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c4ccParticipant
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?
c4ccParticipantUnder 100 explosion meshes, with each mesh having its own flying pieces. Varies from each explosion “set”
c4ccParticipantOk, 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?c4ccParticipantI’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?
Attachments:
You must be logged in to view attached files.c4ccParticipantI see. So is it possible for me to make vertex/vertice groups disappear via keyframe/animation?
c4ccParticipantI 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…
c4ccParticipanthttps://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
c4ccParticipantIf 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?
- This reply was modified 4 months ago by c4cc.
c4ccParticipantWhat 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.
c4ccParticipantThanks, this is actually a good answer. I’ll try this for sure
c4ccParticipantI 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.
c4ccParticipantThanks. Also, if a blender file has more than one animation, how do I get animation puzzles to select a certain animation?
c4ccParticipantWhile 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.
c4ccParticipantThis is good, and I’ll look into it soon. That said, how to use multiple independent bones in a mesh?
c4ccParticipantWhen (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
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