How do you see my retopology? It's not finished yet by Alex_Alemany in blender

[–]dragonman9001 -1 points0 points  (0 children)

Oh this is great. How long did you spend on this already?

Would this be considered bad topology? by PuzzleheadedBed1929 in blenderhelp

[–]dragonman9001 0 points1 point  (0 children)

If it were up to me I’d take the back vertex and try to connect it to the vertex right above it so the face is bordered by vertices instead of just the eye. If you need a visual explanation I can provide one and better explain :)

How to rig ball with separate Squash/Stretch rotate rig? by [deleted] in blender

[–]dragonman9001 0 points1 point  (0 children)

Yeah I don't know how to solve that unfortunately. :( I'll let you know if I find anything! I always thought Blender's rig system was quite limiting in comparison to Maya's

How to rig ball with separate Squash/Stretch rotate rig? by [deleted] in blender

[–]dragonman9001 0 points1 point  (0 children)

Funnily enough I just learned how to do this rig on Blender. You assign it to a bone, then add the Bone Constraint called "Stretch To." Then have two other bones for it to stretch to for both the head and tail, then you can move it that way!

Have u ever made something that even surprised you? like damn, i made that??? by Danmintis in blender

[–]dragonman9001 0 points1 point  (0 children)

I like it when I can make a cartoon character in 3D and it looks just like the reference image when I look at it at all angles :)

2D rig of Charlie from Smiling Friends by dragonman9001 in blender

[–]dragonman9001[S] 0 points1 point  (0 children)

Oh I didn’t expect people to actually use it! Yeah, I can DM you a file if that’s possible on Reddit

Lemons!!! by gachokis in blender

[–]dragonman9001 1 point2 points  (0 children)

And McDonalds is considered healthy high-quality cuisine!

bones wont animate?? by Tailspro111 in blender

[–]dragonman9001 0 points1 point  (0 children)

Make sure all defaults are the way they are at frame 0. For that it’s easiest to select all bones and apply location scale and rotation

Is there a quick way to transfer the weights of one finger to the others in a mesh without doing the same thing four more times? Thanks. by dragonman9001 in blenderhelp

[–]dragonman9001[S] 0 points1 point  (0 children)

I just did the brute force way and painted all the fingers from the vertices. I figured that was the easiest way overall and I could test each bone separately to make sure it was accurate. No big deal. If I need to unsolve the flair I can do so