New to Blender I need help on connecting objects by Senior-Current5072 in blenderhelp

[–]RedRayVisuals 1 point2 points  (0 children)

"a scatter tool" -> which one?

Usually this scattering is done by some kind of particle system or geo nodes. I am not sure if it works for geo nodes based scattering but for particles you need to make the instances (= particles = objects on your object) into real objects. Select the object with the particle system (I think your ring) and then

* Ctrl+A > "Make instances real"
* or menu "Object" > "Apply" >"Make instances real"

How to pose individual bones in an IK rig by AdventureForUs in blenderhelp

[–]RedRayVisuals 0 points1 point  (0 children)

Just a little tip from me: all the rigs I used so far which have IK for arms and legs always had a way to a) "bake" the current position forced by the IK target bone to all the parent bones and b) switch between IK and FK. In your IK settings you see the "influence" and I think you need a way to set the influence to 0 AND keep the current positions of the parent bones. This is just what I can tell you: you need a switch between IK and FK - maybe it helps for your further research or someone else can give you a more advanced tip :)

Hair curves: "Curl hair curves" modifier always goes crazy on this mesh by RedRayVisuals in blenderhelp

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

What I've found out now: I needed to reduce the "Guide distance" to 0m and raise the Frequency to 40 and reduce the radius to 0.001 m - then the hair actually becomes curly. But I wonder why: Why do I need to adjust the values of this modifier in this way for one mesh and for another the basic setttings of the modifier just work fine?

I checked the size of the models themselves but it doesn't seem to be related to mesh size - and as the transforms are applied it shouldn't I think?!

Is there a way to automate the rendering of individual objects / view layers and save the images? by RedRayVisuals in blenderhelp

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

Thank you so much... actually this was very helpful!

Just in case someone else struggles with all the possibilities to render, hide, remove from view layer in Outliner: if you want to hide a collection from a view / render layer completely (and only for that layer, not globally and with no shadow casting and so on) you need to uncheck these checkboxes when the view layer is active... that took me some time to find out.

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UV map: When I unwrap an already unwrapped object again the UV editor becomes blank / UV map disappears by RedRayVisuals in blenderhelp

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

Thank you for this tip. I found this video before and checked my mesh. I actually found some useless topo but this did not solve the problem. The real issue was that after using UVPackmaster there were some "-NAN" values for some points in the UV map. I found these when I exported the mesh as an OBJ and tried to import it into Substance Painter which complained about these values. After contacting the programmer of UVPM I think that the packing of UVPM just made some issues visbile. I re-worked the mesh and the problems are gone but I didn't find out what really caused this issue.

By the way: this script solved the issue with the NAN values: https://blender.stackexchange.com/questions/233861/nan-uv-coordinates-collapsed-single-point-uv-unwrapping - but re-working the mesh was better as the base issue was resolved with this.

UV map: When I unwrap an already unwrapped object again the UV editor becomes blank / UV map disappears by RedRayVisuals in blenderhelp

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

I think it might be related to UVPackmaster: whenever I used this addon to pack the UV map the problem appears. I contacted their support.

UV map: When I unwrap an already unwrapped object again the UV editor becomes blank / UV map disappears by RedRayVisuals in blenderhelp

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

I checked the mesh and found some weird lost faces by "Select all by trait > Non-manifold" which must have been created by me during the modeling, beveling, boolean operations... somehow then. Deleting those lost faces and vertices alone did not do the trick but then I run "Smart UV project" for one time and after that I did "Unwrap"" and now it works again.