Changing the pose of a downloaded stl model in Blender

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  • Опубликовано: 24 ноя 2024

Комментарии • 80

  • @JackDespero
    @JackDespero Год назад +14

    The brush thing is dark magic. Witchcraft even.
    And the fact that Blender is free still amazes me. What a great project by the community.

  • @ethanrowlette9912
    @ethanrowlette9912 Год назад +9

    I really like this video format for learning blender. You just picked a common use case for blender that people want information on and went over lots of useful techniques and advice for doing that thing. You just saved me a ton of time by making this hyper specific to the topic. Blender is so massive there is no point in trying to understand every little detail just focus on the stuff that you use to get your goal accomplished and you will learn everything eventually just by actually using the program as you go only learning more detailed info as needed

    • @notverygoodguy
      @notverygoodguy  Год назад +5

      Thanks for the great review :) I am very glad this was useful for you.

  • @mattylad8035
    @mattylad8035 2 месяца назад +2

    I normally use Tinkercad etc. to modify my 3D models, but watching this most excellent tutorial it just blew my mind away what can be done.
    This was so well put, all the hotkeys given (this is not normally done so thumbs up), the reasons etc.
    Brilliant tutorial, subscribed and going to watch more of your videos.
    Thank you.
    P.S. You should be changing your name to "the very good guy" :)

    • @notverygoodguy
      @notverygoodguy  2 месяца назад

      Thanks for the kind words :) Tinkercad is a pretty solid tool for making models and can even do some things more easily than Blender can e.g. creating things out different objects with exact measurements. However, Blender is on a different level to Tinkercad on most things. I hope the videos help you get to grips with it and thanks for the sub.

  • @UselessFodder
    @UselessFodder 6 месяцев назад +2

    Incredibly useful video! I love that you covered several ways to accomplish the task and all of the common situations and issues we might run into while attempting it (like the face extension sometimes not working). Thanks for an awesome video!

    • @notverygoodguy
      @notverygoodguy  6 месяцев назад +1

      And thank you for the awesome feedback. Appreciated!

  • @kazoden4225
    @kazoden4225 11 месяцев назад +4

    Just what I was looking for! Thanks a ton.

  • @TheAndzhik
    @TheAndzhik 11 месяцев назад +2

    Perfect tutorial! Straight to the point

  • @theonemanopinion2764
    @theonemanopinion2764 Год назад +3

    Thank you! Actually an easy to follow tutorial!

    • @notverygoodguy
      @notverygoodguy  Год назад +1

      So pleased it was useful for you. Thanks for the comment.

  • @freshbrewedasmr3378
    @freshbrewedasmr3378 12 дней назад +1

    My Blender 4.2 keeps crashing when I choose “With Automatic Weights”. Is anyone else experiencing this and if so, how do I fix it?

    • @notverygoodguy
      @notverygoodguy  12 дней назад +1

      This is likely to be an issue with the rig you are creating. Would it be possible to provide a link to your blend file. I would be interested to look at it.

    • @freshbrewedasmr3378
      @freshbrewedasmr3378 11 дней назад

      @@notverygoodguy I could send the file to your email?

  • @g0balot
    @g0balot Год назад +1

    Thanks! Simple really especially the pose brush bit.

    • @notverygoodguy
      @notverygoodguy  Год назад

      Yes, the more I think about it the more I think it might have been better to have the pose brush at the start.

  • @11necati11
    @11necati11 Год назад +1

    Awesome just what i wanted. Thank you 🙏🙏

  • @Finfizzle
    @Finfizzle 11 месяцев назад +1

    Fantastic Video! Helped me a lot!!!!

  • @PanzergrauModels
    @PanzergrauModels 10 месяцев назад +1

    I was looking for that. I wonder if wouldn't be easier to add a shoulder / chest bone to keep the weight down than all that vertex wizzardry?

    • @notverygoodguy
      @notverygoodguy  10 месяцев назад +1

      That probably makes sense and I should have shown that as an option really but the "wizardry" is quite useful to know anyway I think :) and sounds more complicated than it is

  • @stevesculptor1
    @stevesculptor1 Год назад +1

    I got stretching under one arm so I repeated, but it got worse, as I think something was carried over from the last attempt, so I went for Rigify instead. But that too I had a problem with stretching an arm it 'pulled' the front of the hair scalp to one side also, weird.
    Also, Why does the pose 'revert' when I go back to Edit mode? and not stay in my pose, does it have to be baked?
    Thx

    • @notverygoodguy
      @notverygoodguy  Год назад

      If you get weird stretching when you don't think you should this could be because of the topology of your model but is more likely to be a result of the "with automatic weights" not doing a great job. It is not really possible to explain weight painting in a comment but you could look at that or look more closely at the part in the video about using vertex groups to specify which parts of the model are affected when you move a bone. I might consider doing a video on weight painting for this kind of thing in the future.
      You might also consider doing away with bones completely and try the pose brush method that is also described in the video. It might work for you.

  • @stevenmendoza8473
    @stevenmendoza8473 16 дней назад

    This is great! I'm playing with both methods, and I am having a bit of trouble with the face sets method. I have three arm segments like you do, but they don't all move together. Is there some setting that I need to adjust? I'm using Blender 4.2.3.

    • @notverygoodguy
      @notverygoodguy  16 дней назад

      Have you remembered to increase the "Pose IK segments" to 3 in the brush settings?

  • @SilenceAkyn
    @SilenceAkyn Год назад +1

    Amazing, thank you!

    • @notverygoodguy
      @notverygoodguy  Год назад +1

      Glad it was helpful and thanks for the feedback!

  • @savasingt4363
    @savasingt4363 10 месяцев назад +1

    so the model Im trying to do this is a glb and when I add bones and then I say use outo weight it just makes the parrt I choose invisible
    how can I fix that

    • @savasingt4363
      @savasingt4363 10 месяцев назад

      and when I tried to pose brush it it works but the arms are seperate from the body so it rotates it from elbow to shoulders wich makes it move out of the body how can I mix them together

    • @notverygoodguy
      @notverygoodguy  10 месяцев назад

      @@savasingt4363 I have never used a glb file but it sounds like your model is not manifold. Maybe you even have separate objects in there. If this is the case, you need to join all the parts together. Perhaps it will be as simple as just selecting everything and doing CTRL J but it might be that you actually have to stitch parts together.
      If you still have problems, see if you can find a way to share your blend file and I'll have a look.

    • @savasingt4363
      @savasingt4363 10 месяцев назад

      @@notverygoodguy ctrl j doesnt works because now when I use mask brush it still sees everything separate and mask separate so when I move it they just crumble apart

    • @notverygoodguy
      @notverygoodguy  10 месяцев назад

      @@savasingt4363 Are you able to provide a link to your model?

    • @savasingt4363
      @savasingt4363 10 месяцев назад +1

      @@notverygoodguy let me look around if I can find it

  • @kmatch1
    @kmatch1 10 месяцев назад

    I'm new to this but gotta ask: why not start with an extra bone? Make bone one from the left shoulder to the right, bone two the upper right arm, three the fore arm, four the wrist. Moving bone two, upper arm, should move free then with bone one locked in place as the pivot.

    • @notverygoodguy
      @notverygoodguy  10 месяцев назад

      Yes you could do this and I should have mentioned something like that. It would work fine in this example but in many cases it won't so some form of weight painting would be needed. Also of course, learning the relationship between weights and vertex group sis a good thing :)

  • @the_underearth6419
    @the_underearth6419 Год назад +1

    Molly looks pretty cool tbf. Is she a game character or purely a model for people to work with in Blender? She should have her own series!

    • @notverygoodguy
      @notverygoodguy  Год назад +1

      She is cool :) I found her on cults3d.com She is a free download. I don't know what her original purpose was but I presume she was created simply for 3d printing. It's hard to tell from an stl file like this but there isn't much else you can do with them apart from some form of computer aided manufacture.

  • @wenchevaaga
    @wenchevaaga Год назад +1

    very helpful, thanks .)

  • @matthewbrethouwer
    @matthewbrethouwer Год назад +1

    Hi. Pls, maybe somebody can help me. I have the Blender version 3.5.1. At 3:54, I dont have this Menü to select. There is no Single-Bone or anything. Simply Armature.
    And i cant use the Shortcuts which is talking about "Press Shift & right Click" to set the 3d cursor or "Press G..."
    Thanks

    • @notverygoodguy
      @notverygoodguy  Год назад

      The Armature in the add menu SHOULD give you a sub-menu which at minimum should include the single-bone option even in version 3.5.1. I suspect you may have some other issue here. You could try making sure "rigify" is enabled. Go to Edit->Preferences and then select Add-ons from the tabs on the left hand side of the window that pop up. Then in the little search bar, type rigify. It will show you the entry for rigify and here you should make sure you have the check box selected. This should give you more options under the armature menu option and if you still don't get any then there is something very wrong with your set up.
      The fact that SHIFT right click and even "G" don't work for you is a bit of a worry. It may be that you have changed the key mapping in the preferences somehow. If you are feeling brave you could re-set your preferences to default by going Edit->Preferences and then clicking on the three line icon that is bottom left of the popup window and re-load the factory settings.
      Let me know how you get on.

  • @Trendish_channel
    @Trendish_channel Месяц назад

    Thanks!
    Is it possible to animate those pose brush movements?

  • @Gloriousnone
    @Gloriousnone 7 месяцев назад

    But creating an extra bone to begin with in that particular case would have sorted that out...right?

    • @notverygoodguy
      @notverygoodguy  7 месяцев назад

      Not entirely sure what you mean but if I understand you correctly then making as many bones as you can is ideal.

  • @philipyoung9999
    @philipyoung9999 8 месяцев назад

    Thanks for a brilliant video, it is just what I wanted, but I do have a problem, which is probably just me! I downloaded a different figure, followed it through and have one arm working perfectly, but I want to pose both arms independantly. At 15-06 in the video there is a line which implies this is possible, but I can't find out how to do it. I seem to get both arms working together or if I select my "Armature 2", it still moves the bones from "Armature" which I have turned off. Any suggestions please?

    • @notverygoodguy
      @notverygoodguy  8 месяцев назад

      Most immediate suggestion would be to just get one arm working, apply the change by going object->convert->mesh and then just doing it again with the other arm. However, if you want to rig this properly then you will want to keep all the bones from the same armature and this tutorial wasn't really a rigging tutorial but basically if you extrude one long bone from the shoulder of one arm to the shoulder of the other and then extrude the other arm parts from that it should work. It won't be pretty but it should work.

    • @philipyoung9999
      @philipyoung9999 8 месяцев назад

      @@notverygoodguy Thanks. I have managed to work out what I need to do to get what I want. I think it's more or less what you have said here. Basically 2 x shoulder bones, 3 arm bones each side, 2 back bones, 2 pelvis and 3 legs bones each side and then a couple up into the head. I couldn't have done it without your video though, so thanks a million.

  • @deformiertergolfball4847
    @deformiertergolfball4847 7 месяцев назад

    i just hate how my blender somehow does not use the same hotkeys as shown in all videos.
    ctrl+p opened a whole other menu, same for the join hotkey, it does nothing at all.

    • @notverygoodguy
      @notverygoodguy  7 месяцев назад

      Hotkeys do occasionally change but ctrl-p hasn't changed in a while. What menu did you get?

  • @donaldritchie3070
    @donaldritchie3070 8 месяцев назад

    Great video but I'm getting an error when I try to Parent - Weighted. "Bone Heat Weighting: failed to find solution for one or more bones". I've tried to set the bones three times. I have them perfectly in the middle of the arm. I don't understand what this error means.

    • @notverygoodguy
      @notverygoodguy  8 месяцев назад

      This is usually the result of errors in the mesh. First suggestion would be to select everything in edit mode and do a mesh -> clean up-> merge by distance. You could also check the mesh with the 3d print plugin to check if it is OK

  • @kiethbiasillo4678
    @kiethbiasillo4678 3 месяца назад

    Why mess with all the vertex group stuff and save a bunch of time by adding one extra super tiny bone in front of the one at the shoulder then the 3 bones following will work as expected and you dont have to mess with the tiny bone attached to the rest of the model at all. Work smarter not harder.

    • @notverygoodguy
      @notverygoodguy  3 месяца назад +1

      I have mentioned this somewhere in the comments but unless you want to do a complete rig you can end up with with bits you don't want to move anyway. That aside, it is always good to learn the relation between bone weights and vertex groups.

    • @kiethbiasillo4678
      @kiethbiasillo4678 3 месяца назад

      @@notverygoodguyyeah, might need that at a later date but this trick worked very nicely for my .obj model which may be or may not be a one off for me.

    • @Kamikaze3557
      @Kamikaze3557 2 месяца назад

      With coding now days , it should be able to auto rig, I know I had it in Hash Animation Master 10+ years ago. And one should not have to hand rig at all.

  • @walkzeem.1613
    @walkzeem.1613 Год назад

    The only bone that ever actually affects anything for me is the hand. My other two bones never "catch" and they dont show up in the vertex mapping area. What am I doing wrong?

    • @notverygoodguy
      @notverygoodguy  Год назад

      Are you sure you are extruding each bone from the other rather than creating new ones and that you are selecting parenting the bones to the model "with automatic weights" ?

    • @walkzeem.1613
      @walkzeem.1613 Год назад

      You know, I'm probably not doing that. I'll check it out later tonight. Thank you!@@notverygoodguy

  • @mazemagazine
    @mazemagazine Год назад

    Cool! 💙

  • @lucacavalieri2735
    @lucacavalieri2735 4 месяца назад

    Hello, I have a problem with armor trying to replicate the tutorial: the movement of armor just extends to a huge portion of the model! Can't guess how to fix that, do You have any suggestion?

    • @notverygoodguy
      @notverygoodguy  4 месяца назад

      This would likely be because the automatic weights over did it. Did you try the sculpt mode suggestion in the second part of the video as in many ways that is more reliable.

    • @lucacavalieri2735
      @lucacavalieri2735 4 месяца назад

      @@notverygoodguy No I didn't try yet! I'll try to go for the second method then, thanks a lot!!

    • @notverygoodguy
      @notverygoodguy  4 месяца назад

      @@lucacavalieri2735 Good luck.

  • @xlr8r738
    @xlr8r738 7 месяцев назад

    i am having trouble extruding the second bone. when you say to select the tip of the bone in 5:28 . that option isn't available for me, when i try, it selects the whole thing. what should i do?

    • @notverygoodguy
      @notverygoodguy  7 месяцев назад

      Are you in object mode? You have top be in edit mode to select the tips of bones.

    • @xlr8r738
      @xlr8r738 7 месяцев назад

      @@notverygoodguy works now, thanks a ton

  • @stevesculptor1
    @stevesculptor1 Год назад

    At 7:19 This menu has changes, there is no 'with automatic weights' ?

    • @notverygoodguy
      @notverygoodguy  Год назад

      I suspect you are selecting the bones first and then the model but you have to select the model first and then the bones rig to get the weights options when you do CTRL P.
      Makes sense really, you are making the bones the parent of the model.

    • @stevesculptor1
      @stevesculptor1 Год назад

      Yes you're right. Thx@@notverygoodguy

  • @NotYarrs-g5m
    @NotYarrs-g5m 2 месяца назад

    0:01 wow

    • @notverygoodguy
      @notverygoodguy  2 месяца назад

      Not sure what exciting thing happens in the first second but I am glad you enjoyed it :)

  • @pelecyphora1
    @pelecyphora1 6 месяцев назад

    Can you tris to quads first -would make editing easier.

    • @notverygoodguy
      @notverygoodguy  6 месяцев назад

      You could try but it is quite optimistic to hope it will do a reasonable job but yes, if it does then it would be good to do first. Re-topology is the best option of course :)

  • @cloudcloud1
    @cloudcloud1 Год назад

    Well done 💙