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How I Made The Best 2d Facial Rig [Blender 3.4 & +4.0] 

TheSicklyWizard
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Hey everyone, In this tutorial I am going to show you the most versatile and useful 2d facial rig that I could put together. It offers a lot of features and was designed to allow easy integration into other characters, control over animated textures, and ease of access by utilizing Blender's built-in Asset Library. I hope this video is entertaining as well as educational.
|| Timestamps ||
0:00:00 - Beginning of The Video
0:02:29 - The Thesis and Final Product
0:05:50 - Tutorial Disclaimers
0:06:33 - Setting Up The Eye.L UV Maps
0:07:50 - Measuring The Texel Density
0:08:48 - Setting Up The Texture Node
0:09:27 - Texture Paint Eye Shapes
0:10:05 - How To Save Eye Shapes For This System
0:12:13 - Image Sequence Nodes
0:14:20 - Setting Up The Pupil.L UV Maps
0:15:20 - Pupil Mask Layering System
0:16:45 - Setting Up The Right Side of The System
0:17:41 - Making The Right Side UV Maps
0:18:49 - Adding the Right Side Material
0:19:53 - Making the Base Facial Rig Armature
0:21:14 - UV Warp Modifier
0:22:39 - Cleaning Up The Armature
0:24:10 - The Transform Constraint
0:25:54 - Transfering The Transform Constraints To The Right Side
0:26:36 - Creating The EyeState Driver Bones
0:27:09 - How to Create Custom Properties
0:27:38 - The Texture Address Property
0:28:01 - Creating A Driver
0:28:59 - The Final Driver Formula
0:29:28 - (Driver Formula) The Texture Index Variable
0:30:21 - (Driver Formula) The Delta Variable
0:31:07 - (Driver Formula) Texture Loop Bounds Variable
0:32:32 - (Driver Formula) Delta Step Variable
0:33:23 - (Driver Formula) Delta Offset Value
0:34:19 - (Driver Formula) Reverse Toggle
0:35:48 - Transfering The Drivers To The Other Image Nodes
0:37:00 - Procedural Rotation Driver
0:38:58 - Making Custom Bones
0:40:25 - How to Set Up The Asset Library
0:42:35 - Making Asset Thumbnails
0:43:55 - Testing The Asset
0:44:46 - Setting The Default Interpolation Mode
0:45:49 - Editing Pose Assets
0:47:10 - How To Make Animated Textures
0:48:16 - How To Make The System Modular
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#blender #rigging #tutorial

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26 июн 2024

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Комментарии : 144   
@rafaeldelgado2487
@rafaeldelgado2487 Год назад
Can this work in a game engine??
@TheSicklyWizard
@TheSicklyWizard Год назад
I said in the video, i believe a system like the one I made is possible, but the system would have to built in the game engine and not blender.
@rafaeldelgado2487
@rafaeldelgado2487 Год назад
@@TheSicklyWizard Sweet! Thank you!!!
@WillowThomkin
@WillowThomkin Год назад
@@rafaeldelgado2487 Yeah. I’m looking around Godot to see how to implement it there, especially if it could support multiple UV’s.
@kaitoren365
@kaitoren365 8 месяцев назад
No, the tutorial uses drivers so the texture coordinates won't get exported.
@SashaNsay
@SashaNsay 5 месяцев назад
​@@kaitoren365Can you tell which blender nodes are supported in game engines and which are not. Also, I am interested if at least some of the blender physics work in game engines. You know them?
@ChortleGonnaDraw
@ChortleGonnaDraw Год назад
I literally just began a large-scale Blender project that required something like this and you lay it out in such a concise and step by step way. As a beginner you do not understand how much I appreciate this, but just know it will really help a lot of people down the line.
@VOXIDD
@VOXIDD Год назад
As someone who makes lowpoly PS1 style avatars for V-Tubing and VR, I can not thank you enough. This is so impressive and helpful. Thank you!
@jacobmcclendon1997
@jacobmcclendon1997 Год назад
I just started modelling a set of low-poly charas with these 2d faces, I was using the daisy chained textures method, and the whole time I was putting it together I was thinking "there's got to be a better way" and this looks like EXACTLY what I was looking for. Thank you so much
@TheSicklyWizard
@TheSicklyWizard Год назад
Spread the good word ☺️
@davoo1573
@davoo1573 Год назад
this has been something I have wanted a tutorial on for years, I have been so hyped since you announced the video! Thank you so much for this :)))
@TheSicklyWizard
@TheSicklyWizard Год назад
Glad to hear it 😊
@Finding_Arcadia
@Finding_Arcadia 2 дня назад
Dude, this is INSANE!! Im still new to the whole 3D modeling thing so Im worried this might be out if my league for now, but I'll def be saving and rewatching repeatedly over the coming months!! My goal is to make an animated Broadway style musical, which requires some *intense and intimate* facial emotions, but I'm scared of 3D face rigs lmao
@Slipdash
@Slipdash 5 месяцев назад
If you happened to run into an issue where the right eye bone for whatever reason moves on the opposite of the global x. Try going into edit mode and roll the bone 180 degrees and in the modifiers tab set it's scale to -1 on x. Idk why this works but I fixed it for me.
@tofokyo
@tofokyo Год назад
ive been looking forward to this ever since I saw the first community post and man have u delivered! Thank you sickly for once again gracing us with your blender knowledge
@torvustalon
@torvustalon Год назад
Thanks so much for this. I appreciate the work you put into editing for a tutorial on something so specific. By the looks of it, you've also set most of the groundwork for implementing a version for the mouth. I wish you well and look forward to your next work.
@pUteRIsms_
@pUteRIsms_ 4 месяца назад
thank you for this tutorial mane, this is literally what i've been longing for
@Polychi1998
@Polychi1998 Год назад
Oh my god this looks amazing
@greatfairyfi
@greatfairyfi Год назад
YIPPEEEE ITS HERE IVE BEEN ANTICIPATING THIS ONE SO MUCH This is such an awesome tutorial you really outdid yourself!
@frownie
@frownie Год назад
Thanks for making functionality more seamless. I too have been browsing through various rigs for 2d expression and this is the first video that made me hopeful (:
@batattitude
@batattitude Год назад
It's here yess! Thanks for going over this whole process
@TheSicklyWizard
@TheSicklyWizard Год назад
It was quite a lot of work 😅 I hope it pays off
@MorrysIllusion
@MorrysIllusion Год назад
i havent touched 3d modelling in quite some time but man this is so fantastic to see. honestly my biggest roadblock was this kind of 2d facial rig- i dint have much knowledge way back to have a better method either and it sucked not really having a more intuitive way. definitely eager to save this video and come back to it when i try it again.
@MrTotario
@MrTotario Год назад
Woah such a good tutorial 😯. Def shows all that time you put in , gotta try this rigging system looks like lots of fun to use 😊.
@samhuf6694
@samhuf6694 8 месяцев назад
Wow this is really great! Thanks for the tutorial. I really liked the UV Warp modifier. I manually connected an image texture mapping using drivers, this makes a lot more sense
@VidEvage
@VidEvage Год назад
Well now. Time to consider if I should update my current setup. Very very cool. Good workflow!
4 месяца назад
I'm just 6 min in and this feels like one of the most useful tutorials on RU-vid. Gonna save this for when needed. Great demonstration!
@iGambitoi
@iGambitoi Месяц назад
Really cool man!
@BurterAccount
@BurterAccount 7 месяцев назад
I love 2d in 3d environments and also despise rigging, so this is very useful. Thanks.
@sxmbles927
@sxmbles927 9 месяцев назад
Thanks so much for this tutorial
@user-kf7my6tg7i
@user-kf7my6tg7i 6 месяцев назад
beautiful! i wanted to implement something like this but luckily googled first and found this video lol. you saved me a lot of time thanks
@frrrnixx9012
@frrrnixx9012 Год назад
Incredible tutorial
@TheSicklyWizard
@TheSicklyWizard Год назад
Thank you!
@martinva1447
@martinva1447 Год назад
Amazing, cant wait to try this next time I need a 2d facial rig
@fatihzirek7440
@fatihzirek7440 Год назад
looks very good.
@leonoliveira8652
@leonoliveira8652 7 месяцев назад
For a second I was expecting to see this being used in the social VR games. Looks so good...
@Ideabox00
@Ideabox00 7 месяцев назад
After a few months of on and off(and forgetting about it) I finished my facial rig, really cool system. Thanks a ton
@TheSicklyWizard
@TheSicklyWizard 7 месяцев назад
Glad to hear!
@kaypathy
@kaypathy Год назад
Thank you sickly kingg ❤
@dubbynelson
@dubbynelson Год назад
this is incredible. way more elegant than the solution i came up with, which involves texture atlases and drivers dividing a UV offset by some magic number i forgot how i came up with and should've just achieved within the driver itself and… yeah it wasn't pretty. really awesome work!
@TheSicklyWizard
@TheSicklyWizard Год назад
Dude I hate texture atlus facial textures, i always end up adding more than I planned and I have to change everything 😭
@alterskip7692
@alterskip7692 7 месяцев назад
Es fácil de adaptar para justamente lo que necesito. Literalmente lo mejorcito actualmente que vi por aquí en YT para el rig facial, me encanta.
@DOMiplay73
@DOMiplay73 2 месяца назад
puedo usarlo para un juego en unity 3d ?
@Thats_Cool_Jack
@Thats_Cool_Jack Год назад
good job! there's hardly any tutorials that use this method, a while ago i had to figure this out myself and it was painful lol
@funkyn1
@funkyn1 3 месяца назад
my favourite part is the blood sacrifices honestly i can't go without them.
@dingdong896
@dingdong896 Год назад
Underrated af
@DenerMartins99
@DenerMartins99 2 месяца назад
i swear when i saw the video title and thumbnail, i got confused why it said 2d face rig but i got amazed when i actually clicked the video
@SawedOffClown
@SawedOffClown Год назад
CRISP
@digis_monkey_king
@digis_monkey_king Год назад
I know you said you'd probably have to recreate this system if you wanted to use it in a game engine. But what about just doing it in blender to create animations, then when you're satisfied export those animations over to an engine? Because it'd be much more difficult to translate this somewhat complicated tutorial to a separate application. Never the less, excellent tutorial! You've put so much effort into this...
@TheSicklyWizard
@TheSicklyWizard Год назад
I don't believe blender exports custom bone properties? I haven't tried to confirm this yet though
@digis_monkey_king
@digis_monkey_king Год назад
Ok, well I appreciate the response regardless. Your tutorials are always so in depth, so I’ll be looking forward to seeing more in the future!
@armbirdy3182
@armbirdy3182 Месяц назад
Great tutorial so far! I'm curious though what you would do if the eyes aren't flat on a character. I have this sort of demon goat guy so his eyes on more on the sides of his head. How would you change the rigging for this so that the eyes track better?
@TheSicklyWizard
@TheSicklyWizard Месяц назад
Youd probably have to space the targeting out, considering the eyes are wider apart.
@gulfgiggleanimations4472
@gulfgiggleanimations4472 Год назад
I’m now mad that I never thought to use a driver with the image sequence node. All that time spent wrangling webs of mix nodes, futile.
@dimi86g
@dimi86g 8 месяцев назад
Amazing stuff man, really useful! 1 QUESTION does the pose library support multiple keyframes i can't get it to save more than one keyframe... has this feature changed in blender ?
@TheSicklyWizard
@TheSicklyWizard 8 месяцев назад
Not sure, let me experiment with it here in a day or so & I'll get back with you on that. It should save any keyed property inside the bone as part of the pose, that's why it works in the first place.
@TheSicklyWizard
@TheSicklyWizard 8 месяцев назад
If your asking if the pose library can save animations as a pose asset the answer is no. It only saves one keyed moment at a time What you would want to do instead is save the facial animation as it's own dedicated action then use the NLA editor to add a new track for the armature for facial animations, and you can use the saved facial animations that way 👍
@markxi1047
@markxi1047 Год назад
Cool approach and thanks for the tutorial. Stuck at 25:37. You said -180 to 180 for Y min and max for the map from fields and then the screen changed and it became -180 to 0. And the transform bone just wouldn't control the rotation of the pupil bone after many tries. Maybe there were some missing steps?
@markxi1047
@markxi1047 Год назад
[SOLVED] Y Min 0, Y Max 180; X,Y,Z Source Axis should all be Y; Under Z Source Axis, Min 0, Max 180. Then enable extrapolation. Learning about transformation constraints in general and finding out that the bone's tail always pointing to local Y helped me.
@unsubredun
@unsubredun Год назад
Been trying to do this myself for a while now, I hit basically all of the same tutorials you did in the beginning of the video, but my solutions were far less elegant and modular than this one. Thanks so much! I've got a question, though: would be it possible to set up an emission node/emission map for just the eyes in this system, do you think? So that they're always shadeless, while the rest of the model can receive shadows/etc. I've been playing with the shader editor for a few hours and I can't seem to figure out how to do it myself.
@TheSicklyWizard
@TheSicklyWizard Год назад
Yea, I imagine thats totally possible. All im doing is mixing the eyes onto the base characters existing material, you could just mix the eye system in with the characters diffuse material and it'd work just the same.
@unsubredun
@unsubredun Год назад
@@TheSicklyWizard Yeah the part I'm stuck on is getting just the eye part to be emissive. I'll keep playing with it.
@TheSicklyWizard
@TheSicklyWizard Год назад
The way I'd do it, is have the character have their base texture and pass it through a diffuse shader, then use a mix shader to feed it the eye system, that should work.
@unsubredun
@unsubredun Год назад
@@TheSicklyWizard It's getting there, it's so close I can taste it, this leaves me with a mix shader where one end of the factor is a body texture that accepts lighting/shadows (but the eyes are fully transparent) and the other end is the eye texture emissive like I want but the body texture is now gone lol. Hopefully I can figure out what I'm doing wrong from here. Thanks for the extra assistance, please don't let me eat up any more of your time and attention; I know how much of a pain it can be to troubleshoot tech issues over text, especially youtube comments.
@unsubredun
@unsubredun Год назад
Ahh the moment I posted that, I ran the alpha from the left eye all the way to the final mix shader's factor, and it's giving me what I want, but the right eye disappears. We makin it happen
@roll2743
@roll2743 Месяц назад
I love the way you handle this and explain your process...Is very easy!
@roll2743
@roll2743 Месяц назад
Oh, forget it...I found the solution JKAjjs
@otter4370
@otter4370 7 месяцев назад
I'm making a protogen character which uses this same process for the mouth as well as eyes. My big question is, what would I do when I want the mouth to have different states, and different variations on those states? Like if I had a mouth state for being open, and a state for smiling, but also wanted to mix those to have a state for smiling and being open at the same time. And the same goes for every combination of every other state such as frowning, squiggly mouth, phonetics, etc. I should also clarify that I planned on making it so the mouth doesn't instantly snap from closed to open, or from neutral to smile. I planned on having some transitional frames between states if possible. Would I have to have like a thousand image sequences covering every possible combination, or would there be an easier, faster way to do it?
@TheSicklyWizard
@TheSicklyWizard 7 месяцев назад
Ah I have seen some of my followers on Twitter using this tutorial for precisely this. Though, there's a lot of things here I had never considered. So I don't know much about protogen design, is their mouth also a digital display? I don't think you would need to have thousands of frames if you are doing it for pure animations sake, and you also intend to reuse the character, it probably be best to add to the mouth texture pool as you need them rather than bashing out every possible combination that you could ever need all at once. Doing it all at once sucks, and you may not even use all the states you make for the project. That and mouth movement is typical pretty quick, you probably would only need a few transitional frames at most, and you can smooth the transition out with blurring to give illusion of movement. But unfortunately you would definitely need to draw out these frames. Alternatively you could make a new blend file for rendering out mouth shapes. Like using a grease pencil with masking and rendering it out with a camera, could help speed things up. For phonetics, like a displaying an active waveform that moves in response to audio, if your using blender to animate it might be better to program the shader with more states, where you can swap from the animated image sequence to a responsive wave form so all the animation could be handled procedurally. How does one make a wave form animation on blender? Not sure, never tried but I know it's possible. I might look into trying to figure out how to do that.
@otter4370
@otter4370 7 месяцев назад
@@TheSicklyWizard The model is going to be sold on gumroad for public use when it's complete, so I do need to finish all the face combinations in one go. I think I figured out a way to make it work though. I'm thinking of having the base series of image sequence nodes to go through all the different opening and phonetics shapes, and then a set of mix nodes driven by sliders to switch it from one mood to the other. So for example, the first slider makes the mouth open and close, and the second slider is for turning it into a smile, frown, squiggly, etc. It still means I'll have to make a shit ton of images overall, but it won't be too hard to manage in the shader. Oh and when I said phonetics, I just meant in regards to shapes, not actually responding to audio input or anything like that. Like how some models I've seen use shapekeys for facial flexes instead of an armature. That would be pretty cool if there's a way to have the responsive wave form thing, but it's not what I need.
@TheOnlyAndEgg
@TheOnlyAndEgg 2 месяца назад
Great tutorial! Although I have one problem. I'm trying to add eyebrows that mask over the eyes. As in, if the eyebrows go down, it doesnt overlap with the eye and the part of the eye above the eyebrow is hidden. I tried to replicate the nodes for the eye and pupil, but instead of plugging the mix node into the mix with the base texture, i plugged it into another mix node with the eyebrow. I used the math node group to try and mask it. All that did was make it so that the eye is only visible if it's overlapping with the eyebrow, which is what should've happened in hindsight cuz thats how the pupil and eye work. Is there any way I can make this work?
@TheSicklyWizard
@TheSicklyWizard 2 месяца назад
So, if I'm understanding correctly, you are, effectively wanting the eyebrow masks the eye. Like when you pull it down, it covers the eye? Am I understanding correctly?
@TheOnlyAndEgg
@TheOnlyAndEgg 2 месяца назад
@@TheSicklyWizard yes!!
@haaappy
@haaappy Год назад
is there a way to switch between shape key-states as quickly and simple as you showed via the pose asset library? could i create a similar library but for shape keys?
@TheSicklyWizard
@TheSicklyWizard Год назад
Yes I believe you can but you would need to have a different math set up I did something like this to swap out character hand models, and I believe I did it on a stream but I can't remember which one
@haaappy
@haaappy Год назад
@@TheSicklyWizard would be awesome if you could give me an advice on that because manually switching between shape keys isn't really straight forward
@moudura2448
@moudura2448 6 месяцев назад
What are all of those nodes that are already there when you go to measure the texel density? And do i need to include them?
@TheSicklyWizard
@TheSicklyWizard 6 месяцев назад
If you are just measuring texel density, you only need the UV map node and the checker texture. The UV map node sets the checker texture to project onto the meshes UV and then setting the checkers scale sets the resolution.
@Krispizz
@Krispizz Год назад
Thank Christ for this. Glad I don’t have to go mentally insane fucking around with a clunky face rig system. I must ask though, assuming the face shape allows for it, is it possible to use a system like this for a mouth?
@TheSicklyWizard
@TheSicklyWizard Год назад
Yea, you can add a mouth to this system. It's very easy. You would just add a new UV layer for the mouth and add a new texture.
@Krispizz
@Krispizz Год назад
@@TheSicklyWizard awesome!
@TheGlitchyFox
@TheGlitchyFox 7 месяцев назад
Does this still work for Blender 4.0+? If not, is there a way to get it working on versions later than 3.4?
@TheSicklyWizard
@TheSicklyWizard 7 месяцев назад
I believe it still works, I don't see why it wouldn't? I haven't checked if it's broken in 4.0
@TheGlitchyFox
@TheGlitchyFox 7 месяцев назад
@@TheSicklyWizard I haven't tried this out entirely yet, so I wanted to know just in case.
@emilymitchell6823
@emilymitchell6823 9 месяцев назад
More like SICK WIZARD amirite
@TheSicklyWizard
@TheSicklyWizard 9 месяцев назад
🤒🤒🤒
@shadowaxolotl4006
@shadowaxolotl4006 22 дня назад
My right eye goes the opposite direction it should on the x axis, makes my goober look drunk! Any ideas on where I might’ve went wrong? Everything else seems to be working great so far, thank you so much for this 😭
@TheSicklyWizard
@TheSicklyWizard 22 дня назад
I forget exactly how to fix, try flipping the UV map for the right eye on the x axis or maybe mess with the orientation of the UV warp modifier
@domingos8214
@domingos8214 11 месяцев назад
Two things i must say 1-than you so much 2-while trying to do the eyes, they seem to mix the left/right channel, how do i fix this?
@TheSicklyWizard
@TheSicklyWizard 11 месяцев назад
that is basically how it works, you have to make sure it has the alpha channels set up propperly
@domingos8214
@domingos8214 11 месяцев назад
Can this be used on a black/white filter to use with emision modifiers?
@TheSicklyWizard
@TheSicklyWizard 11 месяцев назад
I'm not sure I understand
@domingos8214
@domingos8214 11 месяцев назад
@@TheSicklyWizard if you could use, instead of colored images, black/white images to use as mask for other materials On my current proyect, i'm trying to use your method, but using black/white textures to portray when or when not to show up a specific texture
@TheSicklyWizard
@TheSicklyWizard 11 месяцев назад
@@domingos8214 yea, I can imagine how that works in theory. Still don't entirely understand what you mean, I would need a demonstration/visual aid to fully get what you're saying
@MsDancealot
@MsDancealot 7 месяцев назад
Im not finished with the video quite yet but would this work of the image texture created was drawn on Clip studio paint? Im trying to see if i can recreate Bendy and the dark revivals Toon Bendy facial expression animations in blender
@TheSicklyWizard
@TheSicklyWizard 7 месяцев назад
I don't see why not? As long as the exported files is a PNG. JPEG. Or some other file that is readable to blender
@MsDancealot
@MsDancealot 7 месяцев назад
@@TheSicklyWizard awesome! Since I'll be using pie-cut styled eyes, would I only need to use the pupils part of the rig possibly? Just curious
@TheSicklyWizard
@TheSicklyWizard 7 месяцев назад
Yea, with the eye being simpler you would only need to do the eye shape system.
@_4shy
@_4shy Год назад
Could this method be used to make a mouth?
@TheSicklyWizard
@TheSicklyWizard Год назад
Yes and I have done so
@arthur_is_drawing2218
@arthur_is_drawing2218 3 месяца назад
Can this be recreated for mouths?
@TheSicklyWizard
@TheSicklyWizard 3 месяца назад
Yep
@usernone66
@usernone66 2 месяца назад
25:00
@DenerMartins99
@DenerMartins99 2 месяца назад
will the tutorial work if my character has like only pupils? (like kirby)
@TheSicklyWizard
@TheSicklyWizard 2 месяца назад
Yea, you would just have to skip some of the tutorial and layering the pupil inside the eyes
@DenerMartins99
@DenerMartins99 2 месяца назад
@@TheSicklyWizard oh
@TheSicklyWizard
@TheSicklyWizard 2 месяца назад
@@DenerMartins99 it's a bit hard to explains since it's been a long time since I made this tutorial, you basically only need to do the first part with the eyes, you won't need to mess with having a pupil layer, since you only really need the eye shape part.
@Ideabox00
@Ideabox00 10 месяцев назад
Does anyone know how to fix this? When I introduce the Bounds variable into the equation, it stops working(not changing when the frames change). Bounds is currently set to 1 with its minimum value also being 1.
@TheSicklyWizard
@TheSicklyWizard 10 месяцев назад
What's your equation look like? I have to apologize it's been a minute since I made this video so it might be so fresh on my mind.
@Ideabox00
@Ideabox00 10 месяцев назад
@@TheSicklyWizard This "(Tex-1) + (Frame%Bound)"
@Ideabox00
@Ideabox00 10 месяцев назад
sorry, nvm i was just stupid
@TheSicklyWizard
@TheSicklyWizard 10 месяцев назад
💀 It be like that sometimes
@Ideabox00
@Ideabox00 10 месяцев назад
@@TheSicklyWizard yup, sorry about that
@Twompyy
@Twompyy 11 месяцев назад
i would like to have something like this but for 2d mouths...
@TheSicklyWizard
@TheSicklyWizard 11 месяцев назад
Equally as doable, you just need a new mix node to add the layer.
@mariiimu
@mariiimu 11 месяцев назад
as soon as I tried to start texture painting, I got a few lines down and then I just couldn't paint anything else, I tried making a new texture, and messing with the alpha channel, but I can't seem to be able to draw on the texture anymore help pls.
@mariiimu
@mariiimu 11 месяцев назад
fixed it, blank texture applied to brush somehow. New problem, my eyes move in the opposite way of my pupil bones.
@Ideabox00
@Ideabox00 11 месяцев назад
​@@mariiimu Do you mean, when you move your eye bones right they move left(and vice versa)? If so I have the same problem, currently looking for a solution
@mariiimu
@mariiimu 11 месяцев назад
@@Ideabox00 thats exactly what I mean, it not the biggest problem now, (I can't draw pupils to save my life) but it's a hurdle.ill let you know if I can find a fix for it.
@TheSicklyWizard
@TheSicklyWizard 11 месяцев назад
Try scaling the UV map by -1 or play with some of the offset values in the modifier. Basically, whichever way the pupil control is reversed, scale it by -1 in that direction. I think that would fix It.
@Ideabox00
@Ideabox00 11 месяцев назад
@@TheSicklyWizard Scaling it in the UV editor?
@siteation15
@siteation15 24 дня назад
14:21 26:41
@jesusaulloa1653
@jesusaulloa1653 5 месяцев назад
can this work for making mouths
@TheSicklyWizard
@TheSicklyWizard 5 месяцев назад
Yes it can
@Slipdash
@Slipdash Год назад
Apparently you can use a boolean now atleast.
@TheSicklyWizard
@TheSicklyWizard Год назад
👀
@noirlavender6409
@noirlavender6409 Год назад
Thank you, I'd kiss you hand if i could D:
@aiacfrosti1772
@aiacfrosti1772 Год назад
Setting your property to contain a value from 1 to 10,000 instead of 0 to 9,999 is very non programmer of you. Also! Kobl!
@TheSicklyWizard
@TheSicklyWizard Год назад
Based on the way blender calls the frames I felt I had to do it that way 😭
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