all apps read this correctly, Blender does not.

    It's strange - inside text fields or the scripting text editor it works just fine, but when in the viewport, if I press Shift+A for example, Blender will simply read A and ignore the Shift...Any ideas?

  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @Justo I bet that is because one reacts to the actual letter received by the OS and the other reacts to the key code. You actually have to do it like this in order to be able to react to modifier keys like Shift and Control on their own. But I am basing this mostly on knowledge how those things are handled in Linux systems. (Mostly X display server and VTE based terminals) Could be that Windows handles it completely different.

    The most likely thing is though, that it's not something easily fixed by the end user.
  • wazou
  • pior
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    pior insane polycounter
    Hello all -

    What would be the python command to assign a given material (nameofthematerial, already present in the scene so no need to create it) to the currently selected object - or even better, to all currently selected objects ? Preferably as directly compatible with PME.

    (I've been using various material helper scripts in 2.78 and 2.8 for easy assignement of materials directly from the viewport, but find myself always needing my basic gray - so might as well making a PME command for it).

    Thanks !
     
  • f1r3w4rr10r
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    f1r3w4rr10r polycounter lvl 7
    @pior is there nothing showing up in the info screen when you do what you want? Normally it should show the python call.
  • pior
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    pior insane polycounter
    Heya - I should probably mention that I tried that yeah ... I usually find my way just fine by doing that and by adding the last performed action to PME and editing the code from there, but it seems like material assignement is a bit more complex than that (probably because of things like material indexes, and so on).
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