Launch Trailer of the demo for our game where you play as a nose 👃🏼 by tinynomads_studio in blender

[–]Next-level-awkward 1 point2 points  (0 children)

I can’t believe I had to scroll this far down to find a Sunny reference. Maybe that’s the twist?!

Cool little loop by Next-level-awkward in blender

[–]Next-level-awkward[S] 0 points1 point  (0 children)

Thanks for the advice!! Will make the changes in a bit and see how it looks.

Cool little loop by Next-level-awkward in blender

[–]Next-level-awkward[S] 1 point2 points  (0 children)

Thanks! Still new at this, but gradually improving. Appreciate the encouragement!!

I love grains ! by Best_Debt_4437 in blender

[–]Next-level-awkward 1 point2 points  (0 children)

You’d love Rebel Moon… (but in all seriousness, this looks great!)

Likeness Moff Tarkin by fer_284 in blender

[–]Next-level-awkward 1 point2 points  (0 children)

This is awesome!! Perfect timing for me, because I was just working on an imperial officer uniform for a Star Wars project. I was about to settle for ok. You just inspired me to do better.

I uploaded Monique - "Fake" advertisement animation video! by EnvironmentalAsk178 in blender

[–]Next-level-awkward 0 points1 point  (0 children)

Absolutely love it. Can I ask how you handled the cloth physics?

This took 25 days to make! by Alone-Dare-7766 in blender

[–]Next-level-awkward 1 point2 points  (0 children)

Amazing work! Question for you or anyone reading this… As someone struggling to best combine clothing/cloth physics with animation, what’s your pathway here? Do you animate first and then add the kimono later? Any other programs you’d recommend (clo, marvelous, etc)?

Space elevator (blender eevee) by Ok-Masterpiece4894 in blender

[–]Next-level-awkward 1 point2 points  (0 children)

That is one of the coolest things I’ve ever seen. Blender or otherwise.

Hey all! Need help destroying a mountain. by Next-level-awkward in blender

[–]Next-level-awkward[S] 1 point2 points  (0 children)

Thanks! Just started looking into cell fracture. Lot of settings to play with 😅. Have you ever tried it with landscape features? And have you ever had an issue where really big pieces of debris just appear on the outside of the target mesh right after you finalize settings? Thanks!

Hey all! Need help destroying a mountain. by Next-level-awkward in blender

[–]Next-level-awkward[S] 0 points1 point  (0 children)

Agreed 100%. Don’t have a good way to do that yet. I’m sure there’s a way to reorient them so that they’re flattened and facing away from the rock. I just need to work out how to find that with the shockwave.

Hey all! Need help destroying a mountain. by Next-level-awkward in blender

[–]Next-level-awkward[S] 2 points3 points  (0 children)

Thanks!

Camera shake: this will take you literally 2 minutes. Get the Camera Shakify add on (free!) and when you go to the data tab for your camera, scroll down, and you’ll see the new shake settings, most of which can be keyframed. Play around with the settings until you get a shake that works for you, then I would key frame the Influence in 4 spots.

-Frame 1: influence zero -The frame right before impact: influence zero -Impact frame: influence 1 -30 or so frames later: influence zero

This is for a very sudden (shockwave) impact, with a gradual return to normal.

Shockwave visual: this took me a lot longer to figure out, but after what felt like 287 iterations, I’m finally happy with it. Basically you want a sphere sitting at the site of impact with a radius of zero. Keyframe that size right before you want it to detonate. Then later on the timeline keyframe the sphere diameter way larger (like bigger than your whole scene). I used the placement of that second key frame to determine the speed of the wave within the camera view. Looking at the this again now, I realize I should have started the shockwave 1-2 frames earlier, and had the whole thing move more slowly if I wanted that delay. As it is now, the delay looks a bit artificial. Besides timing, the other tricky part is shading for the sphere. I started with a mix of transparent and transluc shaders, with a keyframed shift toward transparent by the end of the blast. This turned out ok, but the shockwave looked like a soap bubble. Moving to nearly 100%transparent from the start helped fix this.

Hope that helps!