Blender 2.76

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Alfie Overacre

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Aug 4, 2024, 5:57:39 PM8/4/24
to headlgrandaner
Ihave been trying to do some texturing watching a YouTube video and in that they are using Blender 2.81a. However, I cant afford it as my computer doesn't have the required graphic card and processor (can't buy a new one for this because I am not a professional, just a beginner). So I have been using 2.76b as it is the one which works best in my computer. When I was making this cube, there was a need to use Principled BSDF node ( the youtuber said it is important to use that . But I cant find the Principled BSDF node in my device ( I tried it in cycles render as was told by someone on the internet but there is no option to select Principled BSDF in cycles render too ) . Please help...

The original Blender manual was for a while under a wrong licensing type. It was unasked put under CC license. Which made this fix and reupload for this files necessary. Now the Blender 2.76 manual is back under OCL license.


Hello everybody, i need some help for a project.

I created two hands with Blender 2.76 but without using python. Actually i don't have any skill about programming in python that i' ve never used this language before. Now i would like to control these two hands with leap motion controller.

May someone help me explaining how two connect the two things? Of course I'm starting to get familiar with python that i think i need to use it but i would like to know how.

THANK U IN ADVANCE


Hello.

Because I found a lot of problems with this method, I imported my two hands in Unity. I wanted just to ask: what should i suppose to do in order to control this with leap motion? I should write a script about the design, about the controller, I did everything with blender and then i was stuck with the project.

Thank u even for the previous answer.


I've been working on a tutorial for using rigged model hands with our scripts. It isn't perfect or complete -- I still got inconsistent results, but I'm posting the basic steps below in case it helps. There is also a list of relevant posts about rigged hands on this forum here: -custom-hand-rigs/4438


Now do the fingers:

1. Add The RiggedFinger script to one of the top level finger bones.

2. Set the Model finger pointing and palm facing values to the same used for RiggedHand

3. Copy this RiggedFinger component and paste it to the four other top level finger bones.

4. For each finger, drag the bone transforms to the corresponding position in the RiggedFinger bone array.


Hi friends

I want to copy animation from the right rig in below image to left one but do not know how to do that. Can you help me with it ?

The rig in right side is exactly same as the left one [the right has animation on it but the left one has not] and both are from rig.


I uploaded it here : Dropbox - In_Progress.zip - Simplify your life

There are 4 files in it. the main character is Kachujin_G_Rosales.dae and other .dae files have no skin on them and are just animated rig .


Hey Guys

I could solve it . Really Glad .

I imported models as FBX using this cool add on.

Then could easily copy animation from one rig to other using Action Editor in Blender Dope Sheet.

Using this method The rigs are imported correctly and both rigs have same T-pose with different Animation.

Thanks all of you for helping .

FBXanimCopy.png1341701 109 KB


When i apply loc&ro&scl for rig the animation do not work correctlly. The scale of armatures are saved in keyframes . Please give a try to blender model above.

Should i delete all keyframes related to scale ?


Second time:

I scaled armature, apply scale for everything, joined all meshes, added animation to armature (in NLA editor) and exported using ogre exporter - I always use this for animations - it work.


I spend the last 2 days learning blender. main reason is, i am too lazy for massive sprite work, but want smooth animations. so i thought, 3d is a fast way.

developing, and render process still needs to improve alot, but here i am 2 days later with an animation of 600 frames, wich would have taken me weeks to make, even tho handdrawn looks better imo.


Very useful cause the pc I am working with has no graphic card and takes a minute to render a 128px sprite.

With this script setup I do not have to check the pc every 17 mins to render a 17 frames animation, turn the camera by 45 degree and render again. This way I can let the pc do the rendering of bigger animations over night too.


i wonder if you have to reassign all the materials, cause of directory change.

If there is any trouble with the material assignment i can try to export as dae. on import the materials might be assigned correctly.


seems like my render settings are gone.

did you use cycle? should be a 128x128 px sprite.

i tried backing, but got an error massage with path directory again. Maybe it works anyway.

Package is on the way.


First I did was create an empty Blender file and import the animated path and mesh into the new, blank scene. Then I tested it to see if it I got all the animation done then exported that scene (the second blender file) as an FBX. Import the FBX into the main scene and export to Babylon.js. The animation dots are filled in and are exportable into Babylon.js

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