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c4cc
ParticipantI mean there will be considerable time and traffic savings.
Makes sense.
Pardon my stupid question, but how does asset compression save time and traffic? Is it because when the assets are compressed, there is less amount of data to load?
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This reply was modified 6 months, 3 weeks ago by
c4cc.
c4cc
ParticipantYes, they are the same. Edit, after another test:
With Asset Compression:
Without Asset Compression:
Also, why does asset compression increase screen loading time?
edit:31.7.24 after vertice cleanup:
7.8.24 update:
https://ibb.co/LZyMVCs-
This reply was modified 6 months, 3 weeks ago by
c4cc.
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This reply was modified 6 months, 3 weeks ago by
c4cc.
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This reply was modified 6 months, 3 weeks ago by
c4cc.
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This reply was modified 6 months, 2 weeks ago by
c4cc.
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ParticipantHow I got around the problem is, after creating the app, I start a new blend file, and saved it as the same name of default blender file in the newly created app.
If you have any alternative (and more efficient) ways to solve my initial problem, please let me know.
c4cc
Participantc4cc
ParticipantI 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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ParticipantSpeaking of Blender 4.2, why is it when I play animations in it created from previous Blender versions, the animations/meshes look grainy and a little blur, especially around the edges? Any way to remove this blur/graininess/noise?
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ParticipantMight I suggest reducing number of vertices for your meshes, and cloning meshes whenever possible to reduce file size so the website starts up faster?
c4cc
ParticipantUnder 100 explosion meshes, with each mesh having its own flying pieces. Varies from each explosion “set”
c4cc
ParticipantOk, I see. So to reduce memory consumption, which maintains overall fps/app performance,
I can simply alt+d on those meshes, and “hide” the original meshes, right?c4cc
ParticipantI’m trying to make an explosion where parts flying away are joined together as a mesh, but parented to bones fly away. How do I hide certain parts during keyframe at earlier times?
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ParticipantI see. So is it possible for me to make vertex/vertice groups disappear via keyframe/animation?
c4cc
ParticipantI see. Btw, is there a way for me to use vertice/vertex groups with bones in a single mesh to manipulate vertices like this
When I tried, it looked very distorted and crumpled up…
c4cc
Participanthttps://drive.google.com/file/d/1COIWXXvFdyA8sRhwXdrtKa0NK2M2WUbh/view
Just watch the video from my previous post…Cool, I just watched this.
I’ll have to learn this, nifty little trick.
No need to add vertex groups manually. They will be created automatically after parenting a mesh to an armature (with the correct names).
I now see what you mean. Makes sense actually
c4cc
ParticipantIf you goal is to have the bone cause the green cube to move…. be sure to keep “Deform” selected. When you turn this off…the bone no longer has any influence over the object or vertex group.
You and kdv are right in this regard. Why the mesh initially seemed to distort when I rotated it was because I did not put a constraint on it.
Removing parent:
Renaming Vertex group:
Reparenting mesh to bone Armature Deform – with empty group:
Rotating without constraints:
Obviously, I need to put a rotation constraint to prevent mesh rotating in unwanted angle. But why in this case, what do I set min and max for limit x, to prevent rotating mesh from going off angle?
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This reply was modified 7 months, 1 week ago by
c4cc.
c4cc
ParticipantWhat tutorial did you watch to do the way you did?
https://i.ibb.co/JCpzrrb/o46x1.png
https://blender.stackexchange.com/questions/240289/assigning-mesh-to-bones
No need to add vertex groups manually. They will be created automatically after parenting a mesh to an armature (with the correct names).
I see, I’ll try this out and let you know ASAP
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This reply was modified 7 months, 1 week ago by
c4cc.
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This reply was modified 6 months, 3 weeks ago by
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