Hello, can i apply this from A pose? never tried to posed character before, thanks in advance
@ArtisansofVaul16 сағат бұрын
@1337FLINT. This might not work as well for very large changes like from an A pose. It can work but if you have a symmetrical A pose I'd probably use a rig.
@1337FLINT.15 сағат бұрын
@@ArtisansofVaul Thanks, actually it for 1:64 scale. So bone rigging works well with stl too?
@ArtisansofVaul11 сағат бұрын
@@1337FLINT. Using rigging can work with an STL as well (generally) but I prefer this if it isnt in a perfect T or A pose.
@1337FLINT.11 сағат бұрын
@@ArtisansofVaul Thanks, i'll look into rigging option. Have a nice day
@AvantNovis17 сағат бұрын
Ty
@ArtisansofVaul17 сағат бұрын
@@AvantNovis 😁👍🏻
@_e8a18 сағат бұрын
im using blender 3.6 at 4:53, I copy the exact scaling nodes here: spline parameter fac into combine xyz on all 3 inputs, output to scale of the instance on points nodes. all the objects then disappear. anyone else experience this?
@ArtisansofVaul16 сағат бұрын
@_e8a Have you tried changing any elements very slightly? Sometimes that will work. If it doesnt I would guess it's something to do with it being an older version of Blender and they have improved upon Geonodes to make them more stable/functional. Hopefully someone else can reply if they have seen the same issue.
@mattspawn197521 сағат бұрын
You only mentioned it for a second, but the ND modifier is really a great one that I don't think gets enough love these days. I know it's been out for a while, but I still think it is worth having.
@ArtisansofVaul16 сағат бұрын
@@mattspawn1975 Totally agree. I have a video showing off some of the things it can do here: kzfaq.info/get/bejne/edyYgK96rtiVZ3k.html
@sidekick3rida23 сағат бұрын
This is sooo amazing. Thank you!!
@ArtisansofVaul16 сағат бұрын
@sidekick3rida No problem. Glad you enjoyed it 😁
@DavidGrammierКүн бұрын
Yeh.....3D Builder is no longer available.
@ArtisansofVaul16 сағат бұрын
@DavidGrammier It is. I just GoogleD search Microsoft 3D builder and it took me to the Microsoft store download page for it....
@UkiodaКүн бұрын
I’m super new to Blender (and modeling in general) but I was wondering if there was a way to move the center position of the bevel? Almost like I want the deformed/un-applied scale. I’d want the bevel to be more on one side compared to the other, and I’m not sure I have the patience to run 1000 trials and error to find the correct un-applied scale. Is it really something only done in a customer profile setting?
@ArtisansofVaul16 сағат бұрын
@Ukioda For that I think the only way is to use the custom profile section. There are ways to manipulate it a bit using some tricks in combination with Mesh Machine (blendermarket.com/products/meshmachine/?ref=834) but that's quite a pricey addon if that's your only use for it.
@chuctanundaspiderbone5407Күн бұрын
If there is a functional distinction between "add-ons" vs "extensions," it is not apparent. As more than one person mentioned below, "add-ons" and extensions," are synonyms. At the minimum, there should be some clue provided as to what the difference is, and why it is important enough to change the user interface. Otherwise, it just looks like adding confusion to complexity. Thanks for your explanation, btw, not sure if I would have figured out the difference, without a ton of plunking around.
@ArtisansofVaulКүн бұрын
@chuctanundaspiderbone5407 Totally agree. I'm not even totally sure if I'm totally correct on the difference, I'm just going off how it appears at this point. For example can extensions be paid for or will they always be free? I'm not totally certain....
@corvette724Күн бұрын
Hi, i left you super thanks, u got it?
@ArtisansofVaulКүн бұрын
@corvette724 I did indeed. Thankyou so much! Really appreciated 😁
@corvette724Күн бұрын
Danke!
@ArtisansofVaulКүн бұрын
@@corvette724 My pleasure 😁👍🏻
@corvette724Күн бұрын
@@ArtisansofVaul you helped me with an long lasting issue.
@Dazzle_Novak_Күн бұрын
Not sure if I'm gonna use this modifier, but at least I finally got into vertex groups after this. Now I know how to make different non-destructive bevels at the same time.
@ArtisansofVaulКүн бұрын
@Dazzle_Novak_ 😁 Glad I could help with a Blender element
@corvette724Күн бұрын
Hi, just one more question. If i duplicate the single vertex no second sphere shows up? Any ideas? Cheers, Axel
@ArtisansofVaulКүн бұрын
@corvette724 I believe it will need to be as part of a face/edge because it needs the normal information to control the direction it is "cast".
@corvette724Күн бұрын
@@ArtisansofVaul ah, ok, thx. This helps to understand. So i'm german i have iussues of understanding cast in this context. Is it like overcast for cloudy? Thx, Axel
@ArtisansofVaulКүн бұрын
@corvette724 No, it's cast as in to throw. Like I would "cast" a net. In this instance, it means to project in a direction. Hopefully that makes sense 👍🏻
@moravianlion3108Күн бұрын
Game changing node for me, no joke.
@ArtisansofVaulКүн бұрын
@@moravianlion3108 I totally agree. I was really hyped about it.
@humbleraider6343Күн бұрын
Thanks for sharing this.
@ArtisansofVaulКүн бұрын
@@humbleraider6343 😁👍🏻 Cheers
@PP3D2 күн бұрын
I think it's a good idea (for me anyway).
@ArtisansofVaulКүн бұрын
@@PP3D 👍🏻 Good to hear from people liking it.
@corvette7242 күн бұрын
,ou talked about printing? So this is also printeable? Wow.
@corvette7242 күн бұрын
Awesome stuff, got it. Thx a lot.
@ArtisansofVaulКүн бұрын
@@corvette724 my pleasure
@sablemoreno50952 күн бұрын
Awesome. Thanks for this. I took a 3d class about a year ago or more but couldnt really figure out proper rigging (at least for more complex pieces) without tons of issues. Definitely gonna give this a try with some free statue figures ive got saved on my computer
@corvette7242 күн бұрын
For me, modelling airplanes, a revelation. All i've been looking for, since years. Bit now, ho about bolts with hex shape in normal on a spherical surface? Cheers, Axel
@ArtisansofVaul2 күн бұрын
It does depend on the exact shape but I think this could be what you're after as it manages the orientation of the rivets. Its more complicated but I'd argue much more generally useable: kzfaq.info/get/bejne/rayRgqd-p96-dGg.html
@corvette7242 күн бұрын
@@ArtisansofVaul wow, very Quick answer very professionell. , I'll check it out, looks good. I made some Tests this morning and suddenly i had oll this rivets on the fuselage of the plane. Thx So much, this is reallx what i'm looking for since years.
@Satanic_Disciple2 күн бұрын
great video. I kept hearing "world modifier" :D
@ArtisansofVaul2 күн бұрын
Haha. Too much accent on my part it appears.
@Satanic_Disciple2 күн бұрын
@@ArtisansofVaul but now I understand that modifier more. :D
@ArtisansofVaulКүн бұрын
@@Satanic_Disciple 😁👍🏻
@Senyrar2 күн бұрын
Question for people, first time modelling long time fan. If you make your desired shape and want to add detail to it.. do you manipulate the shape to add the detail to it.. or add other boxes and sphere models and attack it to your original shape?
@ArtisansofVaul2 күн бұрын
Great question! Its a heard one to answer because really it depends on the situation; as you get more practiced it becomes more and more intuitive to tell what can be done on the original part and what is easier to add. I actually just finished recording a video that doesn't directly answer this but looks at a lot of uses of the more simple Blender tools being used on and original shape to make things. Hopefully that might give some ideas. It will be up on Friday on the Patreon and here next Friday. In the mean time if you have a specific thing you're looking at and have a picture/description I could try to suggest what I would do for that situation.
@dnomyarg322 күн бұрын
I wish I had known this one a while ago. I’ve been building gyroid like repetitive surfaces where I want to separate a number of faces so they can be edited and arrayed separately from the geometry they attach to, but then I want to have the ability to subdivide to get smooth surfaces across the boundaries. This modifier looks to be perfect for that use case.
@ArtisansofVaul2 күн бұрын
Great you've got something to help with it now.
@falsenamen50022 күн бұрын
cool addon
@eitantal7263 күн бұрын
PSA to my blender friends: 'Set-Origin to selected' is a tedious operation: Originally It's cursor to selected, then origin to cursor. There's a built-in addon called "pie menus". Enable it, and only enable the Ctrl+Alt+X. Then, using this shortcut, you can move the origin with ease.
@daggergblue2 күн бұрын
That is fantastic! I only wish I would have known this last night, as I spent untold amounts of time setting the origin to the bottom of a whole slew of objects. Thank you so very much!
@eitantal7262 күн бұрын
@@daggergblue Happy to help! Glad I posted this
@eitantal7266 сағат бұрын
@@daggergblue While we're on the subject, Ever been in a situation where you rotate 90 degrees on Z, only to realize you need to go the other way? Instead of esc, then r-z-270, just type '-'. It'll interpret it as minus 90
@eitantal7263 күн бұрын
Weld: The modifier version of Merge-by-distance
@EmilySmirleGURPS3 күн бұрын
The Weld modifier (and Merge by Distance node in Geometry Nodes) are a workhorse. Never the star of the project, but essential for making it work. Tip: If you use Geometry Nodes to Boolean instead of a modifier, the node outputs the edge loop in the new mesh that is the join-line (s) between the two meshes. Use that as the selection for the Merge By Distance node, and you can restrict it to just the new geometry from the Boolean, just like using a Vertex Group with the Weld modifier. That lets you be more aggressive with merge distance (just like the monkey example). I use that so much that I'm rarely using the actual Boolean Modifier any more.
@ArtisansofVaul3 күн бұрын
Thats a great tip. If you don't mind I'd like to make a video on that?
@shenrafonda3 күн бұрын
Thank you so much for this indepth Tutorial. You cover all the things that Beginners need and what i was searching.
@ArtisansofVaul3 күн бұрын
😁 Cheers
@mind_of_a_darkhorse3 күн бұрын
This really does help with the nondestructive approach! To be fair, I really have not used the weld modifier much, but now I know how to use it! Big thanks for the explanation!
@ArtisansofVaul3 күн бұрын
I was the same until about 3 months ago. Then I started playing with it and keep finding situations when it really helps out with the non-destructive workflow.
@johnlynnbeck3 күн бұрын
Hah! Man, always a new thing to learn in Blender... Thanks for this!
@ArtisansofVaul3 күн бұрын
😅 Isn't it always the way. Hopefully it's useful though 👍🏻
@NSResponder3 күн бұрын
Needs clearance between the bolt and the nut's threads. If you print this as is, you'll never get them together.
@jimmyzimms3 күн бұрын
Huh.... isn't that a thing. Finally a reason to use it
@ArtisansofVaul3 күн бұрын
Haha. Yeah, with the merge functions it's not needed a huge amount but hopefully this shows off the reasons its still helpful.
@azinpark983 күн бұрын
This IS really helpful! Thanks for the video.
@ArtisansofVaul3 күн бұрын
😁 Cheers!
@krunalsavani55573 күн бұрын
ok thanks it's new
@ArtisansofVaul3 күн бұрын
😁Thanks
@briancripps4963 күн бұрын
I hope you will see this after a couple months. I found this video and wanted to give it a try. I have some of OnePageRules 3D print models and they do have the unfortunate issue of limited poses. Even though they offer split parts, the parts are designed to only go together one way. Note I am 100% brand new to Blender and have no experience with it elsewise, so the problem I describe below may be easy for someone used to Blender, but not to me, and I apologize for that. I took one model's "combined" file (the model fully assembled in one STL) and threw it into Blender and noticed that when I go to Sculpt mode, and "Face Sets->Initialize Face Sets->by UV Seam" (notably without making any further changes after importing the STL file), Blender recognizes the separate pieces as if I had input the model piece by piece. Most notably, the arm, as I was trying to do exactly what you did in this video. This was true for multiple files across multiple army sets. In object mode, Blender sees the whole model as a single object, and I can manipulate it as such (move, rotate, etc). When I go to sculpt mode, UV Seam, and select the pose brush, I'm now not able to select "Rotation origin" by Face Sets, then rotate at the shoulders. As Blender sees it as a separate part, the rotation point is seen as the center of the "arm object", or around the elbow, and therefore when rotated, it separates the shoulder from the body. Amusingly, despite the two parts being entirely separate, when I switch back to object mode, Blender still sees it as one single object. I am able to create a seam, just as you did, around the elbow, and that works fine, though limits my poseability. Is there a way to combine the object so, before creating my own UV seams, it sees the object as one single, contiguous piece so that I can then create the seam at the shoulder? I have tried importing the file into Lychee and re-exporting, I have tried importing the individual parts into Microsoft 3D Builder and exporting as a single piece. None make any difference and Blender continues to identify the separate pieces. If you have a separate video on this, a link to that would be ideal. Thank you.
@DaveTimperley4 күн бұрын
Brilliant! Thanks for this vid. I'm just starting out with Blender and 3d printing and the whole 'blender scale' thang was pissing me off. Especially when I add a new object to scene or fiddle around with grids.
@kwlxxi48134 күн бұрын
A joke among engeniers, at least in my country, is: "first rule: if it works, don't touch it". The addons menu as worked fine since always.... I don't see the need to change it in these new versions...
@ArtisansofVaul4 күн бұрын
Can't disagree with that logic! 👍
@korone6094 күн бұрын
This started out fine, but just got worse as the video went on. This is the modifier menu all over again. If it isn't broken dont fix it. If it is broken, then take the time to come up with a good solution. Do not break it further in a last second change. I play with new plugins a lot, so I'll be dealing with this menu all the time. A lot less excited for 4.2 now. To be clear, not complaining about the idea of this change or changing the UI, just the poor execution of this particular change.
@ArtisansofVaul4 күн бұрын
Totally agree about the modifier menu similarities. And I really don't like the modifier menu either.
@torq214 күн бұрын
Last few years they've had habit of adding new " features " that aren't really welcome. My least favorite of which is the two transform modes, one for using the gizmo and another for tweak mode. There must be something like two people in existence that need this feature and now it's way more confusing and cumbersome to change orientations.
@ArtisansofVaul4 күн бұрын
Yeah, if almost feels like some "market research" is missing.
@beaustine60934 күн бұрын
Artisans of Vaul you are the master at providing useful information, about amazing add ons, in such a concise way. Thank you. 🙏
@ArtisansofVaul4 күн бұрын
😁 That's lovely to hear. Thanks so much 😁😁😁
@Clases3d4 күн бұрын
just found tyhis addon a while ago, thaks for the tutorial
@ArtisansofVaul4 күн бұрын
My pleasure. Happy to be able to help with it
@techguru4034 күн бұрын
blender is the most complex software ever created, in like 8 yrs of trying to use it, it does not make sense. A horrible example of extremely poor UX.
@vasylvoina66634 күн бұрын
Thank you for the video. Could you please explain what really shade smoothing does? Does it affect object shape?
@k4x4map464 күн бұрын
nice!!
@k4x4map464 күн бұрын
nice workout!!
@ArtisansofVaul4 күн бұрын
Cheers!
@sniperiguanaowo5764 күн бұрын
Why is my cell fracture exploding lmaooooooo 😭😭😭
@ArtisansofVaul4 күн бұрын
Its likely there is still the original object behind the fractured parts. That needs to be hidden.
@sniperiguanaowo5764 күн бұрын
@@ArtisansofVaul Okay :D thank you so much
@k4x4map464 күн бұрын
would not have known at first lol...glad you're on it for us!!
@ArtisansofVaul4 күн бұрын
No problem at all. 😁👍
@craigwall60714 күн бұрын
Reading the comments I can see many people are still clueless about BF added extensions and the benefits to users. 1. There is great cost to the Foundation to manage the hundreds of millions of times that Blender is downloaded. By keeping extensions as separate, optional downloads they are able to reduce this cost. 2. The system will represent an improvement for users to keep all their addons updated. 3. Extensions allows users to grab goodies besides just addons: asset packs, geometry rigs, keymaps, and themes.
@ArtisansofVaul4 күн бұрын
Very good points, thanks for making the,. I really hadn't considered the first point at all. 👌