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   February 28, 2020  
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[00:45:54] <blenewb> hi i'm a developer looking to create a very basic animated scene. in particular i just want to render 2 camera views of 1 scene of an object that randomly moves around in the view space, and that object has some textures. For some reason I could not get the textures to show the last time i tried (just a default checkerboard would be fine), and
[00:45:54] <blenewb> scrapped the project. does anyone have a tutorial to follow that does something like this?
[00:47:45] <stiv> basic rendering, maybe a Track-To constraint on the Camera, a little texture mapping...
[00:50:11] <blenewb> i realize this should take < 2 mins if you know what you're doing, but I'm a programmer not an artist so this is all confusing to me :)
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[00:50:55] <stiv> out of curiosity, how are you moving your object?
[00:51:11] <blenewb> i couldn't get it to work. python would be fine and preferable
[00:52:14] <blenewb> in the shading view i see the texture i applied, but when i go to layout/render i don't see any texture
[00:53:24] <stiv> each of those spaces (layout, shading, etc) can have their own viewport shading
[00:54:15] <blenewb> oh it's showing now somehow when i render. cool
[00:54:18] <blenewb> now i get to move it :)
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[01:10:19] <blenewb> i have a texture on a surface, and when and when i look at it the edges are sharp, but when i render, it looks like some kind of aliasing effect where corner colors are blended together. is there a way to turn that off?
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[01:11:50] <goto8> yo
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[05:03:56] <Keshl> jaggz: Ze: Maybe I suck at explaining the physics, then. Thank'ya anyway.
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[07:07:06] <jaggz> Keshl, :)
[07:09:02] <Sk3letor> jaggz whats up mai ni.. nice buddy pal? :3
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[07:14:51] <Aritodo> Ni!
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[08:19:17] <jaggz> night!
[08:19:21] <jaggz> oh
[08:19:24] <jaggz> mai night?
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[08:39:09] <Sk3letor> ;)
[08:45:33] <hmw[at]> When my program renders an imported .obj file (which supposedly comes from Blender), positive y values point to the bottom of the screen, x to the right and z into the screen. Is this correct or do I have an error in my program?
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[08:58:24] <stiv> blender world is x to the right, z up, y into the screen
[08:59:03] <ze> but how it renders depends on where the camera is and points to :)
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[09:02:50] <hmw[at]> My camera and the rest is "normal", so it should correspond the what the initial directions are, when not applying any extra transformations.
[09:03:27] <hmw[at]> I import v 1 2 3 as x,y,z from the files
[09:03:27] <ze> hmm the default camera is at a corner angle :p
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[09:05:12] <hmw[at]> Ha, I can Blender now, remember? I forgot :) I will try importing it and have a look
[09:06:07] <ze> oh i misunderstood some of what you asked, you're rendering with your program not with blender, i see :p
[09:06:27] <ze> there are different conventions and some exports may adjust for them?
[09:06:45] <ze> i'm not sure
[09:07:27] <hmw[at]> Hm. I can only try making the import work with my real WebGL app. Atm. I am working on a virtual GPU, so I have no way of telling, how it should look
[09:07:52] <hmw[at]> Aha. .obj is a "Wavefron" file...
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[18:48:44] <hef> Is there a way in the compositor to composite layers from 2 different scenes at different frame offsets?
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[18:52:30] <Aritodo> hef: hmm, how complex of compositing? if it is simple overlay, you could drop them both in the vse of a third scene and line them up
[18:53:20] <Aritodo> other than that, the only way i can think of is to render one of the scenes out and use that in the compositor
[18:54:01] <Aritodo> oh, you could also put the scene strip in the vse and offset it, then import THAT vse scene into the compositor
[18:54:41] <Aritodo> oh, nm, i dont think you can do that
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[18:56:01] <Aritodo> man, they realy need a vse input in the compositor, would open up some really cool possibilities
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[19:05:03] <sine0> how do i path to mesh
[19:05:51] <sine0> ok alt c i have done it
[19:07:09] <sine0> ok... I have tried to take a shortcut. I got a png of the object on side profile, its some metal, and I want to extrude it. so I converted to svg in inkscape using tracebitmap, fine, then imported and converted paths to mesh
[19:07:22] <sine0> but I have far too much data. how can i make it simple with the verts
[19:07:25] <sine0> https://imgur.com/a/MTy79eS
[19:07:45] <sine0> like remove triangles and decimort
[19:09:49] <sine0> I guess the argument could be to just build it quickly
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[19:12:25] <hef> Aritodo: that is sort of the same conclusion I was coming too
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[19:12:58] <hef> I was thinking if I had a physics sim, and I wanted to composite different shots from different offsets
[19:13:04] <hef> it gets weird fast
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[19:13:43] <Aritodo> hmm, thats really what the vse is made for tho, its just not very good at integrating with the compositor, unfortunately
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[19:14:36] <hef> I hadn't looked yet, the VSE doesn't work with scenes, just prerendered images, right?
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[19:14:48] <Aritodo> it works with scenes
[19:14:53] <hef> that might work then
[19:15:21] <Aritodo> you can drop in as many scenes as you like, change cameras of those scenes, even use a vse from one of those scenes
[19:15:33] <hef> hmm,
[19:15:41] <hef> so I could vse a scene to the offsets I want
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[19:15:50] <hef> and then shove that vse into a compositor
[19:15:55] <Aritodo> no
[19:16:06] <Aritodo> thats what i was saying unfortunately, thats the main limitation of the vse
[19:16:09] <hef> what if I gave the vse bit a dedicated scene?
[19:16:14] <Aritodo> cant send its output to the compositor
[19:16:33] <Aritodo> BUT you can use scenes that have the compositor enabled in the vse
[19:16:48] <hef> ah, I see
[19:17:09] <hef> if I could send vse output to the compositer I would be set
[19:17:42] <Aritodo> yeah, would be nice
[19:18:12] <Aritodo> i think it would cause too many potential issues with cyclic pipelines
[19:19:30] <Aritodo> ie, if you have a 3d scene going into its compositor, then put that scene strip in a vse, and pipe that vse into the first scene's compositor...
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[19:20:36] <djapo> any free 3d object scanner from images?
[19:20:55] <ze> i think so
[19:20:56] <djapo> I saw some on the google app store but it appears that they are on a free trial bases
[19:21:07] <ze> maybe not *shrug*
[19:21:14] <Aritodo> i dont know of any free as in open source, but there are a number of free as in not costing any ones that ive seen over the years
[19:21:40] <Aritodo> dont know of any off the top of my head tho
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[20:01:47] <j23> Hi2all, about knife tool, when press C it angle constraints but relying on view. Is there a way to do it like K,C, (X,Y,Z)? I am looking for cutting but keeping it precise
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[20:25:24] <djapo> How do yall make money with Blender?
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[20:32:41] <Aritodo> i use blender for video editing and for some freelance design work, mostly corporate-style animations
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[20:37:29] <Assault> damn...Blender crahes when I try to remove a multires modifier
[20:37:38] <Assault> only happens on a certain file...any tips?
[20:38:50] <Assault> hmm..opening earlier version and then removing the multires does not crash..
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[20:42:15] <ze> dunno, but here's a fun cg short film challenge: behind the scenes mockumentary of a (made up) old movie's practical effects
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[20:44:19] <Aritodo> haha, that could be pretty hilarious, use cg to make fake behind the scenes practical effects
[20:44:43] <Aritodo> for shots that are actually cg
[20:44:54] <ze> hehe
[20:44:55] <seseri> blender for video editing? Aritodo is crazy!
[20:45:27] <Aritodo> seseri: i have used it for editing a weekly tv show and a feature lenght movie
[20:46:05] <Aritodo> i have extensively increased its functionality with some python addons tho, i dont think id be able to do it without my vseqf addon
[20:46:19] <Aritodo> or, i wouldnt have WANTED to do it all
[20:46:32] <seseri> for me blender is pretty much useless in that regard, maybe when they one day fix proxies...
[20:46:42] <Aritodo> but the python extendability is part of what makes the vse so powerful
[20:47:26] <Aritodo> whats wrong with proxies? other than being rather more difficult to use than they should be (which can be alleviated somewhat with python)
[20:47:33] <hef> vseqf?
[20:47:41] <seseri> they dont work with offset
[20:48:02] <Aritodo> https://github.com/snuq/VSEQF
[20:48:03] <seseri> this: https://developer.blender.org/D6314
[20:48:48] <hef> Aritodo: this looks useful
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[20:50:00] <seseri> I tried a bunch of video editing thingies, in the end I took cinelerra, still better than kdenlive etc. in my opinion of course
[20:51:20] <Aritodo> hmm, never ran across that error
[20:51:56] <Aritodo> guess ive not used cropping with proxies on movie clips, i use image sequences a lot, and i use compositor scene strips a lot
[20:52:51] <Aritodo> oh, thats why, i almost never use crop/offset, i just use a transform strip
[20:53:41] <Aritodo> pretty much only use crop for images or for old letterboxed footage which is sd and doesnt need a proxy anyway
[20:54:13] <seseri> I think vse and compositor are the weakest points in blender
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[20:56:26] <djapo> I used to be able to press space to pull up a search bar, what is the new shortcut
[20:56:34] <seseri> f3
[20:56:36] <Aritodo> f3
[20:56:47] <seseri> but you can set it back to space in the settings
[20:56:49] <Aritodo> you can change it back i believe as well
[20:57:11] <Aritodo> but as a video editor, i always had to change it with old versions, heh
[20:57:22] <Aritodo> space is ALWAYS play/pause in video editors
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[21:14:29] <sine0> ahhg i forgot. to move the environment texture around you need the (a) Mapping node, and whats the other one
[21:14:58] <hef> I always press ctrl+shift+t with node wrangler turned on
[21:15:13] <hef> I think it's an object node, but I forget which output
[21:16:22] <hef> sine0: "texture coordinates"
[21:16:30] <sine0> ahh yea thanks
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[21:17:00] <hef> also turns out its "ctrl+t" not "ctrl+shift+t"
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[21:34:46] <Arktika> hello! is anyone alive for a question, please?
[21:36:28] <Aritodo> just ask the question
[21:36:39] <Arktika> ok, ty
[21:37:08] <Arktika> after a bit of sculpting on fingers, one of em started displaying mesh in Edit mode under the wire
[21:37:25] <Arktika> its like mesh is showing with offset down under wire
[21:37:35] <Arktika> i cant figure whats going on
[21:38:02] <Arktika> other fingers on smae object show just fine as before
[21:38:16] <Aritodo> hmm, can you share a screenshot maybe? not sure what is going on just from the description... maybe you are getting some extra geometry in there somehow
[21:38:26] <Arktika> how can i revert whatever happened?
[21:38:31] <Arktika> ok, good idea
[21:40:35] <Arktika> https://gyazo.com/8c5914e703ec1cd803c41196c61a78df
[21:40:39] <Arktika> here it is
[21:41:32] <Arktika> on top of finger mesh shows below wire, on bottom it is also below
[21:41:42] <Arktika> so u cannot see wire
[21:42:09] <Aritodo> hmm, very odd... is your mesh really really small or something?
[21:42:27] <Aritodo> maybe try removing doubles?
[21:42:33] <Arktika> it happens only to this finger, all mesh around it looks fine
[21:42:37] <Aritodo> ive never seen that happen before
[21:43:38] <Arktika> https://gyazo.com/3cccbc48601fd86e0a62a9ccefc6aebe
[21:43:44] <Arktika> another view
[21:46:56] <Arktika> i saved file, restarted blender, no use. it must be some property of those vertices i dont know of yet. but i set it on accidentally
[21:48:32] <Aritodo> it looks like a rounding error on the z-depth of the mesh drawing... i dont know what could cause that tho
[21:50:31] <Arktika> i was doing sculpt on that finger, just before. it was Grab with depth thru
[21:50:55] <Arktika> i was basically moving it spread a bit more
[21:51:08] <Arktika> but same thing i did to other fingers
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[21:52:00] <oliverII> hello
[21:52:05] <Arktika> is there any way to reset this part of mesh?
[21:52:07] <Arktika> hi
[21:52:37] <oliverII> is blender have something like "camera match" or i need to write it by myself?
[21:53:03] <Verts> Yeah, blender has camera match.
[21:53:16] <Verts> For like matching to live action right?
[21:53:26] <Verts> yeah, blender does that
[21:53:38] <oliverII> even live stream?
[21:54:04] <oliverII> i can redir ffmpeg to texture via python, if it possible this cool
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[21:54:33] <oliverII> so i can use LED, mask on face and prematche markers?
[21:55:04] <Verts> <oliverII> Explain what you're trying to do
[21:55:06] <Aritodo> hmm, i dont know about real-time... tracking is pretty slow, and i dont know of any way to get a live video feed into blender
[21:55:44] <oliverII> motion capture + match interiors Verts
[21:56:06] <oliverII> Aritodo: i can make this onto server just $500 of rent, nVidia GPU`s
[21:56:18] <oliverII> for massive scenes
[21:56:52] <oliverII> Verts: chroma keyed me + models near me + models on my face and shoulders
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[21:57:04] <Verts> <oliverII> Yeah, if you want to do real-time tracking, you're probably better off using something like Unreal. Blender's tracking uses video files.
[21:57:40] <Arktika> hey Aritodo, could this have to do with flipped normals or anything of that sort?
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[21:58:32] <Verts> <oliverII> That is an interresting proposition though, I bet blender could do something like that with a bit of coding wizardry, but vanilla blender doesn't I think.
[21:58:44] <Aritodo> Arktika: i dont think so, that would only affect the shading, and i dont think just sculpting could flip the normals either
[22:00:06] <Arktika> i am blender noob kinda, so i am tottaly stumbled here and consider anything. glad i found this chat room. are there more rooms out there, that could could be more proper for this or im in the right one?
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[22:02:01] <oliverII> Verts: i found blender better than 3DS coz of open source and tricks with python
[22:02:38] <oliverII> Verts: files does not problem on ramdrive + live stream
[22:02:44] <sst66> About the best we (or anyone) can do with something we don't recognize is to ask that you share the file and let others take a look
[22:03:45] <sst66> Stripped file having only the object you're having trouble with if you want
[22:04:01] <Aritodo> Arktika: i think this is the best one on irc, there is a pretty active blender discord tho, and there is the blender.chat website chatrooms
[22:04:14] <Arktika> oki, ill try to do that. hw i share the file after?
[22:04:24] <Arktika> how
[22:04:36] <sst66> http://pasteall.org/blend/
[22:04:41] <Aritodo> pasteall.org is a great site for sharing blend files
[22:04:54] <oliverII> sst66: i have intercept buffer of GL on-the-fly, blender is best solution for it
[22:04:58] <oliverII> can*
[22:05:22] <sst66> That I don't know, sorry oliverII
[22:05:53] <oliverII> it kind of model stealing sst66 , when you intercept GL or DirectX buffer from the games
[22:06:15] <oliverII> or better sain you inject model to this games :))
[22:06:19] <oliverII> said*
[22:09:08] <sst66> Sounds fun but I know nothing about it
[22:10:39] <oliverII> idk where i red this, but it modeling technique when you change models in real-time in game engine, they attached to blender session, on secondary monitor
[22:12:15] <oliverII> is there possible to have multiple UVMaps? head gone to broken, i need to dring vodka now :((
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[22:13:31] <sst66> More vodka
[22:13:33] <sst66> Yes
[22:13:33] <Arktika> i separeated hand from rest of mesh and wanna pack this hand into new file, so its light. how can i do that?
[22:14:03] <Arktika> make new file, then append?
[22:14:10] <sst66> Save the file, delete everything else, re-save the file with a new filename, upload to pasteall
[22:14:14] <sst66> Or that way
[22:14:21] <sst66> Doesn't really matter
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[22:25:34] <Arktika> this is what u need? the link http://pasteall.org/blend/index.php?id=52975
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[22:29:55] <Arktika> i noticed if i delete rig from this new file, issue goes away at once
[22:31:08] <Aritodo> oooh, i see that too, i know what the problem is
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[22:31:43] <Aritodo> go to the modifier stack for your model, set the modifier visibility settings
[22:32:04] <Aritodo> on the armature modifier
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[22:32:30] <Aritodo> you either need to disable the edit mode visibility (thats normally how its set), or enable the on cage visibility
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[22:33:26] <Arktika> i see how it reacts, but why that happens and only to one finger?
[22:33:39] <Aritodo> looks like that finger is moved in the armature
[22:34:12] <Arktika> they are all skinned. wonder whats wrong with this one
[22:35:13] <Arktika> but oh well. it solves my problem i guess. thanks a lot
[22:37:26] <Aritodo> nothing is wrong with it, just your armature is moved a bit
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[22:37:50] <Aritodo> it is behaving how it should behave with the settings that the modifier is set to right now
[22:39:08] <Arktika> so i accidentally moved the bone on the finger? can i clear that transform before it cause bigger issues?
[22:40:09] <Aritodo> yeah, select your armature, go to pose mode, and in the pose menu, use clear transform > all
[22:40:26] <Arktika> bingo! tyvm!
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[22:41:20] <Shaba1> Hello all
[22:43:50] <Arktika> ji
[22:43:53] <Arktika> hi
[22:43:59] <Shaba1> Hey Arktika
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[23:01:55] <Arktika> i am using mIRC, 30 day trial, chat client. anyone recommends free client out there?
[23:02:08] <Aritodo> AdiIRC
[23:02:14] <Arktika> thnx
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[23:02:33] <Aritodo> im an old mirc user, switched to that one recently, its way better and has all of mirc's features (even runs the scripts)
[23:02:51] <Shaba1> Hey Aritodo
[23:02:56] <Shaba1> I still you mirc
[23:02:58] <Yaniel> hexchat is fairly similar to mirc AFAIK
[23:03:13] <Arktika> i dont even know any features of it, so its best to start with the good one right away
[23:03:25] <Shaba1> I finally broke down and paid for it about 10 years ago. After using it for a decade.
[23:03:28] <Yaniel> and communi-desktop is fairly nice from what I've heard
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[23:03:37] <Shaba1> Hello JTa
[23:03:46] <Aritodo> one of the features i absolutely needed was the ability to show multiple chatrooms in whatever configuration i wanted, i think hexchat didnt have that
[23:04:10] <Yaniel> oh like a split window?
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[23:06:07] <Aritodo> i dunno what you'd call it, older programs used to call it mdi, multiple document interface
[23:06:26] <seseri> pffff, you young people with your fancy stuff
[23:06:32] <Yaniel> the command line clients call them splits AFAIK
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[23:19:56] <Shaba1> I have always used mIRC Arktika. since like 1995
[23:20:20] <Shaba1> It use to be completely guiltware.
[23:20:34] <Aritodo> heh, yeah
[23:20:44] <Shaba1> after the eval period it would just give you a nag screen to register everytime you started it up
[23:20:55] <Shaba1> which I lived with for 10 years
[23:21:16] <Shaba1> then it actually started not working after the 30 day eval period
[23:21:25] <Aritodo> i had been using it for a looooong time too, maybe late 90s
[23:21:33] <Shaba1> so I broke down and sent the dev the $20
[23:22:02] <seseri> weakling
[23:22:15] <Shaba1> I figured after 10 years he deserved the $20
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[23:35:01] <sine0> lmao classic
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[23:46:52] <alpha_chad>
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[23:58:10] <Arktika> how to display those bone relationship lines in viewport?
[23:58:17] <Arktika> dotted lines
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top

   February 28, 2020  
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