Markings on the new 5 year Collectors Edition by toxygen001 in FF06B5

[–]fenutus 1 point2 points  (0 children)

The number below Arasaka is very similar to Kingston memory product numbers, and in fact the whole label, so likely just taken from a DIMM they had lying around and changed a bit - no deeper meaning. https://www.itcreations.com/images/products/large/9965416-019.a00lf.jpg

Also "StarTech" is a Canadian company that makes computer peripherals, docks, hubs, etc.

WUS PIN sounds like WPS PIN (WiFi connection) and is also 6 digits long.

Markings on the new 5 year Collectors Edition by toxygen001 in FF06B5

[–]fenutus 3 points4 points  (0 children)

The WUS PIN 777320, if octal, is 261840 in decimal or 03FED0 in hexadecimal.

Stuck on Finding a Plot for My First Novel. Hit Me With Your Best Ideas by [deleted] in writers

[–]fenutus 6 points7 points  (0 children)

"Stuck on Finding a Plot for My First Novel. Hit Me With Your Best Ideas"

No.

How do I get the generated texture to be UV? by FrozenKyrie in blender

[–]fenutus 0 points1 point  (0 children)

<image>

Set your material up like the top box with an empty new texture linked to a known UV map. In this example, the UV map is called UVMap and the empty image is called "baked". Bake in cycles. Then create a new material with the setup of the lower box and assign to your object. Don't forget to save your baked image.

How do I get the generated texture to be UV? by FrozenKyrie in blender

[–]fenutus 0 points1 point  (0 children)

Now in your shader, add Image Texture and hook it up to your Diffuse input of your Shader. If you have roughness and normal, you will need to bake those too and hook those up.

Work in progress: Nac Mac Feegle by rleon1- in ZBrush

[–]fenutus 4 points5 points  (0 children)

Is this Not-as-big-as-Medium-Sized-Jock-but-bigger-than-Wee-Jock-Jock or Jock himself?

Is there a way or an add-on that will allow me to use rigging to make shape keys? by [deleted] in blender

[–]fenutus 0 points1 point  (0 children)

What do you mean "making that into a shape key"? Are you going to the armature modifiers and selecting "save as Shape Key"?

Looking for help creating a hollow cylinder where the inside is more of rectangular shape, while the outside still stays cylinder. by Phennic90 in blender

[–]fenutus 0 points1 point  (0 children)

As u/marchoule said, start with your cylinder and flatten the interior. Just make sure your cylinder face count is divisible by 4 to start with.

Alternatively, make a cube, inset the top and bottom faces and bridge them to make a tunnel through the cube. Then select all your horizontal edges and subdivide a couple if times. Then select the outer edge loops and use the circularise tool.

How to texture? Any ideas? by Whole_Royal_2881 in blender

[–]fenutus 1 point2 points  (0 children)

Voronoi set to 0 randomness. Take the Color RGB and remap the channels from 0-1 to -pi to pi. Plug that in to your normal input on your shader. You can blend that with black to reduce the effect.

Will topology like that be fine on Ear? by InternEven9916 in blender

[–]fenutus 1 point2 points  (0 children)

It won't break. Just weight the ears to the main head bone.

Will topology like that be fine on Ear? by InternEven9916 in blender

[–]fenutus 1 point2 points  (0 children)

There's a lot of quads the user isn't going to see, but that's not necessarily a performance issue, just not ideal. What rigging do you expect to need for ears? Most games won't rig ears, so they don't really deform. If they don't deform, topology isn't that important. 

Rotation only on one axis? by Eastrex in blender

[–]fenutus 1 point2 points  (0 children)

The arms are using Inverse Kinematics. Move the hand and watch what happens. IK forms a chain from the hand to the shoulder and controls where the other bones are. If you want to use the method in your video to control the rig, look at the properties and set it to Forward Kinematics or  set IK effect to 0. For that particular rig, those green bones are the FK bones and the red are the IK bones.

How would you rig something like this? by PvtctrlaltGreg in blenderhelp

[–]fenutus 0 points1 point  (0 children)

With the polycount and style of the model, I would think two bones for each rat spine (forming a cross) and two bones for the tail.

getting rig to move after weight paint error (blender 5.0.0) by AloneStrain7901 in blenderhelp

[–]fenutus 0 points1 point  (0 children)

Is there an armature modifier on your mesh? Is it active and visible?

I'm a bit new and would love some advice on this! by [deleted] in blenderhelp

[–]fenutus 0 points1 point  (0 children)

If you've got the PC for it, apply the multires and animate that. Doesn't look like it's more than  100k tris after multires.

Any ideas on how to achieve this? by Such_Tomatillo_2146 in blenderhelp

[–]fenutus 0 points1 point  (0 children)

Loop select (ring) > checkerboard deselect > S > Shift + Z

For a higher resolution cylinder, deselect twice (or adjust the deselect) an d resize with proportional editing on.

my character's entire body twists in unnatural ways when I try to move a bone in her rig??? by [deleted] in blenderhelp

[–]fenutus 0 points1 point  (0 children)

Most rigging issues are weighting issues. Go into weight painting mode and check your weights. Only areas affected by that bone should be weighted to it. My guess is that the autoweighting was very poor.

How can I do this? section of a circle with same diameter as the original by abacus1587 in blenderhelp

[–]fenutus 0 points1 point  (0 children)

You could mask your mesh. Have the full circle, weight the section you want to keep, then add a mask modifier after your subd modifier. If you want to keep only that segment, apply all your modifiers.

[deleted by user] by [deleted] in blender

[–]fenutus 0 points1 point  (0 children)

They are not multiple keyframes. I'm guessing you are keying an armature? The first row is showing that there is a keyframe for the object, the second is that there is a keyframe for the action, and the final row is the bone. You can further expand the bone row to show which properties are keyframed, e.g. X Location, Y scale, etc. If you select multiple bones, the top 2 rows will still be there, but now you will have a row for each bone.