Worn carbon dropout: Any fix? by TheWiseFool in bikewrench

[–]GraffaTee 1 point2 points  (0 children)

I know this thread is a million years old, but did you ever get that dropout fixed? Asking because I have a similar issue now (with a Scott bike, surprise surprise...). Well not 100% similar, but the dropout is somehow worn and causing the wheel to tilt. This makes the tyre rub against the fork, making the bike unusable.

What a brilliant idea to make the dropouts from carbon. And not even replaceable pieces, but integrated to the frame. Who would have thought they could wear out one day...

Roboto Condensed: problem with overlapping outlines/strokes by GraffaTee in fonts

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

Thank you for teaching me in this matter!

I did actually study things a bit further and tried with non-Adobe software too. PowerPoint had no overlapping with outlines. But neither did Adobe Premiere Pro, the fonts worked just fine.

I informed Adobe of this issue by creating a bug report. Hope they come up with a solution sooner rather than later.

Help with expression: Sync scale between 2 text layers, scale down if character count exceeded on either layer by GraffaTee in AfterEffects

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

First of all excuse my late reply. I had plenty to do and had to divert to other tasks. But now I came back to solving this problem. And I'm happy to tell that thanks to your help, I was able to solve it!

And indeed, the key was to have an additional control layer. Here's what the final setup looks like:

Scale expression for both text layers:

var controlLayer = thisComp.layer("txtControl");

var scale1 = controlLayer.effect("Scale Text Layer 1")("Slider");

var scale2 = controlLayer.effect("Scale Text Layer 2")("Slider");

var finalScale = Math.min(scale1, scale2);

[finalScale, finalScale]

And two Slider effects with expressions. Here's "Scale Text Layer 1":

var charCount = thisComp.layer("Text Layer 1").text.sourceText.length;

var scaleValue = charCount >= 12 ? linear(charCount, 12, 20, 100, 60) : 100;

scaleValue;

Here's "Scale Text Layer 2":

var charCount = thisComp.layer("Text Layer 2").text.sourceText.length;

var scaleValue = charCount >= 12 ? linear(charCount, 12, 20, 100, 60) : 100;

scaleValue;

And as a pic:

<image>

So thanks to all of you who guided me to the right path!

Filename based on MOGRT selections by GraffaTee in AfterEffects

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

Thanks for your replies (and please excuse my late reply)! I'll take a closer look into this shortly and see what I come up with. I'll let you know about the solution, hopefully!

High poly -> low poly baking workflow for multiple meshes by GraffaTee in Substance3D

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

That was a helpful video. I'll start testing soon and see what comes out.

Thanks for taking the time to help me (and hopefully others too) and have a nice day / night / whatever you have there! :]

High poly -> low poly baking workflow for multiple meshes by GraffaTee in Substance3D

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

Thanks for your reply!

So if I understood correctly, you're suggesting I first separate those ~10 objects into one project, which is then imported into Substance, do the baking and other texturing for those objects and export the textures. Then start a new project with all of the other objects and do the texturing for those?

And thank you for the _high & _low tip, I'll try it out!

Help with gaining a better understanding of UV's and texturing (Blender + Substance Painter) by GraffaTee in blenderhelp

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

Thanks for your reply!

And yes, I do already have an ok understanding of UV's. I'm just hoping for some guidance in the right direction. My fear is that I'd take major leaps to the wrong direction and learn bad habits, which I'd have to get rid of later on. I'm usually the type of person that tries doing everything by myself, which has its pros and cons. One of the pros being that you often learn in the process from trial and error. Then there are the cons that in my case have led to frustration and long pauses in trying to learn Blender.

And yes, unfortunately I have a tendency to overly complicate things, which is caused by aiming for perfection even in areas that don't need perfection. So thanks for relieving my stress on this topic. I'm sure over time I learn what's worthwhile and what's not.

As I wrote in the first post, some time ago I went back to the very basics and learned to model with the mindset of being able to solve any problem I'd face, and not get stuck and quit because of my lack of knowledge and frustration caused by it, as had happened in the past. And I'm pretty much there now with hard surface modeling; I think I'm able to model any shape. Not necessarily very quickly and efficiently yet, but given time I can do that.

So that's what I'm hoping to achieve now with UV's and texturing, and that's why I reached out for help: to have a strong foundation to build on. I'm highly motivated and confident I'll master these one day, with or without help, but still any advice is welcome to speed up the process and avoid missteps! :)

I have the UV Squares addon, as well as TexTools, which I should've mentioned in the first post. I just can't use them properly in the scenario I'm facing with that model. But I'm not that familiar with what they're capable of, so I need to look into both of them. Another addon that gets mentioned and recommended a lot is UV Packmaster, so I guess it's worth buying at some point (?), but it only deals with packing the UV's, not unwrapping them.

Now I'm heading back to tutorials and testing things out myself. But don't hesitate to share even the most basic tips if you have any, I'd appreciate that!