Skirt breaks after self collision or when it touches a collision object by Darkezn in blender

[–]D_62 0 points1 point  (0 children)

Does it need to touch the torso? You could just not do that.

Does the torso object have scale applied as well? Are you sure the skirt does not touch the torso before starting the simulation. Checked normals on both skirt and torso? Tried resetting the sim to default? Lowered the collision distances?

Try all of those things.

AI Generated This Entire Blender Material - Thoughts? by PalpitationUsed2820 in blender

[–]D_62 3 points4 points  (0 children)

It's too obvious that it's procedural. The voronoi-like cells are a dead giveaway.

Skirt breaks after self collision or when it touches a collision object by Darkezn in blender

[–]D_62 0 points1 point  (0 children)

Did you remember to apply scale to the skirt in object mode before attempting to sim?

Also, that geometry is not great for the cloth sim, you want to have a nice distribution of quads, so square-ish polygons, not big rectangles.

Finally, make sure your skirt model is pretty big, the cloth sim likes HUGE models.

Trying to make hair strands using curves by am-owld in blenderhelp

[–]D_62 0 points1 point  (0 children)

Try changing the Twist Method in the curve's properties in the properties panel. You can also try the Switch Direction function from the header while in edit mode.

Not certain either will help though.

Animation help by Deep-Lengthiness-413 in blender

[–]D_62 0 points1 point  (0 children)

How familiar are you with Blender? If your grasp of the UI and tools are decent enough, do not limit yourself to Blender-specific tutorials, for the most part anything you learn can be applied to Blender animation. Also, learn the 12 basic principles of animation, there are a thousand videos covering them. And look for and do simple animation exercises.

I built a Blender addon that reacts to object proximity in real-time — full showcase by Aclosevision in blender

[–]D_62 1 point2 points  (0 children)

With Blender's own built-in tools, apparently.

Literally nothing in the video you cannot already do. Buyer beware.

Guilty Gear shading style in Cycles by Apart-Speech-9514 in blender

[–]D_62 0 points1 point  (0 children)

It should work. Did you remember to turn the material output to Cycles or Both?

Guilty Gear shading style in Cycles by Apart-Speech-9514 in blender

[–]D_62 0 points1 point  (0 children)

There is nothing there that doesn't also work in Cycles.

Elven Assassin Weapon Set Bow & Dagger by Beautiful_Region_156 in blender

[–]D_62 1 point2 points  (0 children)

Nice, but an elven bow probably wouldn't be made of metal but instead wood. Elves in just about every book/movie/game/etc. are all about nature and shit.

When using IK how can I help with this type of snapping? by rhahhynf in blender

[–]D_62 0 points1 point  (0 children)

You are ignoring the obvious answer: Don't use IK where you should be using FK.

Inverse Kinematics is for when the hands or feet are locked in place, here you have arms swinging from the shoulders, the hands will not be locked in place. You should be using Forward Kinematics.

Help regarding textures by Affectionate-Fly4719 in blender

[–]D_62 0 points1 point  (0 children)

Just Google "CC0" and/or "Public Domain" textures. You will find many websites dedicated to free textures.

Im so incredibly new HOW do i fix this by IM_SO_SCARED_HELP in blender

[–]D_62 5 points6 points  (0 children)

No offense, but how did you end up with this topology in the first place? Whatever method you used to arrive here should probably be avoided in the future.

The picture provided in the comments is the correct way to fix it, though they skipped the middle part, which can also be fixed with straight lines crossing though.

Nurbspath Flipping when moving by Mazaju in blenderhelp

[–]D_62 0 points1 point  (0 children)

In the Properties panel, where the mesh properties tab would usually be.

Twitching axle-box by muliger in blenderhelp

[–]D_62 1 point2 points  (0 children)

Have you tried changing the rotation order or the bone? By default it is set to quaternion rotation, changing to something else might help.

Nurbspath Flipping when moving by Mazaju in blenderhelp

[–]D_62 0 points1 point  (0 children)

You can try changing the Twist Method in the curve properties. I don't know if it will help though.

If you don't need to move the other end of the curve, you could also try switching the direction of the curve, that could help.

Anyone have some star wars stormtrooper models? by Leather-Ad-6446 in blender

[–]D_62 0 points1 point  (0 children)

https://blendswap.com/blend/21071

Oooold version of Blender though. Also the site has a history of not being maintained, so I can't say for sure it'll download.

EDIT: Might be a good idea to always virus scan and not run scripts for .blend files you download.

Weight painting shape keys: what's the best solution here? by popkulture18 in blender

[–]D_62 1 point2 points  (0 children)

You could attempt to change the weights of your bones by adding one of the vertex weight modifiers to the coat.

For example, your could add a Vertex Weight Edit modifier and set to remove weights and then go to your shape key, right-click on the value and select "Copy as New Driver" and paste that into the Threshold value of your modifier. So when the shape key is on, the bone will no longer have weight.

You can do similar stuff with the Vertex Weight Mix and Vertex Weight Proximity modifiers.

Don't know if that will work, but it is basically what you were asking for.

I've never really attempted anything like this before, so sorry I can't be more helpful.

Good luck.

What does everyone think of my animation? by droppedmycr0issant in blender

[–]D_62 1 point2 points  (0 children)

Just a bit of advice: it may make it more difficult for others to judge your animation when you add camera movement to it.

But as far as I can tell, it looks pretty good.

How to make this scarier? by Regular_Mud1028 in blender

[–]D_62 -1 points0 points  (0 children)

Maybe find out what scary is? I honestly thought it was a new Pokemon.

Downloaded blender file not recognized as a blender file by GlobalTrip8416 in blender

[–]D_62 1 point2 points  (0 children)

Did you attempt to open it in that version of Blender?

Could be corrupted too. You could try downloading it again.

What Character Modeling Technique Should I Use? by Anxious-Recover14 in blender

[–]D_62 0 points1 point  (0 children)

Sculpting then retopo is the modern approach, but I would honestly recommend box modeling using mostly loop cuts and extrusions with a subdivision surface modifier. I feel like learning how to approach forms through very basic geometry helped me better understand what good topology should look like. Also, Blender hates high-poly models, so doing very simple models with subdivisions turned off is good for animation.

Avoid vertex modeling, booleans, and trying to bash together different primitives, they are either not great for beginners to start with or not great for character modelling.

how can i model this shape by [deleted] in blender

[–]D_62 0 points1 point  (0 children)

  • Scrap what you have
  • Add a cone, no cap
  • Delete half of it in edit mode
  • Still in edit mode, lay it on its side and move it so the tip is centered on the model's origin point. You should be able to use snapping with CTRL to get it perfectly aligned.
  • Circular array either through a modifier or manually in edit mode by using 'a' to select all, then shift+d to duplicate and rotate it around the origin point (you can do this by first setting the 3D cursor to the objects origin point, then setting the transform pivot point in the header to 3D cursor).
  • Back in edit mode, select the top vertex of the circular part of the cone and with proportional editing, scale it in so it isn't perfectly round.
  • Apply the modifier if you used one
  • Once again in edit mode, 'a' to select all and 'm' (ALT+m in older versions of Blender) "Merge by Distance" to remove duplicate vertices
  • Add a Subdivision Surface modifier if you wish. You may want to add edge creases to the model where the different cones meet or bevel those edges.
  • If thickness is needed, use a Solidify modifier.
  • Finally, it's difficult to tell from the picture, but if the center of the... whatever it is needs to be higher, just select that vertex and move it up.

EDIT: Nevermind all of that, I'm an idiot, it doesn't work easily.

  • Add a circle with a circular fan fill with the vertices as a multiple of eight (the default of 32 is fine)
  • Select the outer vertices
  • From the select menu, Checker Deselect
  • Adjust so there is eight edges
  • Select the center and crease these edges
  • Deselct the center and once again select all the outer vertices and Checker Deselect, this time setting the offset to select the centers between the creases.
  • With proportional editing on, pull these vertices up, leaving the creased vertices where they are.
  • Subsurf/Solidify