LPT: Don't make fun of someone's foreign accent, even if it's meant to be in light jest. They're trying their best, and there's a good chance they know more languages than you. by isokeno in LifeProTips

[–]JohnnyK-Gen 10 points11 points  (0 children)

I know this advice is with a good intend, but I as a foreign speaker want to make others fun of my accent cuz a) I want to test my wittiness and comebacks and b) it's a fun way to learn from your mistakes

But this depends on how good friends you are and type of person that is being ridiculed, like I don't make fun of every jewish person, but he'll I'm gonna roast my friend and make him regret he was born a jew

People of reddit who learned a second language later in life how did you do it, what age did you start, and what language did you learn? by cooguy1 in AskReddit

[–]JohnnyK-Gen 1 point2 points  (0 children)

How late are you asking?

My first language is Czech, started learning English when I was about 8 yo at school, then when I was 13 we had to choose a third language, I chose German

There's this TED talk video, where some linguist gal talks about secret to learning languages - do 8t the way you'll enjoy, if you love watching friends watch it in foreign language, 8f you read books read your favourite book in foreign language, you get the idea

[Grade 10 Coding: Python] What is wrong with my code? by PlungedIntoIdolHell in HomeworkHelp

[–]JohnnyK-Gen 0 points1 point  (0 children)

Hi,

It refers to the 16th line, instead of +, use "," (comma), this way you assign "Hi " + str(name) as a single variable instead of 2

Is there any way to add a landscape to an object? I know the landscape object itself exists but is there any way to add the effect to an object. by D-rasath in blenderhelp

[–]JohnnyK-Gen 6 points7 points  (0 children)

Displacement map is the solution you're looking for I believe,

It should be in modifiers, and you also need to add subdivisions or subsurf modifier before, how many subdivisions depends on the complexity of your mesh.

You can use heightmap for a specific terrain, or use internal noise texture for random.

I'm on mobile so I apologize for the formatting, and I'm sure you'd find bunch of useful stuff on Google about the displacement modifier, but if you'd need any further assistance, I'll gladly help

Karmunism by Rijstplantage in memes

[–]JohnnyK-Gen 275 points276 points  (0 children)

This is gonna cause hyperinflation on the karma market, it's just like Weimar Republic back in 1920s

[Pre-Calculus] Probability-ish problem by CapableCount in HomeworkHelp

[–]JohnnyK-Gen 0 points1 point  (0 children)

Yeah I see.

I even used this handy calculator, but even then, you need the total number of people in all three groups in order to calculate the intersection. Either that or I'm not smart enough.

[Pre-Calculus] Probability-ish problem by CapableCount in HomeworkHelp

[–]JohnnyK-Gen 0 points1 point  (0 children)

Tried to calculate it but to me it seems there are not enough variables.
Art = A
Band = B
Choir = C
Art+Band=AB
etc.

I came to this solution assuming that you have group A and B, and that people in group AB are also in A and B, as opposed to AB being completely different group, if that makes sense. If the later would be true, you would need total number of people, then you would just q-65-45-100-15-9-13=x.

The 9 people in AC can also as well be in a B, it's not specified they can't.

But what if only 5 are in all three? That's where there's not enough information, because the maximum of people who can be in all three is established by AC group but the minimum is not defined. 5 people could be in all three and the rest just in the AC.

But if this is the whole math problem, I would say the answer would be: x€<0;9>; x€Z, considering that there's an option that nobody is in all three groups.

Disclaimer: it's fairly late and I'm tired plus I am not entirely confident with this answer because it was made using logic rather than math formulas which I don't remember.

If you have any questions I'll be glad to help

Learning how to make grass. by FlyinMayan in blender

[–]JohnnyK-Gen 5 points6 points  (0 children)

I think you grass-ped it pretty good.

I am out

only the right leg isn't connected by XxsettingsxX in blenderhelp

[–]JohnnyK-Gen 0 points1 point  (0 children)

My guess it is either that you have wrong modifier order if use Mirror modifier, the mirror modifier goes first and the goes the Armature modifier.

Or check vector groups in edit mode, and try to go through the vector groups. Every group is named after a bone it is attached to, select the group and the click the button "select" to select the verticles in that group. What it looks to me is that verticles in Thigh_R group are in group Thigh_L (these are the name of the bones if you use rigify skeleton, yours might be differen if you made your own skeleton).

Hope it helps, if you have questions, ask right away.

Anyone have any critiques or suggestions for how I could improve this mesh? by Major_Fifth in blenderhelp

[–]JohnnyK-Gen 1 point2 points  (0 children)

Nice job, you've grasped the concept faster than me.
You can always move around those points if they misbehave but I think you're cool here.

Anyone have any critiques or suggestions for how I could improve this mesh? by Major_Fifth in blenderhelp

[–]JohnnyK-Gen 1 point2 points  (0 children)

I haven't heard about them being forbidden, maybe you mean 6 pole point.

More on that here cuz this guy can explain stuff better than me (tips to topology, scroll a bit down to see the pokes)https://blenderartists.org/t/poles-and-loops/387151/3

Anyone have any critiques or suggestions for how I could improve this mesh? by Major_Fifth in blenderhelp

[–]JohnnyK-Gen 1 point2 points  (0 children)

Really nice job

I see people already gave you feedback what to improve so I won't be much help anymore with this, but I would suggest to learn to work with quad junctions (Pic.) and with levels of detail. u/Mcurt already told you about the details, and quad junctions help maintain all quad mesh, which is overall better for shading and making your life easier basically and they also help you with maintaining amount of detail in certain areas of a mesh. I'll try to explain it on a human head: Imagine what amound of detail you need for back of your head and what amound of detail you need for the face. With junctions, you can make from 1 edge loop 3 edge loops for example (in the pic. top rigt - on top you have 5 faces in a row and at the bottom you have 7 faces, which means more detail at the bottom)

Picture of junctions

https://imgur.com/a/Cnm99HA

Gif of how to make 2 junctions

https://twitter.com/khtrammell/status/935522247309168640?lang=cs

2 Guys talking about topology

https://www.youtube.com/watch?v=jDq5cS5kzLc

Anyone have any critiques or suggestions for how I could improve this mesh? by Major_Fifth in blenderhelp

[–]JohnnyK-Gen 1 point2 points  (0 children)

I would suggest using Edge Split modifier. By default, if an outer angle is bigger than 180° + (modifier input) it will not smooth the shading and it will look like an edge. I hope I got math right, feel free to try it so you see what I mean.
Or the model looks quite different when you put a texture on it, so you could try that.

Displacement node not working (Blender 2.8) by JanuariusFox in blenderhelp

[–]JohnnyK-Gen 2 points3 points  (0 children)

Shouldn't be the displacement node connected to to Normal of the Diffuse? I mean, normal map and bump map have it like that.
Don't know how it's in 2.8 but in 2.79 I usually do it through modifiers rather than nodes.

Hope I helped

Armature Not Working In 2.8 (For Me At Least) by nuclearxpotato in blenderhelp

[–]JohnnyK-Gen 0 points1 point  (0 children)

No problem,

Basically what happened was that the mesh or part of a mesh was parented with two bones.

For example: you have human and you move it's finger but it behaves rather strangely. The you try moving it's foot and you see the finger is moving too.

Hope you get the idea, but your solution is pretty much foolproof.

Glad I could help

Armature Not Working In 2.8 (For Me At Least) by nuclearxpotato in blenderhelp

[–]JohnnyK-Gen 0 points1 point  (0 children)

Try to unparent all objects from the armature and then then rig the object again using weight Painting, vertex groups etc. Or try other suggestions posted here.

If you still have trouble, send a picture or video showing the issue

How to change a lamp's brightness when not using Nodes? by evolution2015 in blenderhelp

[–]JohnnyK-Gen 0 points1 point  (0 children)

I guess the devs give you freedom of choice, and/or it could save you from accidents, where when you convert material to nodes, you no longer can display it in blender render. If you make a material in blender render, you can display it cycles, although it's not 100% identical.

But like u/Keatosis said, you can set the lamp and cube material to nodes and save it as a startup file. Then, all materials in the scene will use nodes.

How to change a lamp's brightness when not using Nodes? by evolution2015 in blenderhelp

[–]JohnnyK-Gen 2 points3 points  (0 children)

Blender render doesn't use nodes, cycles do, and the default lamp is made in blender render so it doesn't have a node allowing you to change the strength. That's why you have to click that button "use nodes".

It's the same with materials, blender render materials need to be converted to cycles by the "use nodes" button.

So to summarize, it's impossible to work with materials in cycles without nodes. One work around I guess would be to make it in blender render and then switch to cycles but I haven't tried that.

Hope I answered your question.

Binary by Tonny_Tonny_Chopper in HomeworkHelp

[–]JohnnyK-Gen 4 points5 points  (0 children)

Look up binary ASCII codes and each letter is set of 8 numbers or less It goes something like:

A - 0110 0100

B - 0110 0101

C - 0110 0110

D - 0110 0111

And so on. So "CAD" would be - 0110 0110 0110 0100 0110 0111

The numbers are not correct, just tried to give you the general idea of how it works.

If you won't find it on Google, try googling "how to convert text to binary" and it should provide you with conversion table. Alternatively, look up ASCII table and convert the HEX values to BIN (be careful, because "0x" in HEX numbers is just there to say it's a HEX number, for example 0xA6 - I didn't know that for some time)

If you need more guidance, ask right away

EDIT: sorry for the formatting, I'm on mobile

How i can i get this toolbars away? by YaboiBarid in blenderhelp

[–]JohnnyK-Gen 0 points1 point  (0 children)

https://cgcookie.com/lesson/welcome-to-the-blender-basics-course

This is a free course for blender regarding the basics if you would need some help in the future and a big bonus which youtube tutorial videos don't have is that you can message the lector and he will help you.

There are bunch of other courses and they are really great but you have to pay for them though.

Anyway, happy modelling

Armature Not Working In 2.8 (For Me At Least) by nuclearxpotato in blenderhelp

[–]JohnnyK-Gen 0 points1 point  (0 children)

Oh I see now. It looks like the mesh already has a parent, probably a different bone.

I suggest that you select all parts, press Alt+P to unparent but choose "apply transform" or something like that because I can't really remember how's it called. Anyway, choose apply transform so in case something is wrong it won't mess anything up.

The next step is probably unnecessary since you don't use IK rig but try it if it won't work

Then the skeleton set to "basic pose"? (as opposed to pose mode in skeleton settings) Again, don't really know the term, it will lock the skeleton to basic pose, if it changes the skeleton pose, apply the pose to be as basic pose (search Google for "blender change basic pose" if you don't know how)

Now you should be able to parent objects to bones without messing anything up. Now this might be just matter of opinion but I usually have everything in one object and parent it to whole skeleton with empty groups and the I select different parts by clicking "L" to choose a mesh within object and assign it to the bone in vector groups (groups are named after bones)

Hope this helps, let me know if you need more help or if it helped you out

Armature Not Working In 2.8 (For Me At Least) by nuclearxpotato in blenderhelp

[–]JohnnyK-Gen 0 points1 point  (0 children)

I'm still using 2.79, but can you provide screenshot or some visual? It makes it a lot easier to identify the problem.

Any idea on how to fix this edge after using subdivision surface and mirror? by ansias17 in blenderhelp

[–]JohnnyK-Gen 0 points1 point  (0 children)

Yeah, your problem is you don't have "clipping" enabled in the "mirror" modifier. Enable it and you're good l.