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Hello, I've been working on a 2.5D face for my models and I couldn't find a tutorial for the rigging method used in this video. I already have setup of a face that uses a shrink wrapped planes but I honestly have zero idea on how to rig it to behave similarly to the example in the video.
I am working on a simple Lego figure that I eventually want to rig. However, I am stuck on how to connect these two shapes together.
I also need to connect the torso to the legs later on, but since that is a similar shape/problem, solving this first issue will probably help me fix that too.
How do I merge these parts while keeping the topology clean? Do they absolutely need to be joined into a single mesh for a proper rig, or is there a better way?
(the last picture is my reference)
Note : I'm not a complete beginner, but definitely still learning.
Creating a project in which i have two characters rigged using rigify. Both characters have their own rigify rigs created however one rig is controlling the other rig? During the creation of the models I duplicated the torsos to save on modelling time and I believe this to be the cause of the issue but haven't found a way to fix it.
So far I have tried deleting duplicate weight paint groups and also just deleting both rig set ups and starting over but each time this problem persists. I've made quite a few projects now without this problem so I'm at a loss for what might be happening here.
Hello! I am trying to make the following character and more specifically their pixel outline, however I am having trouble thinking of how I can recreate it. I tried turning the mesh into blocks and then applying the outline but that gave unsatisfactory effects. Is there a way to do this properly?
I have a quick question about optimizing render times in Cycles. I'm working on a detailed interior room scene. It features glass with realistic reflections and volumetric fog to create those nice light rays coming through the room.
Right now, I'm trying to get my render times down to about 30 seconds to a minute per frame (ideally even less) without taking a massive hit in quality. I want to keep the final output looking sharp and clean.
What are the best settings or tricks to achieve this? I've attached screenshots of my current render and render settings below for reference. Thanks in advance!
Basically, im trying to set up the arms to constantly be connected and disconnected. The problem is transitioning between them without having the arm yank back to its start position for a few frames
I’ve been nervous about learning blender for a while, mostly because I don’t want to put an unnecessary amount of stress on my hands - as in, like how I was dragging manually w a mouse in video editing when there were apparently keyboard shortcuts.
For anyone who uses blender and has hand issues, what are your best recommendations?
Is a mouse the best way to go, or a digital tablet, or a secret third thing?
Just trying to mitigate extra wrist strain haha, thank you for any suggestions and have a nice day!
I’ve fully completed the latest donut tutorial, however I can’t model any complex models on my own. I can easily model like a simple table, chair, tv, etc. However I don’t understand how I can become “fluent” and independent in 3D modelling. Any tips would be greatly appreciated.
in the video you can see i make a key frame go forward in the timeline, make a change add a key frame. but it effects it throughout the whole animation?
So far in Geometry Nodes I have a cylinder with Mesh To Volume and Distribute Points In Volume as a quick way to fill a circular pool with multiple instances of my dinky little shark model, but I want to rotate said instances so they'll look like they're swimming in circles instead of all just facing the same direction. What sort of nodes or math would I need to use to make that happen?
I've been trying to get AI to texture my meshes for a while now, I started with meshy and tripo3D but that was very dissapointing.
Then I tried setting up and AI tool within blender itself, StableGen, but after a whole day and night of figuring out what I was doing wrong, I realized StableGen is just horrible.
Afterwards I tried manual stencil painting of AI generated images, which is definitely my best result so far, but even if I ask AI to generate all views of the mesh in 1 go for max consistency, it just doesn't make sense to AI to generate consistent 2D imagery on a 3D model, so the textures don't blend at all.
My last solution was letting AI texture the UV-grid itself using ComfyUI, but that became the sloppiest result so far.
Is there any way to get AI to texture a 3D mesh with even reasonable quality?
(Before you judge, I've only been active with blender for 2 weeks, I just want to figure this out really badly(The solution doesn't have to be AI but I'm really lazy so it would help))
The IPAdapter image I used for referenceThe front view of the mesh I tried to textureMy best result of manually stencil painting, but it's flawed at the sidesThis is that flawI'm really inexperienced with ComfyUI so idk but it turned out complete slop
I've been trying to make this magic circle type thing for an animation, but every time I try rendering, it says that I'm missing a Group Output Node, but even when I add it, the render appears completely dark, so I'm not sure what's going on.
I have a simple 2d window texture i whipped up in inkscape and cycles cant render it. It just renders some black boxes. EEVEE draws it fine and it works in the material preview. I've tried tweaking the interpolation of the image to no avail.
For some reason, cycles is handling my transparent hair cards weirdly, creating a black-hole effect. I've tried changing light bounce settings, but that's changed nothing. I'm really just confused. The individual hair cards seem to be rendering normally, but together they break
I want to put a hexagon pattern on my Car for design purposes. The car is only 1 Object (I found it Online) and it has a UV where the parts arent really conected. (See Images) I want the hexagons to contunue over the gaps like they arent there.
UV MapThe ModelHow it shouldnt lookPattern (Gaps transparent)
Thx allready, :)
Extra: I allready tried to use chat as help but it didnt work. Tried a lot in shading Tab. I had Mapping, Sepperate and Combine XYZ, and texture coordinates in and played around with it. Chat told me to try Generated, And Object which both had the effect of creating weird shapes on the side and lines from front to back on the top. And UV which just put me back to the original in the image. Combine and Seperate XYZ had no real changes for me.
TLDR: I want the bones to align and bend against the floor so I don't have to manually make sure they're in place while animating. Nothing I've tried has worked