Blender 4.1 Makes Crowd Simulations EASY! | Blender Tutorial

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  • เผยแพร่เมื่อ 28 ก.ย. 2024

ความคิดเห็น • 12

  • @wang3D
    @wang3D 3 หลายเดือนก่อน

    Just what I was looking for!

  • @AlexHallFilm
    @AlexHallFilm หลายเดือนก่อน

    Great video! Having a few issues at the end with animations not playing all of the way through.. will continue troubleshooting

  • @damnman7226
    @damnman7226 3 หลายเดือนก่อน

    my problem is how to get this into unreal engine

    • @levelupvfx
      @levelupvfx  3 หลายเดือนก่อน

      Yeah, I’m thinking of how to do this as well. I believe the best way is to somehow cache it out as a particle system and then bring it in with Niagra, but I’m not exactly sure about how to go about caching it out.
      Believe me though it’s on my list of things to do so stay tuned!

  • @YisenCinema
    @YisenCinema 3 หลายเดือนก่อน

    Great work :)

    • @levelupvfx
      @levelupvfx  3 หลายเดือนก่อน +1

      Thanks!

  • @evanclare2970
    @evanclare2970 11 วันที่ผ่านมา

    I have an FBX exported from a character object that I rigged (has a head, and body). It is jumping and moving it's arms. When it jumps, the head rises with the body. However, at the the step where you join the FBX into one object, your animation retains all of the various body parts animations, however mine will only retain the the animation of the first body part selected before joinig (if I join the body to the head, then the animation simply rises up and down as the head does. If I join the head to the body, only the body jumps while the head remains stationary. How did you retain the animation for each body part while merging them into one object for export to Alembic? Great video!

    • @levelupvfx
      @levelupvfx  9 วันที่ผ่านมา +1

      hmmm, with mixamo its easy because the vertex weight remains when you merge them. Are your joined objects still under/inside your rig?
      Alternatively, you can always export it out as an alembic with the multiple parts, then when you get to the geonodes step, join the geometry back together in geonodes. (Bring each piece in, and connect it to a join geometry node, and then use that node as your character input)
      Hope this helps!

    • @evanclare2970
      @evanclare2970 9 วันที่ผ่านมา +1

      @@levelupvfx Thank you so much! will give this a shot.

    • @evanclare2970
      @evanclare2970 4 วันที่ผ่านมา

      @@levelupvfx Hey this idea worked great, I was able to join the individual head and body object info nodes together with the join geometry node, and the character successfully moves as a whole (but only after selecting "relative" on the object info nodes).
      If I don't have "relative" selected, then once again only the body moves.
      It seems when relative is not selected, I can move the group wherever the plane is. But when relative is selected, I have to move the character in order to move the group.
      This would be no problem, except for some reason my character's head is locked in place (I can move the body, but the head will not budge). Haha it's like a tradeoff.
      Any idea why my character's head would be stuck in place, unable to move, and yet the body would be freely movable?
      Thanks again! I am telling everyone about your videos.

    • @levelupvfx
      @levelupvfx  3 วันที่ผ่านมา +1

      hmmm, I couldnt tell you off the top of my head. If you want the easy solution, you could always just throw a transform geometry node on there and offset it to the location you want it purely through geonodes, but if you want to be able to physically move the plane simply and easily, sadly I dont really have a solution off the top of my head. Im glad you enjoyed and found the video useful though! hopefully I was at least of some help!

  • @Unmuteshorts
    @Unmuteshorts 3 หลายเดือนก่อน

    Awsome tutorial dude new subscriber gained ❤