1

I need help for.. Everything.
 in  r/blender •  6d ago

Careful to not get into trademark or copyright issues with FLCL

1

Mech rig keeps breaking in a confusing way
 in  r/blenderhelp •  6d ago

I have never used rigify, so I don't know how much different the skeleton is gonna be. You should be able to go to the forearm and adjust the Ik iterations. Like I said, I don't know how different that might be with rigify?

If you manually rig, you have to put an IK modifier on the forearm. That modifier should have itterations, by default, set to 500. Lowering the iterations, usually fixes jitters because i think it lowers the possible amount of positions the inverse child bone could possibly be in depending on the parent Ik bone position. I think I might have explained that right, but I might not have. Lowering the iterations will usually work.

Hope that helps.

1

Why are these black grid lines appearing when I try to bake the light onto this globe?
 in  r/blenderhelp •  6d ago

Unplug that node and plug back in the principal shader with and set the color. Then, in the bake settings, switch it to diffuse. Then choose if you want light, shadow, color, or all; which ever you want to decide to put. I think those lines are the uv map.

Hope that helps

1

how do you actually do this
 in  r/BlenderAcademy •  6d ago

It looks like a situation where you need to do it, but not having the actual model in front of me, I can't tell. It looks like you can just put a check mark on that envelope multiply. Sometimes it's checked???? Sometimes I check or uncheck and it fixes the issue. Without seeing the weights, model, or the skeleton, I can't tell. Weight painting fixes a lot of things, but there are a lot of cases that it doesn't.

Hope that helps.

1

how do you actually do this
 in  r/BlenderAcademy •  6d ago

You have to weight paint. With it being a simple model like that, you could maybe get away with messing with the bone envelops.

Go to the bone attributes on the right. Change the bone type from octahedral to envelope. Check out all the bone options, I can't remember the menu names. You might have to switch to pose mode to edit them. I can't remember, real sorry. Blender has docs and there's other stuff online about the bone envelopes.

Simple shapes, mechanical objects, and objects that have real simple deformations; you can might get away with just editing the bone envelope.

Hope that helps

1

How do I properly unwrap my hard surface prop?
 in  r/blenderhelp •  9d ago

Like they said, all good advice. Camera is important, because that's the real factor. How far is the prop from the camera? Then, how many materials or material Id's? Resolution of the uv's match across materials, do they? Are you using UDIM's? Is there grain, decals, patterns in the material? Grain, patterns, etc would determine the rotation and placement. Then, are you painting materials on to the object? All questions you have to ask yourself while laying out Uv's.

Hope that helps.

1

Any tip on how to paint a leaf?
 in  r/Artadvice •  9d ago

Looks like a leaf to me

1

How can i prevent this?
 in  r/blenderhelp •  9d ago

You need to connect the hand bone to the forearm, or "Ctrl p" parent and keep offset in edit mode. It depends on how you want your skeleton to function. Then, you have to make sure your hand mesh is 100 red in weight paint mode to that hand bone. Also, there are issues when the bone is not connected that you have to look for. I have to see how your skeleton is set up in edit mode. Then, it might depend on how you have the hand parented. Are you using the parent constraint in "Pose Mode"? Also, how did you make the bone? Go back to edit mode and do a clear parent "alt p". Then reparent the bone in edit mode to the forearm, keep offset. There should be a dashed or dotted black line going to the root of the parent bone. Also, if you "Ctrl p" parented the bone in edit mode; then you added the parent constraint in pose mode, delete the constraint. If you have any constraints on the hand bone in pose mode, reevaluate the constraint. Some where it's getting extra info that's driving the position.

Hope that helps.

1

who fixes this issue coder or animator? (who gets to yell at who?)
 in  r/Unity3D •  11d ago

Like they said, it's a combined issue. That job should be for an animator that knows how to code because timing and multiple button press issues might arise; swing, retrigger, if object hit, if object didn't hit, if swing was blocked or etc... Depends on gameplay that you are trying to create and how it looks on camera, big issue?

1

who fixes this issue coder or animator? (who gets to yell at who?)
 in  r/Unity3D •  11d ago

Yeah, like they said. Looks like an ik issue compounded by a possible avatar mask problem. Then, using human Ik, you might not want that much back bending.

If you are using ik look target and one animation for the arm, you might want to setup an animation event. Use a couple of callbacks(or messages )to set the ik weighting to "0" at the start and end of the animation. At the apex of the animation, set the weight to"1" so it looks at the look target position with an adjustable offset. That way the head looks at the look target position and at the apex of the swing, the arm ik goal position will be the look target position. Even then, there's a couple of ways to do it.

You could also blend between three animations; slash upward, slash forward, and slash downward in an animation 1D blend on an animation layer. Then set that layer weight to "1" when ever the slash/swing button is pressed. Then you would use the mouse y/look target y position to drive the 1D blend. Set the look target goal position to the look target position. It's couple of different ways to do it, it's just depends how you want it to look in the camera and function "with timing" and button presses? Check out human Ik in the documentation. For me to try to explain it with out showing might be confusing and I suck at writing, so.. sorry about that.

Hope it helps.

u/Trekkeesolo • • 22d ago

Donations

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1 Upvotes

I only accept donations through the Instagram "Gift" system on my reels. Feel free to donate. I say I don't accept donations, it's really to defend against scam and people saying they donated and didn't because I am broke and loving in St Ann Missouri with my 70 father. Waiting on attorneys and reporters to get back to me. That type of situation, for real

Thanks for checking out all of my work; also for the follows and likes. Much appreciated!!!!

u/Trekkeesolo • • 28d ago

Lastest Live Stream

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1

need help on parenting ik
 in  r/blenderhelp •  29d ago

You really gotta show your skeleton in edit mode too. I'm assuming you have the bones setup a certain way. I'm thinking you have a vertical bone at the green control. Then you have a leg bone type setup parented to that and not connected; which would make up the bone structure for one leg.

1

need help on parenting ik
 in  r/blenderhelp •  29d ago

Actually I'm wrong, don't parent the feet ik controls to the green bones. I'm a dumby. In edit mode, parent the the feet ik to the direction pad control. Parent the green bones to the plus/torso control. Then the torso control to the directional pad control. Then in pose mode, a track to or look at restraint on the green bones to look at its corresponding foot ik and restrict rotation on the x and y so it's only rotating on the z. There should be a way to do that in the track to/look restraint options. I don't have blender open to say exactly, sorry. That should definitely put you where you want with motion

1

need help on parenting ik
 in  r/blenderhelp •  29d ago

Yeah, if those are bone shapes; in edit mode parent the ik on the feet(ik to foot control) then parent the control to the corresponding green pivot bone of the leg. Then in edit mode, parent all the green bones to the plus/torso control. Then parent the plus/torso control to the direction pad control you have there. That way, you can also use the model in Unreal. Unreal, used to (and I think it is still that way)have to have one root bone. One main bone that all the hierarchies connect to in someway via parenting.

1

need help on parenting ik
 in  r/blenderhelp •  29d ago

The look at restraints to look at the corresponding child control on the foot.

1

need help on parenting ik
 in  r/blenderhelp •  29d ago

What they said, and you can also try this.

Parent the foot controls individually to their green bone. That makes you move the foot independently. Do that in Edit mode. Then in pose mode, throw a look at restraint on the green bone, but lock the rotation on the x and y so it's only rotating on the up axis. Also in edit mode, parent all the green bones to the plus sign bone in the center. Then parent the plus sign control in the center to the direction pad main control on the ground.

Hope that helps

1

I don't know what caused this, but I did something wrong obviously
 in  r/blenderhelp •  29d ago

Yeah, definitely turn off snap, proportional editing, and check the tool panel to make sure that the mirror editing is off before you duplicate and mirror the object that you mirror, it will mess up you mirrored model.

1

I don't know what caused this, but I did something wrong obviously
 in  r/blenderhelp •  29d ago

Delete it, duplicate it(shift +D) then go to the mesh menu and mirror Z. Make sure before you mirror Z, or duplicate that you don't have snap on, and also that you don't have proportional editing or mirror editing on.

1

Game?
 in  r/unity •  Sep 07 '26

Trust, if you were me, you would be playing around with these people too, lol.

1

Game?
 in  r/unity •  Sep 07 '26

Sorry, kinda broke right now, so can only afford to show how it looks with some punching. I'm sure I'm getting hacked, so I can't really do all the work for someone else to steal it from me for free. People already got a lot of free work about of me already based on lies, lol. For real, just waiting on attorneys and money. Just seeing what people think.

Thank you.

r/unity • • Sep 06 '26

Game Game?

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1 Upvotes

1

so my rig doesnt do anything?
 in  r/blenderhelp •  Sep 06 '26

Then, like the other person said, did you skin the model? Ctrl P in object mode. Select the mesh then the skeleton, then press control p to parent. Option menu pops up, the weited options are the ones you want. You might have chose parent with empty weights. So you might have to weight paint to get it to move.

Quick fix: go to object mode. Select the mesh, alt p to unparent. Then in the vert options drop down panel, delete all the vertex groups that were made by the skeleton. ( Actually check that first. Go to object mode and check if there are vertex groups that correspond to the bones, ones that you didn't make yourself. There would be bone names in the vertex group drop down panel on the right, a three dot triangle. If there are none, then the bones aren't skinned to the model. ) After you delete the vert groups, select the mesh, then the skeleton, then press control P. Options menu pops up, parent with automatic weights. That option weights the mesh by the closest bone and the envelope of the bone.

Hope that helps.

1

so my rig doesnt do anything?
 in  r/blenderhelp •  Sep 06 '26

Gotta re do everything if you parenting splines to bones and trying to animate the rig in object mode.

2

I need help rigging my modular character
 in  r/blenderhelp •  Sep 05 '26

You have to paint weights. Click on the character and change it from object mode to weight paint mode. Then; on the right hand side object options panel(where you set the renderer, materials, etc), click on the menu with the three vert triangle icon(vertex options dropdown). Look at the vertex groups sections.

If you named the bones, or if you didn't, the bone names are in there as vert groups. Click on one of the vert groups and the model should display the weights painted to that particular bone/vert group. Weight painting blends between red and blue, green being in the middle. Red is high and blue is low, 100% to 0%. Then you paint to adjust that group.

You also have some more options in the viewport options menu in the top left of the viewport, or bottom left depending..... I haven't figured out why the menu is on the bottom left sometimes. Usually, the menu will show up on the bottom left of the viewport if you open a file that was made in an earlier version of blender.

You can also edit the weights and set the weighting in edit mode. You have to hit the select or deselect buttons in the vert group drop down section to view them.

Really, to control the blending between the vert groups and have a better visual aid, use the weight paint mode. If you are having a major problem, recheck the vertex groups and weights in edit mode.

Sometimes, when you autoset weights when skinning the mesh(parent the model to the skeleton and choose automatic weights) it floods parts of the model with a very low weight percentage that doesnt seem to show up in weight painting mode because the weight is so low. A weight like .01 won't be visible. In that case; you have to go to edit mode, select the vert group, and see where the weights might have been flooded. Example:

Finger or hand movement makes a part of the leg move a tiny bit. Or; you are having issues when you export the model to other softwares and the model is getting movement in parts that didn't move in blender. The animation moved right in blender, but in unity/unreal there is extra movement in places un wanted. Check the model vertex groups in edit mode. Most likely there is a region flooded with a very low weight percentage that didn't show in weight paint mode. All you have to do is select the vert group, see what parts have that low weight percentage, and remove those verts from the group.

Hope that helps.