User
Write something
Coffee Hangout is happening in 8 days
Pinned
Practical AI-Assisted Blender Python Coding
Hey everyone, 👋 I wanted to quickly share how you can use an AI-powered code editor. I made a short video and wanted to share it with you first before I post it on my channel.
Pinned
Blender Python for Artists course
You can find the course in the Classroom tab. Please let me know if you have any questions or if you run into any issues!
Blender Python for Artists course
Pinned
Introduce Yourself
Make sure to create an Introduction post. 🥳 I would love to say hello! 👋 I created an introduction template post for you if you need some help https://docs.google.com/document/d/1NL4RUnbrlplwKCTnrdos3IgyJbTMmO_EcLD6QmegG8w/edit?usp=sharing
Introduce Yourself
Rigging/Animation project: bonetools (version 0.1)
Hey. In the last two weeks, I've worked a lot on my little rigging script. It's not a addon or extension yet, the UX is pretty horrific and it's missing at couple of important features. The code so far is just a long list of pretty straightforward operators, as well as a Panel, with Buttons to execute every one of these operators. The operators basically fall into four categories: 1. the ones that have to do with Vertex Groups (these are mainly there to complement the "Ctrl G" and "Shift G" shortcuts) 2. the operators that add bones to an armature and place them correctly - the advantage to normal bone duplication+extrusion is, that the bones will be automatically renamed in the same step 3. the operators that add constraints to a group of bones 4. some additional utilities that deal with bones, like one to change the custom shapes and color of selected bones, and one to quickly align location/rotation/scale of a a group of bones with another group of bones One of the most important features that isn't done yet are what I called "rig relations", it's basically the idea that some operators can only take effect, if for every selected bone, there is a bone with a similar name in the armature. An example, where this is useful, is a FK/IK switch, where the rigger needs to create relationships between the deform bones and the FK bones, as well as between the deform bones and the IK bones as well. So, I hope I get time to add that asap. I also want to split up the code into multiple files and make the thing into an addon / extension, that's maybe important, too. Here's the script so far: https://codeberg.org/miriculous/bonetools/src/branch/main/vgops.py So, yeah, that's pretty much where I am at the moment. I do have to say that I thought the Blender API wasn't very intuitive to learn for me (my experience with coding was mostly with JS web development and GDScript). I still have some question (like why the vertex selection data doesn't update unless you switch to object mode ... ?). But overall, I think I made progress.
1
0
Newcomer here
Hello everyone, I am a 71 years old mix between a photographer and mathematician. Tired of doing things that I did before I decided to go 3D to produce 100% realistic photos of things that don't exist. My aim is low: I want only still images. I am now in the process of building a procedural muscle generator with geometry nodes in blender. I am almost done but to be 100% realistic I need to add some noise around the muscle with a bump map. In order to do this I need to embed script into the GNs. I can give you thousands of textures, including skin textures derived from real photos that gives us a real skin. Also I have 2 body hair generators (one for the outline and one for the "field of the skin) that are to be use as a top layer in Photoshop. I'll be happy to share.
Newcomer here
1-30 of 373
CG Python Academy
skool.com/cgpython
3D artists learning Blender Python.
Leaderboard (30-day)
Powered by