Blender artists are always so generous, Your team as well as Dikko have been helping me leaps and bounds get closer to accomplishing a very important personal project to me, and it has been helping me get through these shitty times. amazing as always.
Very clever technic, super interesting. Thanks for the shoot out guys, very much appreciated. One suggestion, you should attached your eyes controllers to the armature. This way you will have a single action to play with instead of an action per object. It can become a mess whenever you want to do an animation offset or use the NLA editor, transfer or link animation.... 1 rig to rule them all. Looking forward to your project, love your work.
Thanks to you for the amazing rig tutorials Pierrick! Regarding the eyes controllers, that's a great point! We actually did that for our project, but we felt this would lengthen the tutorial. So thanks for pointing it out here! 🙂 Cheers!
I will echo the recommendation of Pierrick Picaut's rigging course! It is so informative and helpful. I found his outline for the workflow to be just as useful as the breakdown of bone constraints and IK/FK switch. Worth every penny!
I admire the extensive work to make these characters complete. Not everybody is willing to do so much, but the results are worth the trouble. I hope to adapt this rig to a face where the features are planar meshes or maybe grease pencil objects. A translation offset, or mask should work for features like eye lids overlapping eyes.
You guys are amazing. I really hope the good karma comes back to you. These tutorials have helped me, a traditional 2D animator, translate over to blender these past few months with confidence. I will forever be grateful for the internet, blender, and the resources you've created. Thank you all for producing such wonderful content and for sharing such innovative techniques. Excited to implement these workflows into some of my own projects. Good luck!
This face rig setup is very original...looked all over YT and there's nothing like this! Cheers :) Thank you so much for sharing your tecniques with us.
Phenomenal stuff! Been waiting all day to watch this since I got the notification on my way to my day job! Thanks for sharing your wealth of knowledge, I can't recommend your work enough! Been loving using the LBS 2.0 Library, trying to make a few more blender converts to send to your gumroad page ;D
Not sure if I'm oblivious to something completely obvious or not, but this wasnt working for me at all.. the mouth boolean was ripping the face to shreds when i tried to pose the character. took me ages to realise the boolean needs to come after the armature modifier. I'm probably dumb for not knowing this, but I thought id post in case someone else is in the same boat.
this is one of the hardest parts about working on personal projects. sometimes the process is so interesting, that "pre-production" and "r&d" seem to never yield to the actual start of production. but nevertheless it's very rewarding.
Increible trabajo, bien explicado y sencillo de estudiar para poder expandirlo/adaptarlo a nuestros proyectos. Le hacen un favor a la comunidad con este contenido! Buenas practicas para personajes cartoon/stylized. Saludos desde Argentina!
I was curious on how you made these eyes thank you for sharing. I'm new to blender and all tools are new to me, I appreciate the walk through especially pointing out how this tool is used.
Thank you so much for the vid. I love how deep you go into detail. if i could have requested one thing is a short section on how to make a more feminine design, especially for the eyes.
Adding a separate black mesh for eye lids can go a long way to make the eyes look more feminine. Also, you can try rotating the boolean shapes backward so the eyes are not cut in a straight line. It will give the eye shape a nicer curve.
Amazing tutorial. I want to tell you something. Your character's name is Ballista. He looks very muscular and strong. In my native language, balista means a strong person. Such a co incidence
Just purchased your shader and am having a blast playing with it! New to blender and stylized 3D shading, but loving it so far. Thank you so much for the wondrous tutorials. I followed along through your original series and built myself a toon shader. I think it was a great exercise to help understand how your shader works under the hood. It also helps me appreciate all the great streamlined features youadded! I had a question on how to do something! The character model I am using has a jacket on that's a separate object. The 2D outline Fresnel is highlighting the body of the character, which is what I want,at least on the arms and neck and everything else outside the jacket, but the torso is being highlighted and you can see it through the opening of the jacket. I am a 7 year user of photoshop and after effects, so its ironic I have a hard time understanding masking when it comes to shader nodes - haha! How would I go about masking the 2D outline fresnel from affecting certain parts of the geometry? Any way to handle it using vertex groups? I like how easy it was to hide the solidify outline with vertex groups! Such a cool feature.
Thanks so much for the support! We hope you'll enjoy using the shader. The simplest way to control where your fresnel would appear is by making a texture mask. We touch on it during our previous video here th-cam.com/video/spz6bpGYJZQ/w-d-xo.html Basically you paint in black and white to adjust where you want the fresnel to appear or not, and plug that texture mask in the opacity of the fresnel node.
Thanks for making this tutorial, I'm wanting to get into facial rigging and animation, despite not having much experience so far with character modelling / sculpting. The info in this video is very valuable, looking forward to more content you guys make!
Actually adore this boolean style 2D mouth I think I'll use it instead of the usual 3D->2D anime mouth mesh so that I can have an even easier time with normal editing
Thank you very much for your hard work and sharing this with the world!! Its always great to see, when artists supports other artists! Thank you! Keep your great work!
I'm having trouble with creating a mouth. When I add the 'teeth' object inside the mouth I am able to see the whites of the teeth through the solidify outline. No matter how far I push it back or bring it right to the edge I am always able to see what looks like clipping, but it isn't. Any ideas?
I really like this idea. I think modeling a face isn't ideal for a cartoony character (unless it's meant to look somewhat realistic) and I experimented with using greasepencil which I found a little clunky (but doable). This looks like exactly what I needed though.
Thank you so much for this awesome tutorial! You guys really are awesome! I have a quick question. When it comes to shaping the eyes, how would you go about making let's say a diamond shaped eye. Would you just use more booleans and cubes?
You could add a Lattice modifier to the aye setup and change it's shape. You can also change the shape of the booleans to match the new diamond shape better.
Two questions about this: 1. What did you use to create the outlines for the eye creases? 2. Would this method be recommended for characters with defined facial features such as eyelashes and lips?
1. The eye creases are made using geo. It's a black line, separate from the rest of the head 2. Eyelashes you could do with geo and weight them to follow the 2D rig. Lips, depending on your design, might not work with this method at all. Stylez lips, made with just a line might work, but if you want 3D modeled lips, you should do a classic mouth rig
I'm getting some issues when rendering. I imported the eye rig into your Toon Shader, but when I render, everything in the eye rig is solid black. What settings do I need to change to fix this?
It's our fault, we forgot to turn off the Render property of all the boolean shapes! You can just unclick all the little camera icons for those shapes in the outliner and it will work fine. Or you can do a Viewport Render (pressing Shift-Alt-Z to hide all overlays before hand) and the black boxes won't show either.
Also, recent blender version has an issue with certain shading options like roughness, when it's set very low (say 0). This is mainly with Intel integrated GPU, and you can check if it's working correctly, by doing prevew renders in cycles.
@@LightningBoyStudio Hey there! I just purchased your toon shader and I love it! I am running into a similar issue but not with rendering its with rigging the character. When I rig the character and move parts of the body, the outline/ solidify outline starts to move away from the body as if the outline/ solidify is being pulled away from the model. What am I doing wrong lol
Absolutely love the tutorials! Getting back into Blender has been so much fun and I adore your guys' shader! Rigging's admittedly my least favorite part, so I'm wondering how you guys handle that. Namely I've been using Rigify, and so I've been troubleshooting how to handle the facial rig in combination with Rigify's generated rigs (specifically for getting the eyes to follow along properly in Pose Mode). Edit: NEVERMIND. A bit of troubleshooting and I got it to follow the corresponding Head control. So simple yet it evaded me until now for... whatever reason XD
Is there a way to make these eyes 3 dimensional and cartoony at the same time? (spheres with the pupil thing and 3d eyelids/eyeclosing) I'd like to figure that out for some of my characters pls
If you want to use this particular eye rig, you can decide how much you want to "squash" the eyes, they don't have to be extremely flat. Just don't scale them so much on the y axis and they'll be more 3d. All that said, this is just one way to do it. You could also just model the eyes with 3d spheres, use the same shader we have here on the eye ball, and keep the eye lids as part of the face mesh and animated with shape keys.
Great tutorial, thanks for sharing! Any tips for conforming the eye rig to a slightly curved surface? My head model is not completely flat in eye area, causing a gap between the edges of the eye and the face.
Thx for all you are doing. I know this way you can fast modify the shapes but just asking if you had tried to greace pencil on the shape those mouth lines along the normal ?
@@LightningBoyStudio Yes It is clear and versatile for more control this way. Good luck with your project. I really love your painterly look in "Le gouffre". I hope you will drop one day a video about the 2D environments. Keep up !
this is sick, but i only have 1 problem, whenever I was making the pupil shader it never worked the same way yours did, it added a giant black section around the entire eye instead of making the center of the pupil lighter
i have learned a lot with this, so you I greatly thank you! My only issue with the eye rig would be when trying to close it, it seems to either a blank space when the two eye lids touch other, or oddly expands the outline in a buggy way. Is this a known issue and if so, how could I fix this without just making the "shorter lid" higher than the other whilst using key shapes for better controls? I use two different key shapes to lower the top lid normally, and lift the bottom lid, with the 'shorter' one slightly higher, thus making the outline disappear when the key shape value is at the middle.
You're welcome! Glad you enjoyed the tutorial. The easiest way to fix what you describe would be to turn off Even Thickness in your Solidify Outline properties, that will fix the "expand in a buggy way" effect.
I know this video is probably to old to be asking questions at this point, but what does the geometry look like on the face around the eyes? Is it flat, or does it follow a more realistic looking eye socket kind of shape? Whenever I add the eyes to my rigs it always looks off compared to yours...
It's pretty flat! The main reason is we want to avoid getting weird shadows, and we feel like we can get away with flat-looking faces with our particular look. The eye rig might not work straight away for a different character, but you can indeed try tweaking it with a lattice, add eye lashes with additional mesh parented to the lids, and so on. It's also worth noting that rotating the boolean shapes forward and backward (as opposed to simply from side to side), can help get more pleasing, rounded eye shapes.
Can i got from 0.0 face to >.< face without using a material swap for the eyes? like could i make like a 3d circle that somehow can turn into a >? i guess i could but is that a good idea
Hello! How the booleans work if you send the finished model to unreal/unity? Or you have yo make the animations on blender and export just the render image/videos? How that works? :) thanks for the video, so much information! You guys are the best, cheering on your success
Blender artists are always so generous, Your team as well as Dikko have been helping me leaps and bounds get closer to accomplishing a very important personal project to me, and it has been helping me get through these shitty times. amazing as always.
Agreed, this is an _immense_ amount of knowledge they are sharing. And they explain it so well.
Sometimes i wonder is this best channel on youtube for blender. Keep it up guys.
Very clever technic, super interesting.
Thanks for the shoot out guys, very much appreciated.
One suggestion, you should attached your eyes controllers to the armature. This way you will have a single action to play with instead of an action per object.
It can become a mess whenever you want to do an animation offset or use the NLA editor, transfer or link animation.... 1 rig to rule them all.
Looking forward to your project, love your work.
Thanks to you for the amazing rig tutorials Pierrick!
Regarding the eyes controllers, that's a great point! We actually did that for our project, but we felt this would lengthen the tutorial. So thanks for pointing it out here! 🙂
Cheers!
@@LightningBoyStudio great!
@@PierrickPicaut_P2DESIGN how to attach it to rig??
I have waited for this day
You guys are insane. The genius kind of insane. Thanks for sharing all of this awesome knowledge with us!
I will echo the recommendation of Pierrick Picaut's rigging course! It is so informative and helpful. I found his outline for the workflow to be just as useful as the breakdown of bone constraints and IK/FK switch. Worth every penny!
i could have never imagined s boolean facial rig to look so clean. amazing work
I admire the extensive work to make these characters complete. Not everybody is willing to do so much, but the results are worth the trouble.
I hope to adapt this rig to a face where the features are planar meshes or maybe grease pencil objects. A translation offset, or mask should work for features like eye lids overlapping eyes.
You guys are amazing. Sharing studio-level workflows with us for free. Thank you so much!!!
You guys are amazing. I really hope the good karma comes back to you. These tutorials have helped me, a traditional 2D animator, translate over to blender these past few months with confidence. I will forever be grateful for the internet, blender, and the resources you've created. Thank you all for producing such wonderful content and for sharing such innovative techniques. Excited to implement these workflows into some of my own projects. Good luck!
Ooooh. I never even considered using booleans like that. I have so much to learn.
This face rig setup is very original...looked all over YT and there's nothing like this! Cheers :) Thank you so much for sharing your tecniques with us.
Thank you thank you THANK YOUUUUU for sharing this technique, y'all deserve the world!! Great tutorial, easy to follow and such a great result.
best tutorials for NPR i've seen
Hardest working 3d animators on yt folks. Simply beautiful ❤️
This is weeks of learning condensed to a half hr. Very well done-
Like my teacher said simplicity is work of genius! Thanks for share your useful techniques
Mindblown, again, on a rewatch.
If I could like this 100 times, I would. So much useful information in this one.
Phenomenal stuff! Been waiting all day to watch this since I got the notification on my way to my day job! Thanks for sharing your wealth of knowledge, I can't recommend your work enough! Been loving using the LBS 2.0 Library, trying to make a few more blender converts to send to your gumroad page ;D
Thank you! It really means a lot to us when people spread the word and share our content like that : )
Lightning Boy shader is so cool.这个眼睛的实现方式真是太有想象力了,而且非常有趣,能够通过调整滑条和旋转缩移动来轻易实现各种效果。期待之后的教学!
Not sure if I'm oblivious to something completely obvious or not, but this wasnt working for me at all.. the mouth boolean was ripping the face to shreds when i tried to pose the character. took me ages to realise the boolean needs to come after the armature modifier. I'm probably dumb for not knowing this, but I thought id post in case someone else is in the same boat.
this is one of the hardest parts about working on personal projects. sometimes the process is so interesting, that "pre-production" and "r&d" seem to never yield to the actual start of production. but nevertheless it's very rewarding.
Thank you thats what i call creativity your Channel helped me and my potato pc. So thanks a lot
This is incredible. I can't begin to thank you for this incredible resource.
Increible trabajo, bien explicado y sencillo de estudiar para poder expandirlo/adaptarlo a nuestros proyectos. Le hacen un favor a la comunidad con este contenido! Buenas practicas para personajes cartoon/stylized. Saludos desde Argentina!
i can't thank you more for this, you helped me a lot with this, with my tiny brain i could have never think in using booleans for this kind of stuff.
I was curious on how you made these eyes thank you for sharing. I'm new to blender and all tools are new to me, I appreciate the walk through especially pointing out how this tool is used.
Read the description, they want your money.
Thank you so much for the vid. I love how deep you go into detail. if i could have requested one thing is a short section on how to make a more feminine design, especially for the eyes.
Adding a separate black mesh for eye lids can go a long way to make the eyes look more feminine. Also, you can try rotating the boolean shapes backward so the eyes are not cut in a straight line. It will give the eye shape a nicer curve.
Amazing tutorial. I want to tell you something. Your character's name is Ballista. He looks very muscular and strong. In my native language, balista means a strong person. Such a co incidence
Nice! What's your native language? His name was inspired from the siege weapon, because he's nearly a war machine by himself. :)
Just purchased your shader and am having a blast playing with it! New to blender and stylized 3D shading, but loving it so far. Thank you so much for the wondrous tutorials. I followed along through your original series and built myself a toon shader. I think it was a great exercise to help understand how your shader works under the hood. It also helps me appreciate all the great streamlined features youadded! I had a question on how to do something! The character model I am using has a jacket on that's a separate object. The 2D outline Fresnel is highlighting the body of the character, which is what I want,at least on the arms and neck and everything else outside the jacket, but the torso is being highlighted and you can see it through the opening of the jacket. I am a 7 year user of photoshop and after effects, so its ironic I have a hard time understanding masking when it comes to shader nodes - haha! How would I go about masking the 2D outline fresnel from affecting certain parts of the geometry? Any way to handle it using vertex groups? I like how easy it was to hide the solidify outline with vertex groups! Such a cool feature.
Thanks so much for the support! We hope you'll enjoy using the shader.
The simplest way to control where your fresnel would appear is by making a texture mask. We touch on it during our previous video here th-cam.com/video/spz6bpGYJZQ/w-d-xo.html
Basically you paint in black and white to adjust where you want the fresnel to appear or not, and plug that texture mask in the opacity of the fresnel node.
@@LightningBoyStudio Understood! Thank you very much for the help! I’m going to give that a go now.
I am speechless. This in incredible. Thanks fir sharing.
These two rigs look so freaking cool. I’d defitinally use these types of rigs for my characters
Thanks for making this tutorial, I'm wanting to get into facial rigging and animation, despite not having much experience so far with character modelling / sculpting. The info in this video is very valuable, looking forward to more content you guys make!
I'm surprised by how much I learned from this video, even if I'm not planning on making a 3d 2d-looking animated series lol
Amazing
I was just looking at this channel for updates yesterday
Thank you so much for this tutorial
so cool. I am interested in Blend. Thanks to you, I get to know good information. I'll enjoy watching it often.
Actually adore this boolean style 2D mouth
I think I'll use it instead of the usual 3D->2D anime mouth mesh so that I can have an even easier time with normal editing
I've wanted this for soooooo loooonngg! Thank you. 😍
Guys you are breathtaking
Thank you very much for your hard work and sharing this with the world!! Its always great to see, when artists supports other artists! Thank you! Keep your great work!
been waiting for this since last month
Finally the wait is over
I'm having trouble with creating a mouth. When I add the 'teeth' object inside the mouth I am able to see the whites of the teeth through the solidify outline. No matter how far I push it back or bring it right to the edge I am always able to see what looks like clipping, but it isn't. Any ideas?
this is unbelievable!
Thank you sir. You just saved a life.
This is exactly what I have been waiting for! Thank you so much!!!
Finally!!!!
Love you guys
Gold content here
My god, you got a new camera
So smart, yet so simple.
Well done. Thank you for sharing. ^_^
I really like this idea. I think modeling a face isn't ideal for a cartoony character (unless it's meant to look somewhat realistic) and I experimented with using greasepencil which I found a little clunky (but doable). This looks like exactly what I needed though.
I wait for it .. it’s fantastic ❤️👍
Thank you very much. I love your style so very much. I think I'll get into animation now. I'll repeat this and other tuts many times. You rock!!!🤩🤩🤩
Oh my lord I have waited for this 😂
This video saved my day😍😍😍
these videos are such good quality
Very precious tutorial
"Hola die Waldfee" Amazing work thx for sharing.
Thank you so much for this awesome tutorial! You guys really are awesome! I have a quick question. When it comes to shaping the eyes, how would you go about making let's say a diamond shaped eye. Would you just use more booleans and cubes?
You could add a Lattice modifier to the aye setup and change it's shape. You can also change the shape of the booleans to match the new diamond shape better.
@@LightningBoyStudio thank you so much! You guys are so awesome!
Thanks to this tutorial!!!! I try Booleans Face Rig!! awesome!
NICE ! I wase waiting for this vidéo x)
I love this channel
I love you guys so much 😭😭
This was so indepth and insightful, felt like I was listening to the rigging bible. Amazing job guys!
C'est Carl! De Lightning Boy Studio!
bluip
great stuff, thanks for sharing.
Many thanks for the very interesting tutorials! 👍
you deserve more clicks
Two questions about this:
1. What did you use to create the outlines for the eye creases?
2. Would this method be recommended for characters with defined facial features such as eyelashes and lips?
1. The eye creases are made using geo. It's a black line, separate from the rest of the head
2. Eyelashes you could do with geo and weight them to follow the 2D rig. Lips, depending on your design, might not work with this method at all. Stylez lips, made with just a line might work, but if you want 3D modeled lips, you should do a classic mouth rig
thank you guys
thanks a ton for that tutorial
YAY! New video day!
I'm getting some issues when rendering. I imported the eye rig into your Toon Shader, but when I render, everything in the eye rig is solid black. What settings do I need to change to fix this?
It's our fault, we forgot to turn off the Render property of all the boolean shapes! You can just unclick all the little camera icons for those shapes in the outliner and it will work fine. Or you can do a Viewport Render (pressing Shift-Alt-Z to hide all overlays before hand) and the black boxes won't show either.
Also, recent blender version has an issue with certain shading options like roughness, when it's set very low (say 0).
This is mainly with Intel integrated GPU, and you can check if it's working correctly, by doing prevew renders in cycles.
@@LightningBoyStudio Hey there! I just purchased your toon shader and I love it! I am running into a similar issue but not with rendering its with rigging the character. When I rig the character and move parts of the body, the outline/ solidify outline starts to move away from the body as if the outline/ solidify is being pulled away from the model. What am I doing wrong lol
Well this is my weekend project sorted :D
Wow.. this is so advance.... Thank you for sharing
Thanks for the amazing tutorials!!!!
12:00 factor 1 and not invert?
or would that mess something up
I love you guys.
How would you go about using the Boolean mouth workflow for characters who have beaks or talking dogs?
Excellent tutorial 😀👏👏👍
thanks a lot, would you guys consider a tutorial about rigging and animating characters, this would help a lot
9:39 i want to do something similar to that mouth but i coldent figure out how you guys made it can i have help
Beautiful
Absolutely love the tutorials! Getting back into Blender has been so much fun and I adore your guys' shader! Rigging's admittedly my least favorite part, so I'm wondering how you guys handle that. Namely I've been using Rigify, and so I've been troubleshooting how to handle the facial rig in combination with Rigify's generated rigs (specifically for getting the eyes to follow along properly in Pose Mode).
Edit: NEVERMIND. A bit of troubleshooting and I got it to follow the corresponding Head control. So simple yet it evaded me until now for... whatever reason XD
4:56 how do you create an outline? i added solidify but don't see any outline
Very good Tutorial! Thanks!
Is there a way to make these eyes 3 dimensional and cartoony at the same time? (spheres with the pupil thing and 3d eyelids/eyeclosing) I'd like to figure that out for some of my characters pls
If you want to use this particular eye rig, you can decide how much you want to "squash" the eyes, they don't have to be extremely flat. Just don't scale them so much on the y axis and they'll be more 3d.
All that said, this is just one way to do it. You could also just model the eyes with 3d spheres, use the same shader we have here on the eye ball, and keep the eye lids as part of the face mesh and animated with shape keys.
Great tutorial, thanks for sharing! Any tips for conforming the eye rig to a slightly curved surface? My head model is not completely flat in eye area, causing a gap between the edges of the eye and the face.
You could use a lattice modifier to change the shape of the eye
Thx for all you are doing. I know this way you can fast modify the shapes but just asking if you had tried to greace pencil on the shape those mouth lines along the normal ?
Grease pencil works great for simple mouth lines! We needed a way to have open mouths though, hence why we experimented with booleans.
@@LightningBoyStudio Yes It is clear and versatile for more control this way. Good luck with your project. I really love your painterly look in "Le gouffre". I hope you will drop one day a video about the 2D environments. Keep up !
do you have any videos one how to make this character model? I really like him
We did a video showing an overview of our work process. You can see the topology of our character in it.
th-cam.com/video/spz6bpGYJZQ/w-d-xo.html
Is it possible to map this face rig to ARkit blend shapes so it can be controlled using iPhone motion capture?
We're not very familiar with Arkit blend shapes, so honestly, no idea!
this is sick, but i only have 1 problem, whenever I was making the pupil shader it never worked the same way yours did, it added a giant black section around the entire eye instead of making the center of the pupil lighter
You are amazing! thank you so much.
i have learned a lot with this, so you I greatly thank you! My only issue with the eye rig would be when trying to close it, it seems to either a blank space when the two eye lids touch other, or oddly expands the outline in a buggy way. Is this a known issue and if so, how could I fix this without just making the "shorter lid" higher than the other whilst using key shapes for better controls?
I use two different key shapes to lower the top lid normally, and lift the bottom lid, with the 'shorter' one slightly higher, thus making the outline disappear when the key shape value is at the middle.
You're welcome! Glad you enjoyed the tutorial. The easiest way to fix what you describe would be to turn off Even Thickness in your Solidify Outline properties, that will fix the "expand in a buggy way" effect.
you're an angellll
I know this video is probably to old to be asking questions at this point, but what does the geometry look like on the face around the eyes? Is it flat, or does it follow a more realistic looking eye socket kind of shape? Whenever I add the eyes to my rigs it always looks off compared to yours...
It's pretty flat! The main reason is we want to avoid getting weird shadows, and we feel like we can get away with flat-looking faces with our particular look. The eye rig might not work straight away for a different character, but you can indeed try tweaking it with a lattice, add eye lashes with additional mesh parented to the lids, and so on. It's also worth noting that rotating the boolean shapes forward and backward (as opposed to simply from side to side), can help get more pleasing, rounded eye shapes.
@@LightningBoyStudio papa bless 🙏
That's great, but seems to get lost when exporting to unity... Is there a way to recover or recreate the method used to create the pupils in unity?
Can i got from 0.0 face to >.< face without using a material swap for the eyes? like could i make like a 3d circle that somehow can turn into a >? i guess i could but is that a good idea
Hello! How the booleans work if you send the finished model to unreal/unity? Or you have yo make the animations on blender and export just the render image/videos? How that works? :) thanks for the video, so much information! You guys are the best, cheering on your success