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Blender Tutorial: Speed Up Collision-based Simulation Baking 

Edge Loop 3D
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21 окт 2024

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Комментарии : 12   
@larisdalley7383
@larisdalley7383 Год назад
Your channel is gold
@edgeloop
@edgeloop Год назад
Thank you for the kind words!
@manmadeartists
@manmadeartists Год назад
I tried this method also for a geometry nodes proximity effect i wanted to have on my character. I have the impression that it´s faster than applying it to the original mesh. And by cutting the geometry input noodle the decimated body will not be rendered. Your tutorials have been gold to me! Edit: the geometry node modifier has to be put after the amature modifier to follow the animation just in case somebody does sth similar.
@edgeloop
@edgeloop Год назад
Excellent! Glad to hear!
@pallogvinov1706
@pallogvinov1706 Год назад
This is a really good solution!
@gocuzero1
@gocuzero1 Год назад
thanks this gime good ideas with this really work. j
@soundyard_tm
@soundyard_tm Год назад
Thanks brother
@manmadeartists
@manmadeartists 2 месяца назад
Just coming back to show my appreciation for this tip. This already helped me on so many of my characters. Thank you so much🫶🏻
@paxandq
@paxandq Год назад
ayeee thxx
@babubillions499
@babubillions499 Год назад
Thanks. Really cant tell the difference between the original and the decimated one.
@edgeloop
@edgeloop Год назад
Yep. It works well in most cases I think as long as the decimated version isn't too low on geometry and the bone weights are mostly correct.
@pinterest-ej3gp
@pinterest-ej3gp 11 месяцев назад
-applied all subdivide modifiers -duplicated and decimated the collider by 0.05 ratio (apply it) -deleted all other effectors besides gravity, and lowered gravity to 0,1 -speed multiplier up -deleted hidden physics objects backups (no clue if affects, probably does)
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