Forum Replies Created
-
AuthorPosts
-
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?
Attachments:
You must be logged in to view attached files.c4cc
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?
-
This reply was modified 5 months 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
-
This reply was modified 5 months ago by
c4cc.
c4cc
ParticipantThanks, this is actually a good answer. I’ll try this for sure
c4cc
ParticipantI 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 5 months ago by
c4cc.
c4cc
ParticipantThanks. Also, if a blender file has more than one animation, how do I get animation puzzles to select a certain animation?
c4cc
ParticipantWhile 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, 4 weeks ago by
c4cc.
c4cc
ParticipantThis is good, and I’ll look into it soon. That said, how to use multiple independent bones in a mesh?
c4cc
ParticipantWhen (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
c4cc
ParticipantIn another case I suggest to optimize the mesh models to minimum possible size. I have done it several times in projects. the best so far is bringing the file size from 800 MBs to 25 Mbs Level3 optimization technique.
Level 3 optimization? What’s that, and what do you do?
c4cc
Participantmost mecha rigging were based on separate mesh parts, not a mecha as a single mesh
It doesn’t matter. When (and if) you understand how to bind vertex groups to bones you will be able to do it with any mesh.
I’ll try this, but using “with empty groups” under “Armature deform” instead of “automatic weights” as per this screenshot
Or maybe I’ll try this instead
-
This reply was modified 5 months ago by
-
AuthorPosts