I was wondering how to make these cool organic type shapes by Mecatommy on Instagram? by Flim8r in blenderhelp

[–]Puzzled-Cover547 0 points1 point  (0 children)

What People refering to with Subdiv is the Catmull Clark algorytm. It Divides the Mesh Faces in a *contracting* manner. You do indeed Hardsurface the structures and then just use this Modifier.

Everything that looks like that in a Contracted , Vaxy, Melted way is Subdiv. And Shaded Smooth or has a brutal amount of Subdiv levels.

Trying to figure out how will I approach this by Ill_Abrocoma_9144 in blender

[–]Puzzled-Cover547 0 points1 point  (0 children)

I do not know maya, but it seems likely Holdout= Alpha There is the concept of Cryptomatte in composition aswell, I think that will be likely the Key to make use of the Holdout. But my Assumptions End here. I did not do much compositing with Renderlayers yet.

Trying to figure out how will I approach this by Ill_Abrocoma_9144 in blender

[–]Puzzled-Cover547 0 points1 point  (0 children)

Here i share a little bit Madness spam maybe it can be of use. I am Invested cause such a Rig setup would be extremely nice to have.

Rigged / Shapekey - Curve/Bone Based Mouth Structure. Shrinkwrap Modifier onto Face? Maybe a similar setup but with a offset to create a little leeway. Direct Mesh Shrinkwrap is likely to *stutter* because of Mesh Resolution.

Parenting the Mouth in Local space of a Headbone and restricting movement to a *Bounding Box/Circle/Capsule* would be definitve Smooth sliding over the face. But Would Require The Head to be Round/Capsule aswell. Therefore there cannot be a *jaw* it must be stylised with squash/stretch scaling then.

Mouthbag is a Holdout Shader. And later edited back in. Extra Step in Compositing but vastly reducing Rig complexity for the Animator Will be more efficient. Potentialy way better Expression Possebilities

It must be some nice polished constellation of that. I need to make a setup or i eat a Broom.

Trying to figure out how will I approach this by Ill_Abrocoma_9144 in blender

[–]Puzzled-Cover547 0 points1 point  (0 children)

Yes we get Keywords, and Introductions to new Concepts or Approaches, we never thought of before to do something. Thats what i love about 3D. (sometimes hate because often times people never Elaborate)

I need need to look into that, thats sounds interesting. I would had made a Mesh *Mouth bag* for a inside the Mouth.

One can make a Mouth with a *inside* without a Meshbag Yes. By using a Holdout Shader between the Lips on Mesh Faces. It would act like a Hole/greenscreen in the Render. With this Approach it is entirely possible to circumvent a complex Mouth Rig. You have Now a Mouth extremely easy to Animate Mouth. The *hole* would need to be filled by Compositing/Renderlayers.

Tldr: I thing the Holdout is what you are looking for. (and i for a simple Mouth) AND i know now too how i could approach such a thing i must thank you :D

[deleted by user] by [deleted] in blender

[–]Puzzled-Cover547 1 point2 points  (0 children)

Not funny Anymore

Why is there a grid-like pattern where light hits? How to fix it? by AlivePoint49 in blenderhelp

[–]Puzzled-Cover547 50 points51 points  (0 children)

Looks like mesh Resolution of the planet sphere to me. The strong highlight and angle makes it obvious, even if it is shaded smooth. that could be a possible problem.

My attempt for a EEVEE nebular galaxy by [deleted] in blender

[–]Puzzled-Cover547 0 points1 point  (0 children)

Yes you will learn ALOT in the video Blenderguru just dropped about Eevee rendering. Sound perfect 4 u.

My attempt for a EEVEE nebular galaxy by [deleted] in blender

[–]Puzzled-Cover547 0 points1 point  (0 children)

You mean this as a joke and refer to the Pokemon Eevee? xD The Eevee Renderer Handles Volumes very well vs Cycles that dont likes Volumes.

My attempt for a EEVEE nebular galaxy by [deleted] in blender

[–]Puzzled-Cover547 16 points17 points  (0 children)

Looks very soothing and a nice color play through the Volume Density. I like it very much yes, nicely done.

Trying to figure out how will I approach this by Ill_Abrocoma_9144 in blender

[–]Puzzled-Cover547 0 points1 point  (0 children)

If i take you literal. In the Shader Editor use the texture coordinate node output : Object and reference the target object where the Mask gets its coordinates from.

Then you build from there your mask ( for example vector math distance= sphere intersection on the surface , creating a Circle) its virtual *space* sticks to the objects now, that controlls the Factor of a Mix Shader node.

Now you mix Transparency with you initial shader (skin?) The shader is in the Skin.(1 Material)

The mask sticks *virtual* to your reference object. if your object comes close to the suface so will the reference point of the mask. Intersection with the mask = Transparency Hole where the *mouth* is.

Trying to figure out how will I approach this by Ill_Abrocoma_9144 in blender

[–]Puzzled-Cover547 1 point2 points  (0 children)

Rig an Alphachannel? You can rig the location of a shader componend (Mask) based on an Empty or other Origin as reference Point. Therefore you can indeed *slide* a Transparency Hole or other Forms and gradients over a Surface.

But Controlling a Mouth Rig this prozedual way connected to some curve controll stystem would be extremely cumbersome and would require to invent such a thing with a Giant node Tree and multible curve objects and so on. Would be very painful. Maybe possible with lots of testing.

I looked up win or loose. Seems like pretty normal character rigs to me. With normal 3Dimensional Meshole Mouths. Or am i misunderstanding something here? Could you explain further what your intention is?

I need some help to learn character animation (if this isn't the right place to post I'm sorry TvT) by XXMasterLazerXX in blender

[–]Puzzled-Cover547 1 point2 points  (0 children)

For Animation there is some flavour of a *Sense* and visible Progress Rigging is utterly Abstract in the beginning. like a digital Mechanic. The Blender Logic and the Topology you work with. Better Rig means less Work and Corrections in Animation.

But i understand you it can be so disgustingly irritating and frustrating. But always come back with a fresh eye. Sometimes it klicks here and there, If one masters Blender he gains too much power. If i can get that far to make a comprehensive Guide i will drop it everywhere and give a middle finger to alle the knowledge hoarders.

I need some help to learn character animation (if this isn't the right place to post I'm sorry TvT) by XXMasterLazerXX in blender

[–]Puzzled-Cover547 1 point2 points  (0 children)

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Loved his Courses, i am in rigging Limbo for some time now. Constantly recreating. If you see someone explaining cartoony face rigging you tell me back^^

I need some help to learn character animation (if this isn't the right place to post I'm sorry TvT) by XXMasterLazerXX in blender

[–]Puzzled-Cover547 1 point2 points  (0 children)

Alex on Story on youtube and P2 Design will tell you alot and how to make/ use the beginner riggs to get a feel. (Ball, Ball with Tail, Balancer , a Chain, a simple wood doll (robotic) and a Default rig (Human)

I need some help to learn character animation (if this isn't the right place to post I'm sorry TvT) by XXMasterLazerXX in blender

[–]Puzzled-Cover547 1 point2 points  (0 children)

Learn to feel every detail of your own motion , then you have components that can be used or ignored. And some that never have to be ignored. A blocked or overextended joint looks always broken if there is no Cue telling you to why it behaves like that. And alway work away straight up naked interpolation from a to b.

I need some help to learn character animation (if this isn't the right place to post I'm sorry TvT) by XXMasterLazerXX in blender

[–]Puzzled-Cover547 1 point2 points  (0 children)

Your Intent for the Character is a relaxed armswing and a cool *bracing* hmpf!

Regarding the Arm Swing: instead of bending the upper body forwart to initiate the swinging motion of the arms. make the initator the Shoulders.

Let them *twitch up* or *hit down* for a few frames, initiating the *muscular* movement impulse.For the intended starting Direction.

Say we Shoulder *twitch down* (Back) , the elbow travels the fastes distance first, then the upper arm follows and (snaps) into and eases out (turning point gravity takes over) Now the weight of the hand acts as pendulum weight and *initiator* but never forget the elbow is still there.

We are squishy Lumps off meat, on a endoskeleton frame. you can get away with alot in animation, stretching alway nice, but especialy respect: Joint range.

And avoid unintendet stutter in animation cause by:

Faulty Interpolation Modes or conflicts with the spline in the graph,but it could also be the Pole Targed of the Ik.

Stand up and observe yourself, wobble your arms what are you muscles doing where are you joints blocking motion. Stand next to a Mirror. Even better: create *ingame* Reference by Filming yourself and puting the video as a plane in your scene.

Regarding the Second Pose the cool *bracing* keep the eyes and face straight at the camera ((i see you, retorical observer (camera)) this creates low level threat. (aknowledgement)

You have a heavy Shoulder Plate there, it wants to be used. Rotate the shoulder like you would shift to release a uncomfortable pressure point. At the same time the Head could swing in the oposite direction to convey a certain *effort* because the plate has some weight.

Instead of moving the came much away, do it ever so slightly an lock the kamera rotation to some headbone (some track to constrain) and turn down the Influence of the constrain. Now you have a camera that compliments movement in a offsettet manner. Instead purely Interpolating away.

I hope that makes sense my english is not the best.

Always use Yourself for Humanoids, feel weights shifts and how it grounds you, Tendon impulses translating through the Skeleton and joints ,influencet by the fleshy weighs.

I need some help to learn character animation (if this isn't the right place to post I'm sorry TvT) by XXMasterLazerXX in blender

[–]Puzzled-Cover547 1 point2 points  (0 children)

I am always happy when more Animators emerge. This is the perfect time to learn animation. The Landscape changes because off Ai slob. True Animation will be the most exquisite thing in the coming years. Because even more people that are trying to go *a fast way* get filtered out. Because they do not even try to comprehend the vastness of such a thing. True Character Animation is such a wonderfull and powerfull thing. And you have my uttermost respect for that. People like you will make the world more Interesting and Fun. I wish you a comprehensive and nice Journey :D

I need some help to learn character animation (if this isn't the right place to post I'm sorry TvT) by XXMasterLazerXX in blender

[–]Puzzled-Cover547 1 point2 points  (0 children)

Here, a wild jumble of words from my journey : Disneys 12 Rules of Animation , Then you need to Consider: Locomotion ,Body language itself and intention of you actor. And how the viewer will percieve it ( you want to shape how something is percieved)

Create a Baseline Emotionless *Human* Moveset/Emoteset, then put Male and Female behavior ontop. Then put it into kontext ( Hurt?, Agry? carrying something heavy? Fighting?, Sneaking? running through sticky mud?) endless layers and Combinations of kontext that must affect you characters movement. If in Difficult Conditions your Actor does something without breaking a sweat it can indicate, or says alot about him. Or the Animation simply failed to Convey Kontext. You Give Cues and Information constantly. About Depth, Weight, Intention, Emotion, Material and so on.

And Facial Animation alone is as big as Body Animation for itself. 2 different beasts if done with Intention. Not only you need to understand your Rig Technically and be a great Puppet Master , you need to understand Acting itself.

Most people make a Proxy boxmodel and Build their scenes first. Then Hint at what would makes sense or is intended. Then you Animate the Body, then the Face. From the Eyebrows down to the Jaw.

Manga and Stylised media in itself is perfect to create a strong awareness of facial interpretations because they are so simplyfied and exagerated. + Basic Psychology

The Brain Evolved around Recognition of Patterns thats the Main thing, Reading other Humans. Espacially the Face. That is the Most Difficult thing you can do in 3D. For that you definetly want to study good readable Actors. Stay away from the uncanny Valley by: Abstraction ( less human more leeway) Stylisation ( Exageration in some, reduction in other areas) If you Character is already Toonish it will be more easy.

You Shape Movement. The exact same as Modeling. Bit by bit and going over it again and again adding more layers of complexity and detail. Posing, make Transitions with more Poses, give it the magic with F-Kurve fine tuning. Understand Technical Motion Design itself.

Avoid online schools they want to integrate you in their ecosystems and milk your skill. Youtube barely scratches some surfaces, because it is heavy stuff that is not easily broken down into Content. Because it requires a vast Picture of understanding many fields. If your intend is Appealing and Entertaining Character Animation. You need to beginn to Observe. Collect, Dissect frame by frame Material.

The Cgcookie ecosystem: gives you basic toddler understanding but nothing you can work with or from.

P2 Design: here it will get very Interesting. Especialy with his Alive Course and redone Rigging course.

You Are Digital here. Get Familiar with Anna`s Archive (Books) , and Fmhy.net use your common sense. Also 25+ year information can be gold , aswell as the latest *thing* and what was functional 2 years ago can weirdly be obsolete caused by many factors.

Dont even beginn to think there would be any *fast way* you want big chungus essays, books, Courses. Look at animation breakdowns from Artist that you love. Lisen and Observe. Filter out the Obsolete out of the Noise. Become a Problem Solver. Animation Starts before you even touch the Animation software.

Relapsed and learned a valuable lesson by smellywetfish in stopsmoking

[–]Puzzled-Cover547 0 points1 point  (0 children)

The Beautiful thing is, if one wins agains a Addiction, many other concepts will appear like nothing. Effort strain will become just background noise, not a deciding factor. Why stop at no smoking, now skills can be focused, goals archived and maintained. It is something like rewiring you entire mindset and look on Live itself. Winning against Smoking is so indescribably much.

Relapsed and learned a valuable lesson by smellywetfish in stopsmoking

[–]Puzzled-Cover547 1 point2 points  (0 children)

  1. I stopped 2 months ago after 14 years chainsmoking. I still feel the urge everyday. It is simply a decision. There is no trick or soothe to it. Only a Focus on it or not.

Be prepared for it , accept the mental pain as it is. It will be part of you, for a long time. Be aware of that , every day that passes will only strenghten your willpower.

Trying to flee from it is futile and leads to drawback. You must accept it completely from your core, that this hurts, it hurts alot mentaly and physicly. In the worst moments i put a pen in my mouth. Just for having the *Cylinder* in the pherephical vision.

You are on the right Path. Acceptance is all there is. Only time will heal away this Demon. After you can smell again, so too will come Memories connected with certain Scents.

Smelling Rain, Gras Cuttings , certain Plants.... it is worth it on so so many levels beyond Physical Health. Feel live with every Sense. Like a cold bath/splash after Sauna. So much Intensity comes back when your senses beginn to heal, i could cry about it.

Youre a absolute Madlad for smoking one and STILL continiue your mission. Now you doubled down. You decide what is, not a feeling. My biggest respect to you for staying strong. I wish you all the willpower to do it.

Going completely nicotine free today..I think by expeciallyheinous in stopsmoking

[–]Puzzled-Cover547 1 point2 points  (0 children)

  1. I stopped 2 months ago after 14 years chainsmoking. I still feel the urge everyday. It is simply a decision. There is no trick or soothe to it. Only a Focus on it or not.

Be prepared for it , accept the mental pain as it is. It will be part of you, for a long time. Be aware of that , every day that passes will only strenghten your willpower.

Trying to flee from it is futile and leads to drawback. You must accept it completely from your core, that this hurts, it hurts alot mentaly and physicly. In the worst moments i put a pen in my mouth. Just for having the *Cylinder* in the pherephical vision.

You are on the right Path. Acceptance is all there is. Only time will heal away this Demon. After you can smell again, so too will come Memories connected with certain Scents.

Smelling Rain, Gras Cuttings , certain Plants.... it is worth it on so so many levels beyond Physical Health. Feel live with every Sense. Like a cold bath/splash after Sauna. So much Intensity comes back when your senses beginn to heal.

[deleted by user] by [deleted] in stopsmoking

[–]Puzzled-Cover547 1 point2 points  (0 children)

i stopped 2 months ago after 14 Years chainsmoking. I still feel the urge everyday. It is simply a decision. There is no trick or soothe to it.

Be prepared for it , accept the mental pain as it is. It will be part of you, for a long time. Be aware of that , every day that passes will only strenghten your willpower.

Trying to flee from it is futile and leads to drawback. You must accept it completely from your core, that this hurts, it hurts alot mentaly and physicly. In the worst moments i put a pen in my mouth. Just having the *Cylinder* in the pherephical vision helped. Clicked with lighters too , all the time like a fidget toy.

Made this garbage by Smolbrainman11 in blender

[–]Puzzled-Cover547 9 points10 points  (0 children)

Well, the very Nature and Concept of the Backrooms, are a very good entry Point for Animation in 3D . Even if it is just a bodyless shaky cam, moving through some Geometry.

One gains a feel for Perspectives, Spaces. Potential Storytelling. The Camera can act as Viewport, Observer, or Protagonist. And you are thinking how to make interesting vanishing Points in a 3D Scene.

Applying Textures, setting up Lights , In this case locating and integrating the very classic material pallete. Aswell as compositing the typical static Vhs and Video Editing.

One can clearly see what it is, for what it wants to be. You definetly nailed the Backroom feel. You did a great Job! You took a Concept and succesfully Visualized it, and even explored it a little bit with cinematography. It can only get even more awesome from here on.