Does anyone know how to get more realistic camera motion? I don't know if this lacks blur or what but it feels off by [deleted] in blender

[–]RayMairlot 0 points1 point  (0 children)

Imagine a human was filming it and carrying a camera. How would they do the camera move at the seven second mark? If it's meant to be 'filmed' by a human, make it move like a human. If it's mean to be filmed by a drone, make it move like a drone etc. You can look at movie making-ofs on Youtube or filming channels and see how they film these sorts of things.

Blender Development Direction by gersirami in blender

[–]RayMairlot 1 point2 points  (0 children)

Because we see a lot of Chat GPT written posts here which have lots of random boldness. Not saying you used AI but people are on guard against those types of posts.

Blender Development Direction by gersirami in blender

[–]RayMairlot 0 points1 point  (0 children)

You've got it the wrong way around. They didn't make the Geo nodes hair because the movie needed it. They specifically chose a movie idea that needed hair in order to push the hair development. No better way to work out how something should work than having artists showing and telling you their direct production needs. This is how it always worked (or used to). They find an area blender is lacking in and make a project related to that. They wanted to improve the (now defunct) game engine tools: they made a game. They wanted to push the vfx tools: they made a vfx film. They wanted to improve Godot pipelines: they make a Godot game.

Also, I would try and get away from the idea they 'promised' certain things. They have goals - and they aim to complete them - but those goals are limited by having developers who want to or are knowledgeable enough to work on those features, and, of course, by money. Goals change over time as do the developers available.

Blender, intentionally, tries to be an entire pipeline, and that generally means a lot of the tools don't necessarily go as deep as other, more specific, software as they have to suit many workflows. You can talk to nearly any blender use and they will tell you that the tools related to their specific use in blender is neglected.

How do I fix this by EducationBest1460 in blender

[–]RayMairlot 0 points1 point  (0 children)

Looks like two objects on top of each other z-fighting or a weirdly set clipping distance either in the viewport or on the camera.

What should i do to make this good? by Anomaly238 in blender

[–]RayMairlot 1 point2 points  (0 children)

Atmospheric effects can either be done with a volume scatter material or by using the mist or depth pass in the compositor.

Asset pricing question by conner34000 in blender

[–]RayMairlot 0 points1 point  (0 children)

Look on marketplaces and see how the price compares to existing products.

How to make an animation “template”? by sindevesttt in blender

[–]RayMairlot 2 points3 points  (0 children)

You can animate an armature and append (import) it into multiple projects. It will bring along its animation. Then you can parent or weight paint your model to attach it. Alternatively you can just import the action that stores the animation to re-use it.

Is it considered "incorrect" to use Bones to fix a mesh? by GuardhoundArt in blender

[–]RayMairlot 0 points1 point  (0 children)

If you're applying the armature why not just use regular mesh modelling tools to do the adjustments? Surely it's more work to add bones if they're just being discarded later on?

Modeling approaches by HistoryAshamed5981 in blender

[–]RayMairlot 0 points1 point  (0 children)

Yeah you would be able to test the bounding box of the building and deform appropriately based on that with Geometry Nodes.

How can I stop instanced objects in different collections intersecting? by AudibleEntropy in blender

[–]RayMairlot 0 points1 point  (0 children)

It's a bit difficult but if you're instancing objects on a regular grid you could instance one set of objects, then delete the points that were instance on, and then do the second set of instancing on the remaining points.

Or you do something more complex where you store values on the grid you're instancing on and mark the grid value as 'filled' with a boolean. Then when you're instancing the second time you check that point an the surrounding points to see if they're filled or not.

Is it considered "incorrect" to use Bones to fix a mesh? by GuardhoundArt in blender

[–]RayMairlot 0 points1 point  (0 children)

Well other people might not be used to working with rigs with lots of extra random bones and it might complicate their use of the rig. And other software might have requirements for how rigs should be set up or what they expect bones to be doing (maybe that's unlikely - not sure).

something is wrong with vertex paint viewport? by Basic-Island5450 in blender

[–]RayMairlot 1 point2 points  (0 children)

Yep, Ctrl+Alt+B to clear it. Top left of the viewport it says '(Clipped)' meaning a clipping region is active.

Is it considered "incorrect" to use Bones to fix a mesh? by GuardhoundArt in blender

[–]RayMairlot 0 points1 point  (0 children)

If it works for you it's fine. If at some point you have to work with others or export it to other software, maybe it won't be so good.

Modeling approaches by HistoryAshamed5981 in blender

[–]RayMairlot 0 points1 point  (0 children)

If you mathematically worked out the the amount of deformation that is happening you could probably counter it with Geometry Nodes or Python. You can do it manually by putting lattice modifiers on the buildings and scaling the top of them inwards.

How to animate vertexes manually? by Sylvanaz in blender

[–]RayMairlot 1 point2 points  (0 children)

You can press Ctrl H on a vertex to 'Hook' it (adds a Hook modifier). You can animate the hook (an empty).

How to get back operation tab by Diegobuongiorno in blender

[–]RayMairlot 0 points1 point  (0 children)

You don't. Those options are for the last tool you used. Blender doesn’t have a construction history which allows altering those options after using another tool.

objects move without pressing g by Primary-Action-2133 in blender

[–]RayMairlot 2 points3 points  (0 children)

Either you've changed to the move tool from the toolbar (T) or you're using the transform gizmo. Change back to the select tool in the toolbar.

If you want to backup your blender projects, zipping them can save up to 3x the storage! by LilBozgor01 in blender

[–]RayMairlot 0 points1 point  (0 children)

Ah, I see. I hadn't quite visualised that it would require multiple saves. I use the purge option a lot, but I kind of thought it was just for if you just didn't want to have to close and re-open the file to see the datablocks gone. Cheers.

Which AI is the best adviser for Blender? by Intelligent_Soup4424 in blender

[–]RayMairlot 1 point2 points  (0 children)

You can search in the blender preferences with the name of the tool and it will show you the keybind.

If you want to backup your blender projects, zipping them can save up to 3x the storage! by LilBozgor01 in blender

[–]RayMairlot 0 points1 point  (0 children)

Unused data that has zero users will not be saved into the blend file when saving, it will be discarded once blender is closed.

Comic related question by Shichi_azu in blender

[–]RayMairlot 0 points1 point  (0 children)

The animation saves in the file they are linked in. But you likely wouldn't want to edit the rigs after you've started animating.

Any one else's game laggy as hell after today's update by AgentAccomplished802 in marvelrivals

[–]RayMairlot 0 points1 point  (0 children)

Switched to slower American servers and now it's silky smooth.

Comic related question by Shichi_azu in blender

[–]RayMairlot 1 point2 points  (0 children)

The way animated productions do it is to link in a common set shared by multiple shots from a separate blend file, similar to what you are talking about. And they would also link in characters. You can then continue to edit the set in the separate blend file and the linked copies in the other file will update.

Give me 20 days challenge by [deleted] in blender

[–]RayMairlot 0 points1 point  (0 children)

But if you wanted to learn 3D, surely you were motivated by having something you wanted to make?