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c4cc

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Viewing 15 posts - 106 through 120 (of 427 total)
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  • in reply to: Performance Improvement Advice? #76161
    c4cc
    Participant

    Might I suggest reducing number of vertices for your meshes, and cloning meshes whenever possible to reduce file size so the website starts up faster?

    in reply to: Can’t keyframe mask modifier? #76113
    c4cc
    Participant

    Under 100 explosion meshes, with each mesh having its own flying pieces. Varies from each explosion “set”

    in reply to: Can’t keyframe mask modifier? #76111
    c4cc
    Participant

    Ok, 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?

    in reply to: Can’t keyframe mask modifier? #76080
    c4cc
    Participant

    I’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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    in reply to: Can’t keyframe mask modifier? #76064
    c4cc
    Participant

    I see. So is it possible for me to make vertex/vertice groups disappear via keyframe/animation?

    in reply to: Rigging – with empty group not working? #76054
    c4cc
    Participant

    I see. Btw, is there a way for me to use vertice/vertex groups with bones in a single mesh to manipulate vertices like this

    o46x1

    When I tried, it looked very distorted and crumpled up…

    o46x1

    o46x1

    • This reply was modified 4 months ago by c4cc.
    • This reply was modified 4 months ago by c4cc.
    • This reply was modified 4 months ago by c4cc.
    in reply to: Rigging – with empty group not working? #75993
    c4cc
    Participant

    https://drive.google.com/file/d/1COIWXXvFdyA8sRhwXdrtKa0NK2M2WUbh/view
    Just watch the video from my previous post…

    Cool, I just watched this. :good:

    I’ll have to learn this, nifty little trick. B-)

    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

    • This reply was modified 4 months ago by c4cc.
    • This reply was modified 4 months ago by c4cc.
    • This reply was modified 4 months ago by c4cc.
    • This reply was modified 4 months ago by c4cc.
    in reply to: Rigging – with empty group not working? #75992
    c4cc
    Participant

    If 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:

    o46x1

    Renaming Vertex group:

    o46x1

    Reparenting mesh to bone Armature Deform – with empty group:

    o46x1

    Rotating without constraints:

    o46x1

    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?

    o46x1

    • This reply was modified 4 months ago by c4cc.
    in reply to: Rigging – with empty group not working? #75989
    c4cc
    Participant

    What 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

    • This reply was modified 4 months ago by c4cc.
    c4cc
    Participant

    Thanks, this is actually a good answer. I’ll try this for sure B-)

    c4cc
    Participant

    I see, I was gonna produce a web/browser game where the playable character can do multiple actions but I guess I gotta create separate blend files for each of its various actions then.

    This is one reason why I asked if hiding objects would improve overall user performance, esp for memory and fps

    • This reply was modified 4 months ago by c4cc.
    c4cc
    Participant

    Thanks. Also, if a blender file has more than one animation, how do I get animation puzzles to select a certain animation?

    in reply to: Blender 4.2 – grainy and blury meshes/animations? #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 3 months, 3 weeks ago by c4cc.
    in reply to: Hiding objects to improve verge3d performance? #75949
    c4cc
    Participant

    This is good, and I’ll look into it soon. That said, how to use multiple independent bones in a mesh?

    in reply to: Hiding objects to improve verge3d performance? #75866
    c4cc
    Participant

    When (and if) you understand how to bind vertex groups to bones you will be able to do it with any mesh.

    How do you do this? Any video tutorial recommendation?

    This one requires modifiers, sadly. I want a video tutorial on binding vertex groups to bones without modifiers, if possible

Viewing 15 posts - 106 through 120 (of 427 total)