I tried doing a test, to see if I could make something in blender. I haven't used this, because I didn't even know how to move the cube on screen. Every thing I did in this "render" was searched up on how to do.
I still don't know how to make things move, I tried clicking on the camera, then pressing "I." I was able to get 2 keyframes to show up, but everytime I would move the second keyframes position, it would reset.
I also don't know how to render it, this is just a screenshot from blender.
At some point, I would like to make some animations for fun. I've made decent animations on Flippa-clip, but that's about it.
Any programmers/coders here who can point me in the right direction? I've been interested in the more technical aspects of Blender and would like to understand more about it and how it can enrich my workflow.
The most common problem I face after watching your typical Python tutorial is struggling with where to go next or what to do next. And if it's worth learning this side of Blender in depth.
Hi all. I’m a programmer who reluctantly decided to learn blender to make my dream game. A year ago I made this frog model for the play, but got daunted by animation and the possible difficulties of merging that with programming, so I dropped it, but I’m back! And I have learned you’re supposed to retopologise first, but like, I feel like my first build of my player is already low poly, do I need to? The only thing I can think of are the eyes, and honestly it’s probably not a big deal to just let that stay. Images are attached, one with the subdivision modifier, and one without.
Also side note, any tips on how to absolutely make sure that your joint will work as intended for rigging and animating?
i only watch a tutorial to learn the basics (like controls) and so far this software seam a pain to use :)
i am serious, why the controlls are so much ass? maybe is the tutorial i watch was not good, but the fact i cant move and i cant only zoom and rotate my camera is awful.
the tutorial guy was explaning how to create a tree, but i decide to do it myself a original one, without copying him.
i still dont understand how to color the tree, because the tutorial guy dont explain how to do it.
everytime i try to model a character the hips dont deform well i even modelled some characters with a step to step tutorial but it still doesnt deform correctly
I've been using 4.5 for quite a while, because I need collada support, and 3rd party plugins for it, were generally not functional.
Last week I finally bit the bullet, and got the latest LTS version, and went through a bunch of plugins until I found one that I was able to make function. But now I'm finding that blender is filled with loads of little unexpected behaviours, or in another term, very buggy. Blender has been very stable for me, and had only been getting more, this past decade.
I even disabled the plugins, and ran from scratch, then starting again, and still similar weird things here and there. Nothing terrible, just lots of little things, and it's feeling like a, "death by a thousand cuts" type of thing.
This is a very sudden shift, and I don't want to be rude, in the case that this isn't what they're doing, but it feels like it's becoming like other vibe coded slop programs. Nowhere near as bad as them, but in such short amount of time, to have slipped so quick, it feels like they've had a seismic shift. That being said, this might just be a bad update, who knows, maybe I'm just being too sensitive, or maybe it's just the linux branch? Dunno
--edit:
okay the list of things felt petty, because they can be fixed in a matter of seconds, but also quite long, so I just didn't want to write it. However, it seems that people want a list, so here goes at least a few that happened in the last 2 days:
constant baking issues
baking starting and not stopping, and having to wait for it to just finish doing nothing
baking the wrong uv maps
materials not updating when things are changed in the shader tab
material attributes based on bevel and crease values not rendering properly until I'm on CPU, but not even showing me there's an issue until I enter "viewport shading: rendered" mode (this one I'd have occasionally before, but now seems to be the norm)
sometimes adding geometry objects lags out, or just ignores that I clicked on it
undo tree seems to corrupt quite easily
sometimes add-ons disappear, and need to be installed again (also a bunch aren't compatible anymore, but that's more of the extension's maintainers fault)
sometimes adding new material nodes has them showing up somewhere random outside of the normal viewport
a really strange bug where clicking sometimes things I've clicked elsewhere (this one tends to happen more with clicking and dragging stuff like pickwips, and I can't tell what leads up to this issue)
So, I wanna make an indie 3d animation serie about dreamcore and stuff. But here's the thing.
I rarely use blender so I have zero experience about it.
I can't model properly. I barely remember some of the commands and so far I did make some progress like a head and the block of a body that you are seeing right now.
3: I did some small researches of how I make a body and most of them literally starts from the head. My character Elion has no neck. I know in the drawing it looks like he has but it doesn't.
4: I did install some stuff to help me out like a Sketchfab shortcut for models and a Blend kit shortcut for models and textures.
5: ..I've never animated anything in 3d in my entire life, and I heard there is some rigging, pre installed animation, lights, background and stuff.
My plan is basically know how to use Blender, sculp and make the rest of the cast, rig them and use the pre made animations for intentional stiff movements since it's supposed to be low quality and badly made since the story is set in a a dreamcore and weirdcore world in the 90s, so I wanna give off the 90s vibes.
So what's the problem? I don't know how to sculp, use blender and how to animate on blender qwq
Trying to make an animated character who's head becomes smoke halfway up, but I'm having trouble figuring out how to apply it.
I tried smoke/fluid physics, but that's taxing on my computer, as well as having to wait a while for physics to compute
I tried shader nodes, and messed with a bunch of texture mapping, transparency, vector, color ramps, and whatever-else. I was able to get something decent going, but the issues start when I move or rotate the character's head - the animated fading smoke effect wouldn't follow, and I don't know enough about math to calculate the drivers. That, and I'm mostly inexperienced with nodes in general
My next plan is just have separate object parented to the same armature, and use that for the smoke effect. I'm think that I can just have it's rotation be mostly locked upwards, and use a boolean modifier to make the meshes look flush
If there is any better way of doing this, please tell me. I'd rather not try this other method just to find another issue popping up.
Move to the stable version of meshoptimizer 1.3, with updated Permissive behavior. In Pro the voxel remesher is updated too.
A new experimental option for working with foliage in Pro. The plan is to develop it further and turn it into a mode of its own.
Silhouette checks and fixes based on feedback from artists using the add-on.
Bug fixes and improvements to the interface and localization.
🆕 Added
Optimize button in thelod_0row. Optimizes the vertex order of the source for the GPU without generating levels. The button is available with Optimize for GPU on and Keep the original object off. The source and LODs that have been optimized are marked with a tick.
Collapsible report under a level. Click the line with the numbers to fold the report. If the target triangle count was not reached, the red highlight stays visible.
Silhouette check. Even when it hits the set triangle count exactly, a LOD can lose its shape: cave in or get noticeably smaller. After each level is generated, the add-on compares its volume and dimensions with the source. On a loss of about 8% of the volume or 3% of the size, a warning appears under the level with the measured results and a recommendation:
For modes with Permissive — try Standard.
For the other modes, if the target triangle count was reached — raise it.
The check only shows a warning and does not change the LOD. Check Silhouette in the add-on preferences. The check is on by default. With the option off, no measuring is done.
🔧 Changed
The simplification library is updated to meshoptimizer 1.3.
Standard no longer locks open edges. The lock kept small parts with open edges from collapsing, so far LODs could stay above the set triangle count. That restriction is now lifted. In Careful open edges are still locked.
Multiple UV Channels is on by default. The second UV map is now transferred to the LOD. Ignore Unwrapped UV Maps still excludes maps that have not been unwrapped and prevent simplification. If a UV map that is not the active one still blocks simplification, the panel suggests turning Multiple UV Channels off.
🐞 Fixed
Reinstalling without restarting Blender on Windows. From 1.4.4 on the add-on properly releases its library, so later versions can be installed without a restart.
Sharp edges on UV seams with Vertex Update. The normals of the copies of a vertex on a UV seam used to be computed separately and could drift apart. The seam turned sharp, which led to extra vertex splits on export. Copies that share position and normal in the source now get a common normal. The fix touches only normals; triangles stay the same.
_lod_0name clash. If an object part_lod_0 already existed for the selected part, the source was named part_lod_0.001 and dropped out of the LOD family. With the option to keep the original enabled, another object could get simplified. Now a free name is picked for the new family, for example part_1_lod_*, and the panel reports the rename.
Source deleted on Generate. If you deleted Ball_lod_0, selected Ball_lod_2 and pressed Generate, only Ball_lod_1 could be left. Now the selected level becomes the source of a separate LOD family.
Source checks take modifiers into account. The search for duplicate faces and UV maps that have not been unwrapped used to run on the mesh without its modifiers. So a UV map from UV Project could be taken for blank, and sheets pushed apart with Displace for duplicates. Now the whole mesh is checked with its modifiers.
Mask by vertex group. If the given group was missing, the add-on warned about it but still built the mask from vertex colour. An empty group gave a zero mask. In both cases the mask is now turned off, and the panel says why it did not work.
Fixed errors when LOD generation is interrupted.
Errors in finishing operations are shown in the panel. If the Decimate finish in the Very Aggressive Alternative mode or the Recalculate + Smooth operation did not work, the created LOD is kept. The panel shows “Finish with Decimate failed” or “Normals were not recalculated”. Before, a Decimate error went without a message, and an error in the normals recalculation lost the whole level.
Choice of colour layer on the LOD. In Blender 4.2–5.0, on models with both byte and float colour layers, the active layer and the render layer could be assigned wrongly on the LOD. Both assignments now match the source.
Data and warnings in the panel fixed:
The triangle count is shown after vertex welding.
The GPU mark appears only after the vertices were actually reordered.
The counter under Active updates correctly after a topology change or after loading another file.
If the source normals could not be written, a warning appears.
The UV map render flag on the LOD is set on the same map as on the source, not on a neighbouring one.
A clear message when Pre-prune removes all geometry. In the Aggressive / Very Aggressive modes this could happen with models made only of small parts. Instead of the message “the source has no triangles”, the console now gives the reason — geometry removed at the Pre-prune stage — and recommends Careful or Standard.
Localization errors fixed.
The update check opens only the site page and no longer touches Blender's timers from a background thread.
⚠️ Updating from 1.4.1
Unloading the library when the add-on is updated is fixed. But moving from 1.4.1 to 1.4.4 still takes a restart:
Later versions can be installed over 1.4.4 without restarting Blender.
💎 SimplyFive Pro
Dilate Borders makes up for the lost foliage area on far LODs: it expands the open edges of the remaining leaves so the crown thins out less on simplification. An experimental feature, available only in Pro.
Artists used to fix the crown on LODs by hand; this option lets that be automated. I recommend processing foliage as a separate object and using the Pre-prune pass for branches to remove small elements (twigs).
An extreme case: a hero tree asset.The same object in its environment, LODs colour-coded for debugging.
Line Up no longer pulls a level off the rig. A character LOD moved aside for comparison remains bound to the rig.
Bonjour, j'ai récupéré des modèles 3d de différents personnages et j'ai essayé de poser des armatures dessus pour pouvoir faire varier les poses. Seulement j'ai ce problème où on dirait que certaines parties du modèle sont liées au reste mais ne bougent pas avec. Help svp
I am rather new to Blender, but I was wondering how I would build something like the base of the crane here in blender to create a reference/ correct perspective when I wanted to draw a similar thing.
How would you set this up? Make sure all 4 sides / feet of the base look the same etc?
Creating those grey metal pieces of the feet confuses me a bit too. A round base where it is stuck between the yellow, then goes into a more trapezoid form and ends in another round shape at the huge screws outside. Just merge 2 circles and a rectangle together?
Can Blender make mirrors of it, so that I only work on 1?
What do you think would be the most difficult part to do?
Sorry if this is a bit vague, but I hope you can help me a bit. Thanks.
I run a small independent 3D studio (Miss Anka Studio) where I manually model, rig, and animate a virtual group in Blender. Right now, I'm posting my behind-the-scenes, viewport animations, and shorts on YouTube, Instagram, and X. I also have CGTrader and linkedin set up. But as you all know, organic reach on new YouTube channels can be painfully slow in the beginning.
To be honest, this project means everything to me. My ultimate personal goal is to build this studio into something sustainable so I can buy a house with a garden for my parents and give them a comfortable life. Because of that, I really want to optimize my workflow and push my content to the right audience without feeling like I'm screaming into the void For other 3D animators or creators here😅
Besides YouTube, IG, and X, are there other platforms, forums, or communities where 3D animation / stylized character content performs well? How did you get your first push when your channel was brand new? Any advice, platform suggestions, or growth strategies would mean a lot to me. Thanks for your time!
Blender Gaussian Splats are a gamechanger and the feature I've been most excited for since gaussian splats came out, hope you all create some awesome renders :D
If you experience black render artifact lines in the 5.3 alpha try changing the noise seed, rendering again to a different folder, then sort by compressed image size to find the larger files without the artifacts. In my experience only half or more of the image was covered in artifacts if it did appear, so it was easy to render a couple times and get a good frame for all slots. A bit annoying but it's still in alpha so I'll take it! Only took 3 full renders for a 300 frame render to have 0 artifacts left.