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Earlier there was a discussion about moving the camera around and there was one method that didn't get mentioned that can come in handy, to have the selected camera snap to the current view. Basically if we are viewing our scene the way we want the camera to view it, we can simply select our camera in the outliner and use the keyboard shortcut (ctl+alt+numpad 0.) Note, I did try to find the menu item for this but for the life of me couldn't, but the spacebar search comes to the rescue. If we hit spacebar and start to type cam... the first item that comes up is "Align Camera to View."
I turned off touch commands on my Wacom. I find it does things I don't want as soon as I lift the pen for any reason without lifting my hand. That goes for pretty much any program I use, not just Blender. Still, it's a nice feature to have available.
Not sure what this is called but I'd love to know how to do this in Blender. Where you take a simple vector line with or without curves and then created a full on 3D object from that. Can you do that in Blender and if so, how?
Sweep/lathe?
There are a few things that will do that but do it differently, so it depends on what exactly you are trying to accomplish. The screw modifier does, as mentioned before, in a lathe type of fashion. You can extrude along a path, create a curve object and convert it to a mesh object, import an SVG file and convert to mesh (for ai files, convert to svg first) and probably some others I'm not thinking of at the moment.
Yeah, Carrara inherited all that from RDS. You can create a 2d shape and move it through various paths, and then set outer 'envelopes' to modify the shape along it's path. A torus, for example, is a simple circle extruded along a circular path. (Duh)
But then you can modify the envelope to, say, push one part of the torus in, or set up frames along the path that have modified geometry. For example, you could have a shape that alternates between circle and square repeatedly (it'd be a little tricky because you have to have the same bezier points)
And then, once you've done all THAT, you can convert it to vertex modeling and tweak it further.
I really liked the RDS work environment. Some of the tools while doing the same thing as some of the tools in Blender were more intuitive. I didn't end up making the switch to Carrara myself as I ended up going back to Blender. There are plusses and minuses for all tools. Among other things, the Blender community is a real plus for me. :)
Yea, I guess it's lathe. It's a really cool function to get a 2D set of vectors and create a 3D object with it!
I don't know if I would have bought Carrara if I hadn't misunderstood its compatibility with Daz Studio. I had naively assumed that things like procedural shaders and particles would be exportable. Ha ha. Ha.
Granted, given I got it on sale for $60 and it's a fine modeler that is mostly straightforward, I suppose it worked out for the best. (And now that I'm getting a greater handle on UV mapping and export, even better)
Though I suspect I may poke at Blender a bit to get more control of UV mapping.
That particular function is the Spin modifier if you are looking for tutorials.
Blender has some very nice UV tools and there are add-ons that make it even more functional.
Can you rig a low polycount character 5,000 polygones.
Can you morph a low polycount character 5,000 polygones.
then raze the polycount to 4 million sculpt and still use the rigs n morphs ?
Yes.
Yes.
A sculpt of 4 million polys would really only be used for the creation of maps to capture the high details in maps such as normals and displacement. You wouldnt want to move around a model with such dense mesh.
I must say, the one thing I really miss from my lightwave days is splines. it was so easy to create smooth shapes with those.
Books are great- I've got about 5 blender books, but if that's not helping then the best thing to do is just start a project. Then every time you have a question, post it here, and we'll tell you how to do it. Write the solution down, so that you know it next time. It will be a slow start, but you'll find yourself only using a handful of tools at first, so once you've covered those you'll get into the flow.
Someone asked me about working with text and curve modifiers to place something correctly on another object. They couldn't get the modifier to match up with the font and it was due to mismatching origins. This pdf explains how to make this work as you require.
http://www.elektralusion.com/Blendernomics/Curve modifiers.pdf (you can right click and save or open in a new window on many browsers)
While it won't operate exactly like Lightwave's version and might be missing some features of Lightwave's, you might want to check out Blender's version of b-Spline/Nurbs Surface tools. This Google search will give more information.
For anyone not familiar with Non-uniform rational B-spline's (Nurb surfaces, also known by other names in some software such as surface patches,) they are an alternative to box modeling like sculpting is. Nurbs are not used as much in modeling outside engineering software such as tools targeted at automotive, jewelry design, etc... Hexagon has tools for Nurbs right up on the main button bar so anyone who's used Hexagon has probably played with them at some point.
I tried adding the uv_squares.py from a previous post you put up about add ons. There was some error installing it. So I guess I don't get that one and I really wanted it!
I'm not sure which link it was, but it's available here. It's a paid add-on, $16. There could be a free version available, I'm not sure, but you might want to post a message on the site to see if the add-on works with the current version of Blender and what the status is of it.
I know it's common practice to use normals n all
but still wondering if you wanted to could you.
Can you rig a low polycount character 5,000 polygones.
Can you morph a low polycount character 5,000 polygones.
Then raze the polycount to 4 million sculpt and still use the rigs n morphs ?
Does IRADIUM support vectors ?
Blender is free and the vast majority of tools to learn it are also free. Unless you billed someone when you tried to learn blender its free.
1) see this I think
http://wiki.blender.org/index.php/Doc:2.4/Manual/Modeling/Meshes/Editing/Multires
1b) Blender rigging does not translate to DS
2) Does Studio support vectors?
Just to clarify a point, there are paid add-ons to Blender and some of the sites that provide tutorials for $$ are well worth the money. CGCookie has free tutorials and exclusive content for (paid) subscribers. CGMasters has some excellent tutorials that are well worth the money. I've personally used some of their tutorials in the past.
While you can buy content it's not near what a DS user might come to expect. I've used Blender for years and been able to use a myriad of tutorials add a tremendous amount of external functionality (plug-ins, models) without spending a single cent. You sometimes "get what you pay for" with the quality of those lessons on you-tube but there are other sources of very professional resources; for instance iTunes has some free blender courses from universities that are excellent.
Thanks. I've bookmarked it. Not ready to spend money on something I'm still trying to figure out fully! lol
Yes that is true, and there is a lot of free tutorials and resources available for Blender. I just thought it important to point out that there are hard working people out there who do put together paid resources that are worth checking out. It's also important to remember to support artists for their work or they may not be able to afford to keep doing it.
While creating the link to CGMasters I noticed they are working on some new intro modules which are currently free. They are short but well put together and cover some important points for anyone getting started. They are available here.
...this is how I usually approach new software however having to use keyboard commands just to move about the main workspace instead of a pointer pretty much stops me cold on even a simple project.
As I mentioned I have bad arthritis which is why I turned to 3D CG since it is very difficult to hole a pencil or brush steady anymore. Instead of a mouse, I use an ergonomic trackball to do my CG work as it is the easiest on my hands and wrists. My keyboarding speed is about half of what it used to be as I'm down to using only use one finger on my right hand when typing. So shortcut keys, especially multiple combinations (like Shift + Alt + alphanumeric), are actually slower (and more of a pain at times, literally) for me than using my trackball to just "point & click".
Then (as I have also mentioned) there is the whole issue with having to memorise a bunch of keyboard shortcuts on top of learning the tools and figuring out the basics of modelling. I am more "visually" oriented and find a setup which is built on visual references (like a pointer - icon - menu driven UI) much more elegant to use and almost "invisible" compared to having to deal with so many different key combinations at the outset.
When I worked with WordPerfect 5, It came with a plastic quick reference Template that fit over the Function keys (which were that programme's "hotkeys" as this was in the "pre mouse GUI" days) with all the "Alt", "Shift" "Ctrl" combinations over each key printed on it (it was even colour coded). As Blender makes extensive use of the alpha keyboard and numeric keypad, such a guide would be impossible to implement. So for me, it means having to stop and look these up either within the programme, or some in other source (like a help file/tutorial) far too frequently. Tis has a major impact on the workflow and learning process as again they are required to pretty much do anything and everything in the programme "out of the box". This is why I have said that Blender's UI tends to "get in the way" of the learning process for me as I find the heavy reliance on keyboard based commands (and having to memorise them all) to be much more clumsy and "clunky" for my style of workflow, compared to one like Hexagon uses.
Heads up: https://cgcookie.com/archive/ FREE even for non citizen members!
Ok, well I may spend $16 on this if it makes UVMapping work the way I think it should and not how Blender likes it to.
https://cgcookiemarkets.com/all-products/uv-squares/
I would double check to see that it works with the current version just to be safe. Usually for something like this it wouldn't be an issue but it'd be a bummer to spend the money and find out otherwise.
One nice feature of Blender though is that it is totally self contained. We can drop a folder on the hard drive, create a link and it runs, not registry entries or the like to complicate matters. This means that we can run multiple versions of Blender side-by-side with no issues. In fact many people do, beta versions, release candidates, stable releases and in some cases older versions to use certain plugins/add-ons or just because they like an older version better for some functions.