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Blender 4.2 – grainy and blury meshes/animations?

Home Forums Graphics / Blender Blender 4.2 – grainy and blury meshes/animations?

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  • #75878
    c4cc
    Participant

    https://ibb.co/2ySjMYR

    Imagine me trying to use the eye bone to pop out monkey’s eye, while the jaw bone is to open down the jaw.

    Despite putting 2 individual bones here, “Armature Deform – with empty groups” (referenced below) can only be applied to one bone at a time?

    How do I put 2 or more individual bones in a mesh and then assign individual bones to each vertex group, so I can manipulate those vertex group separately?

    https://ibb.co/Lnxg39g

    • This topic was modified 4 months, 3 weeks ago by c4cc.
    • This topic was modified 4 months, 3 weeks ago by c4cc.
    • This topic was modified 4 months, 3 weeks ago by c4cc.
    • This topic was modified 4 months, 3 weeks ago by c4cc.
    • This topic was modified 4 months, 3 weeks ago by c4cc.
    #75953
    c4cc
    Participant

    While I worked around this 2 ways:

    – by extending out bones from the eye’s to the mouth’s, selected mesh and then shift+armature
    parented mesh to the armature by ctrl+p, and choosing “Armature Deform -with Empty
    Groups”, and then deleted the unneeded bones

    – after adding a bone, I selected it and went into edit mode to duplicate it, then went back to
    object mode to select mesh, then shift+armature, parented mesh to armature the armature by
    ctrl+p, and choosing “Armature Deform -with Empty Groups”

    any other way to add separate bones as one armature?

    • This reply was modified 4 months, 3 weeks ago by c4cc.
    #76175
    c4cc
    Participant

    I noticed meshes and especially animations created in previous Blender versions can get very grainy and blurry when run in Blender 4.2? How to restore sharpness and quality of previous Blender versions on Blender 4.2?

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    #76193

    I guess we responded in this post.

    Chief 3D Verger | LinkedIn | Twitter

    #76332
    c4cc
    Participant

    I went to viewport, under performance in scene, and changed pixel to x1. Seemed to solve the problem

    o46x1

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