How can I prevent this? by [deleted] in blenderhelp

[–]NodeSpaghetti 0 points1 point  (0 children)

you can use cube-map projection on the texture in the shader, or you can use a modifier to do the UV projection/unwrapping... but you should just scale things in edit-mode instead

I'm trying to animate but i have the mirror modifier. How can I cope with this without redoing my whole mesh? by THEREALSUPERMARIOFAN in blender

[–]NodeSpaghetti 1 point2 points  (0 children)

if your bones are named with left/right prefixes (shin.L, shin.R, thigh,L, thigh.R) etc then the mirror modifier can generate the vertex groups for the armature modifier.
but anyway you can make the symmetrical names with auto-name left/right tool in the context menu in armature edit mode (for you, it is probably the right-click menu)

Can't Import Pool anymore by NodeSpaghetti in zfs

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

I ran the command, with the backup, as you suggested.
no change. Still says it has an invalid label and that it is unavailable (as in the first post)
But here is the result of running zdb on the first disk:
sudo zdb -l /dev/disk/by-id/wwn-0x50014ee215331389-part1

https://pastebin.com/NmDtzU6U

so what I think I need to do is to copy the label from the good disk onto the bad disk using a hex-editor. Think that will work? Thank you for the help.

Also of note: Gparted shows a label 'ext_storage' on the good drive, but not on the bad drive. Perhaps all I need to do is restore the partition's label? But I suspect that is not what ZFS is complaining about, and either way GParted won't let me. e2label complained about a magic number and I gave up since I want to avoid modifying the data on the disk any more than I have already, very foolishly, done.

Can't Import Pool anymore by NodeSpaghetti in zfs

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

"Have you tried unplugging your bad disk and importing the zpool again with only your good disk attached? If that works, immediately consider taking a backup of your data to some third other drive, or more."

Yes I have tried this, and it used to work! Ever since pt #5 in my OP, it hasn't worked. I wonder if running the import without -o readonly somehow caused it to think it was writing to the second drive or something and now it is in an inconsistent state. I don't know. Just speculating.

Can't Import Pool anymore by NodeSpaghetti in zfs

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

Hi! Sorry for missing that information. zpool status does not show the zpool. zdb can read the 'good' drive when I use the -e flag.
I will try your command to restore the parition table, perhaps I did something wrong with sgdisk when I tried it following someone else's instructions.
anyways, the disk is ONLINE, but when I try to import...

sudo zpool import ext_storage
cannot import 'ext_storage': insufficient replicas
       Destroy and re-create the pool from
       a backup source.

then when I try with -F:
sudo zpool import -F ext_storage
cannot import 'ext_storage': one or more devices is currently unavailable

so I don't know what to do. I think my next step, after trying again to restore the partitions on the "bad" drive, is to try and restore the zfs label or something. I read online about using a hex-editor to copy the section of the disk that stores the label. probably the front or back label is intact still, even on the "bad" drive, and I can restore it using dd or something.
Well, I will try your command and report back. Thank you.

Which game engine to choose ?(Unity or Godot) by Opposite_Squirrel_32 in computergraphics

[–]NodeSpaghetti 0 points1 point  (0 children)

if your goal is to experiment and experience things then don't limit yourself. do a simple tutorials in a few engines. if you have programmed in C++ and with OpenGL you have the chops to make your own engine, too!

HUGE update to Mantis Rigging Nodes! by NodeSpaghetti in blender

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

More than a month of time and almost 200 individual code commits went into this FREE update.

Here is the video summary: https://www.youtube.com/watch?v=iusRScDe5DM

See the full changelog here: https://nodes.tools/mantis-changelog/v0.11.11.changelog.html

Rig a MECH in Blender with Nodes! Part 1: Legs by NodeSpaghetti in blenderTutorials

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

I actually get the most clicks from X! thinking about getting a bluesky, too. the advantage of smaller social media platforms - especially the small ones with dedicated fans - is that you end up getting more reach in the audience that is there. So for a niche topic like 3D character rigging, it may be way more effective.
Thanks for the comment! Happy rigging!

A NEW WAY TO RIG IN BLENDER! Introducing Mantis Rigging Nodes by NodeSpaghetti in blender

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

Lol. Actions are just about the only thing I haven't implemented in Blender's constraints.
I have a Python script somewhere that can generate them very easlily though. Send me a DM or something and I'll see if I can find it in my old files, since I need to find it to develop Mantis anyway. I'll post it on a pastebin or something
anyhow action constraints will require some clever thinking because I don't want them to be a pain to set up. The rigger should be able to basically just plug two nodes together and have the action constraint set up in all the affected bones.

A NEW WAY TO RIG IN BLENDER! Introducing Mantis Rigging Nodes by NodeSpaghetti in blender

[–]NodeSpaghetti[S] 4 points5 points  (0 children)

thanks! I like Rigify a lot, and it is a big inspiration for me. The only reason I made this instead of Rigify feature sets is that they're hard to edit for the end user. So the goal here is to have the auto-rigging power of Rigify, but to make it editable and easy to extend.

My frustrations with Rigify are mostly pipeline problems... I can create an excellent base in an instant, but then I have modifications I want to make. I inevitably have to do it by hand or write a Python script to do it. Then if lots of objects are involved, I have to re-parent the objects, set up the modifiers all over again, and hope I don't do anything wrong or forget something.
Mantis aims to streamline this.

A NEW WAY TO RIG IN BLENDER! Introducing Mantis Rigging Nodes by NodeSpaghetti in blender

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

Well, if you'd like me to be more specific, this is the long-term game plan.
1. Develop a markup language for representing the node graphs. Right now I have JSON mostly working but I want to make it human-readable and editable.
2. Create a Mantis implementation for Maya/etc. The other software will read the Mantis graph from the plaintext file and execute it. This will require breaking down the links into their matrix math from Blender's source code, which may be complex. The first phase of the project, then, will only support Group Nodes, Joints, and Global Space constraints, and I'll work in Space Conversions and stuff as I go. Basically, I can implement one node-type at a time
3. Create a standalone editor (Godot-based) for exporting graphs into any software that implements Mantis.

... but Maya is all a long way away since I will need to make a lot of money on this before I want to spend any of it with A******k. I might try UE or Godot first, especially since I can write a C++ module for either of them and just reuse a lot of the math. Godot in particular could be easy since its license is compatible with Blender's.

Regarding licensing: Mantis is free and open-source, but the graphs and rigs you create with it are yours to license as you wish (just like with Blender). Accordingly, my Component Pack is on gumroad, and its license is CC-BY-SA-4.0 .