One more: @pior did once wrote a post (here or at blenderartists) where he retargeted a riggify rig to a simpler bone-only-version (i guess) Anyhow, that's what I want to do too. I found this which I would have to port to 2.8 https://github.com/igelbox/blender-retarget blender 2.79 mocap tool is not yet converted to 2.8…
@Justo there is a distinction between the selected object and the active object. While the active object is both selected and active. The selected objects are just that, selected. i believe luis is just seperating the objects which don't have the type mesh. Like lamps etc. Since those are not needed and can cause errors.…
@GhostDetector thanks, but those are the steps that I was already doing and which were getting frustrating haha. However after making a snap cursor to grid shortcut and installing the Enhanced 3D cursor script to be able to drag it around (with grid snapping turned on), I have a workflow that feels nice. I can just quickly…
Nathan Vegdahl's Blender 2012 Experimental Keymap does that - Unfortunately, it requires a little extra scripting since Blender doesn't have it by default. I'm not sure the easiest way to do it, but you need to add everything from "class Modeswitch..." to the end to whatever your current keymap is. I have it set to the…
@Zeist thank you for the detailed response. I switched to using the OSL shader via script and set my render settings as said, but I didn't understand how to setup the edited normals you talked about. Should I just apply a "Weighted Normal" modifier, and set the Weighting Mode to "Face Area" without altering anything else?…
I've just recently completed my first production project in Blender. Hard-surface AAA weapon https://www.artstation.com/artwork/Z54ONX I tried when I was just starting out learning 2.80, but went back to my Max comfort zone. This time I stayed in Blender 100%(including unwrapping/bevel shader baking/final renders) and it…
just wondering if anyone knows what's up with the individual origins pivot type in 2.74. if i set my coordinate system to normal and activate that for a vertex selection, shouldn't it have the same effect as using local coordinates in max, i.e. move every single vertex along it's individual normal on whatever axis i…
Yeah. I solved it way back when I was working in Blender for sculpting by messing around with the "solid OpenGL lights" under the tab in the preferences panel. There was a suggestion on how to do it from someone in this thread or another Blender thread on Polycount. Problem is I can't for the life of me find the post even…
Hi! I have found several techniques to automate game art, that I wanted to share. :) I start with the most time consuming thing that hard surface stylized artists have to do in ZBrush: create chipped edges and cracks. Then baking and compositing the maps for each props. I have found this procedurally generated chipped…
@Udjani Ahhh I finally see what you mean. It's tricky. I need to set the 3d Cursor to geomtery, set the transform orientation to Cursor, and finally set the 3d cursor position to Median point/bounding box center. Seems like creating a custom pivot is faster and simpler, but it's good to know there's this other method.…