I'm a veteran hard surface modeler and CG supervisor. I've been in the VFX industry since 1995. Long time Maya user (since 1997, when it was still beta) but since Blender 2.80 came out, I just (almost) stopped using Maya and Blender is now my primary tool. As this chain grows, I will try to show you how we use Blender at Real by Fake to do our VFXs on real projects. My goal is to help you learn how to make top notch modelling and VFX technics that are at the level of the VFX film industry. Feel free to check me out on IMDB (see link).
The preview is looking gorgeous and I'm excited to see more. Hope people continue to be nice about the transition from an open movie - I'm sure most would just want to see another finished feature made in Blender!
I love you.. you know how you need to have a character in a T pose to use mocap stuff effectively? yeah..I already had spent a lot of time with facial shapekeys before realising..we cant apply armature modifiers to objects with shapekeys..got a work around using this . Thanks
"According to chatgpt it's not possible" It's kind of amazing that chatgpt can programming what a user requests at all, but it really is a lousy programmer outside of cobbling together google copy-paste
Rigging is really something very hard for anyone thats no used to it. Last week I had to make a rig that was suposed to be very simple to do. I was kicked very hard.
hi does anyone know where one can try to join an open source project using blender? not looking to get paid, just want to join a a group or team to work on somethign together
I guess you could make an UI List of strings so that the user can have as much lines as they want, I am just not sure can you make it so it makes a new row when you press enter, then it would be awesome! And you could try something like embossing it so that it doesn't look so boxy, but then you need to double-click to edit, which is not ideal. Maybe there is a workaround though. I would love to spend some time to try and do this, but I am in a middle of a bunch of projects and don't really have the time. I am sure ChatGPT can help you make it!
I've seen an 3D artist from Japan use the Node Frame thing (to group nodes and label that section with a title or something) and he wrote step-by-step in that framed area what each node does and how to use them. Well formatted and easy to read. I thought that's what everyone was using to write things down. But yeah, a small box might be good to have around...OHHHH, or a Notes Node!!!! That would be awesome lol. Thanks for the addon, now I just need that camera addon you made and I think I'm good lol :D :D :D
to remember the total frame range, I usually write the frame range in the name of the scene. Or if i have to render a different frame range multiple times, i make a new linked scene. I wish Blender had something more built-in.
Yeah. :( I came from cinema 4d, and there is more tools to manage and organize the render parameters. I'm waiting for those in blender :) At work, I have a render farm management system so i just put the custom frame range there and leave the total frame range in the blender file.
@@charlesquedid you know Blender has a ‘preview range’ feature, where you can set a temporary frame range that can be toggled on and off? You can find it in the header of the timeline
@@charlesque no it actually doesn’t respect the range for renders (that would be a cool option to have, say under the render tab). I think how I used it was with ‘viewport render animation’, which does respect the preview range. Just ensuring render and viewport settings are the same.
Technically, If you want to add any note to any object, you can actually create a String Custom Properties and call it notes this would work on anything you can add custom properties on it :P As far as i know, textbox is not possible in blender however, it is possible to make a button to open a text file in the text editor if that is a good workaround for you
@@BlenderBob I keep my notes on the scripting tab. All I need now is a reminder to make notes... 😇 Wouldn't mind to see a built in text box functionality as an annotation type, for node trees and so on. Numerous reroute nodes to make small one liner notes just feel silly.
@@BlenderBob what I found out is blender api limitation for the n panel so after roughly 40 ish back and forth it mostly worked just turned out to be a blender limitation.
Hi Bob, It would be great if you could update it to take into account the new features of the software and also the rapid development of the USD format. Thanks
@@BlenderBob Yeah, I mean it would be nice if you made a new video about how things are with file formats today. BetterFBX still doesn't work perfectly. But maybe you have some new tips. Including USD too. The Maya and Blender connection is especially interesting. Since other software is more user-friendly, but Maya, in my opinion, does everything to make it inconvenient for the industry to switch to Blender
Awesome video! @blenderBob you may have figured it out already, but the 64k max vertices cap can be disabled, allowing improved mesh resolution, which is critical when capturing 3+ people at the same time. This cap is here by default because of an encoding/decoding optimization in unity and unreal for real-time playback but irrelevant in your use case. I hope you are having fun with your capture studio! (PS, I may be one of the guys who came to your office to install your volumetric capture studio ;) )
Foud this video searching how to enable the motion paths, not only I've learned what I wanted but also how to solve a problem I would soon face. Thank you :)
Perhaps I am missing something, but I tried using the action constraint on a simple cube jump animation that had keys on position, scale, and rotation. But the resulting animation does not match the original animation (no matter the mix mode) unless you break up the channels (PSR) and drive them through separate action constraints, which IMHO provides little to no real value in terms of workflow, and definitely doesn't compare to the efficiency of the set driven tool. I believe that the whole point of this video is to highlight that in Maya you can quickly and easily setup complex driver dependancies that are significantly more flexible and blender user's would benefit from such a tool. That said, I do intend to explore what can be done using Python in blender to achieve similar functionality, but the users who have stated that you can achieve "the same" results in blender with OTS tools have me seriously questioning how accurate those claims are.
Ita nice you are proud of your rigged model and that you give a shout out to that guy who helped you, but can you do something that teaches us some of the concepts that you learnt/ were used to solve the problems that you previously did a RU-vid about. Else this feels similar to an advert and not what I thought I would experience when I signed up to your channel.
Well, I’d love to but I asked someone to rig it for me because I don’t know much about the subject so even if I wanted to, I could not make that rigging tutorial. I can’t be good at everything. :-)
@@BlenderBob sure but the video would have been more substantive if you had showed some of the modifiers etc. or principles used - didnt have to be a full tutorial.
have you ever tried rigging a monorail system in which the carrier has two trolley one front and one in the back and they are connected through a square bar with hinges the trolley moves on a rail with a profile("you can google electric monorail system") , I rigged it the best I can and run moves pretty good on straight line😅 but when the trolley move on a curved path it doesn't stay connected it get a little offset from the hinge.
I used a digital calliper to mesure the small parts, a ruler for medium ones and measuring tape for the long ones. Most of the parts were done with round numbers, in metric, which made it easier. This would have been hell in imperial.
@@BlenderBob Yeah, but I'v tried doing CAD like stuff in Blender and it's not exactly. I was wondering how you did the modeling without driving yourself up the wall.
Well, I’ve got 28 years of hard surface modeling experience so for me this is the kind of stuff I do while eating my cereals in the morning. The parts are not very hard. It’s just that there are a lot of them
Its much better in Cinema 4D or Houdini. Xpresso is amazing and presents an enormous amount of control. I wouldn't mind if Blender wholesale copied it.