Had a problem for years on my models and and this one modifier is the solution damn and its a simple one, enjoyed this one even the explanation on how normal map works is f'n mind blowing, thanks for doing the digging because the documentation doesn't really help sometimes. I subbed, I dont mind the blaberring people on yt have their own styles of teaching
Key frames are called keys as a holdover from hand drawn animation techniques. More often than not, if you're doing animation, you'll want to draw out the important poses of an action (ie for slamming a fist, you'd have three. Standing still, reeling back, and fist on table) Then you'd draw all the rest of the frames in between as a sort of manual interpolation which...is a lot of what animation really is. Anyway, those important poses are often called keys, or key frames.
Ok, I actually had to use the UV data transfer and it was a huge time saver! My case was that I had two LODs on the models - high and low. Eventually I needed to re-pack UV on the high poly, but I didn't want to copy and decimate it all over again to match the new layout with the low poly I already had. So Data Transfer came in to save the day. It worked fine for the most part, but sometimes the matched UVs came out messed up, so I had to do some manual untangling of the vertices. But hey, it still beats making the low poly model from scratch again just because I've reshuffled some UVs.
You should file bugs for this documentation, or if you're really into it submit a fix to the documentation. The "they" that could put a link in the documentation is *you*. The problem with FOSS is that by the time you've learned it well enough to improve the documentation, you no longer need the documentation, so this is a very common problem. :-) That said, this is a really great and useful tutorial.
AAAAAAHHHHHH Why did you have to rush over the UVs Wanted to figure out how to get the UV from one character to another, because I needed to use the mirror modifier on some parts but of course that modifier doesn't allow vertex groups, so i had to copy the object and just keep the parts i wanted to mirror, then unwrap, make UVs how I want them and AAAAAAAHHHHHH but nope you jumped over it well, good luck me trying to figure it out myself!
Overall great tutorial! However, I am wondering if you've ever been successful in transferring edge creases. It seems very buggy. When selecting the source and modifying the crease value (in edit mode) the target follows along. When tabbing back into object mode only some edges retain the crease. The Mix Factor does not seem to have any influence. This has only slightly improved from Blender 3.3 all the way to 4.0.2
Much needed elaboration on a poorly, poorly documented modifier! I very much appreciate the effort you must've agonized over for months to make this. I have to say though, the editing made me a bit nauseous. Its already a very complicated topic to grasp, so stop waving it around my face every second and actually let me friggin READ it! ffs That said, the modifier throwing around the boxy boy was great, did laugh. Thanks for making this
Ok your voice is fine but the constant screen moving around and repetitive pointing out is hard for me to follow. :/ Its like me taking a book and showing you stuff but I keep moving that book around and in and out of your face.
Thanks for the feedback! That took so long to do that I didn't even realize how repetitive and crappy it made the video. If I don't have to do that as much its gonna really save me some time in the future.
Had a problem for years on my models and and this one modifier is the solution damn and its a simple one, enjoyed this one even the explanation on how normal map works is f'n mind blowing, thanks for doing the digging because the documentation doesn't really help sometimes.
I subbed, I dont mind the blaberring people on yt have their own styles of teaching
Key frames are called keys as a holdover from hand drawn animation techniques.
More often than not, if you're doing animation, you'll want to draw out the important poses of an action (ie for slamming a fist, you'd have three. Standing still, reeling back, and fist on table)
Then you'd draw all the rest of the frames in between as a sort of manual interpolation which...is a lot of what animation really is.
Anyway, those important poses are often called keys, or key frames.
That's a lot of really in depth imformation! I've been wandering why they're called "keyframes" for a while now. Thanks for clearing that up for me.
Wow! Thank you SOOOO much!!! Amazing content and very educational. Thank you for taking the time to explore this topic. I truly appreciate it🤩🤩
This chanel deserves 1000000 viewers, omg thank you so much
Oh my god thank you. I have finally found a solution to my problem.
Ok, I actually had to use the UV data transfer and it was a huge time saver! My case was that I had two LODs on the models - high and low. Eventually I needed to re-pack UV on the high poly, but I didn't want to copy and decimate it all over again to match the new layout with the low poly I already had. So Data Transfer came in to save the day. It worked fine for the most part, but sometimes the matched UVs came out messed up, so I had to do some manual untangling of the vertices. But hey, it still beats making the low poly model from scratch again just because I've reshuffled some UVs.
And when we needed them most, they returned!
You should file bugs for this documentation, or if you're really into it submit a fix to the documentation. The "they" that could put a link in the documentation is *you*. The problem with FOSS is that by the time you've learned it well enough to improve the documentation, you no longer need the documentation, so this is a very common problem. :-) That said, this is a really great and useful tutorial.
I thought I'm done with blender but you proved me wrong man !! You are amazing keep making this kind of such informative video's 😀
The editing is hilarious! Great job! Gonna try and watch the whole thing... Eventually
THIS is the video i was looking for
great to see you back 🙌
Thanks. This video was a nightmare to make.
superediting is back!!!!!! amazing
thanks for the like bro wontinue the good work and amzing editing ......👌😉
very labor intensive video. I'll leave a comment on the algorithms. More people should see this. Thank you
Re: the end bit. You can’t transfer shape keys but beneath the modifier you just talked about the… say, were you fishing for a comment about this?
No, I was just being sarcastic.
AAAAAAHHHHHH
Why did you have to rush over the UVs
Wanted to figure out how to get the UV from one character to another, because I needed to use the mirror modifier on some parts but of course that modifier doesn't allow vertex groups, so i had to copy the object and just keep the parts i wanted to mirror, then unwrap, make UVs how I want them and AAAAAAAHHHHHH
but nope you jumped over it
well, good luck me trying to figure it out myself!
Overall great tutorial! However, I am wondering if you've ever been successful in transferring edge creases. It seems very buggy. When selecting the source and modifying the crease value (in edit mode) the target follows along. When tabbing back into object mode only some edges retain the crease. The Mix Factor does not seem to have any influence. This has only slightly improved from Blender 3.3 all the way to 4.0.2
ALMOST DONE
Please make a video on smoke simulation... Great video btw...
VERY CONFUSING! INDEED!
HELL YEAH WELCOME BACK :D
WELCOME BACK!!!
Much needed elaboration on a poorly, poorly documented modifier! I very much appreciate the effort you must've agonized over for months to make this. I have to say though, the editing made me a bit nauseous. Its already a very complicated topic to grasp, so stop waving it around my face every second and actually let me friggin READ it! ffs
That said, the modifier throwing around the boxy boy was great, did laugh. Thanks for making this
We still here though xd
Subscribe now!
th-cam.com/channels/ToVFCt2W46mUo4dIO1EB0A.html
If you missed part one watch it here!
m.th-cam.com/video/6_B1xZK-o-8/w-d-xo.html
HOW THE FUCK PEOPLE DONT LIKE THE VIDEO
It's all my blabbering. I could have done better, but oh well.
Ok your voice is fine but the constant screen moving around and repetitive pointing out is hard for me to follow. :/ Its like me taking a book and showing you stuff but I keep moving that book around and in and out of your face.
Thanks for the feedback! That took so long to do that I didn't even realize how repetitive and crappy it made the video. If I don't have to do that as much its gonna really save me some time in the future.
superediting is back!!!!!! amazing