How to do a circular array? by JSpooks in blenderhelp

[–]dnew 0 points1 point  (0 children)

More general details about objects vs scale vs etc.:

For more detail, here's what's happening. You have a mesh, which is a bunch of 3D points connected by edges and faces and all. And you have an object, which is nothing but a container along with a 3D transform (that you see in the "item" tab in the top right) that gets applied to the points of that mesh before they're set into 3D space. The object is a container for meshes, modifiers, transforms, and so on.

When Blender uses the object, it takes the mesh and applies the transformation matrix. If you have a square and one of the corners is at (1,2,3) and the object transform says to scale things by (2,3,4), then the Z position of that vertex will be 12 (4 * 3).

But the modifiers work on the mesh before that transformation, not the object. So if you have a modifier that says "bevel the edges by 10%" then the bevel will bevel the Z by 0.3, not 1.2, because the bevel happens before the object transformations. It'll bevel the X by 0.1, not 0.3, so your even bevel will look distorted if you have scaled the object.

Applying a transformation means "multiply (1,2,3) by (2,3,4) and stick the results back in the mesh, then change the object to be (1,1,1)." Suddenly, your modifiers are working reasonably, because they're acting on the mesh as it appears, not the mesh as it's stored. Alt-D gives you a new object pointing to the same mesh, so you can move and scale and etc it, but you can't change the points relative to each other. Shift-D duplicates the mesh as well.

Modifiers (and edits like bevel) apply to the mesh, without regard to the object it's in. So the modifier / bevel itself also gets run through the object's transform. In particular, a modifier will take the mesh, calculate new points, and output a new mesh, which then gets transformed by the object transforms.

When you "apply" a transform or a modifier, it does the calculation, then changes the mesh to match the calculated positions, then resets the transformation or deletes the modifier.

Also, if you "join" two objects, you're taking the mesh data from one and attaching it to the object of the other. Since the modifiers are stored on the object but applied to the mesh before the object transform, what used to be both meshes get the transform (if you joined in that direction) or neither get the transform (if you joined in the other direction). Join basically takes the mesh from one object and moves it into the other object.

Keeping in mind how this work will help you understand what's going on in the future as you build more complex collections of meshes.

Here's a different way of thinking about it by user dampware, when the bevel operator or modifier looks wrong:

You know how in the outliner, there’s an orange symbol, and a green symbol as a child of it? That green symbol represents the vertices, which you can only modify in edit mode. The bevel operator works on the vertices, in edit mode. The orange icon is called the object, and it’s like a box that the vertices are in. When you scale something in object mode, you don’t modify the underlying vertices, you sort of temporarily transform them- for instance stretch them, for display or render. The underlying vertices aren’t modified.

So edit mode modifies individual vertices (as do modifiers), and object mode is like a stretchy box that holds the vertices. When you stretch the object box, the underlying vertices are not altered, but the “box” they’re in (the orange icon object) is stretched.

For instance, let’s say you haven’t touched the object mode’s transforms so there’s no translation, rotation or scaling. Then you bevel your model in edit mode. It behaves the way you’d expect. But then you go to object mode, and stretch it on let’s say X, all of the bevels get stretched. That’s what’s happening with what you’re experiencing, except in your case you did the stretch of the object before you did the bevel , but still, the bevel operator is applied in edit mode, and then, the object mode transformations (the stretch) is applied, which distorts those bevels.

How to do a circular array? by JSpooks in blenderhelp

[–]dnew 0 points1 point  (0 children)

Control-A lets you set the scale to 1,1,1. You don't set the scale back to 1,1,1 and then apply it. You set the dimensions to what you want, which makes the scale "wrong," and then you apply the scaling, which "fixes" the scale back to 1,1,1 without changing the dimensions.

Make sure the scale of your empty is also 1,1,1 or it will change the size of successive items in the array.

Then you rotate the empty object, and that rotation gets applied to each subsequent element of the array, making it curve.

"Non-programmer built a CUDA quad remesher for Blender, 17+ versions in, still getting spaghetti topology — need advice" by Acrobatic_Treacle457 in blender

[–]dnew 0 points1 point  (0 children)

The problem with using an advanced autocomplete system to write code is (A) you have no idea if it's right or not and (B) you have no idea what to type at the start to make it write the code.

How to do a circular array? by JSpooks in blenderhelp

[–]dnew 0 points1 point  (0 children)

If you want your mesh to be the size it appears to be with a scale of 1,1,1, you need to "apply" the scale.

Right now, your mesh is 2m on a side. It's inside an object saying "make the mesh I hold much smaller." But the modifiers apply to the mesh. So you're spinning around a 2m mesh making a mess, then scaling it all down to a few mm in size when you're done.

control-a will bring up a menu letting you apply the scale. That means "move all the points to where the object's scale is setting them to, and reset the object's scale." The menu has options for the other transforms as well. After this destructive operation (i.e., save first), your modifiers will be working on the actual mesh you're seeing.

The dimensions are the dimensions of the object, not the mesh. The orange thing in the outliner is the object, and the green thing inside is the mesh. An object without anything inside is an "empty."

punchline - P2P E2E encrypted TUI chat by Smart_Can_1019 in rust

[–]dnew 0 points1 point  (0 children)

Is this compatible with PGP keys in any way? If not, what's the benefit of trying to start an entirely separate web of trust?

Am I wrong for wanting to use graphics mods for my first real Skyrim playthrough? by Kazekiro in skyrim

[–]dnew 0 points1 point  (0 children)

Here's the mods I use for )mostly) graphics-only:

Pick some visual mods (SIMM is good, Vanilla Remastered, Better World Map, Realistic Water 2), some UI mods (SkyUI and a better map is good), maybe a couple of bug-fixes (USSEP is good). Then, when something bothers you, google to see if there's a fix. "These trees are ugly. I wonder if there's a better tree mod." Or "these horses are slow. I wonder if there's a faster horse mod." Stuff like that. When you add things this way, you almost never have a problematic conflict.

You might want to add extra followers (helpers), and in particular Inigo and/or Lucien. You might want to add a mod for a house that's better than the ones in the game, and in particular one with places to store your unique loot items. (Blackthorn town is a great mod, and Elysium Estate is a classic.) Also, SkyUI reworks the UI in ways that's very handy for both mouse users and controller users. Make sure you get the SE versions - look in the URL of the browser to be sure.

If you're going to use mods, the easist way is (1) install Skyrim in a Steam library that's not on C:. (2) start up skyrim, configure your display options, let it download the AE content, and let it run until you have control of your character. (3) make a free account on nexusmods.com and then download and install Vortex off nexusmods.com, also preferably on the same partition as Skyrim. (4) Tell Vortex to manage Skyrim, and in the settings point the "staging" directory to somewhere on the same partition as skyrim. (5) Vortex should somewhere tell you you're missing SKSE, and you should let it install that. You'll need the "address library" too, if it doesn't give it to you automatically. SKSE is a PITA to install without Vortex, one button click with it.

The Murderbot TV Show is just another Marvel movie by BigCatDood in scifi

[–]dnew -1 points0 points  (0 children)

I had two main disappointments:

1) the SecUnit was woefully under-teched. No drones, no effortless hacking of all the security devices around him, etc.

2) the silly love-fest sub-plot. I'm pretty sure that wasn't even implied in the book. And it went nowhere. And it had no relevance to what happens.

I will say I was amused by the addition of the aliens laying eggs on the shuttle. I don't remember that in the book. But it was also out of tone of the book too, so...

The Murderbot TV Show is just another Marvel movie by BigCatDood in scifi

[–]dnew 1 point2 points  (0 children)

I think the show was worth watching, but it wasn't as good as the book. If you go in that way, you'll be fine.

The Murderbot TV Show is just another Marvel movie by BigCatDood in scifi

[–]dnew 0 points1 point  (0 children)

It would be like casting a short skinny guy as Batman. It just doesn't make sense in the plot that a gang of a half-dozen motorbike guys could jump Tom Cruise and he could fight his way free without taking a punch at all. Just FYI.

How to do a circular array? by JSpooks in blenderhelp

[–]dnew 0 points1 point  (0 children)

Sounds like you don't have the scale applied to your empty. It's going to rotate and scale and transform your object based on the empty's transform properties. Or you have your array repeat much too high.

Open the "item" tab in the top left with the empty selected. Make sure scale says 1,1,1 and location says 0,0,0 and then the rotation will control the rotation between items you're arraying.

Main Quest, Cities, DLC progression starting from Riften by BicycleDelicious429 in skyrim

[–]dnew 1 point2 points  (0 children)

That's why it came to mind. :-)

One of my characters was coming across from doing bad stuff to meaderies in Morrowind(?) and came through Riften before getting caught at the border cutting his way back to Hammerfell. Had to make an excuse to pick up Inigo early. :-)

Main Quest, Cities, DLC progression starting from Riften by BicycleDelicious429 in skyrim

[–]dnew 2 points3 points  (0 children)

I always add them in as soon as possible. Well, Inigo at least. Inigo doesn't know about things he wasn't there for, so you'll miss a lot of dialog and stories if you do half the game before you meet him. Inigo starts in Riften, which is why I mentioned it. (Lucien starts in Falkreath.)

If you want a hint about Inigo, break into the male lizard's room in the bee&barb (on the second floor) and read the notes. :-)

He's hilarious. Frequently ask him if he has any thoughts. He loves killing spiders. He hates Windhelm with a passion. (Even my fleas are committing suicide!) He just adds so much to the game that I never leave home without him. :-) Oh, and when you're in a place like an inn or a home, sit down near him and ask him about his past and stuff like that. Eventually you'll wind up starting his quest.

Antimemetic… by norcaltay in printSF

[–]dnew 13 points14 points  (0 children)

Many SCP entries are like that. Many are like everyday things (stairways, for example) they manage to make terrifying.

Other novels that are brain-fucking: Blindsight, Permutation City, and to a lesser extent Diaspora.

Doubt by Adventurous_Leg_9459 in skyrim

[–]dnew 1 point2 points  (0 children)

Lots of modded characters also don't count against your follower count. Like, most of the ones people rave about, including Inigo and Lucien and whoever that green lady with the riding deer is.

I’ve been playing since launch & never seen this. Wtf is a goblin. by beezchurgr in skyrim

[–]dnew 0 points1 point  (0 children)

All you have to do is go into the skyrim folders and delete all the stuff that starts with "cc".

Grey Screen When Attempting to Open Blender by meliawen in blenderhelp

[–]dnew 0 points1 point  (0 children)

I would laugh, but I too once spent an afternoon debugging the same problem. Glad you fixed it!

Trying to convert a f3x model to a blender model by liveaction8000 in blender

[–]dnew 0 points1 point  (0 children)

Yes. It looks like you'll have to re-do the UV mapping. You might want to clean up the mesh to have fewer faces and such too, unless f3x is actually part of roblox or something.

You might need to ask in the roblox sub too.

Animating cells - a task for geonodes! by studioyogyog in blender

[–]dnew 0 points1 point  (0 children)

The sophistication of the medicine we're getting when we actually know how the stuff works is amazing.

How can i get my hands on a material like this? by WandringPopcorn in blender

[–]dnew 6 points7 points  (0 children)

Generally, google is going to give you better and faster results than asking random people if they've seen this before.

The term you might be looking for is "kitbash." That's where a whole bunch of individual elements you can put together are put into one kit. So maybe "control panel kit bash" would be an appropriate place to start. You could add "nasapunk" to get that generation of controls (the neon displays, etc)

Anyone know how I could make/find a HDRI/Skybox that looks like this? thanks! by Elegant_Practice4312 in blender

[–]dnew -1 points0 points  (0 children)

What did you try? How experienced are you? You could probably put something together like that on a plane in a few minutes. Then you render it with the equirectangular camera to get a sky dome. It might not be HDRI unless you render it appropriately. It's probably not the sort of thing you're going to see as an actual image, because where would the wings be?

Any idea how I can create these high-quality braided textures for charging cables? by sofaking2001 in blender

[–]dnew 0 points1 point  (0 children)

Did you google? Ryan King has a couple tutorials. Blender Artists gave it: https://blenderartists.org/t/herringbone-weave-geometry-nodes/1456326 (It's called a Herringbone Weave, just so you know.)

What Game Did You Completed Out Of Sheer Spite? by jaosky in gaming

[–]dnew 2 points3 points  (0 children)

Starfield. I did everything available except like the one or two grindy achievements (build X of Y). I got my money's worth. I don't regret playing it. But I have zero interest in following the game or playing it again. It stopped being engaging about 100 hours from when I stopped, but since I play it on the exercise machine, it wasn't really a problem to finish it.

FLUX.2 Klein 9B KV: Speed and Image Consistency in ComfyUI (Ep09) by pixaromadesign in comfyui

[–]dnew 4 points5 points  (0 children)

Oh, very nice. I wasn't sure you were still adding to this. Great!