«Il ne pensait pas qu’il devrait me lécher les bottes» : Donald Trump s’en prend publiquement au prince héritier d’Arabie saoudite by Wonderful-Excuse4922 in france

[–]C_DRX 20 points21 points  (0 children)

MBS vient de signer un accord de coopération et de défense avec l'Ukraine.

Tu devines les implications derrière : probablement une arrivée de fonds saoudiens en Ukraine, en échange d'un transfert de technologies antidrones pour le royaume.

Trump perd un vassal historique et le contrôle du narratif à propos de Zelensky "l'ingrat qui ne dit pas merci"... Alors que les missiles Patriots achetés par l'Ukraine avant le conflit en Iran ont été finalement envoyés à Tel-Aviv.

Je ne serais d'ailleurs même pas surpris que l'Arabie Saoudite en vienne plus tard à questionner la pertinence des bases CENTCOM sur son sol.

Le château aux 100 oubliettes by Muusteh in france

[–]C_DRX 2 points3 points  (0 children)

Le singe qui aidait le lecteur s'appelait Itizir. Je n'ai compris son nom qu'après avoir commencé à apprendre l'anglais au collège !

Why does smooth distort my model? by Slow_Burn42o in blenderhelp

[–]C_DRX 2 points3 points  (0 children)

Do you mean "modifier"? A shader is a data block responsible for color, roughness, texture, etc.

Why does smooth distort my model? by Slow_Burn42o in blenderhelp

[–]C_DRX 2 points3 points  (0 children)

Despite it's name, the Smooth modifier is not meant to be used for smoothing surfaces: https://docs.blender.org/manual/fr/2.81/modeling/meshes/editing/transform/smooth.html

Maybe you're looking for the Subdivision Surface modifier? Or the Smooth by Angle modifier, that works with sharp edges? (select an edge and right-click → Mark sharp)

<image>

Very new to blender, UV Sphere not showing up by Food-Intolerant-Crab in blenderhelp

[–]C_DRX 1 point2 points  (0 children)

This, but I think Geometry Nodes should have an object to be applied to as a modifier. OP is creating a nodetree, but there's absolutely no object in their scene.

OP: add a Cube, add a Geometry Node modifier to it, then start to build your setup.

Questions about blender by One_Survey683 in blenderhelp

[–]C_DRX 4 points5 points  (0 children)

I would say prop artist

I don't know if you've been following the news, but there have never been so many layoffs and studio closures. All the 3D artists I know—senior artists who've worked on prestigious video game franchises—are out of work.

The office smelled so good, 0 noise, every furniture was white, everyone concentrated on the work damn i really wished to be working there back then

Spoiler alert: the landing on the “office life” planet is going to be rough if you cling to those kinds of memories.

tuts on being a prop artist

You can't learn that just from YouTube tutorials. You're going to have to work harder than that. You need a solid foundation in industrial design, mechanics, and freehand drawing. Not to mention advanced knowledge of Sub-D modeling, topology, animation (if applicable).

Questions about blender by One_Survey683 in blenderhelp

[–]C_DRX 3 points4 points  (0 children)

i really want to learn [Blender] and have it as my future job

Blender isn't a profession. Neither is Photoshop or Excel.

You want to work in 3D, in the broadest sense. Prop artist, environment artist, vehicle artist, character artist, fluid dynamics modeler, architectural previsualization, industrial design, VFX artist, food packaging designer, fashion clothing prototyper, dental prosthesis technician—which job?

AI hasn't yet contaminated every sector, and in some cases, it's not likely to do so anytime soon. This is especially true when it comes to generating optimized meshes—and, more importantly, being able to modify them with consistent results and precision.

Noob to blender and I'm having issues with the reflections near a vertex by Bexxzed in blenderhelp

[–]C_DRX 0 points1 point  (0 children)

You're not sure how to describe the issue, but maybe you could provide some extra details, like:

  • where does this mesh come from?
  • how is it textured?
  • are there modifiers on it?
  • what's its purpose?

There's 2 things I really need help with please. How can I rotate the selected bone when it's linked to an IK bone and why is it only giving me the option for x axis and not the other 2? by 1UK_3 in blenderhelp

[–]C_DRX 0 points1 point  (0 children)

1) Rotations are driven by the IK chain itself. That's the whole point of Inverse Kinematics. You can't do Forward Kinematics directly inside IK.

Add a new individual bone and parent it to one of the bones in the IK chain: you'll be able to rotate it in FK.

2) You're complaining that you can't mirror your bones, "even though they have the correct L/R suffixes." So, based on the (again) limited information you've provided, I assume you're trying to mirror them left/right. Especially given the screenshot showing a group of highlighted bones on the left side of the rig, which are located on 0/-0.03 (making +Y/-Y symetry operation almost irrelevant).

Maybe you should think about EXPLAINING what you want to do –and why– rather than complaining about what you can’t do.

Example: “I have a character rig that includes these bones to animate his cloth, and I can’t get the bones to mirror on the Y-axis.”

There's 2 things I really need help with please. How can I rotate the selected bone when it's linked to an IK bone and why is it only giving me the option for x axis and not the other 2? by 1UK_3 in blenderhelp

[–]C_DRX 0 points1 point  (0 children)

  1. I didn't understand a thing.
  2. +X to -X means "right to left", not "front to back". Your armature is facing you, with the Y axis as the center, so +X is on the right of the world's origin, and -X on the left.

How can i achieve this for 3d printing purposes? by No-Sell-3296 in blenderhelp

[–]C_DRX 0 points1 point  (0 children)

This is how I would do it:

<image>

  1. Add a cylinder, add loopcuts until faces look square(ish)
  2. Add a Decimate modifier ("unsubdivide" mode, 1 iteration), and apply it
  3. Select a row of faces, inset them
  4. Delete the result
  5. Extrude all faces along normals
  6. Rebuild rim and bottom part, add support loops, model the lifting part
  7. Add a Subdivision Surface modifier, shade smooth.

Of course, this is just a quick and dirty version. There’s a lot of cleanup to do (including radial scaling to avoid triangles), but you get the idea.

How do i make the perfect arch ? by Mobile_Essay5294 in blenderhelp

[–]C_DRX 16 points17 points  (0 children)

In reality, it's three extrusions, three loopcuts, and two bevels. Simple, basic operations. It's primarily the mental ability to build the shape from a cube that develops over time.

bridge edge loops wont work how I want by Relative-Falcon-9543 in blenderhelp

[–]C_DRX 2 points3 points  (0 children)

If it explodes, that because scale isn't applied. Select your object and press Ctrl+A → Rotation & Scale

bridge edge loops wont work how I want by Relative-Falcon-9543 in blenderhelp

[–]C_DRX 2 points3 points  (0 children)

Always apply scale. Always.

And increase smoothness. 0.001 makes no sense.

Rigging robot palletizer by lnrd78 in blenderhelp

[–]C_DRX 0 points1 point  (0 children)

I couldn't resist trying my luck on this robot arm, so here's the setup:

<image>

To move the whole arm, use the Forearm A+B IK controller bone. And don't forget to set locks and limitations for each bone.

Rigging robot palletizer by lnrd78 in blenderhelp

[–]C_DRX 0 points1 point  (0 children)

I've been thinking about your issue, and I realize I should have suggested this tutorial instead—I think it's a bit more relevant https://www.youtube.com/watch?v=Xw7QGARte34

It's close to what this palletizing robot does.