@gleb_alexandrov For the obvious, animations without keying values with drivers. For Seconds, it is good for adjusting real-time animations without changing parameters. Where if you want fine control, you could choose Frames instead.
MeshBlend 3.0 is out! 🥳
This has been an ongoing project for a while but it is finally ready! The update brings improved blend quality AND improved performance!
https://t.co/NDCMHZaUnu
#gamedev@UnrealEngine@fab
@rose_moth@Blender Instead of Fresnel, my preference is using the Layer Weight Node instead. It's like Fresnel, but using 0 to 1 to control the gradient instead. I find it easier to control too, since Fresnel values are so delicate.
Oh my god, this is not a Blender 5.0 bug? They straight out prevent to creating the same Preset name. If the goal was to protect the Blender's default preset, wouldn't rejecting certain names be a better option? So anyway, get these lines removed
https://t.co/6Cx6rL4UpQ
@andrewpprice@henningsanden 2 Methods: Side of Active or Blender's Auto Mirror extension.
- Simply click 1 side of the vertex and select Side of Active then Delete.
- The Auto Mirror tool is basically a one-click solution. Some quick check boxes to make the modifier optional.
Riot Games' Rigging Technical Artist Mason Smigel shared a behind-the-scenes look at the wolf-like beast Warwick's rig for 2XKO.
See more: https://t.co/J8DKDaRnS0
Here’s a video showing the difference between Blender 4.4 and 5.0:
No more issues with shared vertices or cutting after selecting a face. No more confusing switching between UV Sync and Unsync modes.
Basically, it works like the UV tools in other apps.
@specoolar@gleb_alexandrov Yeah, I tried this method too. It still has the same problem as before. Underwater is fine, but surface objects will have this problem.
@gleb_alexandrov I wish there's more nodes to play with. Can't wait Goo Studio's NPR branch development. that should be fun. Also this shader base water flow #b3d#eevee