if/when the major studios adopt blender they wont share their proprietary tools.
>auto detect boobs and automatically add physics to them
>I'm 99% sure there's a blender rigify plugin for exactly that, I wanna say it's called JiggleBone?
plugin name?
I'm still using 4.1
what's changed since and should I even bother?
>>1011140>if/whenthe faggot that did Flow didn't donate the fluid simulation addon > Physical Open Waters.
lines
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Should I bother trying to fix these weird lines if I plan to shade smooth anyway? I'm not sure if these visible ridges will actually cause problems for me later down the line.
Dug into blender a bit more over the break and as a Houdini person it's pretty nice, but some of the gaps in geo nodes are pretty annoying. They really need to fix the geometry spreadsheet, it's unusable. They need visualisers. They need to actually push their volume nodes to main because they've existed for 2 years now. Geo nodes should not evaluate if visibility is off and there are no dependencies. Something is wrong with the way they compute curve tangents, shit will flip for no reason. Also they really need to add an equivalent of a detail attribute because sometimes I just want to store a single attribute value and don't want to carry it around on every single point or face.
>>1011231Yeah, volumes are pretty limited, for example you can't merge two volumes, it sucks.
>be me
>install new version of blender after a while
>saw that they added a bunch of new brushes to the sculpt mode
>lol, it's the same brushes but with a different UI
why are they like this? why do they only employ UI-tards and raytracing addicts full-time?!
Pablo left years ago and his damstandard implementation STILL hasnt been used. their crease brush sucks monkey dick
>>1011239>whySo you can share brushes as assets, if you don't understand why this is the way forward...
>>1011247I understand perfectly why they would want an asset manager (that they have been trying to implement for over a decade, like everything in this pos), genius.
my issue lies with how much they neglect the sculpting module while already having the code in their hands
>>1011262It sounds like you don't really understand or like you just want to complain, which one is it?
>>1011264Nta but wanting to complain is a perfectly reasonable response to 90% of blender
am i doing something wrong or is energy loss too high on transmissive materials in cycles?
i have to dial alpha back to compensate and that usually breaks specular to some degree
BLENDER IS NOW RUNNING ON VULKAN
>>1011299What does it change?
>>1011303Goal right now is just getting stable and it already is kinda.
Once it's stable, switching to Vulkan is about further speed improvements and functionality that wouldn't be possible under OpenGL or way too slow
I need the god tier course/tutorial that's gonna take me from zero to hero. and yes I've done the gay ass donut tutorial
>>1011330If you expect to learn everything instantly without mastering the basics, you'll eventually get burned out and ngmi.
If you really want to min max, you should prioritize first on what you want to make. Low poly models, rendering, sculpting, models for 3d printing, animation, etc.? There's so many to 3d that you might be ending up learning things you don't plan to do anyways.
If you're still figuring out what you want to do, just fuck around with blender and start searching for answers when you get stuck on a project you want to do.
>>1011299I just want my animation layers and rigging nodes...
>>1011341Layers should come before the end of the year, other than that you have addons for both.
rigging nodes (free but the install is weird and I havent used it, you have a thread on blenderartists > https://blenderartists.org/t/rigging-nodes-mantis-rigging-nodes-for-blender/1576421)
https://www.youtube.com/watch?v=3SweaEBlPn4
https://www.youtube.com/watch?v=KjzV7f7HudI
>>1011343To be specific, I want to stack animations over layered animatons without destructively converting them into actions. The current system works enough for rendered animatons but for games, it's a pain in the ass once a lot of blend animations come in.
What's the best way to join 3 pipes like this?
2 is easy, but I can't figure the 3rd.
>>1011346have you tried looking at actual pipes?
otherwise, booleans + cleanup
>>1011346For stuff like these, I like to work with lower poly like at least 8 sides or maybe even less so that the topology is easier to figure out. Smoothing happens when subdiv
>Today I'm going to practice blender
>Download a model off smutbase
>Jack off to it
>Nut
>Close blender for another 3 weeks
>>1011299Vulkan is abandoned, itโs only on Linux, not Windows or Mac.
>>1011345Blender canโt do that, no plugins exist for it and the developers made it clear that they donโt care about your feedback.
Hello, can you tell me the limitations of Blender when it comes to sculpting, rigging/and animating for vidya? I googled and lurked here for a while and came up with this workflow to create assets. I'd appreciate any feedback from anons with experience so I don't blindly waste my time learning suboptimal tools.
My use case will be creating and animating assets for my game. I will use Vroid for humanoids, model and sculpt environment assets, and sculpt monsters. Animations would be basic game animations and some cutscenes (short and not too complex). The style will be stylized pbr (similar to genshin, wuva).
With regards to sculpting, would I be able to do everything with blender. I have hard surface modelling experience, but never sculpted before. I'm following Modeng's Artstation course, where he uses Zbrush to finalise environment assets made in Blender. I'm also sculpting monsters and other creatures I can't make in vroid. I would like to know whether this can be done in Blender or if ZBrush would be better.
I know some anons say that Maya/ 3ds is easier for animating, but since I'm making short animations (movement, attacks, idle, interactions), can I get away with it? I hate autodesk and would prefer not to give them money. I don't plan to work in this field, so I don't have to follow an industry standard, just a good workflow to make my games.
Thanks.
>>1011358I see that the local /3/ schizo retard is still active as always.
>>1011360Sculpting anime characters in blender is fine.
As mentioned before, the lack of a full animation layers in blender hurts the creation of complex blended animations. It's not impossible but it's a slog. If the animations are simple go for it.
Also, is there a way to bake multiple separate actions from a rig to a game ready skeleton? I have a WIP add-on that automates the process. It pairs together the animation made in blender and the bake action to be exported to the game. With just a button, it re-bakes all animations if there are changes. It's kinda buggy and a bit hard to use though.
>>1011303Sweet sweet 5% performance gains(in some circumstances) over opengl
even
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Could someone please help me out? I'm trying to create an EVEN inset on a cube, which I'm trying to turn into a simple wardrobe.
I just wanted to have a 0.05m thickness for the outside "planks" but I can't find any way to do that.
I've tried using solidify, applying scale to deltas before changing things, using the inset tool tool... I don't know what I'm doing wrong, I can't find any matches for my issue online either
sad
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>>1011377>Why is this an issueBecause of cases like picrel, if I want to make a tall file cabinet, the top/bottom faces get much, much, thicker than the sides, which is quite upsetting.
>>1011377>>1011378I'm retarded, I should apply "SCALE" not "SCALE TO DELTAS"...
let's say i have 4 udim tiles.
i want an image to only appear on the second tile.
in other programs i'd just set the image node to clip and set the mapping node equivalent to add +1 to uv (or just use math node).
in blender i think the image is just getting hard clipped into 0-1 space.
i've already solved this problem with compare nodes, but is it really meant to work this way because it's kinda fuckin weird.
>>1011382okay never mind, you subtract 1.
i guess the idea isn't that you're moving the image to the next tile, but instead moving tiles into the 0-1 range.
Whassup niggas it's ya boi anon n I need help n shit on wer 2 start lurning Blender
>>1011364Itโs the truth dumbass, this year was nothing but breaking nodes, movie recreate water physics, incomparable plugins after again changing the plugin rules, etc. Shut up blentet.
>>1011365>Also, is there a way to bake multiple separate actions from a rig to a game ready skeleton?kinda? im using godot, which will import a rigged skeleton's NLA actions as actions in its own animation player, but godot is broadly speaking not very good at 3d and from what ive seen is particularly shit at 3d skeletons. And i can barely make blender's NLA sheets work in the first place so... who knows
>>1011343I'm not enthusiastic much for an update for the animation layers this year. Usually they'd tease huge features like this but there's barely any. From what I know, they seem to be too focused on fixing bugs and introducing another brand new system is another problem that needs to be maintained.
>>1011428>We aim for inclusion in the main branch as an experimental feature in Q2 2024. The first โworking stateโ will be single-layer, multi-ID animation. After that we might add layers, but maybe weโll switch to bone pickers or rigging nodes.https://code.blender.org/2024/02/animation-2025-progress-planning/
Why do these plugins I pirated and installed into this crap app always throw Python errors ? Can this turd app do anything right
>>1011461Without seeing the errors it's hard to say with certainty. Because they're pirated they may be outdated, or you could be installing them for the wrong version of Blender. The API changes over time and scripts sometimes need to be updated.
2702
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What are these little shadow artifacts appearing all over her skin? They only show up in Cycles. It's a high-poly model
>>1011566Did you select shade smooth?
>>1011566Way too much polygons, you need to understand were human face skin moves and not move to get that nice look.
>>1011566either this
>>1011568or if your polycount isnt' high enough + using sss + displacement then cycles will do this shit unless you add subdiv surface modifier set to catclark.
>>1011365>the animations are simple go for it.thanks b
>>1011572The problem is clearly not understanding how faces work, not technical details. More polygons does not mean better quality.
>>1011570>>1011580The problem is that you can't read his post and zoom in to see the issues he's talking about
For fuck's sake
>>1011584>Blendet never learn 3DDude thereโs thousands of examples of low poly humans that have better faces. What youโre claiming is nonsense.
>>1011570>>1011580>>1011589Why would how skin moves matter for a mesh in rest position?
And why would a high poly model look worse than a lower poly one? It would look the same at worst. And every other solution seems to say it's caused by being too LOW poly, which it isn't.
I dunno why you're talking about face "quality" either, this mesh is high enough poly count and the only issue is that you can see weird shadows on every triangle in Cycles.
But I can try subdividing it anyway
>>1011572Yes I did shade smooth
>>1011592Ignore him, he's a mentally stunted troll that hangs around here
>>1011566>>1011592are you using a normal map? how does it look, do you see similar artefacts?
it's probably not that but I once had an issue that looked similar because I fucked up baking from high to low
>>1011592>>1011599This is why Blender Community is stupid, โYoU nEEd mORe PolYgoNs, a ShAder wILl fIX iT.โ There was no such thing as shaders back in my day, you people have a skill issue if you canโt properly applied faces without shaders.
I want to ask if anyone here who uses blender's sculpting tools used zbrush before. I have an old version of zbrush i used to work with but now zbrush cost more money to update. I want to know from other people's experience if they prefer using an older zbrush for sculping or like blender's tools more (or for a self published games artist the difference in them is whatever)
>>1011610zbrush hasn't had really meaningful updates for a while imo. i'd go as far back as when sculptris was first introduced and still be happy (zbrush 2018?)
blender's sculpting is okay though, esp if you're doing stylised work. there are other benefits too like having an actual 3d camera + being able to really easily jump into render. if you're doing very high poly ultra realistic character ( think sculpting pores) work, it's not viable. the 'feel' isn't as good as zbrush, but it's not bad.
just try it out over a weekend, it's pretty easy to jump into.
>>1011610I think sculpting in blender could reach parity with zbrush 2019 in two years, it's not quite there right now and a lot of the tools don't really exist. The tools could be created, but they don't exist right now.
Also you're going to have to learn blender. I like using blender but I've been doing it for 3 years.
>>1011612>>1011613Thanks, just hearing this helps a lot with picking myself back up for modeling. I thankfully do have experience with blender so I'm hopefully the transition will work out well. [spoiler]also while researching this i found out my zbrush license wont even carry over to a new comp so it's blender or another 1000dollars or subscriptions something stupid like that.[/spoiler]
Please live, I want to talk about animation, every community is DEAD. I'm trying to make animations for a game I am working on, it's been pretty fun blocking out poses, but the graph editor is pure spaghetti when I go back to bezier interpolation. Hoping I can clean it up and make this look decent eventually. Using Zenless as a reference currently had to manually record walks myself
>>1011618The only thing I'm capable of talking about is whining that blender still has no animation layers. The main reason i'm bitching about it is that it would make reusing animations for locomotion like strafing and run transitons easier to manage.
Locomotion animations in general will take some time understanding to get feeling right compared to one-off animations like attacking due to the consistency needed.
>>1011621Repeat after me, Blender is not a animation software and should not be used in animation work. You are literally driving a Stick, not a manual or automatic card. A Stick is different from a manual and Automatic has flaws.
bait
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>>1011621What's the difference between NLA and animation layers? Seems to me they do the exact same thing, even if NLA is clunkier.
>>1011628>A stick is different from manual
>>1011618Where's the jiggle?
>>1011629You can't 'store' NLA strips into an action itself. You'll have to bake them before you could re-use them for animation layering by themselves. As you can imagine, changing an action that is used as a sub-layer requires rebaking if you need it updated.
As of now, it's fine if you only need sub actions to modify an overall animation that is specific to a scene for rendering.
For games where you're typically exporting multiple actions that tend to blend with each other, the workflow is ass.
>>1011628Really? So what software should beginners use if they want to get into animation? Do we really need to buy into paid services fort hat?
Is having armatures as children of armatures a bad thing? When I try to add a keyframe or delete a keyframe on any of the bones in the child armatures, all of the keyframes are deleted for all of the bones in the children armatures.
>>1011636Blender is enough to teach you everything you need to know about about 3d animation. You should focus more on understanding the basics. Tools and features is more of a workflow issue.
>>1011628 spent more time making a shitty analogy than actually knowing the actual problems with Blender's animation.
Whats the best way to do data transfer to transfer weights between two character models?
Because I am used to 3ds Max 'Skin Wrap' and I am trying to pose both models rest positions to be perfectly overlapping, with the hope that I can do the transfer and then reset the destination's armature to rest pose, snapping the 2nd model into the same shape.
However, for some fucking reason, Blender does not allow data transfer from posed positions? Only rest pose? Why the fuck is that allowed? Are there any addons to fix this?
I guess it can be circumvented but only by creating dummy duplicates, applying the poses to base geometry and transferring data back and forth between them. Which is retarded, it should just work from the pose
>>1011638Blender is not good enough, look at their video website peertube. Thereโs no high standards of quality, just shit basic movement with cheap camera tricks. The movie Flow shouldnโt have gotten the award, one fight scene and was over in a minute. Everything else in the movie was about moving the characters from one place to another.
Blender is good enough, (You)'re not good enough
So help me understand the animation potential. Is most of the animated 3d porn made in blender? Because tit seems pretty good with the lifelike movement and the jiggling.
The cum looks kinda lame though, but then again I've never seen good 3d cum.
>>1011658Most people use either blender or Maya nowadays, but the majority is definitely blender because it's free and the learning curve is a bit easier, not to mention all the free resources and assets. Occasionally you might find an odd one that still clings to SFM but that one is barely used anymore because of how archaic it is.
I assume cum looks bad because
1) No one really wants to study the dick juice in detail
2)Its either a fluid sim, and those are extremely fucking ass in blender to set up and expensive to compute, or some kind of a curve/mesh trickery with cumlike shading, which you can't really control the physics of just right without extreme fluid autism that would take just as long as the actual animation if not more.
>>1011636It also can be a lot. In animation for example, it took me 3 days to figure out the you have to have your mouse over the model to insert the first key frame.
>>1011654Using 3rd party plugins doesnโt make you better at Blender. It just means you also donโt understand the dumbest stuff the developers added.
>>1011664No they donโt, blender is the lowest in terms of animation work. Imagine losing work because of a 30 year old bug that the developers refuse to fix.
>Using 3rd party plugins doesnโt make you better at Blender.
No one said that in the post you replied to.
>Imagine losing work because of a 30 year old bug that the developers refuse to fix.
Might telling us what's this mythical bug you are talking about is then? Certainly you know what you are talking about.
i'm a retarded FAGGOT how do i setup IK for .pmx MMD models like picrel? i want to duplicate this system to her arms but i am a total noob and the typical ik tutorials on yt dont seem to work
>>1011674>Doesnt google itDo you need your mom to help you type simple questions too anon. Thereโs hundreds if blender bugs with hundreds more in the future. The wipes of animation is the most common.
Finding out bendy bones are fun
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How much work is it to actually import MMD or SFM models into blender?
Like yeah I know you can just slap the model in there and that works enough
But like is there a way to quick rig these bones in the more readable way
Also Im so very used to IK animating
>>1011703blender is better, chud. stop shitting up the thread
>>1011345I'm afraid that won't change any time soon
They're trying to make a game now and found out their anim system is shit for games, but instead of doing something about it they decided to go for the most basic animation style in order to avoid all the issues
>>1011740one approach is to learn the rigify types (for example by looking at how the human meta rig is set up), then you turn your imported skeleton into a rigify meta rig by tagging its bones with the behaviors you want.
Then from that you just have to generate a rigify rig.
>>1011751just rerig yourself manually niggerman
>>1011753Yes do manually the thing that has been automated for you
>>1011747>Just because i say so>No donโt google the 10,000 blender github issue tracker
>>1011764>Open High Severity bugs as of 2025-05-05: Animation & Rigging: 1 #138201
Asset System: 3 #136906, #137120, #137238
Grease Pencil: 2 #136091, #137918
Modeling: 1 #137236
Nodes & Physics: 4 #136128, #137810, #138279, #138398
Render & Cycles: 6 #136973, #137867, #137966, #138043, #138185, #138384
User Interface: 2 #135764, #136359
VFX & Video: 1 #138180
Viewport & EEVEE: 9 #137984, #138140, #138159, #138175, #138291, #138301, #138304, #138320, #138354
Core, Development Management, Pipeline & I/O, Platforms & Builds, Python API, Sculpt, Paint & Texture, Triaging: 0
Total: 29
Blender has 6.5k Issues open too.
>>1011765Wow, that's a lot less than maya
>>1011749It's a right step in the right direction. I just hope that they keep making more games with a focus on the animation even if the game is simple. The collaboration will at least help improve Godot's shit 3d import system.
>>1011768Maya donโt have GitHub, the forums are either issues with user or actual bugs that get patched in 6 months and not years like Blender.
>>1011740mmd tools can turn an mmd rig into a rigify rig for you automatically, just use that
>>1011768They have more bugs, these are just the weekly report of the shit that they broke, that's why most of the bugs are from the render engines and nodes.
>>1011773>>1011751No it canโt, MMD donโt follow Blender or Maya bone rules. They follow the Metasequoia 3/4 rules that follow the old MMD PMD guidelines. They dumb plugin developers only created PMX rules and disregard the original code. Blender can never achieve perfect results with MMD, you have to rebuild the rigging character from scratch.
>>1011778There's literally a "MMD to rigify" button in the MMD tools panel. Don't you get tired of being wrong all the time?
>>1011621Yeah, no layers sucks. I just redid this walk 2 times now and I'm still not happy with it but I realize now I'm not making enough use of the graph editor and thinking about the different type of bouncing balls, their timing and spacing, and how they apply to this. Also Blender's graph editor is very clunky. Their update to allegedly change animation better be good!
>>1011630Too lazy to add jiggle bones right now. I just want to make a good walk and run for my game.
Anybody use Animation Layers, Ghosttool, AnimatePro, and or Ultimate Animator's bundle? I've been really debating on grabbing them.
>>1011783MMD to rigidity is not working: https://github.com/MMD-Blender/blender_mmd_tools/issues/103
Stupid newfag and your dumbest โreferencesโ that only come from Blender community. The real MMD is from Asia owners, created entirely in Metasequoia 4.
>make model in blender
>its ugly
>hate myself
>repeat
how was your day /3/
>>1011838Just an ordinary day rigging
>>1011838Sculpting and chronic pain, I'm showing it to the client tomorrow. God I hope I don't have to do many revisions.
how the fuck do i make a ship hull
>>1011899I think you're going to have to model or sculpt, or something
anyone know free skin brushes?
>>1011904https://pixologic.com/zbrush/downloadcenter/alpha/
Hello, everyone. I'm new to blender and 3D modeling/animating in general. I've found a couple of older models that I really like on sites like DA that have outdated links and aren't available on sfmlab. Are there any other sites out there that archive such content?
i wish scifi nazi wolf girls existed in real life...
What the fuck is wrong with the Blender community Discord severโs support section. I swear to god they look at me like I have 3 heads just because I donโt understand everything immediately. Is that fucking hard for them to actually help when you ask a question
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https://www.reddit.com/r/blender/comments/1kmq0k2/i_made_some_pride_themed_wallpapers/
>>1012048Surprisingly 3d isn't as infested as one might expect for this kind of hobby, especially at the top levels. Those are mostly "spent 5 months on a donut tutorial" bottom feeders
>>1011128 (OP)So it seems that the guy that wanted to modernize the nurbs didn't get the gsoc grant, he is the developer of this free addon so i suppose his goal was to port it to the modeling module:
https://www.youtube.com/watch?v=gKCFDeULLMk
https://github.com/RomainGuimbal/SurfacePsycho
>>1012075eww not the french
a shame he didn't get the grant, I've never used nurbs surfaces and there's probably a reason why
>>1011358>itโs only on Linux, not Windows or Mac.it is an option on almost every game on windows now because DirectX is such fucking shit
>>1012077>a shame he didn't get the grantIt was discussed on the modeling module, Jonathan Lampel wants him working on this but Campbell Barton wants him submitting some patches before hiring him so there's hope but the development in blender is a shitfest so even if he is hired this could end in nothing, the guy has been working on the addon 2 years.
im working on a model, best project I've worked on so far, but I have a problem. I already modeled clothes, solidified and everything, and now I come to find out that this is advised against because now I can't apply automatic weights that affect the body and clothes. I unjoined the clothes from the main mesh but I'm kinda stuck, do I need to manually weight paint the clothes or is there another solution? Even manually painting seems like it may not be feasible because I would have to paint both the inside and outside of the clothes which I'm not sure how to do on the insides of sleeves and such. Also trying not to draw too much or anything like that (like weight painting) because my wrists are a bit fucked
Am I fucked or is there an easy fix?
>>1012094Weigh body, attribute transfer to clothes
>>1012095This worked PERFECTLY!! Her hair seems to have attached itself to the sleeve a bit but otherwise I'm good, and I'm sure the hair issue is easy enough to correct! Thanks anon!!
I love my OC so much...
>>1011708THAT'S another cool feature they've been totally neglecting!
there should be gizmos to change the bend properties directly in the viewport, rather than have to use a bunch of helper bones and drivers...
>>1011566check your modifier order, i had that happen a few times because it was out of correct order
>>1012133>>1011604>>1011568>>1011570>>1011572I got it, it was because of the SSS weight in Principled BSDF. I needed to reduce it from 0.0035 to 0.00025. Weird
>>1012144Glad you got it, my next guess was normal map not set to non-color
Too many things can go wrong
>>1012124I'm kinda amazed by how simple the easyrigging guy is keeping it, I can only imaging what you ccould do if you had widgets from the get go instead of numeric controls
https://vimeo.com/channels/1100385/174428931
>go to add Solidify modifier on complex mesh
>accidentally click Skin modifier
>Blender stuck loading for 20 minutes now
FUCK
>>1012160Kek happens to me all the time
>https://developer.blender.org/docs/release_notes/4.5/>A new Boolean solver option has been added to the Boolean Geometry Node and Modifier (dd559259d).>The "Manifold" solver is based on the Manifold Library. It is much more robust than the float solver (which means it works in many cases where the float solver fails due to numeric issues). It is usually as fast as, and sometimes faster than, the float solver (bigger speedups happen on machines with more processors).interesting, I think that's the most interesting feature for me this update, as well as a couple performance improvements here and there
>>1012160it does happen, you need to master the art of saving before any potentially dangerous operation
>>1012162I think it works better with overlapping faces, not sure, other than that I can't see the difference, I want to see the new bevel node, the developer says that it could land in the 4.5, it should add better support for bevel after boolean, something like the soft boolean from houdini, also gn support.
Why does my Subdivision Surface modifier not work in renders? It's enabled in both and I can see it working in the viewport
>>1012177In the modifier did you adjust both "Levels Viewport" and "render"?
>>1012178yeah they're both at 2 by default and I didnt touch anything.
I disabled 'Simplify' and 'GPU Subdivision' and it still wont show.
It dpes show if I move the modifier above 'Armature' in the modifier stack. But then it gets all jagged and messed up. This is because the model is posed. But it looks 10x smoother and better if the subdivision modifier is used on the already-posed model, below Armature.
What the fuck, why wont it just work like that in the render, it is obviously possible since I can see it in the viewport
What's wrong with the boob shading, is the topology that bad?
>>1012182I think theyโd look better if they were at least a bit bigger
>>1012187Thanks, it does look better.
https://cubebrush.co/blog/cubebrush-stance-on-ai-generated-content
https://youtu.be/onC3hLcflfY
total blender noob here, i downloaded some models off of smutbase and the arms/legs seem to be connected in a way where if i rotate/move/scale one limb the opposite one also does so. looked it up but all the solutions i'm getting are for different issues. maybe i'm not wording it properly because english isn't my first language but i hope someone can help
>>1012192Funnily enough, that does make it look a lot better. That has partly to do with the fact that the breasts seem to have more weight to them, with the way they overlap the torso and create a sharp crease underneath.
>>1012182I want to say the problem with the breasts has to do with an incomplete understanding of anatomy. The shoulder-armpit area is what gives it away to me. Ultimately, that limited knowledge of the anatomy affects the breasts as well, but in a smaller way. Breasts come in many strange shapes and sizes, but those ones look rather moundlike and don't droop very much at all, unlike in your second post.
The other part of that is the topology like you guessed. In my experience with working with that general poly count, I usually find that it helps to have another mesh with altered topology to use for the normals. you can give your main mesh a data transfer modifier with the other mesh as the source, edge data checked, sharp selected, and mapping set to whatever works the best. It also helps a lot to set the models to shade auto smooth (180 degrees) so it acts like a regular shade smooth, but you can also mark edges as sharp.
>>1012202Thanks, Idk if this is better but i feel like it is. I'm kinda new so I'm not sure how to do the data transfer normals thing but I'll look it up.
Am I crazy or Weights -> Mirror doesn't even work? I'm in Blender 4.3
I worked with ChatGPT to try everything and nothing would mirror the weights from a L to R vertex group aside from making a backup of each of the L side groups, doing Weights - > Mirror with 'Topography Mirror' checked (which seems to have flipped the L side with the R side entirely) and then deleting the flipped L groups + replacing them with the backups made earlier.
Weight painting across mirrored topography works fine, just 'Weights -> Mirror' does not work as it should and seems to do nothing at all unless 'Topography Mirror' is checked
>>1012182>>1012212you have no resolution on the other axis, you have 8 edges
smooth shading is not going to work miracles on an octogon
>>1012219Blender canโt mirror, the developers refuse to add such features. A decade old feature and Blender never added. Stop using Blender.
>>1012212It looks as if theyโre connecting at the armpit which isnโt right.
>>1012179is there really no way to use subdivision surface in a render on a posed model (below the armature modifier)? It looks like shit when above Armature yet it seems everyone acts like that's what you're supposed to do?
I mean I found a hacky way to do it with EEVEE by using 'View -> Viewport Render Image' but this does not work with Cycles, it's just black if I try that.
I just want the model to get high-poly only when I render. Without having to untick 'Simplify' every time would be really nice too
>>1012244It works fine, that's a very common use case so presumably you've got something else interfering. You'll need to share some screenshots or even part of the scene file if you want people here to figure it out
>>1012244if you've really fucked the settings what you can do is create a new file and append the objects from your old file
sometimes creating a new file is faster than figuring out where you went wrong (it was in middleschool)
What does this mean when this turd program is CTDing without any message ? I suspect a plugin but find out which one is the culprit?
>>1012468If you have a heavy scene then not enough memory
>>1012469>heavy sceneuhm no this happens with a grid and a cube only
>>1012468>>1012477if you want to solve your niche problem that only happens to you and a handful of guys, you should try the discord, forum or reddit
there's 30 posters in this thread
>>1012182It's a topology issue. Redirect some of the edges THROUGH the boob, instead of around it.
>>1012477Oh then the solution is to delete the cube. Old veteran blender trick
>>1011128 (OP)Anyone here know of some good resources for rigging - preferably something going from low complexity to higher complexity. Models are primarily humanoid.
Also, since my models are for game dev, anyone here have advice or personal experience using Godot? I hear there can be issues in general with 3D stuff
i wish you could make pose mode work exactly like xnalara. blender's controls are such CBT
Wait so with Blender 4.0+ they removed the ability to transfer vertex positions between meshes with data transfer? And that's it, there's no way to do it now besides scripting? What the fuck
>>1012510Just use geonodes, dood.
>>1012511That's just scripting with extra steps
>>1012544You'd nitpick the clear divide between usability of geonodes and scripting, so here's a fundamental difference you can't refute: geonodes work like a modifier, while scripting is destructive. Once you run a script, it modifies the geometry, and it needs to be run manually. So if you want to make changes on the script driven operation, you need to keep a copy of the unmodified object and re-run the script with different inputs every time. Geonodes being modifiers means that they aren't destructive and also that they're animatable. Other advantages of modifiers are that you can easily preview your changes live by directly modifying the inputs, that they play nice with other modifiers, that they're easily reusable and copy-able between objects or projects in bulk and that they're safe to readily use from other people's files without having to check the logic for aids.
Geonodes have hard limitations, but for things within their capabilities they are vastly superior to scripting.
>>1012549Sure, but with scripting you can just ask ChatGPT to write you a script you want and get shit done in 1 minute instead of designing those nasty fish graphs by yourself for hours.
>>1012549None of that shit makes them eaiser to use. In fact geonodes are unreadable compared to scripts and the most unintuitive thing in Blender and that's coming from someone who used 2.4x back in the day
>>1012549>>1012550That is not normal, you trying to copy something everyone in Autodesk hates. Itโs the reason for Biforst to change in 2026 editions.
>>1012553>you trying to copy something everyone in Autodesk hatesBut he's not trying to copy their userbase?
learn to ignore the retard
>>1012556>>1012557Blender literally copied it, this node nonsense was before Blender YouTubers were a thing. Only stupid people like you continue to use it.
what the FUCK are these rounded corners on the gui?????
>>1012703>Focus Areas: Some users feel that certain areas (e.g., sculpting, texture painting, physics, animation tools, NPR rendering, CAD tools) are neglected in favor of others (e.g., Geometry Nodes). There are also concerns that Blender is trying to do too much instead of focusing on core strengths.https://survey.blender.org/feedback/2024/ if you want to read the whole thing
>>1012703>sculptingRefactors ongoing, some shit from the dyntopo branch could land too, it would be ok to have the half docen of patches that have been since the times of Dobarro and Joe Eagar ( colors in multires, repeat last, texture support for the filters etc...) the shrinkwrap brush will land this summer.
>texture paintingthe biggest project is the 3d brush,it should be out of experimental eventually, you have ucupaint too.
>physicsthat's part of the geo nodes people
>animationthey have the new animation system that it will have layers and shits like that, but they could work in other things like rigging nodes or whatever before that, who knows.
>NPRyou have the branch paid by goo studios, that should land eventually
>cadthe developer of surfacepsycho still wants to work in the nurbs system, nobody knows if he will join the foundation so that will be slower.
you forgot
>SDFWaiting for the grid input node.
>>1012710I know anons like to complain but I still feel like "we're eating good", like the kids say
what does the shrinkwrap brush even do? localized shrinkwrap modifier?
>>1012712https://projects.blender.org/blender/blender/pulls/136342
>>1012713>tfw I'm a year into relearning sculpting in Zbrush and those fucks finally start dropping cool stuff for blender sculptingFuck off
>>1012714cool joke anon. pฤบease stick with Zbrush
I guarantee that by the time you become a pro artist Sergei will be in his deathbed and the Multires modifier will only work when it feels like (also no proper brushes because fuck you)
>>1012710>that should land eventuallyKek, they are reworking all that, it was a layer for eevee and now they want materials for both engines and the compositor instead, so all the work will go to the shit and it is not the first time that this happens.
https://code.blender.org/2025/05/npr-project/
>>1012544Oolala, somebody's getting laid in college
>>1012713The sooner they get rid of Pablo's dogshit codebase the sooner we can get back to having good sculpting in Blender again.
>going to be moving abroad for a year starting in October
>can't bring my desktop with me
I'm sad that I really don't have any reasonable options for portable blender/3D work unless I drop $3k+ on a jewishly overpriced laptop
>>1012742Blender runs fine on the sub-1k budget gaming laptop I bought years ago, what do you do?
>>1012742Acer Aspire 5 is like 600 bucks and should be totally fine.
>>1012743>>1012755I have the Acer computer and it doesnโt make blender better. Shit up about your crazy conspiracy theories.
>>1011128 (OP)I want to render a scene from various camera positions using the command line. I've got a script set up for moving the camera by taking in a command line argument, but will Blender "wait" until the first set of renders is complete before moving onto the next set?
Basically I want:
>Blender render camera_pos_1then when that's done
>Blender render camera_pos_2then when that's done
>Blender render camera_pos_3And so on. Has anyone done this on the command line before? There's like 200 angles I have to render something from for multiple frames, so setting up an automated script like this would be helpful and necessary.
>>1012862Yes movies do this to save on editing time and help the video editing team. Just one problem, the camera is a different entity from the rest of the 3D scene. The coded camera of waiting also requires the other actors and world to also do the exact same thing. If you have a mid fight with special effects you will need to confirm it will not fade out during transition and the fighters clothing or movement not moved a lot.
Itโs tricky but possible.
why does my mirror modifier keep getting messed up whenever i movie an object? My mirror keeps staying in the same place or its mirored inside the object itself. im trying to model some shoulder armor and this is driving me up the wall.
>>1012883Mirror is based on the object origin/pivot point. Take that into account when moving stuff around
>>1012162It's pretty impressive. Check the numbers
https://www.youtube.com/watch?v=awNxZL0_peg
Don't watch the whole thing. He basically loops over pipes to boolean them, and it does it in real time.
i dont understand why this happens? I applied all transformations but the mesh keeps mirroring the opposite side i want it to. I want these to be reversed so that it can be one solid piece
>>1013003Can you show the unmirrored piece and draw a sketch of how you want the piece to look after mirroring?
>>1013008heres what i want it to look like. im trying to model a knight pauldron and i suck at it.
>>1013010It looks like your issue is that your object is centered when it should be moved over such that it lies on the side of the origin that you want mirrored. Alternatively, you could use a Mirror Object to change the origin of reflection.
Does blender have fur shading that uses a height map for length? I would have thought it was standard, but I'm not seeing the option anywhere.
>>1013012I would also like to know this. I've been in pursuit of a low cost fur shader myself. But I haven't stumbled into anything yet. You can probably make on in shader nodes. You might want to experiment with the "displacement" node. that has a height manipulating plugin. I believe it's made for such a task.
Or "vector displacement" node. That one looks similar to the other one. Not sure what the difference is.
>>1013051Idk, for me it would make way more sense to do this with geonodes. For example you'll have fur hair piece in object info, instance them on surface aligned to normals and vertical scale according to heightmap.
>>1013055That's one way I've tried it. It gets ok results if you tune it wall. but it gets expensive to cover a lot of surface with a bunch of tiny fur. I've been pursuing a more cost effective solution. But I'm not quite skilled enough to do it yet.(Feels like I'm getting close though)
Basically, the idea is to create a hull, and then offset the shading information in such a way that it appears to spike from the surface up to the hull. It feels possible. But the concept is too slippery for me to grasp.
How can people make this "aliased" look in blender? Or did the guy add it after?
>>1013090Scene Film Filter Size: 0.00 px
>>1013092Cool stuff! Thanks!
Everyone should have this addon, it makes using lattices a pleasure instead of a pain https://blenderartists.org/t/latticehelper-aigodlike-free-addon/1510353
>>1013099Quality of life, not ground breaking, it packages existing functionality so it's less tedious
What I would want is symmetrical editing for lattice vertices
I've been playing around with a few videogame models (daz) from [spoiler]smutbase[/spoiler], posing them and rendering them on and off since last October. I just tried animating something for the first time and, maybe I'm biased / love the smell of my own farts but I think I am pretty fucking good. For having just started with it at least.
I already thought I was pretty good at posing and it turns out animating is like stringing poses together, so I do the same thing and my animation is better than 90% of the similar type of stuff I see out there.
I used to hate blender because I was lazy and didnt want/need to learn it, but it is really nice. I keep thinking of new things I need then asking ChatGPT how to do them and there's always a way
imagg
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>>1013105There's also a native workaround for that. https://blender.stackexchange.com/questions/304119/is-it-possible-to-mirror-lattice-edits
I just made Chatgpt script it into an addon https://files.catbox.moe/qrkgfd.py
First parent your mesh(es) to a lattice, then select the lattice, right click in Object mode>Mirror lattice on X
does anyone have these dilon goo products?
https://superhivemarket.com/products/meshtrails
https://superhivemarket.com/products/amethyst-anime-rig
>>1013138>>1013109Your fake code also has a flaw that doesnโt mirror in different angles. This is why ChatGPT is awful at coding and why you should never use it.
>>1013162When you write stuff manually from scratch it's also highly unlikely you'll get everything right from the first try. It's still takes 100x less time to do it this way.
The best way to deal with problem in this case is to ask it to fix the script according to your corner case, and if it's not able to, then fix it yourself. Copilot is better at this btw, so use it instead of ChatGPT.
file
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>>1013109hey bro, I recently started trying the exact same thing. I'm using rigid3d's injustice model. are you doing the same type of thing here where you take each pose/pivot point and rotate/move until you get a good pose? I'm having a lot of difficulty and I don't know if it's because I just don't know how to work this thing or what. if you recommend any other resources/models/tutorials, I'd appreciate it
>>1013178>where you take each pose/pivot point and rotate/move until you get a good pose?yeah selecting and moving/rotating/scaling bones.
There are little tricks, like with Rigify rigs you can scale the fingers to make them curl, or rotate / scale the mouth bone to make smiles, frowns, puckered lips; twist the lip corners to flex cheek muscles, eyebrow corners to furrow brow, etc.
Make sure you unhide all the important bones. Learn to use the asset library to save poses like face expressions and blend them together, even specific body parts and across symmetry. You make something good and keep reusing it in parts.
I don't have any tutorials, I am just trying shit and asking AI when I need help, it's like a personal tutor
>>1013186that looks awesome. do you pose frame by frame or use some sort of interpolation?
>>1013191Interpolate as much as possible for it to look good. When you keyframe every frame it not only takes forever but it can look really jumpy, like that old show Dr Katz.
You can go to frame 0 and apply a pose to the selected face bones, keyframe it, go to frame 30 to do it again with a different facial expression, and now the faces are gradually changing into each other over 30 frames. Then from frame 15 you can keyframe how the nostrils already are, and at frame 40 twist them with symmetry so they are flared. They will gradually flare during and after the whole face expression change at their own speed.
Stuff like that
>>1013174Or actual people working to fix the problem and allow features not available from ChatGPT perspective. That is 1000x better than some dumb robot will ever create.
>>1013138Hmm, I have mixed feelings about this, we'll see how things are in 2 years
>>1013194For most people, even those who are software developers but also do 3d this is more like:
> should I model this manually or should I spend at least 3 hours googling blender python api docs to write a script that does this for my particular use case here> 3 hours is too long I'd rather do this manuallyvs
> should I model this manually or should I spend 2 minutes asking ChatGPT to write a script for my particular use caseIt's exactly like this for me. I'm often asking it for one-time scripts for stuff like "subdivide every edge to from-n-to-m vertices and randomly displace said vertices in specified radius" (if that doesn't make sense, lowpoly n-gons and broken topology combined with quirky normals is my kink).
>>1013204Then you need to stop being a developer. Python API for Blender? You donโt care understand it can run without Blender stupid API right? Itโs the reason Python exists. This is not a software issue, the issue is you.
>>1013205Lol stupid retard, when you know Python it doesn't automatically mean that you can just instantly write scripts for Blender for example, because to write anything useful you need to use internal Blender functions and datatypes (Blender API), and to simply read through the API docs to find functions and datatypes you need to write some simple script can easily take hours.
>>1013162It's worse than that, I realized that this method doesn't give an accurate mirroring because it's the result of 2 stacked influences.
I already knew of 2 other methods to mirror lattices, but setting them up is a pain in the ass.
But not for long, I'm cooking something, stay tuned.
>>1013224>Say iโm the stupid one>Oh no my dumb AI code doesnโt workIf you were a real developer and had done this by yourself you knew it was wrong and you fix it before you embarrass yourself.
>>1013230Even though it says "Anonymous" it doesn't actually mean those posters are the same person. Look, even your post is subscribed as "Anonymous" and clearly you're not me.
>>1013232Youโre the only one who used ChatGPT on this, your own code isnโt working because you decided to use robots and itโs you who stole the other guy plugin and replaced it with robot code. How can it not be you.
>>1013233I'm anon who uses ChatGPT for one time scripts. I'm not sharing them because I'm well fed up with retards like you. But you can watch. Ofc those columns have a lot of manual tweaking after the script. But it's still a good starting point. Especially when you want to do few dozens of them.
>>1013224hey, at least it's better than the usual reply you get when you ask in blender forums: ""lattice objects are not meshes and cannot be mirrored""
like bitch, it's literally an array of points, what do you mean it can't be mirrored...
I wish somebody made a version of blender that runs on ipad
>>1013239Says the fake dev, you donโt realize youโre missing Python 3 rules and current Blender requirements.
>>1013246> Python 3 rulesZero value outside of projects multiple people are working on. Which one-time script isn't.
> Blender requirementsZero value outside of projects multiple people are working on or projects that aim for long support. Which one-time script isn't.
> Gets the job doneGreat value.
> As quick as possibleGreat value.
> fake devI'm a React dev btw, and I couldn't care less about PEP or whatever, and especially so in throwaway scripts.
>>1013249>>1013252> the only purely functional programming in mainstream> everyone uses typescript> laughing and at the same time thinking some actual dynamic scriptshit like python is worthy
>>1013249>>1013252Just jumping in to point out that gatekeeping doesn't change the fact that AI coding tools are permanent part of people's workflows now. I know quite a few great programmers that use them, and I'm an old guy who wrote BASIC in the 80s.
>>1013255No one trust AI to code, it a meme. The React code it give you is incorrect for Blender and thereโs a better solution than the one it given. Like for example, if youโre going select multiple models that align for something like faces or pizza dough. You have zero ways to do it. Then your answer for manual work got defeated over the fact that you had to continue to work on the script and again if a feature is missing. AI should be smart enough to understand this, not follow your dumb suggestions.
>>1013201Why not today?
I present to you 'LatticeMeshMirror(LMM)' Aka 'Lattice Mirror at home'
https://files.catbox.moe/wh4m8p.py
Features:
>1. Create Quick LatticeAuto set-up a Lattice on a symmetric mesh centered on the world axis.
Cons: Editing the resolution of the lattice in the 'Object data properties' breaks the auto scale.
>2. Mesh deform methodUses a mesh replica of the lattice and a MeshDeform modifier to control the lattice.
Allows mirroring in 3 axis and all the features of mesh edit mode with the smoothness of a lattice.
Cons: Only fully affects the outer boundary points of the lattice.
>3. Armature methodParents a bone to every point of the lattice using bone envelope influence, allows you to reset the position of the points and animate the lattice.
Cons: Only mirrors the X axis and no Proportional editing.
>4. Mirror Mesh methodCuts the mesh in half and adds a lattice to half of the mesh. Allows cutting in 3 axis.
Cons: The centerline of the mesh will break if the center points are moved away. BSpline mode is not recommended, other modes work fine.
>5. Apply latticeQuickly applies and deletes the lattice
>>1013259Hi, I'm NTA, my only post is about gatekeeping. I personally don't trust AI and don't use it, but programmers I know do, and it helps them get things done. However, these guys are already Sr level (or nearly Sr) so they are pretty good at evaluating AI output. Regarding your expectations for AI, it couldn't code at all a few years ago and the current pace of improvement is staggering. The fact that so many programmers use it effectively today is nothing short of incredible. even if just used as an elaborate autocomplete that you're forced to edit saves a shitload of time.
>>1013261No one is using it, not when the AI puts exploits into the scripts: https://www.nist.gov/news-events/news/2024/01/nist-identifies-types-cyberattacks-manipulate-behavior-ai-systems
>>1013264Nothing wrong with exploits in my Blender scripts. This is kind of offtopic. Please proceed to /g/.
>>1013264>No one is using itPretend all you want but you're not facing reality. One guy I know uses Grok at work, which is not even known for coding, and yet he claims it's a major productivity boost for him. He's not a vibe coder, he's second in command on the development team he's been with for 15 years. Everything goes through a linter anyway.
>>1013268Grok is a ChatGPT API that Elon paid OpenAI. If you knew or were part of engineer development team this kind of stuff is easy to learn from simply hacking Grok. People had managed to prompt Grok into telling us by using old prompts. So no, ChatGPT the lying robot that claimed the code works doesnโt actually work. Guy is clearly lying, everyone in twitter is known to lie for popularity and profit.
>>1013269> So no, ChatGPT the lying robot that claimed the code works doesnโt actually work.Cope. It does actually work for me in most cases. And there are proofs even in this thread. But this is definitely offtopic.
I know that if I ask you to write code for me for free everytime I need a Blender script for some specific scenario, you will probably refuse to do it, and even if you try, you will most likely spend way more time doing it.
>>1013269I'm not sure what you are saying. I'm not a software engineer and my friend has no reason to lie about using Grok to code. He says it's like having three junior engineers under him. He's not the only one I know using AI. One guy know owns a small independent data center and uses AI to write management scripts. I'm guilty of letting this go way off topic so I'll leave you with your delusions.
>>1013271I worked in Data Analytics stupid and we donโt use AI. The machines lie about everything and the corrupt data isnโt something that can be cleaned away in a few seconds. Your refusal and lack of Artificial intelligence is showing. Grok is ChatGPT because you believed in Elon the lying bastard that even Trump hates. You believe in a made up story in twitter with made up pictures. You used Rust instead of Python. You donโt follow Blender rules or add features that a Rust developer would have added. You donโt belong in this board, you should be banned for blatant lying about everything.
>>1013272You have me confused with someone else in this thread. I'm just the guy who says you shouldn't gatekeep programming languages and that lots of programmers use AI to help code. None of this in controversial. Take your meds.
>wasting your time arguing with the local schizo
>>1013272> You used Rust instead of Python. You donโt follow Blender rules or add features that a Rust developer would have added.Kek, you systematically confuse the new person in discussion with the previous one you've been talking with. There were at least 3 at this point. You might have brain damage, this lack of basic comprehension is concerning.
>>1013277> lack of basic comprehensionMental deficit dude's demonstrating is called overfitting, and it's kind of funny how he criticizes AI for making things up when his own brain systematically falls into the same gradient pits.
>>1013273>>1013277>>1013279Oh shut up we know itโs you, youโre the only one who agrees AI is useful. Your the only one with the AI Rust code and you hate when AI is being talked about in a useless manner.
>>1013283I'm not even interested that much in this topic. You're the one who turned this into AI holywar thread. The way we use AI in this thread is to do more 3d and less programming. You should go to /g/, that's where there are multiple generals dedicated to talking about AI all day every day.
>>10132843D is art, you make it in multiple ways like any art. Prompting a machine to do your work because you arenโt going to do art is not art. prompt is not work, you did not even fix or review the code. Youโre not a programmer.
>>1013286Okay, you asked for it... You are wrong in thinking all arts, crafts and skills are equal. For example, if you do painting or sculpting your whole life, you continue using and improving the same skillset, your every new work is result of something you've been cultivating the whole time. Programming, on the other hand, is inherently self-deprecating cycle of learning, using and then forgetting, infinite numbers of application programming interfaces that pop into and out of existence all the time. There are some super basic fundamentals that are common, and the ceiling to them is very low, after that it's basically all googling new shit, using it, and forgetting about it. Even worse, code has no inherent self-worth. I mean, it bears no value (outside of corporate human resource management concerns, ie "best practices" and "code conventions") how it looks, the only value of code is the result of its execution. This is why almost any programmer who's been long into this will happily use AI as opposed to artists who almost all hate AI.
>>1013290Youโre not a programmer to make an opinion about coding and the industry it uses. The machine is the one who copied the code and put in lies to look like a working script. You canโt code, you canโt understand Rust, you failed at Blender API rules and you donโt have creativity. All points at you, your decisions and your actions.
4.5 on Monday
>Color painting supports randomization of hue, saturation, and value during the entire stroke or on a per-stroke basis
just in time for Pride Month, no homo
>>1013294Usecases? Subtle value randomization is nice for surface material textures I think, like stone/metal/ground/moss/etc, and especially so if you use some kind of cracks brush or something, and having value variety will make those cracks look less repetitive, but hue and saturation I have no idea.
>>1013293Just admit that you're overwhelmed by my power level and I'll treat you well after my ascension to godhood.
>>1013301Itโs over
>Slices you to nothing
>>1013295probably making shit look "painterly" by creating variation
>>1013305Can't imagine randomized hue making it look painterly, and even less so - randomized saturation. Painterly look imo is when very limited number of colors mix together on canvas. Nowhere near random hue shifts.
Best help for painterly style would be to introduce layers with opacity and blending modes.
>>1013308the best way to get a painterly style would be for you to learn how to paint
>>1013307it could be subtle variation that makes it look less uniform, less digital
lmaho
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>>1013260New version, hopefully the definitive
https://files.catbox.moe/8g7jhe.zip
>>1013309Yeah, layers and blending modes are unnecessary, but really it's all about opacity and how color with opacity mixes together with another color that is already there. Hue shifts are out of picture. But anyway, maybe those blender additions will spawn a whole new visual genre, so lets see.
>>1013311>ITโs DeFiTiVe>No lock feature to not mess up>No way to tell how much force you wanted in the section>No warnings during certain situationsAnon was right, you suck and AI is awful. You didnโt add anything new and you believe this is the perfect script for Lattice mirror.
>>1013304How quaint, how curious! Come now, do tell this noble crowd โ how isโt that, though thou didst slice me into dust and shadows, I live still, bold and breathing? And lo โ my staff of life! โ is wet and dripping, as though the moon herself did bless it!
>>1013311New version that soon
List of changes:
use_fill=False, #lmao
https://files.catbox.moe/k35ex4.zip
>>1013323Could you be more specific on what needs to change
>the perfect script for Lattice mirror.It's literally called Lattice mirror at home.
>>1013324Youโre just not cool enough
>>1011128 (OP)Hey it seems that they have fixed the brush size for the 5.0 so you can paint pixels in the textures again
https://projects.blender.org/blender/blender/pulls/139813
>>1013333>Have to login to see itI found another bug, the open source Blender is blocking access to issues and their servers.
>>1013333>>1013335wtf that's new, since when do you have to log in?
Is there anywhere to learn NPR style rendering or communities who do this specifically?
I know a lot of weebs hate 3DCG in anime but I like it and wanna learn how to do it.
if you have a cube, and want to make two of the sides curved in a very specific way, is there a way to achieve this with more precision than doing proportional editing and manually moving the points and hoping they'll fall into the exact curves and lumps you want?
(e.g. like the diagram except with a lot more points and edges)
>>1013376Without geonodes, I would make the 2 sides roll in an arc (from the side view) to provide even geometry distribution and shrinkwrap those two sides delimited by a vertex group to a "control" plane with a subdivision modifier and the amount of control points you want.
Here's a quick geonodes approach to do the same thing.
>>1013373https://bnpr.gitbook.io/bnpr
New update, pretty sure it's the last for a while.
https://files.catbox.moe/7n2y3d.zip
List of changes:
Changed bone lenght to bone radius to resize controllers for the armature method
The Mesh mirror method now cuts across the local axis of the object by default. added a checkbox option to choose world axis
The mirror modifier now uses the world axis to mirror the mesh if the mesh was cut through world axis
>>1013394Thanks a bunch for this!
>>1011195smooth shader
select sharp edges and hit make sharp
or shift+and scroll.
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>spend like 6 hours following a few different tutorials on modeling a pillar (yes I know)
>try to slap a texture on it
>mfw
yeah this 3D shit might not be for me. I realize I had pulled the bottom vertices of the pillar to create length and now it looks like a distorted mess
>>1013414No no stay!
Welcome to the wonderful world of texture mapping. It's fun and dandy until you have to unwrap the individual cords of a wicker chair. You columns is fine it just needs one love and uv coordinates.
>>1013414There are so many easy ways to fix this, it would take you less time to do it than to post this if you had more experience with uvs. One of the easiest would be to return those bottom vertices back, then turn on press G+G+C and pull them down again, and when it's done, in bottom left "edge slide" menu select "Correct UVs".
>>1013414Jsut slap a new cylindrical mapping on it and you're good
>>1013408Still no apply force multiplier or lock features. stop using ChatGPT such code doesnโt exist in the internet. They told you itโs never going to end on features, you really do lack creativity to understand why lock and multiply should be added.
Is it possible to just download a couple animations and apply them to your humanoid rigged character?
I don't care if the animation is a bit wonky and not 100% working perfectly with the rig.
Or will it not apply and not work at all if the animation wasn't made specifically for that rig?
>>1013445look up animation retargeting
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>>1013429>>1013428>>1013418thanks, I was able to salvage at least something that looks passable.
>>1013414>>1013448I like this twisted part on top, is this a modifier? Could you share your tutorial?
>>1013454yeah it's called an Ionic capital. this is the video I used. I didn't follow it all the way through; he adds a lot more detail to it. this channel is really cool for classical arch stuff
https://www.youtube.com/watch?v=xil6X-2dQFE
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i can't model, what should i do except giving up?
>>1013478Hours of topology tutorials will help. John Dickinson on YouTube/Patreon has a great series that vastly improved my modeling. For me it was really thinking about the best way to put primitives together, thinking a lot before hand about how many faces and verticies to use, and even drawing on paper first.
>>1013479i can't even make shape properly now how can i use that topology knowledge?
>>1013492Just, like, make a shape. To learn to make one you just need to practice until you get it
>>1013492Honestly your attempt is a pretty good start and kind of salvagable. That shape would be better using subdivision surface modeling, which requires fewer verticies/faces. I would start again with a cylinder llike you did, give it a triangle fan fill on the caps (in the popup dialog box), use maybe 16 verts, then add a sub-d modifier. From there it's a matter of adding edge loops and tweaking verts to get the shape right. This isn't an easy "beginner" shape so don't feel too frustrated. The key to good sub-d modeling is edge flow and properly positioning poles. Keeping everything quads is great, but don't stress about quads if it looks fine with triangles and n-gons (though harder to cheat under a sub-d modifier).
Does anybody know if I can make a texture on a model show up in the viewport, regardless of viewing mode (wireframe or solid)?
Like how empties with images show, but then I'd have the option to crop them down to the parts I want.
>see video about how 4.5 has vulkan which makes viewport eevee incredibly fast
>try it out
>it's so much slower than usual that it's hard to even look around
huh
>>1013588Thatโs because they have a $1590 graphic card and you donโt.
First time trying to do a low-poly head.
IDK if I messed up the UVs, the mesh, or what but I'm getting this weird "hairiness" on my model, especially around the eyelids and nose.
Right is the texture I painted in PS. It's a bit rough but it again looks way wobblier on the model for some reason. Trying to fix it in Texture Paint hasn't been successful
Am I gonna have to remesh the head/face?
>>1013588>>1013590I need a good desktop but I don't know much about computers anymore, I've been using the same laptop for 5 years and the numbers don't mean much to me
time for a field trip to /g/?
>>1013603Nice Blue sub no6 is top tier.
i can't even follow along in older tutorials because they keep changing shit
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>>1013003The mirror is based on the origin location of the object along the axis assigned in the modifier. If i were you here is one way how i would fix it based on the image posted.
>All operations are from front view.1: delete mirror mod in side panel
2: object mode. select the unmirrored object, right click and set origin to geometry to reset origin location.
3:in edit mode, vertex mode, select bottom rightmost vertex and press shift+s then cursor to selected, then object mode, rightclick and origin to 3d cursor.
4: shift+s cursor to world origin
5: object mode- select object-shift+s, selection to cursor.
>your model should now sit on the axis at 0, with half on the side of centre.6: apply mirror mod with correct axis selected in modifier panel.
There are many ways to do it, but if you are not yet used to how the origin relates to the mirror mod, or how to manipulate the origin and 3d cursor to move your objects into precision locations then those steps should help.
REMINDER
the mirror ALWAYS relates to the objects ORIGIN location (Orange dot when selected)
>>1013649EDIT
noticed your object runs along Y axis, so when i say Operations from Front View i mean Looking at the object directly front on. The way your object is positioned numpad 3 would be your Front View rather than Numpad 1
>>1013603Could be you need to recalculate normals (shift+N)
Or doubled verts/faces from an extrusion so try edit mode, vertex mode, A for all, M to merge by distance.
Or possibly the scaling needs fixing Ctrl+A apply scale.
Have you tried going into uv editor and moving thing around in there?
Might be worth setting seams around the areas in edit/edge mode for easy uv manipulation.
Not really used texture painting mode a lot myself so that is all i could think of.it may be a stretched uv issue so look up ways to fix that if needed, but if i ever had issues with textures it was on of the above.
>>1013603Head finished. God this retopo shit takes so long but it was pretty fun seeing it come together.
UVs really kicked my ass. There has to be a more effecient way of doing this... Also I noticed that "Project from view" always ends up with hidden overlapping UVs (I put the seam at the dewlap base)... Lots to learn
>>1013631It's always funny to me how they had Range Murata design the humanoids, who does all these slick designs, then Takuhito Kusanagi makes some ultra grunge-ass demi-humans. Love the aesthetics of this show.
>>1013652I was going to redo the head anyway since I want to learn some best practice for animation models. It was the UV arrangement plus the low res texture. I have a lot of work to do
Is there a way to "pin" vertices from one body to another? The verts are lined up exactly tbc
Like say eyelashes to an eyelid, or hair to a hairline
>>1013778Do you have to? Why would that be useful?
>>1013778Yes. Two ways:
-Using an armature, you can just weigh the two vertices to the same bones
-you can parent an empty to a vertex or face, then use a hook modifier to parent the child vertex or vertices to that empty
>>1013790How to you parent an empty to a vertex?
this is my second modeling without tutorial continue to
>>1013615https://youtu.be/H_p_0Fnj4tM?si=KrtF5DaStnig1O_T
this is my second modeling without tutorial continue to
>>1013615 [YouTube] THGE CREATION OF AN AXOLOTL (embed)
this is my second modeling without tutorial continue to
>>1013615 https://youtu.be/H_p_0Fnj4tM?si=iSZhqtncydUV_91X
>>1013801this one, with tutorial
>>1013795Select vertex, select empty, ctrl+p, like any other parenting
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how can i fix this
>>1013810Merge the offending vertices to the ones on the right
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>>1011239hoping pablo get DEPORTED because we dont need him or his dog shit implementations
There's definitely room to complain about things, for example I'm trying to set up Blender on a new PC right now
I'm going to redo my entire keymap and settings because of how bad the asset settings are under the hood
All the shortcuts are broken and unfixable, they rely on brush name and file paths (and I am moving to linux)
I'm looking through blender courses. Is there a generally agreed-upon good int~adv blender course on realistic character creation/modeling?
Which topology is better for assplay, left or right?
>>1013841The more I thought about it the more confused I was about how to model the caster so I gave it a shot and my first intuition was correct. Took me longer than expected though. Here it is under a sub-d modifier.
>>1013913Here is the mesh without the sub-d modifier. I passed on adding the axel cap and it's not manifold, but you can see how I limited the number of verts and still kept it quads all around.
>>1013914>>1013913unless this is supposed to be hyper realistic, you are over complicating this. I can't think of any practical application for making that object one solid mesh. You could easily make that shape with multiple objects, drastically reduce the poly count while maintaining smoothness with a low 1 pass subdiv, then just combine all objects and you're done
>>1013915>you are over complicating thisMaybe? I only know modeling for 3D printing, I really don't know how to use blender for anything else. All I did was make a 16vert cylinder, cut it in half, and manipulate it under sub-d, then join a 8vert circle to the top. That's pretty simple, no? I'm sure there are plenty of ways to do this, but that's what I would do if I planned to print it. I'm really interested in seeing a better way if you have the time.
>>1013918Nevermind I didn't read it was for 3d printing. There's probably more specific software out there that will do the work for you though
>>1013913>>1013478third attempt of mine
>>1013937It's coming along nicely. A lot of decisions are really decided by the project scope so it's hard to say when a model is "done".
>>1013932>probably more specific softwaretotally, this is better done in CAD software, not mesh modeling (and surely how the original part was made). I regret not learning CAD.
>>1013890>generally agreed-uponno such thing. I've heard good things about this course and it's the only one I know that focuses on realistic humans, but I haven't done it.
https://cgcookie.com/courses/human-realistic-portrait-creation-with-blender
>>1013918>>1013937>>1013940you should look into a boolean workflow, it's more comfortable for hard surface and 3D printing.
>>1013947>boolean workflowThanks! Lots of the stuff I 3D print is just primitives slapped together with bools and tons of n-gons. I just bookmarked some videos on boolean workflow in blender and I'll watch them later today.
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How should I teach myself cell shaded stuff. I want to explore cell shaded styles in blender, and have just learned that there are limitations with that. How can I keep using this look with the limitations that Blender has, I have a lot of ideas of how to make cell shaded art and I'm not sure how to go about bringing these to life. Iโm kind of not sure where to go from here
How's the multires modifier in blender now? Is it still buggy?
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I'm going to be living abroad soon and I want a workstation that is movable since I can't bring my pc. I'm unironically considering pic related. I'm aware at how retarded inflated prices are right now but I can't find anything even remotely close to these specs. am I stupid?
>>1014015It depends, how buggy was it the last time you used it? They've done a lot of little performance improvements but still haven't made the next big change to it, that should come this year
https://code.blender.org/2025/05/projects-update-q2-2025/#layered-sculpting
>>1014019If you really believe that you need those specs then yeah, you are stupid
>>1014022can you recommend a laptop in that case?
>>1014023Something like that? RTX 4070 and 32GB of RAM is pretty good for a laptop, but if money is an issue you'll survive with a 4060, more than 32GB of RAM is useless
I ran Blender for years on a GTX 1050ti and it didn't kill me
https://www.walmart.com/ip/Dell-G16-7630-Gaming-Laptop-Intel-Core-i9-13900HX-32-GB-DDR5-RAM-1-TB-NVMe-SSD-16-QHD-Display-NVIDIA-GeForce-RTX-4070-Backlit-Keyboard-W11-Pro-Metall/14878702501?classType=VARIANT&from=/search
>>1014022I think it was 4 years ago, somehow the higher levels would get messed up after sculpting for a while. vertices would spike out from the surface.
>>1014022Thanks for the link. The random artifacts, spiked vertices and undo/redo bugs were the ones that I experienced a few years ago. gotta just wait.
I've only been modelling for like 5 months, but I think I developed a weird wrist pain on my mouse hand. I've been staring at a computer my entire life playing videogames, doing wagie data entry jobs and occasionally doing the funny photoshop but this has never happened before. I grind 4ish hrs on a week day and 12 on a weekend. Will this go away on its own or am I speedrunning some sort of chronic pain?
>>1014042maybe try a stylus. I switch between mouse and pen when I get this.
How do you replicate scroll wheel actions with a stylus?
>>1014043How do you replicate scroll wheel actions with a stylus?
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>>1014042You can get used to an ergonomic mouse, it only feels weird the first month
>>1014048>>1014050Or set the stylus button to middle mouse?
Ctrl+MMB to zoom in btw
>>1014051Does this mean that every 3d modeler has fucked up wrists/uses a tablet/ergonomic mouse?
>>1014054That's a good question, I don't personally know many people with 30+ years in the industry but most people I know who are over 50 have some sort of work-related condition or got promoted enough that they don't do real work anymore
Do your stretches, go to the gym once in a while, get comfortable equipment
Personally I had to change my mouse because my index finger would hurt from clicking too much
At least 3D modeling is not bricklaying
>>1014083That makes sense. I've been using a computer at least 8 hours a day my whole life, but I've never felt this much fatigue in my arm. I guess its just a wrist intensive line of work
>Over 50I didn't know there were 3d modelers that old
I realize that I'm actually at the top of what I do in blender because nobody's able to answer my questions anymore, and most people can't even understand what I'm asking in the first place...
and I'm not even that good
>>1014184Grats Anon. I hope I can be as good as you someday.
Why do faggots here hate blender?
>>1014268>they're over 50What? I'm over 50 and I love Blender, been using it since v2.6. I learned Maya in school but it was way too expensive for my use case so I switched to Blender. Never had a problem with it.
>>1014240One part "It's free, so it's common, so it's bad" and part this belief that Blender users are obnoxious, and think it's the answer to everything.
So seeing Blender used instead of a dedicated program for sculpting/texturing/rendering/etc, is about the same as loading a game and seeing the default 'made with Unity' logo.
Does anyone have a good, sexy foot model? I'm not a foot guy so I don't know what I'm looking for
>>1014240It's called ragebait anon, ever board has it. Whatever gets replies
>>1014240they're under 50
>>1014240here? there are two cases
>experienced users who are annoyed by the flaws and quirks they know from using blender too long, and sometimes have a grudge against a specific dev>that one troll who watched a documentary about the video game industry once
>>1011239The fuck is Damstandard?
>>1011353>Wtf is smutbase?>Visit smutbase to check out>Download model>Jack off>Nut>Save smutbase in favorites
>>1014363crease brush, but with a different falloff (sharp)
>>1014367So ... We are missing nothing useful?
Can't really tell, because I don't use the pencil at all, but are more.into.hardsurface modelling and archviz.
Can someone explain to me what "Good topology" for humanoid bodies is supposed to look like?
Every example I see looks wildly different and it's hard to judge what's actually good
>>1014402also here's the full model
>>1013908Asking the important questions, I see.
I'd say topology of left is better.
How is this being done? What do I need to learn to do this?
>>1014402That's because much like everything in life there is no one true answer. Furthermore,the meaning of "good topology" will change depending on the purpose of the model.
In the example you provided I would say though the toplogy is quite poor. Ideally you want each 4 sided face to be a square or somewhat close to one. Here you can see in the legs especially, there are way, way too many vertical edges. This is bad because it will give the mesh a very ugly shape and not deform well in animation. It's also just unecessary addition of vertices. The "knee ring" is to assist in deformation when the leg is bent. Although it is pointless as the model is of such poor and low quality. What the legs really need is a reduction of around 3 vertical edges in the quad area, then instead of the knee ring just have 2 poles at the base of each side of the knee to reduce the vertical edges further as it moves down to the calves which are much smaller.
TLDR: Topology should be purpose-driven. Every face/pole for a reason. Then, square or close to square faces. Smooth edge flow, no jagged crap.
How do I properly bend segmented rectangles so it always comes out like the one on the right?
I'd google it but I keep getting vids where they bend it like superman bends a bar. I want it to be the same width even when bent diagonally, but when I extrude> drag the edges and shift forwards it always ends up thinner.
>>1014524look up how to use the shear tool
>>1014510Could you add a cylinder in between the spherical objects? Just to test the deform haha.
>>1014547That's the idea, if I can find out what system is making it happen
>>1014510nevermind figured it out
>>1014538Thanks Anon, that solves a bunch of my problems.
>>1014553>source?some retarded attention whore on twitter
>link?its just physics tab stuff you can learn anywhere on youtube
Anyone know where I can nab a free material library for Blender?
I'm looking for historical materials, stuff like wood, gold, copper, ivory.
...Does Blender even do material libraries? I've only seen Asset Libs
Please share your workflows for creating hair.
Does anyone know of a version of this plugin that works with newer versions of blender? https://www.braverabbit.com/braverabbit/tools/smoothweights/#1692861639282-78140420-6876
I'm new and mostly self taught with a few tutorials under my belt. I have a problem and I don't even know what to call it. They probably teach this day one on blender school and I want to be free of it.
Basically, whenever I create angled planes, the surface isn't really... I don't know what to call it, 'flat' maybe?
The plane will look fine until I try to do anything with the shape like add loop cuts or try to shrinkwrap something into it. When I do, I can tell its fucked because the loop cuts add weird creases, and the shrinkwraps don't completely z-fight like they would a normal flat plane. How can I avoid/fix this?
I know I can do looptools>flatten will turn it into a proper flat plane, but I don't really get to control the direction, and it pretty much ruins the shape I'm going for. I guess learning to prevent it is more valuable, but I'm open to both prevention and solutions.
>>1014867>prevention and solutionsIt's pretty easy for things to get wonky when modeling so don't stress out. In your case, if you want to flatten a plane that's been rotated an arbitrary amount, first select all the faces you want to flatten, then change the Transform Orientation to "Normal" (your gimbal should change direction). Then, press S (scale), Z (the direction of the normals), then 0 (zero on the keyboard). This will flatten all the selected faces/verticies. Depending on how deformed your faces are you might need to nudge them back into place.
>>1014870>then change the Transform Orientation to "Normal" (your gimbal should change direction). Then, press S (scale), Z (the direction of the normals), then 0 (zero on the keyboard). This will flatten all the selected faces/verticies.Wow, I feel silly now. I've only ever used that to straighten faces that were perfectly flat to an axis, but it never occurred to me to use them with normal orientation. That's good advice.
Manifold boolean solver soon
>>1014840I don't know about that addon, but isn't there a built-in smooth weight function?
>>1014874>but isn't there a built-in smooth weight function?Yes, but that addon has a few useful things like being able to smooth weights while retaining n max number of influences per vertex
>>1014785BlenderKit? It has a free version that lets you drag and drop materials right in the program itself.
I heard Vulkan is going to be great for viewport performance, is that going to translate to sculpting performance?
>>1014966I thought sculpting performance was determined by the CPU. Isn't Vulkan the Radeon GPU thing?
>>1014971I think Vulkan is the multithreaded CPU graphics library? Every time I head about it I hear about CPUs and cores
>>1014870I've tried this recently and weirdly enough, if you do the same operation (orientation to normal>select axis>scale to 0) it keeps giving you a different result. Is this normal?
>>1015008>Is this normal?Never seen that behavior. It could be that there is random vertex selected somewhere that shouldn't be selected. Or some normals in the group are flipped and should be recalculated. Hard to say without seeing an example of the behavior.
Can someone port this to 2.92.0 ?
https://files.catbox.moe/ytm4li.blend
>>1014983Wrong Vulkan is a graphics library that's meant to replace OpenGL. It'll speed any operations that run on the GPU but won't really do anything for CPU dependent tasks.
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My first day/try, i liked it and continue to work on it
Although i use my potato laptop(intel i7 and 16gb ram) with 28 samples for render, result is pretty decent. I'm on my way to make goth mommy furry porn
https://www.reddit.com/r/blender/comments/1lupkfi/texturing_even_while_modeling_with_smart/
First off I'll start with
>Reddit
But I'm a beginner building a lot of machine stuff, and this looks like it'll save me a ton of work. I've only been learning for less than a year and I've barely touched materials, but how does this add on look to you guys?
Is there like, a free version out there, or maybe this add on is worse than what's being presented? Would I be better off in the long run doing my weathering by hand?
>>1015117Not enough bloom, you'll never make it in the furry porn industry with renders like this
>>1015117>goth mommy furry pornI wish you good luck
>>1015145I have alot of stuff to learn. Also didn't watch any tutorials yet and just "what this button do?", so yeah
>you'll never make itAs long i have fun, i don't care
>>1015163Thanks
Anons, help. I imported from DAZ and it has that black screen issue. I followed a course.
What Linux distro is most friendly for blender and rendering in general?
I have mint cinnamon and fedora xfce on my mind but Iโm not sure which or if there is a better one or if it really doesnโt matter.
4.5 is out, don't forget to try enabling vulkan when you update
>>1015278it probably doesn't really matter, it didn't seem to matter when I looked into it, you're good as long as your GPU drivers are good
>>1015322>don't forget to try enabling vulkan when you updateWhat if I forgot to enable vulkan in Blender? I had to manually install this on my Linux Mint cinnamon edition.
I can't seem to find a button to enable vulkan.
>>1015322>don't forget to try enabling vulkan when you updateHave you guys tested it?
I usually stay away from early versions that have fundamental system changes because of difficult to spot bugs that may drive you insane while working on stuff
>>1015372>Have you guys tested it?I mean I only have a couple hours on 4.5 since it just came aout, so far so good, for what it's worth
Vulkan has been experimental for a couple versions though, so it's not new-new
Slowly learning about character modeling, thoughts?
I'm 5117 btw
>>1015432Update sorta, i still need to figure out how i can do those pointy hair things on the side and his ears
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Maybe?
Whose dick do I have to suck to get a feature implemented?
literally about to blow my brains out trying to make a simple forest scene
>>1015661>simple forest sceneforests aren't simple though, relax
How dumb/impractical would this be?
I have a whole-body character mesh I'm exporting to a game engine. This character can have different equipment/armor worn over the body mesh. In order to prevent skin clipping I just export versions of the whole-body mesh with certain chunks of the body deleted. Basically each armor piece gets a custom body model to go with it. Standard paper doll workflow.
I wanted to instead generate a "mask" texture that would be placed in the skin shader to just mask out any sections of the skin that are supposed to be covered. Rather than deleting vertices I'm just not rendering portions of the skin.
Is this something worth perusing or does nobody do this for a reason?