Create a non-destructive bracket in Blender - ND fundamentals

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  • เผยแพร่เมื่อ 29 ก.ย. 2024

ความคิดเห็น • 32

  • @dantab2407
    @dantab2407 2 ปีที่แล้ว +1

    Nice addon indeed, thanks a lot for making this freely available to us.
    Just a feature request that would be wonderful to have, adding a lot to the ease of use creating sketches: just creating new vertices by left-clicking on the screen ? Like in Polyquilt addon which seems not to be continued (am I wrong) in 3.0 ? (cause it was great to make polys) Because CTRL-Right to create vertices or edges is too bad, because using the Ctrl key, avoiding it to be used to constraint to snapping to grid is BAD, dont you think ?
    Have a nice day and thanks again.

    • @HugeMenace
      @HugeMenace  2 ปีที่แล้ว

      If you want to submit a feature request here hugemenace.co/nd/feedback along with the appropriate details, we'll definitely take a look at it. It also helps other users see what's in the backlog & vote on what they're most interested in seeing next.

  • @ronnierepairman2964
    @ronnierepairman2964 ปีที่แล้ว

    hello, im a major novice here..
    trying to follow your video.. most of the shortcuts are not working for me..
    I got to the "g" key and at 2:03 in, it says to hit ctrl and allows you to bring the straight line to the left of center.. i cant get that and i assume i need to get there in order to get into edge select mode?
    im using
    version: 3.4.1, branch: blender-v3.4-release, commit date: 2022-12-19 17:00, hash: 55485cb379f7, type: release

    • @HugeMenace
      @HugeMenace  6 หลายเดือนก่อน

      Sorry I didn't get to this comment. Seeing as it's a year old, I assume you've worked it out by now :)

  • @evil3dsponge580
    @evil3dsponge580 2 หลายเดือนก่อน

    how do you get circular gradient background color in your viewport?

    • @HugeMenace
      @HugeMenace  2 หลายเดือนก่อน +1

      Set the background gradient to vignette under the 3D viewport > theme space settings. - Tristan

  • @nurb2kea
    @nurb2kea 2 ปีที่แล้ว +1

    Yepp tutorials always welcome. I'm like a sponge with tutorials. (luckily my first name isn't Bob) :-)

  • @Dark0neone
    @Dark0neone 2 ปีที่แล้ว

    I couldn't find any help online. any clue why my recon polys won't align to view by default? they always have some sort of weird inconvenient rotation.

    • @HugeMenace
      @HugeMenace  2 ปีที่แล้ว

      Sorry, that was an unfortunate bug introduced in v1.28. However, it has been fixed in v1.29, which should be out at the end of the week.

  • @rodolflum3444
    @rodolflum3444 6 หลายเดือนก่อน

    why you need to select the object to be cut and the cutter, it will be better just to select the cutter and it will cut the intersected object. do you think it will be better? also why not integrate to directly boolean any object using the builtin primitive so you dont need cube to cut it?. so easy its also an addon that is free.

    • @HugeMenace
      @HugeMenace  6 หลายเดือนก่อน

      That's just how it works. Having it boolean anything it intersects with would probably result in more frustration as you have no control over it. What happens if your utility intersects 2 objects at once and you only want to boolean one of them?
      I don't understand your second question. ND does use Blender's native boolean modifier and will work with any primitive.

  • @svdevi9912
    @svdevi9912 ปีที่แล้ว

    i am doing as you did to bevel vertes. but for me it's not working properly. please help me ?

    • @HugeMenace
      @HugeMenace  ปีที่แล้ว

      Which part are you referring to? Are you getting an error?

  • @syahti
    @syahti 2 ปีที่แล้ว

    1:54 i am test shif+2 not single vertex why ?
    me instal (ND. 1.26)

    • @HugeMenace
      @HugeMenace  2 ปีที่แล้ว

      It's under the menu SHIFT + 2 > Sketch > Single Vertex.

  • @Some_Guy_Called_Raven
    @Some_Guy_Called_Raven 3 หลายเดือนก่อน

    trying to follow you with version 1.43 of ND. @ timestamp 9:08 where you add the recon poly, I cannot get it to generate facing the side view, it is always on the Z axis. What am I doing wrong?

    • @HugeMenace
      @HugeMenace  3 หลายเดือนก่อน

      Hey, thanks for the heads up, I'll take a look and see what's going on with it. Which version of Blender are you using? - Tristan

    • @Some_Guy_Called_Raven
      @Some_Guy_Called_Raven 3 หลายเดือนก่อน

      @@HugeMenace I am using 4.1.0

    • @HugeMenace
      @HugeMenace  3 หลายเดือนก่อน +1

      OK, I see where the issue/confusion is coming from. It wasn't mentioned explicitly in the video, but when you move Blender's 3D cursor via the "Cursor to selected" method, it only translates the cursor; it doesn't affect its rotation. The reason recon poly is correctly aligned in the video is that, at 8:13, I was looking at the bracket in the right orthographic view, and I moved the 3D cursor to that target face by holding SHIFT and right-clicking on its geometry. That action aligned the 3D cursor's rotation to that face (giving it a 90-degree rotation on the x-axis), which was kept when I moved it to the centre of that extracted geometry later.
      When spawned, recon poly will follow the rotation and position of the 3D cursor, so you'll need to make sure both are set correctly. - Tristan

    • @Some_Guy_Called_Raven
      @Some_Guy_Called_Raven 3 หลายเดือนก่อน

      @@HugeMenace ok that makes sense. I'll try again. Thanks Tristan.

  • @sebastienmorere6925
    @sebastienmorere6925 2 ปีที่แล้ว +1

    Hi ,Very good tutorial, the best you've done so far, I have your addon and I'm starting to use it as a beginner in Blender, I'm looking for the "tool" that best suits my way of working, it's quite intuitive, congratulations. A small suggestion, for cleaning after the use of booleans, a possibility to automate the manipulation would be great as Fluent 2.0 does, it would be great. Can't wait to follow future tutorials and the evolution of the addon, thank you

  • @Totorus
    @Totorus 2 ปีที่แล้ว

    Absolutely great workflow, i'll definitely practice more with ND. Thanks for sharing the tutorial. Greetings.

  • @dazecm
    @dazecm 3 หลายเดือนก่อน

    A mental model that helped me grok non-destructive techniques like this is to think of a scene like this as a kind of a 3D equivalent of a RAW file digital negative for a camera image. You can do all the editing you need in this scene file to get the required shape then, when you need a real mesh to export to a game engine for instance, you save your ND scene for backup, apply the modifiers and do a separate 'Save As' to save the mesh file version or use one of the many Blender Export plugins to directly output it to the required file format.

    • @HugeMenace
      @HugeMenace  3 หลายเดือนก่อน

      Yup, that's exactly it. We'll be publishing more content covering the rest of the pipeline, including game assets where that's a fundamental step: Using ND to create your model, then creating a duplicate with all modifiers applied for further optimization and UV unwrapping. - Tristan

  • @mind_of_a_darkhorse
    @mind_of_a_darkhorse 2 ปีที่แล้ว +1

    This is a great addon! Good job! I cannot wait to see how this progresses!

  • @frankklein1915
    @frankklein1915 2 ปีที่แล้ว

    Hello Huge, how did you set it up so that every new mesh appears in the brown colour in solid mode?
    Greetings Frank
    It's done. Found it myself. Under Viewport Shading - Single...

    • @HugeMenace
      @HugeMenace  2 ปีที่แล้ว +1

      Hey Frank, I'm using a MatCap and Cavity settings to get that look. You can see a screenshot of my set up here: imgur.com/a/eAVC26U

  • @fuglong
    @fuglong 2 ปีที่แล้ว

    Thanks for making the ND toolkit powerful and free! You're a badass. When I finally start working my new job I'll become a patron🙏👍

    • @HugeMenace
      @HugeMenace  2 ปีที่แล้ว

      Thank you! We appreciate the support :)

  • @sergeynesterov8955
    @sergeynesterov8955 2 ปีที่แล้ว

    Very good!!

  • @meywu
    @meywu 2 ปีที่แล้ว

    I'm serious wondering to refund paid addon.