LooseEdges
LooseEdges
  • 98
  • 232 860
BAsset: Features Demonstration
This video demonstrates how to use the main features of the BAsset tools. When exporting a creation from Blender to Unity, I wanted the process to be as simple, flexible, and powerful as possible. I wanted to be able to export objects created with Geometry Nodes without applying the modifiers, I wanted the possibility to export instances from Blender without converting them all to a mesh, and I wanted it to be fast.
The BAsset Tools are my answer to the question, 'Could we export an arrangement of objects from Blender and import them into Unity as a prefab?'
Get it on Gumroad:
danielhickox.gumroad.com/l/basset
Or the Unity Asset Store
assetstore.unity.com/packages/slug/301941
Documentation:
danielhickox.com/basset
For more about me, check out my website:
danielhickox.com
============== CHAPTERS ==============
0:00 overview
0:54 installation
1:33 user preferences
6:20 materials
8:16 fbxs
11:52 basset
18:18 closing thoughts
============== ========= ==============
New Features in v1.14:
- Added the option to export collection instances as a single instance
- Materials with no assigned faces are no longer exported
New Features in v1.13:
- Improved import process so asset dependencies will import in the correct order
- Fixed a compatibility issue with Unity Version Control
New Features in v1.12:
- Auto-Rotate assets during export to match Unity's Y up coordinate system
- Export based on the active collection, in addition to the selection
- Organize FBXs and Prefabs in subfolders
- Assign a .basset export name per object
- Select what to export, either Objects, Instances, or both
- Automatically create .prefab copies when importing .fbxs
- Move/Manage assets when re-exporting (reduces broken prefabs)
- Transfer the object names from Blender
- Transfer the hierarchy/parent-child relationships
- Transfer materials and textures
Переглядів: 233

Відео

BAsset: A Blender to Unity Asset Pipeline - v1.12
Переглядів 1 тис.21 день тому
When exporting a creation from Blender to Unity, I wanted the process to be as simple, flexible, and powerful as possible. I wanted to be able to export objects created with Geometry Nodes without applying the modifiers, I wanted the possibility to export instances from Blender without converting them all to a mesh, and I wanted it to be fast. The BAsset Tools are my answer to the question, 'Co...
Updating Everything for Blender 4.3 and a Sale!
Переглядів 1,7 тис.Місяць тому
Hello Everyone! I have updated all of my Geometry Node Libraries for Blender 4.3. They were mostly minor updates, but I made sure to add at least one cool new feature to each of them. For more about me, check out my website: danielhickox.com/tools Join the LooseEdges Discord Server: discord.gg/EuUHutzrJr My tools can be purchased from these links: blendermarket.com/creators/danielhickox danielh...
The Array Modifier - Blender Geometry Nodes
Переглядів 9174 місяці тому
The Array 1D node is a good basic node to make and have around, it's a fairly straightforward process and it's easy to tell if its working properly . . . at least until you introduce UVs into the equation. For more about me, check out my website: danielhickox.com Join the LooseEdges Discord Server: discord.gg/EuUHutzrJr My tools can be purchased from these links: blendermarket.com/creators/dani...
Modifier Animations - How I Make Them
Переглядів 8704 місяці тому
In this video, I go behind the scenes with my latest animated trailer and talk about some of the reasoning and methods that go into making animated trailers for procedural tools. For more about me, check out my website: danielhickox.com Join the LooseEdges Discord Server: discord.gg/EuUHutzrJr My tools can be purchased from these links: blendermarket.com/creators/danielhickox danielhickox.gumro...
Geometry Node Assets: Updated for Blender 4.2
Переглядів 3,5 тис.4 місяці тому
My Geometry Node Assets are a collection of modifiers / custom nodes for Blender 4.2 that you can import into Blender as an asset library. My approach to making modifiers is to think of them as tools in a tool box, and while working on you scene you will often use several tools in combination rather than one 'super-tool.' Many of my modifiers are simple enough to allow for many generic combinat...
Bad ideas come before good ideas || Blender Geometry Nodes
Переглядів 1,5 тис.5 місяців тому
Coming up with good ideas can be hard. This video shows a few of the geometry node ideas I have tested out and decided to shelve and how that all led to the 'good' idea that I eventually found after trying many things that didn't work out. For more about me, check out my website: danielhickox.com Join the LooseEdges Discord Server: discord.gg/EuUHutzrJr My tools can be purchased from these link...
Blender Terrain Modifiers - TerraNode v5 for Blender 4.2
Переглядів 7 тис.5 місяців тому
This video is about the version 5 update to the TerraNode library which is for Blender 4.2. The update is primarily focused on making the assets function properly in 4.2 and some minor improvements. No major features / new modifiers were added in this update. The TerraNode modifiers make the terrain creation process procedural, from adding the base grid to capturing the final attributes. The pr...
Custom Mesh: New Strands Modifier In-depth Look
Переглядів 6346 місяців тому
This video is about the new modifier I added to the Strands Geometry Nodes Library. It is called To Custom, and allows any custom mesh to be deformed along your strands. Strands is a GeoNode Asset Library, containing a set of modular modifiers for making rope-like objects. The modifiers assist with placing curves in your scene, appending additional details to them, and meshing those curves into...
Improving the Extrude Node - Blender Geometry Nodes
Переглядів 9666 місяців тому
The Extrude Mesh node is a key part of many potential setups, eventually I decided to pack a few of my favorite improvements into a custom extrude node. For more about me, check out my website: danielhickox.com Join the LooseEdges Discord Server: discord.gg/EuUHutzrJr My tools can be purchased from these links: blendermarket.com/creators/danielhickox danielhickox.gumroad.com/ CHAPTERS 0:00 the ...
Curve Bevel Min-Max Blend - Blender Geometry Nodes
Переглядів 1,2 тис.6 місяців тому
The Fillet Curve node allows us to add a 'bevel' to the points in a curve, if we want to be able to blend between no bevel and the maximum bevel at each point we need to calculate what that max radius is. In this video I walk through a 'Smooth Fillet' node that I made with Blender's Geometry Nodes to calculate that value. Get the .blend file: danielhickox.com/experiments#fillet For more about m...
Objects on Strands: Strands Library Update v2
Переглядів 8207 місяців тому
This video is about the changes and additions made to Version 2 of the Strands Geometry Nodes Library. There are two new modifiers, Add Objects allows you to string objects along your strands. Finalize deletes all the extra Strands Data from the object, useful for tidying up before exporting or converting to a mesh. There's also a handful of fixes/improvements for the existing modifiers. Strand...
Boids Simulation - Blender Geometry Nodes
Переглядів 2,3 тис.7 місяців тому
Boids is a method of simulating the motion of points by applying simple rules that can mimic flocking behavior similar to birds or schools of fish. In this video I walk through an implementation of boids made with Blender's Geometry Nodes, it uses both a Simulation Zone and a Repeat Zone to achieve the result. Get the .blend file: danielhickox.com/experiments#boids For more about me, check out ...
Seamless Pattern Generator - Blender Geometry Nodes
Переглядів 1,5 тис.7 місяців тому
Seamless Pattern Generator - Blender Geometry Nodes
Overview of Strands: Modular Rope-like Modifiers for Blender
Переглядів 2 тис.7 місяців тому
Overview of Strands: Modular Rope-like Modifiers for Blender
Strands: A DJH GeoNodes Library - Trailer (Blender 4.1)
Переглядів 4,7 тис.7 місяців тому
Strands: A DJH GeoNodes Library - Trailer (Blender 4.1)
Another Rock Generator - Blender Geometry Nodes
Переглядів 3,6 тис.8 місяців тому
Another Rock Generator - Blender Geometry Nodes
Set Position +UVs Node - DJH Geometry Node Assets v12
Переглядів 5478 місяців тому
Set Position UVs Node - DJH Geometry Node Assets v12
Geometry Nodes, Cloth Sims, & Ropes - Blender 4.1
Переглядів 1,3 тис.8 місяців тому
Geometry Nodes, Cloth Sims, & Ropes - Blender 4.1
Build Roof: Edge Beams - How to Use DJH Geometry Node Assets
Переглядів 5338 місяців тому
Build Roof: Edge Beams - How to Use DJH Geometry Node Assets
Build Roof - How to Use DJH Geometry Node Assets
Переглядів 6848 місяців тому
Build Roof - How to Use DJH Geometry Node Assets
Cliff Scene Breakdown: Blender 4.1 - Made with Geometry Node Assets
Переглядів 1,6 тис.9 місяців тому
Cliff Scene Breakdown: Blender 4.1 - Made with Geometry Node Assets
Build Wall Elements - How to Use DJH Geometry Node Assets
Переглядів 6289 місяців тому
Build Wall Elements - How to Use DJH Geometry Node Assets
Build Cut Holes - How to Use DJH Geometry Node Assets
Переглядів 6449 місяців тому
Build Cut Holes - How to Use DJH Geometry Node Assets
Instance on Faces - How to Use DJH Geometry Node Assets
Переглядів 7969 місяців тому
Instance on Faces - How to Use DJH Geometry Node Assets
Face Project - How to Use DJH Geometry Node Assets
Переглядів 7029 місяців тому
Face Project - How to Use DJH Geometry Node Assets
Build Walls - How to Use DJH Geometry Node Assets
Переглядів 1,3 тис.9 місяців тому
Build Walls - How to Use DJH Geometry Node Assets
Array Fit Quads- How to Use DJH Geometry Node Assets
Переглядів 7579 місяців тому
Array Fit Quads- How to Use DJH Geometry Node Assets
Array Radial - How to Use DJH Geometry Node Assets
Переглядів 6539 місяців тому
Array Radial - How to Use DJH Geometry Node Assets
Array 2D - How to Use DJH Geometry Node Assets
Переглядів 6109 місяців тому
Array 2D - How to Use DJH Geometry Node Assets

КОМЕНТАРІ

  • @AdamJanz3D
    @AdamJanz3D День тому

    Excellent video! Thank you so much for explaining how this works! Subscribed to your channel. 🙂

  • @MiguelPeña-q2x
    @MiguelPeña-q2x День тому

    Hi! Does it work with GeoScatter addon?

    • @looseEdges
      @looseEdges День тому

      I don't know, I haven't used GeoScatter. It appears GeoScatter uses a geometry node setup behind the scenes, as long as that spawns regular blender instances then it should work.

  • @Weenmeen
    @Weenmeen 2 дні тому

    Liking and subscribing downloading all your cool node set ups thank you

  • @kubocarte9608
    @kubocarte9608 2 дні тому

    I've recently discovered your videos, and I'm genuinely impressed by your work. Truly astonishing stuff, can't wait to see what you create next :D

  • @ClausBohm-v9f
    @ClausBohm-v9f 11 днів тому

    This addon is so underrated ... I may have to change my plans of buying Elemental Suite because of this addon, I bought Gaea and may regret it after seeing this (maybe there is a way to blend the two) ... The non repeat tiling aspect (and like the new VP gizmo control) is to die for ... maybe a tutorial on how to use this with other addons like botaniq, also what about adding a major asset pack tailored for your nodes (sold seperately of course).

  • @SkinnyFG
    @SkinnyFG 22 дні тому

    Very cool asset

  • @leonrenner8401
    @leonrenner8401 Місяць тому

    Hi, how does the Roads Modifier add another Material to your terrain, if I apply it it does not

    • @looseEdges
      @looseEdges Місяць тому

      Are you referring to the dirt material on the terrain, under the road mesh? That is created by my TerraNode Roads modifier, it's actually the same terrain material, but drawing the dirt layer based on a 'road' attribute that is generated with a Geometry Proximity node, in that TerraNode road modifier.

    • @leonrenner8401
      @leonrenner8401 Місяць тому

      @ thx daniel for the quick response. I have added the TerraNode Road Modifier but I just get the displacement of geo and no dirt material. Do you need to use the TerraNode Base Modifier to work for this?

    • @looseEdges
      @looseEdges Місяць тому

      @@leonrenner8401 I believe you just need a mesh with enough resolution so that the Road modifier can save the attribute and a TerraNode material. However, if you're not using the Terrain Base modifier just be aware that the TerraNode materials are set up to use huge UV coords where 1 uv space = 1 meter.

  • @sander-wit
    @sander-wit Місяць тому

    I'm glad I remembered this video from a year ago exists to quickly refresh my vector math understanding 😅

  • @AnthonyAragues
    @AnthonyAragues Місяць тому

    The best part I see in this vs other implementations is that you created a node concept instead of having a fixed cell size, well done

  • @hazdrubal5962
    @hazdrubal5962 Місяць тому

    Thank you for the update. I'm especially pleased that you added collection option to 'Deform Match Curve' geo nodes modifier. Interestingly, I used a single mesh with 'stretch' option enabled and that somewhat randomized the length of the mesh even though it is only one repeating along the curve. And when I really needed the variety, I used to use 'collection to mesh' (or something like that) modifier and then use it in Deform Match Curve.

    • @looseEdges
      @looseEdges Місяць тому

      That's great! I was afraid that no one had realized the power of the Collection to Object node. :) Is the updated Def Match Curve not producing the correct result? I did a quick test using a single object with stretch enabled, and the result was what I expected, the spacing seemed even and it reached exactly to the end of the curve.

  • @DatYouTubeGuy
    @DatYouTubeGuy Місяць тому

    I know its been updated for 4.3 but will this still work for 4.1 still or only 4.3? Some of these quality of life updates to terra nodes and geo nodes seem usuful but stylized work still is better on versions before 4.2

    • @looseEdges
      @looseEdges Місяць тому

      I would expect the latest update to not work in versions before 4.3, but the 4.1 versions of the libraries are all still available.

  • @aels224
    @aels224 Місяць тому

    Hey there happy to see you again, great work as always ! :)

  • @acesonfire
    @acesonfire Місяць тому

    I am at a loss for words man, your tools are insanely powerful. They help speed up so many tedious parts of creating interiors and exteriors. Excellent work.

  • @CryptoGrammar-v5z
    @CryptoGrammar-v5z Місяць тому

    can you add radical feature of c4d in blender geometry node array too?

    • @looseEdges
      @looseEdges Місяць тому

      I have made a radial array node, but I don't think I have a tutorial on it. It is a bit more complicated. ua-cam.com/video/9G1gt_jTN1o/v-deo.html

    • @CryptoGrammar-v5z
      @CryptoGrammar-v5z Місяць тому

      @@looseEdges No, I don't want a tutorial just want the radical to be with array, Like a node which is like array modifier but with radical feature too, I think your radical array is amazing, keep up the cool work

  • @masterxeon1001
    @masterxeon1001 2 місяці тому

    mind melting at 4am. I will need to play with this.

  • @janbarsk3077
    @janbarsk3077 2 місяці тому

    I bought it but haven't tested this exciting add-on yet. What happens when a river crosses a road? Is it comfortable to just insert a bridge as an external object?

    • @looseEdges
      @looseEdges 2 місяці тому

      Depending on the order of the modifiers it will either put the river over the road, or visa-versa. It can't add a bridge automatically, but there's nothing to prevent you from placing one at the crossing.

    • @janbarsk3077
      @janbarsk3077 2 місяці тому

      @@looseEdges 🥰

  • @kr1z0_Wallen
    @kr1z0_Wallen 2 місяці тому

    How do I get the texture out of the mesh? So that I have all the textures in the right place in one picture, for example: The road on the right, the grass in the middle, the road on the left.

    • @kr1z0_Wallen
      @kr1z0_Wallen 2 місяці тому

      I just want to keep the procedural texture generation< and from placing on top of each other

    • @looseEdges
      @looseEdges 2 місяці тому

      It sounds like you want to bake the texture. With cycles as the render engine, you can access the bake settings under the render tab. It may be easier to add a plane above the terrain and bake selected to active, from the terrain onto the plane, because the terrain's UVs are huge. Otherwise you'd have to convert the terrain to a mesh (apply all modifiers) and add a second UV channel for baking.

  • @masterxeon1001
    @masterxeon1001 2 місяці тому

    7:20. Wait waaaaa. Man thats nuts. Lemme write that down.

  • @yementechful
    @yementechful 2 місяці тому

    Dear, The problem is that you are explaining to experts. The problem is what about beginners? I have spent the whole day learning how to install it and find the libraries since I bought the add-on. You are explaining like someone who is talking to himself. so we need to explain it step by step. thanks for your great efforts

  • @masterxeon1001
    @masterxeon1001 2 місяці тому

    prolly the most important video ever made.

  • @fergadelics
    @fergadelics 2 місяці тому

    I have a Gatling gun and needed the end of chain of bullets, whatever that feed is called, to drag on the ground for a moment. I forgot how impressive the modular system is. It’s inspiring me to ditch my switches where applicable

  • @graffickattackDOTcom
    @graffickattackDOTcom 3 місяці тому

    I would like the tut vids to be procedural rather than curated for time constraints.

  • @scpk2246
    @scpk2246 3 місяці тому

    hi, how to convert GeoNodes to Mesh?

    • @looseEdges
      @looseEdges 3 місяці тому

      Usually, you can press Alt+C -> Convert to Mesh. That will apply all of the modifiers.

    • @scpk2246
      @scpk2246 3 місяці тому

      @@looseEdges hi thanks for this - another question, you have another video where you make a Two Connected Sagged rope continuous, how can this be done in your AddOn? -because adding sa SAG modifier to a Two Connected edges, then adding a ROPE modifier, doesn't make it continuous -this your tutorial with continuous Two Sagged rope: ua-cam.com/video/z-RC6NcxCC4/v-deo.html

    • @looseEdges
      @looseEdges 3 місяці тому

      @@scpk2246 That video was made during the development of the Strand Nodes, so I probably changed it afterward to always split the edges for some reason. If you change the output of the 'Sag' modifier to 'Mesh,' then add a 'Weld' modifier, and then add 'To Rope' it should connect all the adjacent sagging sections into one rope.

    • @scpk2246
      @scpk2246 3 місяці тому

      @@looseEdges wow! thank you for replying - it's all clear now! KUDOS to your addon, it's a real magic

  • @scpk2246
    @scpk2246 3 місяці тому

    while watching, I'm thinking about electrical idea - and... whoaah, it's included!!! hhaha SUPERB ADDON!!! pleas make one for 3Ds Max too - IT WOULD BE SO AWESOME!!! -I'm already blessed just by watching awesome magic addons!

  • @Maya-f4v4u
    @Maya-f4v4u 3 місяці тому

    The tools look really cool but, could you maybe make a video where you show how it can be used to make some larger landscapes?

  • @raigami_san
    @raigami_san 3 місяці тому

    can we use this addon to make a game terrain?

    • @looseEdges
      @looseEdges 3 місяці тому

      Yes, it comes with an addon that can export the terrain as heightmap and attribute textures.

  • @nandaje
    @nandaje 3 місяці тому

    hello is there any camera cull for scatter teranode ?

    • @looseEdges
      @looseEdges 3 місяці тому

      No, there isn't. In all my tests the additional computation to cull outside of the camera view was more expensive than the performance gained during the render. I think blender is able to keep geometry loaded in a cache, or something along those lines, if the geometry is static. Culling (via geo nodes at least) makes the object dynamic and it has to be re calculated and loaded every frame. At least that's my guess explanation for it. Another reason to not cull simplistically is that objects beyond the main camera view are often needed to render shadows that are in view.

  • @ax777-k2p
    @ax777-k2p 3 місяці тому

    sorry to bother you , i'm trying to make wind effect work on my asset, but it's not working even if i add the wind attribute, i tried on your asset and when i remove the attribute and try to set it up again it doesnt work anymore, i surely missed something but i can't figure it out

    • @looseEdges
      @looseEdges 3 місяці тому

      Hi, for the wind to work you need to do several things, I'll list them here: Float Vertex attribute named 'wind' to control where the effect should be applied. (0=no effect, 1=full strength) In the material settings, set the displacement mode to 'Displacement and Bump' In the shader editor add the 'Wind Displacement' node group and connect it to the 'Displacement' socket on the material output node. On the Wind Displacement node, click on the '#frame' property and type in '#frame', to add a driver that will animate the effect. I think if you do all of those steps it should work. If not, let me know.

    • @ax777-k2p
      @ax777-k2p 3 місяці тому

      @@looseEdges ok i painted where i wanted the effect with the vertex paint then convert the attribute to vertex / float value named wind and it's working now, thanks !

    • @looseEdges
      @looseEdges 3 місяці тому

      @@ax777-k2p Great! Also, if you're using vertex paint to edit the strength, you should be able to just name the Vertex Color layer 'wind' and not have to convert it.

  • @txlec99
    @txlec99 3 місяці тому

    can you work on this rock generator further so we can have something like speedtree? as 3D artists enthusiast we really want something like a rockgenerator if anyone out there can make it happen.

  • @diyvideojunk2066
    @diyvideojunk2066 3 місяці тому

    Looks like a powerful system but it is unusual in that it doesn't use a brush to paint the terrain, does this limit it at all ? Also, any news on the Gadot compatibility ?

    • @looseEdges
      @looseEdges 3 місяці тому

      It limits it in that you cannot use a brush to paint the terrain, and maybe you lose a bit of very fine control because of that. But generally there are other ways of shaping / placing features on the terrain using control objects, and I personally prefer those over a brush because they remain in the scene and can be easily edited and tweaked. It is compatible with gadot in the sense that the data is exported in standard image formats that can be loaded into gadot, but I have not made a dedicated importer for gadot. I did some experimenting and started making one, but I have not gotten around to finishing it.

    • @diyvideojunk2066
      @diyvideojunk2066 3 місяці тому

      @@looseEdges So layered modifiers could be considered akin to layers in Photoshop. If you didn't like the road, for example, you could modify it or even delete it without upsetting any other layers in the stack. The control for the road (eg curved line) remains in place allowing modification to the road if required. Super powerful !

    • @looseEdges
      @looseEdges 3 місяці тому

      @@diyvideojunk2066 Yes, exactly, stacking modifiers is like adding a layer with a new detail, and the control objects function sort of like layer masks.

  • @hectorescobar9450
    @hectorescobar9450 3 місяці тому

    This is interesting and all, but I wonder if there is a way to translate this information for artist or in artist use cases language. I personally find it difficult to join the dots beginning from a vector to making a building or how it co relates to normals, faces and Vertices. Or maybe how to construct something cohesively into some easy to understand structure.

  • @ruslandad365
    @ruslandad365 3 місяці тому

    Amazing Presentation))))

  • @LucasInojosa
    @LucasInojosa 4 місяці тому

    this can export animations humanoids?

    • @looseEdges
      @looseEdges 4 місяці тому

      If you're referring to Unity's Humanoid/Generic animation types. No, I don't think so. I only use it to export 'Generic' animations. (those generic anims are for humanoid characters, but Unity doesn't know that...)

    • @LucasInojosa
      @LucasInojosa 4 місяці тому

      @@looseEdges if you find a way to do will be amazing, Speaking of which, you could add support for exporting Collection(instance) to your other asset, I missed it. Please!

    • @LucasInojosa
      @LucasInojosa 4 місяці тому

      could create an option that each fbx and prebafs folder creates a subfolder for each collection that belongs

  • @ghislaingirardot
    @ghislaingirardot 4 місяці тому

    Very helpful! Been struggling with this

  • @brian7android985
    @brian7android985 4 місяці тому

    For the rope loops, could you get some of the edge loops from the beam, at a distance from the end, and use those points?

  • @uabarahona
    @uabarahona 4 місяці тому

    Among all the tools related with terrain in blender this is by far the most intuitive one, also great job with the presentation and format of the video that is a big plus also.

  • @LeonErrante
    @LeonErrante 4 місяці тому

    Thank you!!

  • @hectorescobar9450
    @hectorescobar9450 4 місяці тому

    Do you have a tutorial on how to make this tool in Geometry Nodes? I'm happy to pay for it

    • @looseEdges
      @looseEdges 4 місяці тому

      I'm not sure that I have an easy answer regarding the UV stuff, (it's basically all vector math nodes) but I was needing a video idea for this week and I've just uploaded a fairly in-depth video about how this array node functions.

    • @hectorescobar9450
      @hectorescobar9450 4 місяці тому

      @@looseEdges would be great , to know more about how I would incorporate Trim Sheets, decals, edge wear and other essential game texturing techniques in this workflow as without that, it’s hard to really go too far as a senior games artist

  • @hectorescobar9450
    @hectorescobar9450 4 місяці тому

    Do you have an in depth demonstration/tutorial on manipulating UVs in geometry nodes? I would like to texture with trimsheets for catching edge details and are great for optimization in games

  • @markferguson8034
    @markferguson8034 4 місяці тому

    Curve to rope seems to be broken in 4.2. maybe i'm doing something wrong. the curve has no bevel radius. low poly works. High poly does not

    • @looseEdges
      @looseEdges 4 місяці тому

      Ah, that indeed is the case. I have fixed it and will see about making an update sometime. In the meantime, if you'd like to fix it yourself, add a Set Curve Radius node here: danielhickox.com/uploads/curve_to_rope_fix.png (Between the Mesh to Curve and Curve Sweep nodes with a radius value of 1)

  • @hectorescobar9450
    @hectorescobar9450 4 місяці тому

    Good stuff, would be great to see you getting right into, showcasing, then explain instead of the other way around

  • @fergadelics
    @fergadelics 4 місяці тому

    I can’t link outside of UA-cam but this video discusses an addon that helps with scene switching and clears memory as it goes. Another option. ua-cam.com/video/7F71JMOAeyM/v-deo.htmlsi=bSdt2ONdmikRajWH

  • @fergadelics
    @fergadelics 4 місяці тому

    Thinking of your timing problem, having to change the frames on each modifier if you wanted to start later. It made me wonder if you proactively had the same group node(s) between the inputs and the nodes they are interacting with. And inside those group nodes were add nodes. You could batch offset frame start stop values. It’s a flawed work around but it could save some time so you wouldn’t have to adjust every single frame start stop value. Dunno

    • @looseEdges
      @looseEdges 4 місяці тому

      Hmm, maybe... I was thinking about using a simulation zone that is controlled by checkbox. Once the checkbox is on, it fades in for some number of frames. Then if the checkbox is unchecked it will fade out over a few frames, and I can just keyframe the checkbox.

    • @fergadelics
      @fergadelics 4 місяці тому

      @@looseEdges but my idea is more work. All the cool kids use simulation zone.

  • @Fazoway
    @Fazoway 4 місяці тому

    Thank you. I realized that I can never animate like that.😅 As I thought, a lot has been done to animate the trailer.👍

  • @อีลอนคาร์ก
    @อีลอนคาร์ก 4 місяці тому

    awesome bro

  • @skidpigsil8051
    @skidpigsil8051 4 місяці тому

    Your work always amazes me too watch. Thanks for the great vids as always 😊

  • @alexmedoxtr2147
    @alexmedoxtr2147 4 місяці тому

    When your addon is applied, does it create all meshes as one instance? So it separates all elements into different objects, for future binding in the engine ?

    • @looseEdges
      @looseEdges 4 місяці тому

      A good number of the modifiers support instanced meshes in their outputs. Array Radial specifically does not because it also edits the UVs, however before I edit the UVs it is using instances internally (for the 'Rotate' mode), so in that case it would be easy to edit it to provide an instanced output. All the modifiers that support instancing need to have the source instance passed into the modifier via an object or collection. Currently, instances that are created with 'Split to Instances' or 'Geometry to Instance' nodes cannot be 'Made Real' ... or in other words, I don't think there's a way to create instances or split up a mesh inside of a GeoNode modifier.

    • @looseEdges
      @looseEdges 4 місяці тому

      Also, on modifiers that support instances, you can't just apply the modifier an get all the instances, the instances will actually disappear. You have to run the 'Make Instances Real' operator from the apply menu (Ctrl+A)

  • @Fazoway
    @Fazoway 4 місяці тому

    As always, a very good demo video and very useful assets🤩 How can I also learn to make such presentable animations like you?)

  • @aidanhobler
    @aidanhobler 4 місяці тому

    This looks really useful! The gap that this bridges is currently one of the weakest points in my workflow in terms of 1. keeping things non-destructive and 2. avoiding repeated work when updating assets from Blender. Thank you for making this!

  • @jeffg4686
    @jeffg4686 4 місяці тому

    I've heard the term "tangent space" a few times in the past, but not much. I decided to do some research and now understand that it has to do with vertices and is relevant for UVs. from chatgpt: Tangent space is defined at each point on a surface, while local space applies to the entire object. Tangent space is aligned to the surface’s texture coordinates and normal, while local space is aligned to the object's origin and axes. Tangent space is specifically useful for detailed surface operations (like normal mapping), while local space is used for positioning and transforming the object as a whole. Tangent space is a specialized local space used for surface detail manipulation. If the object has a UV-mapped texture with normal mapping (or other tangent space-based effects), the tangent space is defined relative to the object's surface. When you rotate the object, the tangent space rotates with it. This means that the normals and other surface details will continue to be correctly aligned with the texture and the surface. With these statements in mind, I'm having a hard time understanding what you meant by "rotating out of tangent space". Any thoughts on what I'm not connecting here?

    • @looseEdges
      @looseEdges 4 місяці тому

      The way I like to think about tangent space (in a less technical way) is that its a shared coordinate system that can be constructed both from the the 2d UV coordinates and from the 3d world coordinates. This allows you to translate a point or a direction from 3d space to UV space by passing through the shared tangent space. However, because it's 2d in nature if you rotate a point around an axis that isn't perpendicular to a face. In 3d the left verts might move closer and the right verts father away from the center of that face, or in front/behind each other... but from a flat front on viewpoint the left and right verts simply move closer together, losing that depth info in the change from 3d to 2d.

    • @jeffg4686
      @jeffg4686 4 місяці тому

      @@looseEdges - thanks, that definitely helped