Very good. I was very hesitant to retopologize my current model, but this definitely helps cut down on the amount of work I'll have to redo.
@Garfield_Minecraft7 күн бұрын
my friend was talking about "rotors"
@EricLiu-q4h7 күн бұрын
Good explanation! Thank you for your class!
@Sonic321masterVT8 күн бұрын
You sir... are a genius. I did to try using LIV, but I don't like it be on steam VR only since I like using Meta Quest Link PC for streaming on twitch and this can really help me out, thank you so much.
@ABV_antibadvibe10 күн бұрын
Nice video!
@lifesymbiont576913 күн бұрын
This recently helped me, thank you allot
@carfox186013 күн бұрын
Awesome video!!
@michaelvargas235916 күн бұрын
this helped me so much Thank you!!!
@psykopat8119 күн бұрын
Where is the index.html file? I am a complete noob
@EMB3D20 күн бұрын
man, you helped me, finally some pragmatic way to do this
@matto324922 күн бұрын
thank you goated video
@xeranor25 күн бұрын
so even tho we have a warning there the communication gets encrypted right?
@classoutside25 күн бұрын
Yes, I believe the communication should still be encrypted even though you may receive a warning in the browser. The warning is usually because the certificate is self-signed. This certificate relates to who is creating and sharing the public key used to encrypt the data. When you go to a website like Wikipedia, the certificate is often signed by a "trusted certificate authority". This is usually a list of companies that your browser's developer considers trustworthy. Self-signed or untrustworthy certificates can be risky when you do not know who is generating them. If you went to a website with an untrusted certificate, the entity that generated the public key may also sell or share the private key, and allow unwanted people to decrypt your data. For testing purposes, on a local network, self-signed certificates are usually okay. You know that you created the keys, and are responsible for making sure that the private key you generate is not taken and used to decrypt your information. I hope this helps provide some more information around encryption and certificates!
@SumitKumar-xu4zz25 күн бұрын
Add the generated certificate to trusted root authorities then you will not receive any warning.
@dr.robotnikgaming921826 күн бұрын
good job on this tutorial now make one for meshes that have shapekeys
@classoutside25 күн бұрын
Thank you for your compliment! I also appreciate your suggestion. I have some other videos currently in the pipeline. Hopefully someday I will make a video on setting a rest pose for meshes with shape keys too!
@etam_entertainmentАй бұрын
Could you make an updated version of this video?
@classoutside25 күн бұрын
Is there new or separate information you are curious about that you did not find in this video? I believe the steps and resources discussed in this video are still effective and available as of today. I added a download link to Node.Js, which includes Node Package Manager (NPM), if this happens to be included in the update you are suggesting.
@OliverAmossАй бұрын
Thank you for your tutorials :) they are all really helpful!
@classoutside25 күн бұрын
I am glad my tutorials can be helpful for you! I appreciate you sharing your experience :)
@jermesastudioАй бұрын
Thank you for this tutorial. It has been very helpful for my commercial projects.
@classoutside25 күн бұрын
I am glad you found this helpful! Thank you for sharing :)
@taportnaya2136Ай бұрын
Very nice video about lightning!
@classoutside25 күн бұрын
Thank you for sharing, I appreciate your compliment! :)
@issacvoregamesАй бұрын
now how do we disable it
@classoutside25 күн бұрын
It sounds like you want to disable the rest position. It may depend on what you mean by disabling it. If you are in pose mode, and unable to edit the pose, you may get a message similar to 'Cannot change pose when 'Rest Position' is enabled'. If this is similar to your situation, you may need to select Pose Mode in the 3D viewport, select your bone or armature in the Outliner, then go to the Properties panel, and select the "Data" tab, which looks like a stick figure running. In this tab there should be a Pose section with two buttons "Pose Position" and "Rest Position". Select Pose Position, and then try to edit the bone or armature's pose. I hope this may help you towards a solution!
@pnachtweyАй бұрын
I wrote code for a 6DOF platform. Not only does the order make a difference but the direction of rotation must be defined. You can use the left hand or right hand rule. So there are many ways of moving the 6DOF platform. Rarely would two people get the order and directions the same. This was a problem because a flight simulator would down load x,y,z, yaw, pitch and roll but often the 6DOF would move as the customer thought it should. I finally decided to use the NASA's Glen Research centers standard and told people to use that. I need to figure out quaternions but the 6DOF platform doesn't make big angle changes.
@classoutside25 күн бұрын
Thank you for sharing your personal, hands-on, experience solving problems with concepts in this field. It sounds like it can be challenging when customer expectations do not initially align with common or planned for results, and standardization can help in these situations. I appreciate your input!
@moviemagicgillesdelageАй бұрын
well it was ok until you said to click the funnel thing, which I don't see. How do I find the little funnel thing?
@classoutside25 күн бұрын
The funnel thing is also known as the "Outliner Filter". This option should be at the top of the outliner panel in blender. This is the panel where you usually see your Scene collection and objects in a folder-like structure. The presence or appearance of this button may depend on your Blender version. In the video, I demonstrate with Blender version 3.4.1. I believe the Outliner Filter remains visually similar, and in a similar position, through Blender version 4.1.1. If you are on a different Blender version, you may need to review the Blender documentation for your specific version to confirm that this functionality is present, and where it may be. On many versions of Blender, there is a "Help" in the top left near the File and Edit buttons. If you click this, you may have an option for "Manual" that may open a website with more information about your specific Blender version. I hope this may help you towards a solution!
@hakayonder33962 ай бұрын
It would help a ton if you could not skip around. I had no idea what package file you were talking about as total newbie, making this video useless right at the end and forcing me to look for another.
@classoutside25 күн бұрын
Thank you for sharing your experience with me. I believe you are referring to when I state something similar to "we need to move to the same directory as the package.json file", around the 2 minute, 50 second mark: kzbin.info/www/bejne/lYLQmaOjj7uNf7csi=OFXKNvPXutD_mExO&t=170 After re-watching the video, I see how it could be more clear what I meant there. I appreciate your feedback, and will try to keep this in mind when walking through similar steps in future videos. Below I will share some more details about this topic, in hopes it may benefit you or anyone else who may have a similar experience. The package.json (often pronounced package dot jayson) file is commonly found in JavaScript projects. It has a list of named libraries, or code, that our project will depend on. It is located at the root directory, or base folder, of a JavaScript project. This is the folder you want your terminal, or command window, to be pointed to when running certain commands like "npm install". When we run "npm install", the Node Package Manager tool (npm) will look at the package.json file like a shopping list, and go to the internet to download any libraries, or code, the project needs. NPM will see "threeJS" in package.json, and then go online to download it to the project. In Visual Studio Code (VSCode), you can usually see the folder structure on the left panel. In the video, the project folder can be seen as "Blender_To_ThreeJS-main" which has a child folder with the same exact name, "Blender_To_ThreeJS-main". And that child folder has the "package.json" file being held inside it. Our terminal is the bottom panel of VSCode. We can see where our terminal is pointed to by looking at the text right after the letters PS. In the video, the terminal is initially pointed to "D:\Downloads\Blender_To_ThreeJS-main", which does not have package.json inside of it. We need to change the folder, or change directory (cd), into the child folder with the same name. In the video, I run the command: cd .\Blender_To_ThreeJS-main\ , and after pressing enter we can see that the terminal is now pointed to "D:\Downloads\Blender_To_ThreeJS-main\Blender_To_ThreeJS-main" which is the path to the folder with package.json inside of it.
@marctoews19712 ай бұрын
You mentioned possibly making a tutorial on creating custom markers. Could you give me a quick rundown? I'm stuck with using something with a border when using AR.js Marker Training. Is there another tool to create the marker so it can be an image instead of something with a black border?
@classoutside25 күн бұрын
Hello. For custom markers AR.js offers a tool for generating them with images, as well as some documentation on how to set them up. Here is the tool: ar-js-org.github.io/AR.js/three.js/examples/marker-training/examples/generator.html AR.js marker documentation: ar-js-org.github.io/AR.js-Docs/marker-based/ You will likely need to identify the marker as a "type: pattern" in your code. I hope this helps on your way towards a solution!
@domebovine2 ай бұрын
i cant click on the animation on my models drop down menu because the menu wont drop down.
@classoutside25 күн бұрын
It sounds like you are unable to trigger something to drop down and display more information. I would suggest to double check and see if there is a triangle, similar to a play button, near where you expect the drop down to be. If so, this is usually what i click on to drop down a menu. If you cannot select it, or you select it and nothing appears, there may be no information nested within the dropdown, or some other challenge that is preventing you from seeing this information.
@clewx_2 ай бұрын
you helped me, I thank you soo much!!!
@classoutside25 күн бұрын
I am glad i could help you along your way! Thank you for sharing :)
@xyhilwastaken2 ай бұрын
Having known quite a bit on that subject, math and Blender wise, I saw "Class Outside" under the most human thumbnail I've looked at in days; Surprised this was a Blender/Graphics tutory, but the overall atmosphere of the video was entraping and calming. You sir, have a great mind; stay focused!
@classoutside25 күн бұрын
Your experience and compliments brought me a smile! Thank you very much :)
@akhil81312 ай бұрын
Could you solve a doubt of mine? How would you go about implementing a simple third person pov camera. Like an example scenario would be a small sphere moving along some line on some platform, how would you implement a simple button that switches from the general camera view to a third person pov camera which follows this moving sphere and back? Any help or guides would be greatly appreciated
@classoutside25 күн бұрын
This seems like an interesting and complex challenge! It sounds like you want 2 states for the camera. One state, where the camera is attached and following the sphere, and another state where the camera is detached from the sphere. I would suggest to start by finding examples that are similar to the individual features you are describing, or trying to find somewhere similar problems may have been solved before. There are many examples provided at the following link: threejs.org/examples/?q=camera#webgl_lightprobe_cubecamera And the code for these examples can be found at the ThreeJS github page: github.com/mrdoob/three.js/tree/dev/examples I think you may find some of what you are looking for by using something similar to "camera.lookat(movingObject.position)". This should keep the object in the center of the camera's view. If you want to allow the mouse to move, you may need to perform some calculations on the mouse's position, and combine this with the moving object's position. For the camera to not just rotate, but move with the object, you may need to setup a separate method that updates the camera's position to match the object's position, with some offset. For instance, if you want the camera to stay behind a moving car, you may want to set the camera's position to the car's position, minus some value in the backwards and upwards directions. For switching between the camera states, i would start by breaking down the problem. I would start asking questions about how the user is expected to act in this situation. Will the user's mouse affect the camera's orientation? If so, how should the user press the button? Should the button instead be a keypress, or should the user be able to press escape to have the mouse stop controlling the camera? I hope this helps you on your path towards a solution!
@bigboy44322 ай бұрын
nice stuff
@classoutside25 күн бұрын
Thank you!
@alexaleman162 ай бұрын
Sick of these sped up videos this was crap
@herculeholmes5042 ай бұрын
Thankyou. 🙂 That worked, but I wonder why Blender doesn't have a simple one-click way to delete the armature?
@classoutside2 ай бұрын
I wonder why too! Perhaps the developers are focusing elsewhere, or they have concerns about adding too many options to the interface. There are ways to add your own buttons to Blender via python scripting. If you would like this, or other features added in Blender, python scripting may be helpful in creating these for yourself! If you have interest in this topic, i have another video that briefly describes some of what goes into the process: kzbin.info/www/bejne/Z4aWk6uoqdt-aqs
@priyanshurangari70912 ай бұрын
At last why its not coming for https
@classoutside2 ай бұрын
I am not sure if you are facing a specific issue. If the website is not loading on https, there may be some issue with the configuration. If the ekys are misconfigured, or expire, the website may be inaccessible. Sometimes browsers may require you to take an extra step, and accept the risk of entering a website with a self-signed certificate (SSL) before you enter. A common troubleshooting step i follow is to open the developer tools for my browser, and view the console logs. Sometimes helpful information for why something is not working is provided here. I hope these suggestions are helpful towards your solution!
@coquettehan2 ай бұрын
I don't know why, but when I opened up Blender today, it suddenly crashed, I don't know if it was a impact from what i opened like a lightroom.blend, but after that incident, I can't find any solutions on how to fix my Blender. It also deleted the startup.blend too, Any help?
@classoutside2 ай бұрын
Blender crashing unexpectedly can be a surprising moment, and without startup.blend it may be difficult to get any custom configuration back to the way it was before the crash. If you are not concerned about specific custom configurations, it may be worth it to uninstall and reinstall Blender. Perhaps a newer, long term service (LTS) version may be worth looking into. Here is the download page, currently the latest LTS version appears to be 4.2.1: www.blender.org/download/ Blender's website claims that after version 2.8, some breaking changes occurred with specific hardware, and 2.79b may be more stable for these components. www.blender.org/download/previous-versions/
@Shakespeare16122 ай бұрын
Interesting. But can we go farther? Can we make the scene walkable, and allow users to activate hyperlinks or bring up detail screens by touching 3d objects in the scene?
@classoutside2 ай бұрын
Hello! The concept of a walkable scene with selectable hyperlinks is an interesting one. The ThreeJS library offers many features that could support a system like this. This system would likely require the scene to be organized in blender, and the interactions like walking, selecting hyperlings, and bringing up detail screens would likely need to be programmed with Javascript and ThreeJS. I have another video that implements hyperlinks and maybe some of your other ideas I will share here: kzbin.info/www/bejne/bKvTk4Z8qMiBh7s To learn more about what ThreeJS can offer, I would recommend checking out their examples page. There are many, and some examples include walking around a 3D scene. threejs.org/examples/ I hope this may provide more insight towards your concept!
@Kartell-hp3gi2 ай бұрын
<<<
@classoutside2 ай бұрын
I am not sure what the "<" sign means in your comment, though I hope the video was able to help you find what you may be looking for!
@Kartell-hp3gi2 ай бұрын
@@classoutside ohh sorry that was my son 😀 but yes it was helpful thanks bro 🫡
@classoutside2 ай бұрын
No worries! I am glad I could help! 😁
@lumiri21452 ай бұрын
Is there a way to do this but for specific bones attached to the mesh?
@classoutside2 ай бұрын
If you select the armature, and go into edit mode, you should be able to select the specific bone you want to remove, and delete it from there. This may have an effect on how other bones move your mesh. The vertices that were moved by the deleted bone may no longer move how you would like them. If this is the case, you may need to consider adjusting the weight paint for your rig. You could also try following the steps in this video to unparent the armature from the mesh, and then then parent it with automatic weights and review the results. I hope these suggestions are helpful towards your solution!
@qoph19882 ай бұрын
Very helpful, thanks
@classoutside2 ай бұрын
I am glad I could share this with you :)
@LIMBICNATIONARTIST2 ай бұрын
Awesome video!
@classoutside2 ай бұрын
I appreciate your compliment, thanks! :)
@AntVFRF2 ай бұрын
Thanks, it works, but I found a little problem. If your mesh has a multires modifier and you aplly this, and later remove or just disable de multires modifier the mesh returns to its previous state. Do you know how to avoid this? Thanks again.
@classoutside2 ай бұрын
It sounds like when you have a multiresolution modifier added, then set the rest position, then either apply or remove the multiresolution modifier, the updated rest position seems to be undone. It might be worth trying to set up the multiresolution modifier after the rest pose has been set, or apply the multiresolution modifier before this step in the workflow. Another possibility is to experiment with what happens when the order of modifiers is changed. Prior to applying the armature modifier, try reorganizing the stack in the modifiers panel. On a modifier, to the right of the drop down arrow and "X" button, there should be what looks like a grid of dots. If you click and hold down on this, you should be able to drag the modifier up and down. The stack of modifiers represents the order they are applied. The top is the first in the order, and the bottom is last. Changing the order prior to application may have some affect on the outcome. I hope these suggestions may be helpful on your road towards a solution!
@b43xoit2 ай бұрын
Apollo craft were vulnerable to gimbal lock.
@classoutside2 ай бұрын
If the tools we build, like spaceships, are chosen to use gimbal-like mechanisms, they too may be affected by gimbal lock. An object floating freely, like a spaceship, with forces applied to it, or mechanisms not constrained to gimbal-locking, will be free to rotate in all directions. Thank you for sharing this real world example!
@ericcidade34432 ай бұрын
doge had me cracked up, thanks for that lol
@classoutside2 ай бұрын
Haha, I am glad i could help bring you a laugh with the dog! Thank you for sharing
@NorthyToons2 ай бұрын
do you ever have issues with the baked map turning Black,White or transparent?
@classoutside2 ай бұрын
I have experienced the baked map turn black before. In my experience, this has been caused by a few scenarios. If I did not mark seams, and UV unwrap properly before creating the cage, this can happen. The cage and the destination meshes must have the same UV map for this to work properly. If faces or vertices are removed from either mesh after creating the cage this could affect the UV Map's accuracy. I have also experienced a black texture result when I had incorrectly selected my meshes. After first following the step to identify the cage object, the source mesh should be selected in the Outliner, then while holding down the control key on windows (or the command on macOS I believe) select the destination object. Then click the bake button. The steps are visually represented here: kzbin.info/www/bejne/kKucaJd5oqpqY9Esi=bYBB5P4hCsqjqGoa&t=345 Sometimes black spots in the result texture may appear. This is often from when the cage does not properly overlap with the source mesh. Sometimes this requires manually selecting individual groups of vertices and moving them to be outside of the source mesh. I hope these ideas may help you towards your solution!
@Gurzbujar3 ай бұрын
slerp it up
@classoutside2 ай бұрын
SLERP is an interesting acronym that doubles as an onomotopoeia!
@chadx82693 ай бұрын
I prefer Directional Cosine Matrix (DCM) 9 elements and gets around that 90 degree problem.
@classoutside2 ай бұрын
Directional Cosine Matrices seem like an interesting solution to the 90 degree problem. I wonder how their implementations may be found in common 3D software programs. Thank you for sharing!
@carloc3523 ай бұрын
Well, without numbers it’s quite hard to convey something.
@classoutside2 ай бұрын
Numbers can be very useful in conveying concepts. With this video, my intention was to provide information about the conceptual differences of Euler and Quaternions, without entering into the underlying mathematics of them. Perhaps some day i will have another video that explores more into this topic. Thank you for your input, and sharing your experience!
@shivangipriya41533 ай бұрын
How I take one color from one model to another ??
@classoutside2 ай бұрын
Taking only a single color may come with some challenges. If the color is part of an image texture that includes other colors you do not want, there may be a few options to solve this. This will also depend on if you want specific color value, like the hexidecimal value for red (ff0000), or if you want a range of a color, including a variety of shades like dark red, light red, and even some shades nearing orange or pink. One possible solution may be to save the baked image texture from the destination mesh, and edit it in an image editing program like gimp (www.gimp.org/). This may take some image editing skills, like working with transparent layers. You could remove the parts of the image texture you are not interested in, save the edited image as a .PNG file, then replace the image texture on the destination mesh. This will replace the texture with the colors, and transparent portions, of the source mesh. There may be more solutions available by using nodes in the shader editor prior to baking to remove any colors you do not want baked; though this may take some research or experimentation. Good luck towards discovering your solution!
@marcoscarvalhodev3 ай бұрын
Will it work on mobile devices also?
@classoutside2 ай бұрын
I have not recently tested the compatibility of a "Click" event listener with mobile. For mobile it is often recommended to use Touch Events. These are described more here: developer.mozilla.org/en-US/docs/Web/API/Touch_events/Using_Touch_Events So for a mobile design, if click does not work, an event listener like "touchend" may need to be added.
@HoovyTube3 ай бұрын
That was just what I needed, thank You!
@classoutside2 ай бұрын
I am happy I could share this video with you! :)
@insidiousmaximus3 ай бұрын
Geniua marketing to get the island sold. I wonder which politician has a stake in the sale. They will let it carry on and someine else will buy it to maje a stand.
@classoutside2 ай бұрын
I am not sure how marketing and island sales may be relevant to Euler and Quaternions. Perhaps there is some context i am missing.
@insidiousmaximus2 ай бұрын
@@classoutside sometimes when I watch a video and comment it posts the comment on the previous video lol it's a problem with the KZbin app only happens on the phone.
@classoutside2 ай бұрын
Ah! I thought it might be something like that. Thank you for sharing.
@insidiousmaximus2 ай бұрын
@@classoutside great video though thank YOU for sharing :))
@Mohammed-ol1qv3 ай бұрын
how Getting Pose Position to Look Like Rest Position ?
@classoutside2 ай бұрын
Setting the Pose as the rest pose may depend on how the armature, or any animations, are setup. The first thing I would suggest trying is opening the dopesheet view and making sure the frame is set to 0. Then you could try to select the armature, go into Pose mode. To the right of the drop down where you selected Pose Mode, Click the "Pose" button, click "Clear Transform", then select "All". This should clear any changes to the armature for that frame. If you have any animations, this may immediately be lost when the current frame changes. If this is the case, you may need to look into removing unwanted keyframes, or creating a new animation. If this is the case, I have another video that describes some steps that go into having multiple animations for one armature. kzbin.info/www/bejne/i6mpq4mZmNybZqM Good luck!