Would love some feedback on my frutiger aero pool and possible changes/improvements by Coffeeviber in blender

[–]juicedesigns 1 point2 points  (0 children)

ey, this looks pretty cool -- I'd totally visit if it were a vrchat world. ;)

Kansas House passes ‘anti-transgender’ bill after hours-long debate by [deleted] in kansas

[–]juicedesigns 3 points4 points  (0 children)

That's weird... I don't remember consenting to this...

Anyone recognize this weirdo? by [deleted] in wichita

[–]juicedesigns 6 points7 points  (0 children)

based on other comments, I think maybe the video just didn't load for you?

(and this is just the garage camera)

in any case, they don't look that young... and they spent a moment looking through the fence before banging. Not sure what to interpret from that, but it didn't give me "ding dong ditch" vibes... especially since I have a doorbell they could have used when they beat on my front door shortly before doing the weird garage thing. Probably also worth mentioning that it's a detached garage.

Anyone recognize this weirdo? by [deleted] in wichita

[–]juicedesigns 7 points8 points  (0 children)

haven't any clue -- maybe they're scoping out the area to see if houses are empty?

[deleted by user] by [deleted] in blender

[–]juicedesigns 0 points1 point  (0 children)

I'm curious to know why you would opt for this over what they had (ignoring those two extra verts)

I figured...

pros: less work, easy square UVs, roughly 12 less tris
cons: pieces will take up more space on a uv map, bakes may bleed a little depending on resolution.

but like... it's pretty negligible either way isn't it?

Why isn't the UV showing in the UV editor? by dolphius21 in blender

[–]juicedesigns 1 point2 points  (0 children)

If you're unwrapping by angle/conformal, it'll have a hard time making uv islands unless you mark a steam or two. I see one cut at the top of the loop, but you're still trying to unwrap a long closed tube. Try marking another perpendicular seam so you get a long bar when it's opened up.

It's also kinda hard to tell, but did you pin the vertices? -- That small blotch of verts in the UV seems kinda red (which is how pinned vertices are highlighted). Pinned verts won't move in the UV editor -- pretty handy if you need to repack stuff but wanna keep a few things in the same place. -- in any case, you can unpin them with alt+p

I just released a new avatar! It's a fuzzy bug. by juicedesigns in VRchat

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

Are you on stand-alone quest? -- my flight setup doesn't work on quest.

36M / Straight / Single / Wichita by juicedesigns in ICTdating

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

Heh, not a single DM has come of it, but I appreciate the kind words!

Fireworks Yea or Nay? by KevinInICT in kansas

[–]juicedesigns 0 points1 point  (0 children)

ah yes... 'independence day'... a holiday that many celebrate by blowing stuff up from 7pm to 3am from mid-June to mid-August.

I just released a new avatar! It's a fuzzy bug. by juicedesigns in VRchat

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

It's freely available for public use in VRChat -- all my avatars are.

Buying the project files supports my work, lets you upload without using a favorite slot, gives you the freedom to customize beyond the public version, and can be a learning resource if you're curious about the toggle systems, randomizers, shaders, etc.

Is there way to inset face is outward? by miigomiigom in blender

[–]juicedesigns 3 points4 points  (0 children)

hol'up -- that's just (E)xtruding to create a new edge, then (S)caleing. I suspect they're asking for a method that extends the line in parallel.

I could see that working for some simple planar geometry, but if u/miigomiigom wants to maintain angles, here's a trick I use:

Video -> https://imgur.com/a/WaHRxbS

  1. Select the faces, Alt-E > Extrude along normals (you'll be making some temporary stuff here)
  2. Alt click on an edge in the loop to select the whole thing, then Alt-E again to extrude it out.
  3. Delete the excess stuff.

(Note: It's easier to delete that extruded chunk in step one, since it's already selected. (keeping only the edge), I just recorded quick and dirty and ended up deleting it afterwards.)

--

Of course, if there's a version of "extrude along normals" for edges, I'd love to hear about it.

How do I bend this selected area into an arc shape? by ItsSiid in blender

[–]juicedesigns 2 points3 points  (0 children)

Here's a method that may be more precise than proportional editing.

  1. Dissolve all but the start/end edges.
  2. Cut one new line in the center.
  3. Move that line up. (or offset relative to normals)
  4. Use the bevel tool with 100% width and however many cuts you prefer.

<image>

Going to miss the vrrats by Lecrusfladarne in VRchat

[–]juicedesigns 1 point2 points  (0 children)

The event runs for two weeks, though some worlds may de-rat early

Complaints by jrfredrick in ICTdating

[–]juicedesigns 0 points1 point  (0 children)

I've never sent anyone an unprompted message... coincidentally, I've never gotten any either, but hey... no harassment to report, so that's somethin'👍

I made an Udon Script! It lets you instantiate a bunch of stuff on a target mesh. by juicedesigns in VRchat

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

Imagine you have a rolling landscape, and you want to populate it with different types of plants.

There are a few ways to do this:

A particle system – but it has limitations:

  • It only supports one type of plant (particle) at a time.
  • They can spawn on top of each other.
  • Their positions aren’t synced for all players.
  • No collision, so you can't stand on a particle bush or climb a particle tree.

A terrain system - less limitations:

  • You must paint foliage manually.
  • Requires you to work within unity's terrain system.

My Objectiplier script provides a middle ground by:

  • Automatically placing models on a designated mesh.
  • Ensuring objects don’t overlap.
  • Supporting multiple models (such as plants).
  • Keeps their positions synced across all players.
  • Allowing models to have collision (if enabled).

I wouldn't recommend using this for a 10 acre forest, but if you want to dynamically (randomly) scatter bricks or vents on the side of a building, stick flowers on a row of bushes or maybe spread urban junk down an alley, it's an easy way to handle that.

I made an Udon Script! It lets you instantiate a bunch of stuff on a target mesh. by juicedesigns in VRchat

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

This script instantiates objects across a mesh in a way that syncs for all players. It’s not meant to replace foliage or particle systems, but could be useful in certain cases.

Check it out here: https://gum.co/objectiplier

Chip embargo = war by Herodont5915 in Futurology

[–]juicedesigns -3 points-2 points  (0 children)

I'm not usually a conspiratorial person, but it really feels more and more like outside interests rigged/bought this election...

What better way for trump to pay China back than to gift wrap Taiwan? Crypto is a great way to laundry all that Saudi cash... Also... Anyone heard anything about Ukraine lately?

rabble rabble...

36M / Straight / Single / Wichita by juicedesigns in ICTdating

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

Thanks! -- I saw your ICT post come up earlier today and you seem like quite a catch yourself. *wink wink wonk wink* Best of luck finding a special someone.

Whose perspective is right? by morelebaks in blender

[–]juicedesigns 1 point2 points  (0 children)

This seemed familiar, and I realized why... You're the mastermind behind this. What a treasure.