This entry will cover how to Align mesh objects in Blender 2.8. I use this often for 3D printing, but I don't 3D print enough to remember how to do this, so I'm making a blog entry. So if we are starting with three misaligned objects:
Friday, May 22, 2020
Sunday, April 15, 2018
Align Objects
This entry covers the simple approach of aligning two objects along a reference side. This can play an important role when building a mesh that will be 3D printed and you want to make sure the bottom layer is perfectly flat and aligned.
The short explanation is to use the Align Objects command and set the Align Mode and axis.
For this example, I was making a keychain with a loop for a connecting. I made two objects, but I needed their bottoms to be aligned perfectly.
Wednesday, September 6, 2017
Extrude an Image
In my recent pursuits of taking up 3D printing, I've found a desire to try to print an extruded version of an image. The following is one approach to achieving this using Inkscape and Blender. For this entry, we will use the blender logo.
The basic process is in converting the original image into an SVG and importing that SVG into Blender and then extruding that object. We will use Inkscape to convert a PNG into an SVG.
Saturday, July 22, 2017
Texture Animation
This approach to animating textures is well documented via videos. Here is a written procedure of the standard approach for using the UV Warp modifier to achieve a texture animation.
This technique is found in characters like Pocoyo or the Lego movies.
This technique is found in characters like Pocoyo or the Lego movies.
Saturday, July 8, 2017
Texture Map - External Coloring
In this entry I'll cover how to create a texture based on the unwrapped UV map. In this case, I wanted to create the waffle cone volcano in a game I was making. In some cases it makes more sense to attempt to paint directly in the viewfinder. For that see my other entry: Texture Painting. In this case with a specific uv unwrapping in mind, I wanted to modify the mapped texture.
The first step is to unwrap the UVs on the object. Then with a new empty image created, Bake the current material into that image. Render Tab > Bake panel > Bake button (shown below).
Tuesday, July 4, 2017
Preferred Video Render Settings
There are many settings for rendering video. So far, the one that brings me the most consistent results with videos coming in with varying FPS and resolution, is shown below. This was suggested on a forum I came across and so far it works the best for me. Note that the Maximum Rate is set to 0, so that Blender ignores it.
Video Stabilization
This entry will cover the ever popular desire to stabilize captured video. Having reviewed several avenues for doing this (even with dedicated video editing software), this method seems to be the best and provides the most control.
To get started, when first launching Blender switch to the Motion Tracking view.
The first step is to select a track point. This is simply done by holding [Ctrl] and [Right-Click] a point on the scene. Some things to consider when selecting a point. First find a point of good contrast that will not change between frames. This is the anchor for the scene.
Saturday, December 17, 2016
Adding Multiple Animations
This post is targeted for storing multiple animations that can be brought into a gaming engine like Unity. This post is built on top of 2 other previous posts.
To learn how to create a rig go here: Rigging Intro
To learn how to animate a rig, go here: Animate Rig
Building off these two the next step is to store several animations of the same armature in one blend file. To do so, when you are in the Dope Sheet view and capturing your animation, you'll need to set the Mode to Action Editor.
Give the current animation a Name (in my case I called it "swim"). And be sure to click the [F] button, as this creates it as a unique animation in the file.
Click the [+] sign to create a new animation, and give it a new name. You'll need to delete all the previous keyframes (except perhaps the first), then add new animation. Once again, make sure to click the [F] button again so that it is identified as unique animation.
To see how to configure this animation in Unity, go here: Import Animation Model
To learn how to create a rig go here: Rigging Intro
To learn how to animate a rig, go here: Animate Rig
Building off these two the next step is to store several animations of the same armature in one blend file. To do so, when you are in the Dope Sheet view and capturing your animation, you'll need to set the Mode to Action Editor.
Give the current animation a Name (in my case I called it "swim"). And be sure to click the [F] button, as this creates it as a unique animation in the file.
Click the [+] sign to create a new animation, and give it a new name. You'll need to delete all the previous keyframes (except perhaps the first), then add new animation. Once again, make sure to click the [F] button again so that it is identified as unique animation.
To see how to configure this animation in Unity, go here: Import Animation Model
Sunday, February 7, 2016
Array Constrained Rotation
This entry will cover using the Array Modifier as well as a rotation Constraint to make a rotationally, symmetrical object, by editing only a small part of the mesh. The example given is with creating a snowflake.
First step is to create an Empty. You can use any type, i used a cone because the tutorial i watched did so.
Thursday, November 12, 2015
Stacking Modifiers
Although stacking modifiers on a mesh is a fairly elementary concept, here I'll show the power of stacking modifiers to make a very elaborate design from a very simple base mesh. This came about when I made a nerf trophy that would be 3D printed. The red region (honeycomb shape) is what will be made.
Saturday, February 28, 2015
Calculating a Mesh Area
This post focuses on using the 3D Printing Addon to calculate the surface area of a mesh. This can translate into useful information, as in the case when designing a backyard, and you want to determine the surface area of a patch of grass that is not nicely geometric.
Sunday, July 6, 2014
Bevel Text
This entry will cover the function of adding a Bevel to the built in Text object as can be shown below.
Friday, June 20, 2014
Toggle Viewport Visibility for Child Objects
Quick Tip: to toggle the viewport visibility of child objects in the outliner, hold Ctrl and click on the eyeball icon of the parent object. This will toggle the visibiltiy of all the child elements as well.
In the example above, holding Ctrl and clicking on the visibility icon for Clock object caused the visibility of the HourHand and MinuteHand to be affected.
Friday, May 23, 2014
Adding Nodes - Node Pack
There are a number of custom nodes that are developed out in the community that can be used to simplify your life, or add a functionality you never had before. One example is this NodePack by BWIDE: https://bwide.wordpress.com/node-groups/bwide-nodepack-for-blender/
Monday, April 14, 2014
Shadows Only
There are many situations where it would be helpful to only render the shadows received upon an object rather than the whole material itself. There is a simple way to do this within Material>Shadow section, shown below. Simply check the Shadows Only box.
Sunday, October 6, 2013
Ceramic in Cycles
A quick entry on how to create a simple ceramic material like the one shown below.
Node setup is a simple combination of a Diffuse and Glossy, with the Mix Shader Fac biased toward the Diffuse. The effect looks most convincing when there is a distinct light source, as opposed to the scene being lit by a texture.
Note also that the Roughness of the Glossy is set to zero.
Saturday, September 14, 2013
Invisible Emissive Material
In the Cycles renderer, let's assume that you want to light your scene with an emissive mesh, however, that mesh is in the way of how you want to view the scene. Hiding the mesh will also remove the light effect, so we need to make the object invisible to the camera, but still light the scene.
With the emissive object selected, in the Object panel, under Ray Visibility, uncheck the Camera box.
Saturday, June 22, 2013
Ivy Generator
This entry is an introduction to the Ivy Generator addon. This addon is now built into the latest version (at least versions later than 2.66a). To demonstrate this function we'll be adding the ivy vines to this marble platform of suzanne.
Thursday, June 13, 2013
Retargeting BVH
This entry covers another method for incorporating Motion Capture data through a BVH file. This method is useful for any circumstance, but is exclusively helpful when your BVH rig does not have a nice T-Pose in Edit Mode (as shown below).
This entry is a very basic summary of what is shown in this video here Video Reference
A huge database of BVH files can be found here: MoCap Database
If you have a BVH rig with a nice T-Pose while in Edit Mode, you may want to use this approach instead BVH Meshing
This entry is a very basic summary of what is shown in this video here Video Reference
A huge database of BVH files can be found here: MoCap Database
If you have a BVH rig with a nice T-Pose while in Edit Mode, you may want to use this approach instead BVH Meshing
Mesh a BVH Armature
This entry will show a simple approach to meshing a motion capture armature. This method lends itself well to an armature that has a nice T-Pose while in Edit Mode.
For this approach, we'll be adding our own mesh to the existing mocap armature. Since the requirement is have a nice T-Pose in Edit Mode, I found that BVH files at this site T-Posed Mo Cap Links, meet that requirement.
Below is an image of an example armature in edit mode.
For this approach, we'll be adding our own mesh to the existing mocap armature. Since the requirement is have a nice T-Pose in Edit Mode, I found that BVH files at this site T-Posed Mo Cap Links, meet that requirement.
Below is an image of an example armature in edit mode.
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