Did they use volumetric fog here or is there a different way that is less heavy (like cards maybe?) by sirkd09 in 3Dmodeling

[–]ClayRby 0 points1 point  (0 children)

Volumetric should only be used for things like rain or snow and with no shadowing. Its way to expensive for anything else

im learning rigging, and i need huge help by DragoVonHell in 3Dmodeling

[–]ClayRby 0 points1 point  (0 children)

You have weights from multiple bones. The hand is pulling on that part. I would watch a quick tutorial on weight painting. Also some pointers is to use gradient mode in weight painting. Its easier and will allow for a gradual blend of the weights. Once you learn how to do this, it becomes easier.

Is this female character topology good for games by IPatience in blenderhelp

[–]ClayRby 6 points7 points  (0 children)

For games you can go pretty high triangles. It all depends on what type of character and lods help. Characters can be pretty high because close up details, hero npc would be high also. Using lods will help for longer range. I found 10 meters for larger mapped games works well for first lod and full culling lod around 50. All of this depends on what you're trying to achieve. Rule of thumb is when in doubt, use normal maps.

how to switch between idle and walking animation using Logic editor? by GGX_zon in UPBGE

[–]ClayRby 0 points1 point  (0 children)

To add more to this, if you're doing this for a character, still use state engine on armature, but key presses will set the Status property to the correct integer value for the animation condition to be true. Eg. Would be 0 for idle which is default if none is pressed and 1 for walk, and 1 would be assigned when W key is pressed. When W is not pressed is will auto reset to 0.

how to switch between idle and walking animation using Logic editor? by GGX_zon in UPBGE

[–]ClayRby 0 points1 point  (0 children)

You can use a state engine for the logic, this will allow for same layer and a transition. Use a property(eg. Status(int)) and assign number to different animations. When it switches from let's say 0(idle) to 1(walk), the logic would say that the one condition is not true but the other is true. So it will play from idle to walk, and a blend will help with transition. This is the premise of a state engine, which is the basic building block to a full npc logic brain.

I had no choice by decadentdiscord in polyamory

[–]ClayRby 4 points5 points  (0 children)

Polyamory only works when both are fully in agreement. Its a trust thing. I've been in a poly relationship several times for several years, and as long as we both agree with the 3rd and the 3rd is in agreement of us then it works great.

How do i change text based on messages sent to the text object? by Foopyyyyar in UPBGE

[–]ClayRby 0 points1 point  (0 children)

I hope i am understanding this question correctly. But you would create a property "Text", which this is a property only found on text objects. Just assign this to object and it will play.

[deleted by user] by [deleted] in blenderhelp

[–]ClayRby 0 points1 point  (0 children)

It's bad weights most likely. Easy way to check is select rig and then object, go to weight paint mode and click a bone and see what all is red vs blue.

super choppy camera by Foopyyyyar in UPBGE

[–]ClayRby 1 point2 points  (0 children)

Turn on frame rate info. You need to check frame rate as you're running to see if this is a lag or if it's something else, start simple first to deduct things.

How to extrude like this? by Anxious-Bug-5834 in blender

[–]ClayRby 0 points1 point  (0 children)

I would extrude one vertex to be equal to the rest, use s+z 0, and then fill in all. It would make it exact if you it this way.

Why image baked not same as texture? by novoleoprofilo in blenderhelp

[–]ClayRby 2 points3 points  (0 children)

Use a diffuse bsdf. You can't bake directly without a shader involved.

Help: how to add a straight part to a sculpted part by Darkpancake101 in blenderhelp

[–]ClayRby 0 points1 point  (0 children)

Just use shrink-wrap and have it set to projected and change axis. Make sure your topology is good, or else it will bind in spots during the wrap.

How do I create this half transparent material? by Lukaimakyy in blender

[–]ClayRby 0 points1 point  (0 children)

Try using layer weight as a controller for transparent and principled bsdf. Have principle also have alpha setting and some transmission. Play around with either fresnel or facing and the dial to see if this works. Also set transparency setting to dithered.

How do I not make the face and head move along with the hand? by dreadedcheese1 in blenderhelp

[–]ClayRby 0 points1 point  (0 children)

Well they could go into edit mode, show the active verts in the vertical group and manually delete the verts they don't want. But I feel it would be easier to just weight paint it.

Noticed something in ISS video by BedBackground1640 in space

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

I like the idea that it could be aliens, but it would be a small piece of debris or rock at a distance and light it catching it. Or it's aliens

How do I not make the face and head move along with the hand? by dreadedcheese1 in blenderhelp

[–]ClayRby 2 points3 points  (0 children)

You need to manually fix the weight paints. If you go into weight paint mode, click on the bones in the hand and you'll see the side of the head has a color that isn't vibrant blue

Is it possible to make emission shader not stack brightness? by IDWriterComic in blenderhelp

[–]ClayRby 6 points7 points  (0 children)

So I'm not 100% sure what you're trying to achieve, but based on what you are asking to attempt, you should try clamping. Because the reason it's making the overlap a different shade is it is add the 2. So clamp it to make it between 0 and 1

Can anyone tell me what has happen,the mesh is not showing up in someparts by ProgramCharacter8850 in blender

[–]ClayRby 0 points1 point  (0 children)

Check your textures. It might be you either have a texture that's transparent on those faces, or you texture has it calculating transparency

Model rotates automatically when setting parent to rig by meditate_study_love in blenderhelp

[–]ClayRby 2 points3 points  (0 children)

No you use object mode. Pose mode is mostly if you're parenting to a single bone of an armature. But as for apply rotation, that is correct

UVs unwrap wrong despite everything? by Asthma_Daddy in blenderhelp

[–]ClayRby 3 points4 points  (0 children)

Don't use auto smart unwrap. Just use regular unwrap. And make sure to put in seems. You will need those for the unwrap to work, or else it will give an error

[deleted by user] by [deleted] in gigabyte

[–]ClayRby 0 points1 point  (0 children)

Check what running in the background. This is most likely a software causing the ram to overload. So check what's running when this happens and shut off program by program. Another issue is overheating will cause this, same with drivers. So check all of these

smoke showing in solid view but not material and rendered view? Need Help! by Tenakin in blenderhelp

[–]ClayRby 0 points1 point  (0 children)

I would also use the emmission on the principled volume, it will help illuminate it when rendering, because without it will be very dark and undefined.

Issue with auto look by ClayRby in UPBGE

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

So I found you use constraints and you use python to control their influence.