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Marius Oberholster Hey! I'm having an incredible learning experience, not only learning how Blender works (yes, still learning), but also about Open-Source and the incredible software available. Stick around!

Forgotten tip and something else

Posted by Marius Oberholster on Thursday, December 20, 2012 Under: Tips
Hey peoples!

Forgot to mention yesterday that you can use particle age to define transparency as well as emission and emission color. This what the rocket's flames part looks like:



(left is the birth and the right is the death of the particle).

Back to the something else I mentioned earlier. I wanted to know where there could be rigging and softbody physics and the two work well together, so I made the following:

These are three poles, with cloth stretched between them. A screen if you will, but this screen has to be subject to wind, and a few other things:


I totally recommend that when you rig that you use vertex groups. It feels like a nightmare to name everything, but weight painting is a lot more effective than trying to simply toggle head and take controls, only to find that you easily end up with transformation that leaves a magazine rack in a character's leg. It is a rocking feature and a lot more straightforward than you might think. For the sake of keeping this short-ish, you have to name the bone and the corresponding vertex group exactly the same thing for this to work. If you add Armature as a modifier and tick vertex groups + all the names correspond (case sensitive), Blender will automatically link the groups and the bones. Following this is where weight painting comes in.
Select the mesh that has the armature active on it (through the modifier). Go into weight painting mode (same place where you can find the Particle mode for brushing hair; where it says Object Mode). Now, you select the bone, who's distortion of the shape you wish to edit, and the rest works like the painting features Blender has.
Two Big notes
 - If you set the weight low and you paint over a high area, it will bring it down and vice-versa. It's like painting black over a white area; it will become black.
 - The resolution of your original object is extremely important. Weight painting's detail is determined by the amount of vertices available.

Weight painting of the above's middle post and fabric:

Red means a weight of 1 (total effect) and the dark blue means 0 (no effect). As you can tell, this is a low-poly object, lol.

Back on point though, here is the above's test animation. Enjoy!!

Thank YOU!!!!!!!!!!

In : Tips 


Tags: weightpainting  painting  cloth  waving  wind 

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