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Daz 3D Forums > 3rd Party Software > Blender Discussion

Who said Blender was hard?

«1…29303132333435…72»

Comments

  • nicsttnicstt Posts: 11,715
    November 2016
    kyoto kid said:

    ...if Blender had a fully pointer driven UI like Daz and Hexagon (or like Andrew proposed several years ago) that didn't require memorising a bunch of hotkeys out of the box and/or having to know scripting to customise it so it worked more like the other programmes I use, I probably would have been working with it for years.

    There are menus there, either side of the screen stuff can be found.

  • lx_2807502lx_2807502 Posts: 2,996
    November 2016
    Artini said:

    I also do not use all of the features provided by Blender, but that does not stop me to using Blender at all.

    The most important for me was to found a way to have a measurements, to match the one's in Daz Studio

    ...

    I just set the world scale to 0.01 and then import/export everything from DS at 100%

    I'm wondering now if there's any difference between going bigger or smaller. I remember seeing in a video somewhere that Blender doesn't like doing small collisions. Maybe I should do it the other way around.

    blenmet.JPG
    355 x 309 - 22K
  • lx_2807502lx_2807502 Posts: 2,996
    November 2016
    kyoto kid said:

    ...if Blender had a fully pointer driven UI like Daz and Hexagon (or like Andrew proposed several years ago) that didn't require memorising a bunch of hotkeys out of the box and/or having to know scripting to customise it so it worked more like the other programmes I use, I probably would have been working with it for years.

    It has all those things, people just don't use them because pointers and menus are slow and inefficient. I do think it's a mistake that most people's tutorials only show the hotkeys but you're in no way obliged to use them.

    It does not take scripting knowledge to rebind a few options to use the keys / mouse clicks you want.

  • FossilFossil Posts: 166
    November 2016

    You don't need the hotkeys.  I don't use them since I use so many different programs that I try to use the wrong keys in the wrong (or right) program.  Using keys is much faster but only works if you use Blender a lot.  I use the menus which is slower but straight forward and simple to remember.  The controls are also endlessly customizable which I've taken advantage of.  The first control to change is the ridiculous right click to select.  This is completely at odds with all other programs and downright confusing.   I spend most of my life in Adobe stuff and have many of it's hotkeys burned into my brain.

  • ArtiniArtini Posts: 10,310
    November 2016 edited November 2016

    I have noticed, that Landscape add-on is not enabled by default. Just in case, if you have not done it before, below is a small how to do that.

    Just open "User Preferences" from "File" menu, choose "Add-ons" tab, click on "Disabled", tick on the check-box "AddMesh: ANT Landscape"

    and then click on "Save User Settings". Done. I attach the screenshots, as well.

    image

    image

    UserPreferences.jpg
    1913 x 1153 - 310K
    UserPreferencesEdit2g01.jpg
    1014 x 843 - 173K
    Post edited by Artini on November 2016
  • nonesuch00nonesuch00 Posts: 18,729
    November 2016 edited November 2016

    You can access the UI with menu items it's just that the entries in the menu don't have pretty icons like AitoDesk products do.

    After spending 3 days composing and rendering an image in DAZ Studio only to think it doesn't work and tossing it, I think modeling in Blender is easy, of course I've spend 5 days box modeling a model in Blender only to throw it out so there ain't no pleasing some folk I guess.

    Of course the frustrating part of the DAZ products image is the individual models look good in the image and since they are all Genesis 3 Girl 7/Guy7 style they even match but the image I composed still doesn't work. You'd think it would be easier, after all I'm just clicking DAZ Preloads.

    Post edited by nonesuch00 on November 2016
  • ArtiniArtini Posts: 10,310
    November 2016 edited November 2016
    lx said:

    I just set the world scale to 0.01 and then import/export everything from DS at 100%

    I'm wondering now if there's any difference between going bigger or smaller. I remember seeing in a video somewhere that Blender doesn't like doing small collisions. Maybe I should do it the other way around.

    Thanks for that tips, lx. I did not know about that solution and never noticed a problem with my approach.

    I am still a beginner in Blender, because I have only started it using more frequently a couple of months ago,

    even though I have opened it sporadically from time to time for many years from now.

    My point is, that one does not need to create very large, elaborate projects in Blender, from the beginning.

    Just using Blender for the small tasks, can improve overall experience in Daz Studio, by adding the tools not available there.

     

    Post edited by Artini on November 2016
  • Joe.CotterJoe.Cotter Posts: 3,362
    November 2016 edited November 2016
    lx said:
    Artini said:

    I also do not use all of the features provided by Blender, but that does not stop me to using Blender at all.

    The most important for me was to found a way to have a measurements, to match the one's in Daz Studio

    ...

    I just set the world scale to 0.01 and then import/export everything from DS at 100%

    I'm wondering now if there's any difference between going bigger or smaller. I remember seeing in a video somewhere that Blender doesn't like doing small collisions. Maybe I should do it the other way around.

    Notice that the unit of measurement was set to Metric in this example. The default unit of measurement is not defined but equates to Metric, 1 meter. DAZ's default is 1cm. So, what this setting is doing is clarifying that the measurement standard is metric and is adjusted from 1 meter to 1cm. I recommend this for any human size scale as it is pretty standard now in many programs (some do use imperial but it's actually less common in my experience.) For working on large scales such as city blocks, one might want to leave the scale at meters. For landscapes, kilometers even. Note, the scale can be changed while working in a scene and it will not resize any objects already created so we can dynamically change the scale as we work, then change the scale at export to whatever we need to match the program we are importing into.

    The important takeaway here is to work to scale. There is a bad habit that formed in the 3D community to ignore scale since back in the dark ages (of 10 years ago) programs had no reference to real world scale or to each other. It was up to the artist to sort it all out when importing/exporting and it could get pretty arcane pretty fast. Now there are standards in almost all programs but they don't necessarily match. Some use metric, some imperial, feet vs inches, meters vs centimeters... So there is some matching up to do still but for the most part it's pretty straight forward now if one does a little research.

    Oh, and by the way, when we import an object like a chair and it's 10 stories high, that's laziness on the part of the modeler, not some collision issue. Yes there are occasional issues in various programs where things like collision calculations or some similar type of calculation can justify a change in scale but that is actually pretty rare at the moment. 99% of the time, it's laziness that can often lead to problems, or at least more work, later on.

    Post edited by Joe.Cotter on November 2016
  • Joe.CotterJoe.Cotter Posts: 3,362
    November 2016 edited November 2016

    Now if we could get software to sort out their whole input value issues, as in 0-1 in some cases, 1-100 or some random range in others, normalized inputs that sort out dynamic curves in the back end for us vs non normalized inputs where there's no change for 1-99 and suddenly a huge change for 99.1 to 99.3... etc.. ;)

    Blender is still terrible about this, DAZ is pretty good about it. Most other software is somewhere inbetween ime (in my experience.)

    *Note: I'm not totally against non normalized inputs. When a non normalized input matches directly with real world settings it makes sense, such as fresnel or ior. It's when the inputs have been abstracted from a direct connection to a real world issue. Too often programmers will leave it non normalized because it relates to some parameter inside a formula that to the setting is black boxed (i.e. there is no direct connection to the end user.) This is what I am against, as to the user it makes no sense. One has to understand the underlying formula for it to make sense and that should not be the case when the formula is a black box scenario to the end user.

    Post edited by Joe.Cotter on November 2016
  • ArtiniArtini Posts: 10,310
    November 2016 edited November 2016

    My other favorite add-on for Blender is a Bolt Factory. Below, are the screenshots of where one can find it in user preferences,

    how to unwrap the bolt - just use "Smart UV Project"

    and an example iray render made in Daz Studio, using a couple of instances of the bolt imported from Blender.

    image

    image

    image

    BoltFactory.jpg
    1016 x 681 - 144K
    BoltUVmap2.jpg
    1909 x 1019 - 438K
    Bolt01sc07pic03sc22.jpg
    1024 x 1024 - 359K
    Post edited by Artini on November 2016
  • kyoto kidkyoto kid Posts: 41,857
    November 2016
    lx said:
    kyoto kid said:

    ...if Blender had a fully pointer driven UI like Daz and Hexagon (or like Andrew proposed several years ago) that didn't require memorising a bunch of hotkeys out of the box and/or having to know scripting to customise it so it worked more like the other programmes I use, I probably would have been working with it for years.

    It has all those things, people just don't use them because pointers and menus are slow and inefficient. I do think it's a mistake that most people's tutorials only show the hotkeys but you're in no way obliged to use them.

    It does not take scripting knowledge to rebind a few options to use the keys / mouse clicks you want.

    ...I still am not able to move the main viewport camera without using key commands. It's been that way ever since I first tired Blender seven years ago.

  • kyoto kidkyoto kid Posts: 41,857
    November 2016
    Fossil said:

    You don't need the hotkeys.  I don't use them since I use so many different programs that I try to use the wrong keys in the wrong (or right) program.  Using keys is much faster but only works if you use Blender a lot.  I use the menus which is slower but straight forward and simple to remember.  The controls are also endlessly customizable which I've taken advantage of.  The first control to change is the ridiculous right click to select.  This is completely at odds with all other programs and downright confusing.   I spend most of my life in Adobe stuff and have many of it's hotkeys burned into my brain.

    ...I rarely use them save for the most basic universal ones like in Word and other software as I have short term memory issues. For some people, yes hotkeys are faster, for myself when I have to stop and either try to remember them or look them up all the time, it isn't.  In spite of my arthritis I  get around pretty well with my trackball as it has very precise control and takes a lot of strain off my wrist and arm.

  • DigiDotzDigiDotz Posts: 515
    November 2016
    kyoto kid said:
     

    ...I still am not able to move the main viewport camera without using key commands. It's been that way ever since I first tired Blender seven years ago.

    My wireless mouse(middle scroll button) doesnt work for that, but a different usb mouse works fine

  • lx_2807502lx_2807502 Posts: 2,996
    November 2016
    kyoto kid said:
    lx said:
    kyoto kid said:

    ...if Blender had a fully pointer driven UI like Daz and Hexagon (or like Andrew proposed several years ago) that didn't require memorising a bunch of hotkeys out of the box and/or having to know scripting to customise it so it worked more like the other programmes I use, I probably would have been working with it for years.

    It has all those things, people just don't use them because pointers and menus are slow and inefficient. I do think it's a mistake that most people's tutorials only show the hotkeys but you're in no way obliged to use them.

    It does not take scripting knowledge to rebind a few options to use the keys / mouse clicks you want.

    ...I still am not able to move the main viewport camera without using key commands. It's been that way ever since I first tired Blender seven years ago.

    Navigation with no keys. Mousewheel does zoom too, but my mousewheel is kinda broken so I set a second zoom command for it as well.

    There are a few keys I use all the time: (W)menu, (E)xtrude, (R)otate, (S)cale, (G)rab being the main ones, but the first two are easily covered by menus, there are usually relevant context commands to click on the left toolbar, and rotate move (grab) and scale have an on screen manipulator that you can click and drag.

    cameranokeys.JPG
    778 x 360 - 49K
  • mjc1016mjc1016 Posts: 15,001
    November 2016 edited November 2016

    Can't leave this one out...

    forumupload18.png
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    forumupload19.png
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    Post edited by mjc1016 on November 2016
  • ArtiniArtini Posts: 10,310
    November 2016

    Thanks for all of the tips related to the camera - now I do not need to search for them myself.

  • j cadej cade Posts: 2,310
    November 2016 edited November 2016

    So I've finally started to take the plunge... Rigging in blender. I got tempted by all those neato bendy bones videos that have come out recently.

     

    Its not nearly as bad as I thought it was going to be (why did I think it was joint to be so hard? I mean, I rig stuff in DS, and I have no problems with that)

     

    So I started out with just a cylinder and a bendy bone, and, honestly, it was pretty fun. Then I thought "lets make the object a bit more fun" so I made something screw-like. Then I thought "Hey, that looks a bit like a slinky," any guesses what happened next?

     

    So heres my self propelled slinky gif

    Post edited by j cade on November 2016
  • mjc1016mjc1016 Posts: 15,001
    November 2016
    j cade said:

    So I've finally started to take the plunge... Rigging in blender. I got tempted by all those neato bendy bones videos that have come out recently.

     

    Its not nearly as bad as I thought it was going to be (why did I think it was joint to be so hard? I mean, I rig stuff in DS, and I have no problems with that)

     

    So I started out with just a cylinder and a bendy bone, and, honestly, it was pretty fun. Then I thought "lets make the object a bit more fun" so I made something screw-like. Then I thought "Hey, that looks a bit like a slinky," any guesses what happened next?

     

    So heres my self propelled slinky gif

    Nice...

  • KnittingmommyKnittingmommy Posts: 8,191
    November 2016
    j cade said:

    So I've finally started to take the plunge... Rigging in blender. I got tempted by all those neato bendy bones videos that have come out recently.

     

    Its not nearly as bad as I thought it was going to be (why did I think it was joint to be so hard? I mean, I rig stuff in DS, and I have no problems with that)

     

    So I started out with just a cylinder and a bendy bone, and, honestly, it was pretty fun. Then I thought "lets make the object a bit more fun" so I made something screw-like. Then I thought "Hey, that looks a bit like a slinky," any guesses what happened next?

     

    So heres my self propelled slinky gif

    Very cool!

  • Sensual ArtSensual Art Posts: 645
    November 2016 edited November 2016
    kyoto kid said:
    Fossil said:

    You don't need the hotkeys.  I don't use them since I use so many different programs that I try to use the wrong keys in the wrong (or right) program.  Using keys is much faster but only works if you use Blender a lot.  I use the menus which is slower but straight forward and simple to remember.  The controls are also endlessly customizable which I've taken advantage of.  The first control to change is the ridiculous right click to select.  This is completely at odds with all other programs and downright confusing.   I spend most of my life in Adobe stuff and have many of it's hotkeys burned into my brain.

    ...I rarely use them save for the most basic universal ones like in Word and other software as I have short term memory issues. For some people, yes hotkeys are faster, for myself when I have to stop and either try to remember them or look them up all the time, it isn't.  In spite of my arthritis I  get around pretty well with my trackball as it has very precise control and takes a lot of strain off my wrist and arm.

    You may want to get a programmable keyboard which has support for macros in addition to programable keys. They are very popular in MMO/RPG gaming circles. Though those keyboards may come with built in profiles for popular games but they can also be customized for specific applications and the profiles can be switched on the fly depending upon which applications you are working on.

    Post edited by Sensual Art on November 2016
  • kyoto kidkyoto kid Posts: 41,857
    November 2016

    ..I like to keep things simple.

  • Silent WinterSilent Winter Posts: 3,875
    November 2016
    j cade said:

    So I've finally started to take the plunge... Rigging in blender. I got tempted by all those neato bendy bones videos that have come out recently.

     

    Its not nearly as bad as I thought it was going to be (why did I think it was joint to be so hard? I mean, I rig stuff in DS, and I have no problems with that)

     

    So I started out with just a cylinder and a bendy bone, and, honestly, it was pretty fun. Then I thought "lets make the object a bit more fun" so I made something screw-like. Then I thought "Hey, that looks a bit like a slinky," any guesses what happened next?

     

    So heres my self propelled slinky gif

    LIKE! yes

  • ArtiniArtini Posts: 10,310
    November 2016 edited November 2016

    Wow, this quick fur in Blender is amazing. Just create some object in Blender or import something else, then click on Quick Fur and done.

    Below is a Blender Cycles render of that Quick Fur placed on the ico sphere.

    Then I have converted it to the mesh and even remeshed it, exported as .obj and then imported to Daz Studio, but it does not show up there.

    Does anyone know what to do, to have it exported properly to show it up in Daz Studio?

    image

     

    fur04pic02.jpg
    1280 x 1024 - 248K
    Post edited by Artini on November 2016
  • mjc1016mjc1016 Posts: 15,001
    November 2016

    When you converted it to a mesh objec...how did you do that?

    I'm guessing you just created a set of 'edges' and no polys...

  • ArtiniArtini Posts: 10,310
    November 2016 edited November 2016

    I have just clicked on the Object menu, then on Quick Effects and choosen Quick Fur.

    Next, I have clicked on ParticleSystem tab and marked Use Modifier Stack.

    Finally, I opened Add Modifier tab and clicked on Convert under ParticleSys.

    I have tried even to add a Skin Modifier, but it has no effect on .obj export.

    The Solidify modifier complains something about faces.

    Below are the screenshots.

    image

    image

    image

    image

    ObjectQuickFur1.jpg
    815 x 1011 - 157K
    UseModifierStack.jpg
    1907 x 1013 - 313K
    Modifier01.jpg
    282 x 457 - 45K
    Solidify.jpg
    1917 x 1013 - 383K
    Post edited by Artini on November 2016
  • mjc1016mjc1016 Posts: 15,001
    November 2016 edited November 2016

    Yeah, that just creates edges...you'll need to give them 'thickness' in order for them to show in Studio.

    You can convert the mesh to curve, then under the  Curves options bevel it (or make it a closed cylinder) and then convert it back to mesh.

    After all is said and done...

    (I may be able to post some screenshots later)

    mustache.png
    640 x 640 - 669K
    Post edited by mjc1016 on November 2016
  • ArtiniArtini Posts: 10,310
    November 2016 edited November 2016

    Ok, got it - just extruded edges and that made the trick. Just need to play more with the settings.

    Below is an iray render from Daz Studio.

    image

    Fur23pic01.jpg
    1280 x 1024 - 235K
    Post edited by Artini on November 2016
  • ArtiniArtini Posts: 10,310
    November 2016

    Wow, mjc1016, that is a very nice mustache, you have made. Will try your tips next...

     

  • mjc1016mjc1016 Posts: 15,001
    November 2016

    It's slated to become a freebie at some point in time...

  • ArtiniArtini Posts: 10,310
    December 2016 edited December 2016

    This bevel on curves works even better. Below is another Daz Studio iray render of the fur created in Blender - 3000 fibers.

    image

    Star03fur01sc04pic02.jpg
    1024 x 1024 - 344K
    Post edited by Artini on December 2016
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