Just a little correction and heads-up. While it's true Thingiverse does use Creative Commons licenses, you still do have to check to make sure it is okay to alter files, because they could have the "Creative Commons - No Derivatives" license which means you can't remix or transform the files.
@@ArtisansofVaul Yeah, there's both the "Creative Commons - Attribution - No Derivatives" and the "Creative Commons - Attribution - Non-Commercial - No Derivatives" options that're buried in the middle of the list.
Small suggestion with regards to the Mask brush being used as a tool to designate(?) the Face Sets. Rather than use the Alt M to clear the mask and then start over again... in a case such as this particular example... you could use the "shrink mask" function. It will shrink the mask down toward the tip of the tail, and not "clear" the mask, which means you do not have to go through the process of trying to get the mask to line back up from the start. Is it a must have option? No. But, again... in this case... it would be an option to keep you from having to reselect the area to be masked off. Just make it shrink. Then you could "face set from masked" in the same way, but it is all handled from the two drop down menus that are side by side.
I really appreciate all your great tips videos over the years, and this one's no exception! Also, I love all of the great additional tips that people contribute in the comments =)
Great video. Thanks for sharing this knowledge. I am a noob in blender but this videos have opened the door to repose models for 3d printing and get more variety out of the models i have without spending extra. One thing i am struggling with is when you take models from games or any other source that were not made with the intention of 3d printing (particularly resin printing) and therefore have lots of hollows inside the model that later on turn into resin pools and screw up the model due to not being supported internally. Is there any easy way to make a solid figure that could only (at will) be selectively hollowed if you want to save resin? Would really love your wisdom on the subject. A video would be even much more loved and appreciated
Another great video. A question though, when i use Draw Face Sets to mark a couple of sections of a model, for example a thigh, lower leg, and foot, and i then Pose the thigh, the lower leg and foot stay where they are and everything gets deformed. But if i use the other method to mark a seam by drawing on the vertexes, then initialise a seam, the whole leg will move if i pose the thigh. Surely the 2 methods should work the same? Am i missing something?
@@ArtisansofVaul after some more playing with it, it seems its more a case of where i select to pose from. But, it doesnt seem to move multiple face sets as one. Ie, if i move the thigh on a body, the lower leg will stay attached, but the foot wont. Is there a setting to select how many sub-face-sets to move as well?
Just a little correction and heads-up. While it's true Thingiverse does use Creative Commons licenses, you still do have to check to make sure it is okay to alter files, because they could have the "Creative Commons - No Derivatives" license which means you can't remix or transform the files.
Oh interesting. I can't say I've ever seen that as an option on Thingiverse?
@@ArtisansofVaul it's both on thingiverse and cults3d
@@ArtisansofVaul Yeah, there's both the "Creative Commons - Attribution - No Derivatives" and the "Creative Commons - Attribution - Non-Commercial - No Derivatives" options that're buried in the middle of the list.
Small suggestion with regards to the Mask brush being used as a tool to designate(?) the Face Sets. Rather than use the Alt M to clear the mask and then start over again... in a case such as this particular example... you could use the "shrink mask" function. It will shrink the mask down toward the tip of the tail, and not "clear" the mask, which means you do not have to go through the process of trying to get the mask to line back up from the start. Is it a must have option? No. But, again... in this case... it would be an option to keep you from having to reselect the area to be masked off. Just make it shrink. Then you could "face set from masked" in the same way, but it is all handled from the two drop down menus that are side by side.
That's a good tip! Thanks 👍🏻
I really appreciate all your great tips videos over the years, and this one's no exception! Also, I love all of the great additional tips that people contribute in the comments =)
Yeah the people in the comments are awesome! Always so ready to share ideas, it makes the Blender community amazing!
This is another useful guide! Thanks a lot!
Cheers Famisreiter!
Thanks!
My pleasure 😁👍🏻
Awesome man real game changing stuff.
Glad you think so and thanks so much!
Great video. Thanks for sharing this knowledge. I am a noob in blender but this videos have opened the door to repose models for 3d printing and get more variety out of the models i have without spending extra.
One thing i am struggling with is when you take models from games or any other source that were not made with the intention of 3d printing (particularly resin printing) and therefore have lots of hollows inside the model that later on turn into resin pools and screw up the model due to not being supported internally. Is there any easy way to make a solid figure that could only (at will) be selectively hollowed if you want to save resin?
Would really love your wisdom on the subject. A video would be even much more loved and appreciated
@@davidc3150 That's a good idea for a video! I'll get working on something to show that off as it's a bit hard to explain.
@@ArtisansofVaul looking forward to it. Thanks for taking the time
@ArtisansofVaul hey there. Just daydreaming if this planned for the short term? Or is it something that could happen in the long term if any?
@@davidc3150 The video is already filmed. Its up on the Patreon already and should be up here on Friday 😁
as always very useful information. Thank you!
Cheers Samurai 😁👍🏻
@@ArtisansofVaul ✌
Another great video. A question though, when i use Draw Face Sets to mark a couple of sections of a model, for example a thigh, lower leg, and foot, and i then Pose the thigh, the lower leg and foot stay where they are and everything gets deformed. But if i use the other method to mark a seam by drawing on the vertexes, then initialise a seam, the whole leg will move if i pose the thigh. Surely the 2 methods should work the same? Am i missing something?
Oh that's really interesting. I hadn't noticed a difference there. I would have thought it should work the same 🤔
@@ArtisansofVaul after some more playing with it, it seems its more a case of where i select to pose from. But, it doesnt seem to move multiple face sets as one. Ie, if i move the thigh on a body, the lower leg will stay attached, but the foot wont. Is there a setting to select how many sub-face-sets to move as well?
@ozcanison Yes you need to set how many joints the IK functions for. It's in the menu in the n panel.
kool!
Thanks
@@ArtisansofVaul you're welcome!!