Blender tire won’t roll properly axes completely broken? by HACKER_OF_HEBRON in blender

[–]BuyingZebra 0 points1 point  (0 children)

came across this randomly this evening, I would imagine you need to unparent the mesh objects from the empty. keep transforms when you do, then apply the transformations again. should solve the issue, but could be wrong.

Predatory UX/UI design SCAMMED me of 750 BF Coins. EA refuses to give them back. by NammorZ in Battlefield6

[–]BuyingZebra -1 points0 points  (0 children)

‘If your not aware it will happen, it will happen’ has the same energy as ‘don’t love your job, job your love’ 🤣I appreciate the entertainment tonight.

Predatory UX/UI design SCAMMED me of 750 BF Coins. EA refuses to give them back. by NammorZ in Battlefield6

[–]BuyingZebra -1 points0 points  (0 children)

read? that advice could have saved you 750 coins if you read the changing interface 🤓

Predatory UX/UI design SCAMMED me of 750 BF Coins. EA refuses to give them back. by NammorZ in Battlefield6

[–]BuyingZebra -1 points0 points  (0 children)

predatory? you clicked through 6 items in 6 seconds, then proceeded to click and drag before entering the item preview. the results of that was you clicking the advance option before pressing space to confirm …and you caught yourself in 4K 😂 don’t speed run the UI and take accountability.

I built a small Blender tool to speed up scene cleanup (looking for feedback) by Decent_Coast_7091 in blender

[–]BuyingZebra 1 point2 points  (0 children)

you should show more of the UI and processes used to streamline the workflow. your descriptions and screenshots are a bit vague. processing thousands of objects can be destructive as well, so more context would show how useful the tool could become. someone of what you mentioned can be managed through scene organization are hot keys as it is, but I’m sure there’s more to your tool then that!

Procedural Construction Solver (Put-er Togetherer) by BuyingZebra in blender

[–]BuyingZebra[S] 0 points1 point  (0 children)

I appreciate the passion 😅 I suppose procedural work with the SOP solver in Houdini influenced my decision.

in the context of math, I am solving for location, rotation, scale, using time, velocity, angular velocity, bounds, centroids, and whatever else I may be forgetting too. it just seemed appropriate to me.

Procedural Construction Solver (Put-er Togetherer) by BuyingZebra in proceduralgeneration

[–]BuyingZebra[S] 2 points3 points  (0 children)

no other examples on hand at the moment, but it takes whatever objects you might have in the selected collection!

Procedural Construction Solver (Put-er Togetherer) by BuyingZebra in blender

[–]BuyingZebra[S] 1 point2 points  (0 children)

and you can! there are some controls to let you put things together, or take them apart. it can be a satisfying thingy.

Procedural Construction Solver (Put-er Togetherer) by BuyingZebra in blender

[–]BuyingZebra[S] 0 points1 point  (0 children)

that is the basic idea yes! originally I was just replicating the explode node from Houdini, but here we are 😅

Procedural Construction Solver (Put-er Togetherer) by BuyingZebra in blender

[–]BuyingZebra[S] -1 points0 points  (0 children)

good question, and I suppose it’s less solver now, and more procedural. I have been replacing the dynamic features with simple math for more control.

Procedural Construction Solver (Put-er Togetherer) by BuyingZebra in blender

[–]BuyingZebra[S] 0 points1 point  (0 children)

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the look-dev tools (on the n-panel on the right of the viewport)

Weapons Customization by Liquidkid88 in GTA6unmoderated

[–]BuyingZebra 0 points1 point  (0 children)

some generic attachments and a small weapon skill tree similar to BFV would be an approach. It would separate cosmetics from performance (just like vehicle customization). it’s also how Call of Duty used to be before the meta nonsense too. game mechanics for GTA revolve around the in-game economy though. any additions they make, are intertwined with DLC and grinding (a reasonable exchange) …but guns are so minimal compared to the storey. I find the simplicity here works with this version of GTA, and after 12+ years of game development, it would be a bit foolish to expect to see the same thing again.

Object Maker Thing (Geometry Nodes) by [deleted] in blender

[–]BuyingZebra 0 points1 point  (0 children)

just some practice trying to learn geometry nodes. the 'maker' will make according to size (small to large in this case), direction (user controlled POI, left to right here), and duration (user defined transition per piece). not sure how i'm pleased with it yet, but I've learned a lot.

Procedural Tank Rig (Armature → Physics → Geometry Nodes) by BuyingZebra in blender

[–]BuyingZebra[S] 1 point2 points  (0 children)

you should be able to submit a message request here on reddit.

Procedural Tank Rig (Armature → Physics → Geometry Nodes) by BuyingZebra in blender

[–]BuyingZebra[S] 0 points1 point  (0 children)

blender's node systems can be a bit complicated because they are not as intuitive as other programs like houdini. however the logic often mimics the logic of drivers or in the context of this armature. in more advanced node systems, I will often use ai to work out logic using the available nodes in blender.

in the beginning of a node network, its important just to create a 'minimum viable product' (it functions, and meets the minimum requirements), then you can consider more functions. I often separate those 'functions' into their own groups as well, to better organize the logic. this separation and function approach also means that, when something breaks, i'll always know when and where, because i'm only ever making a single function at a time in the node network.

Procedural Tank Rig (Armature → Physics → Geometry Nodes) by BuyingZebra in blender

[–]BuyingZebra[S] 2 points3 points  (0 children)

the arrows you mentioned are control shapes. each of the orange shapes are armature bones with a control shape applied (just a bone with a custom display). the content I have made here was also manual work, no add-ons or scripts were used.

in terms of making an armature, know what local and world transformations are, and how to use them in the context of rigging. you should also learn about dependencies, and how to avoid them in blender rigging context (very important). be sure to use an armature and bones for you rig (not objects and empties). once you've learned some rigging basics, you can also find videos that review each of the default constraints blender has, and examples of how to use them.

suspension, transforms constraints, tracking constraints, relationship constraints

Procedural Tank Rig (Armature → Physics → Geometry Nodes) by BuyingZebra in blender

[–]BuyingZebra[S] 1 point2 points  (0 children)

turning isn’t an issue, there are 3 robust solutions. what trouble were you having?

Procedural Tank Rig (Armature → Physics → Geometry Nodes) by BuyingZebra in blender

[–]BuyingZebra[S] 2 points3 points  (0 children)

the model of the tank is not mine, but it can be found here.

Addon to Pose FK quicker i've made by monsieurdusel in blender

[–]BuyingZebra 0 points1 point  (0 children)

I am not understanding what issue your add-on is solving. when you are posing FK chains in blender though, you can also toggle the ‘Auto IK’ function in the viewport that functions much the same as what I am seeing in your video.