Пікірлер
@Agan-m7q
@Agan-m7q Күн бұрын
Can this plugin make the object mirror itself and apply it? I use alt+v to switch to the object and add the mirror modifier and then apply it, but it seems to go wrong. The plugin prompts me that I can't apply the mirror modifier to the object, and it will go wrong.
@AitToolsB
@AitToolsB Күн бұрын
Hi @Agan-m7q ,You don't have to switch to the object using Alt+V. With the objects in the branch selected, in the modify objects panel, you have the mirror options at the bottom. By selecting any object that belongs to that branch, you have the 'mirror mesh' option, which adds the mirror to the final mesh. In other words, you don't need to switch to the generated object; you have to do it with any object in the branch selected. Then, when generating the final mesh and the remesh, the mirror will be applied. When you generate it in the generation panel. I'll leave you a video here from the manual, in the part where the mirror is made. kzbin.info/www/bejne/aXLQoIecfdOioMk I hope it helps, if not, write to the support email and I can explain it better to you with a screenshot [email protected].
@Agan-m7q
@Agan-m7q Күн бұрын
​@@AitToolsB I understand what you mean, but when I was working on it, I found that my center object was not designed to be symmetrical so that its origin was not in the middle of the object, so I wanted to fix it by mirroring, but it couldn't. Then it would cause the deviation of the mirrored mesh of my other objects. Maybe I explained the problem clearly. 😂 And after applying the mirror, it seems that the shortcut key alt+v will fail and cannot be used. Of course, I think it is a very good plug-in👍, and I will also watch the video in the manual to study this function~ If it doesn't work, I will ask for your help again. Thank you.
@AitToolsB
@AitToolsB 20 сағат бұрын
Hi @Agan-m7q . I hope the videos were helpful. If you have the axis displaced, you could try using a target at the position where you want the center of symmetry to be. To do this, you'll need to select an object from a branch that is already at the center and apply the mirror mesh with the target option activated. But, I don't understand why you would want to use Alt+V, I don't see the point at that moment. Well, if you need more help, write to the support email or if you can with a screenshot it would help. Thanks to you for your support.
@mxhunterxx
@mxhunterxx 2 күн бұрын
Are you doing all the blocking and modelling using a mouse, or are you using a drawing tablet using this add-on? It seems like its simple enough that a mouse could be used, just curious what you use with it Also, I see that there is a remesh option built in. Does this connect all the separate objects into 1 mesh, or does it require extra topology work to make it a single mesh, i.e. hair, clothes and teeth?
@AitToolsB
@AitToolsB 2 күн бұрын
Hi @mxhunterxx, I use a tablet but that's because I use it for everything, it's not that this specifically needs a tablet. I don't think it would be necessary, the operations with objects are quite basic, you don't need to complicate things too much with sculpting to get basic shapes like this. I think you could do it without any problem. best
@mxhunterxx
@mxhunterxx Күн бұрын
@@AitToolsB Thats good to know. About the remesh part then, does it make 1 connected mesh, or is it several meshes with their own retopology? If it was 1 connected mesh, that would solve a lot of issues with the old way of sculpting
@AitToolsB
@AitToolsB Күн бұрын
Hi @mxhunterxx, Mesh generation is flexible in this regard. During generation, you can combine objects according to different criteria: (but I wanted to clarify that the final mesh is with remesh, not retopology) By material: All elements that share the same material will automatically merge into a single object with remesh - in the end, you'll have one mesh for each different material. By manual selection: You can freely choose specifically which elements you want to unify, join them, and then generate the final mesh for each object, allowing you to group components according to your needs. Or if you prefer, you can do a total unification: you can combine all elements into a single object. You can also activate the facesets option, so that united objects have different facesets to work with when sculpting. Each branch united into a single object will be a faceset. I'll leave you a video tutorial that shows this process as part of a series about complete character creation. This is from the second part but it directly shows what you were asking about. kzbin.info/www/bejne/aquknWuGmdCDhJI I'll leave you the complete manual list here in case you want to see the process from start to finish. And a lot of other tutorials. kzbin.info/aero/PLzqRuj8UEwBDfv_DldTHd30yYtKdOar_1 I hope it helps and clarifies something. best
@henryvasquez1814
@henryvasquez1814 3 күн бұрын
Pretty cool
@AitToolsB
@AitToolsB 3 күн бұрын
Thank you very much @henryvasquez1814!
@hombrezoo
@hombrezoo 4 күн бұрын
Man, this tool looks sick!!!, Amazing!!! I've been looking for something like this for a long time. I need to wait to my next paycheck to get it!!
@AitToolsB
@AitToolsB 3 күн бұрын
Thank you very much @hombrezoo!, it's great to hear those kind words, they really encourage me to keep going. It's been a lot of hard work, I'm so glad it's appreciated I hope it's very useful to you when you have it, and we'll be here to help you make the most of it, Thank you very much for the support.
@vivektyagi6848
@vivektyagi6848 5 күн бұрын
Awesome tool you've got there. As flexible and as featured as one would need. Many Thanks.
@AitToolsB
@AitToolsB 5 күн бұрын
@vivektyagi6848, I'm glad you like it, and thank you very much for your support!
@vivektyagi6848
@vivektyagi6848 9 күн бұрын
Appreciative of the hard work you are putting in. All the tutorials you are putting in day after day for a quality product exposure is commendable. Putting the Eye and the nose and Horns and feathers and anything becomes a piece of cake. 2D references are replicated / transformed into eye-catching creatures in almost no time. Before BlockSurfaces this was an impossible task to even think of it for me. It used to feel like so much of hard work. Your Tutorials have made the once impossible dream so close to being achievable. Last couple of days I've been in a dreamy state of having conquered the world.
@AitToolsB
@AitToolsB 8 күн бұрын
Thank you so much @vivektyagi6848. You don't know what it means to hear something like that. It's very satisfying to have your work valued and to know that it can be useful to someone. It is gratifying to see that something I have created can help someone with their goals and dreams. Words like yours and encouragement are what have really made all this effort worthwhile and are the best reward. Thank you very much for your support.
@vivektyagi6848
@vivektyagi6848 11 күн бұрын
Awesome 🎉 This is an Absolutely Simplified version of ZBrush within Blender. The modelling speeds in modelling creatures and props is an absolute cakewalk. This is going to give AI generated characters a run for their money. Many Thanks for showing the possibility. 💯💥
@AitToolsB
@AitToolsB 11 күн бұрын
Thank you very much @vivektyagi6848
@cwgochris71
@cwgochris71 13 күн бұрын
Love it!
@vivektyagi6848
@vivektyagi6848 16 күн бұрын
Now in the 4 Part Process - BkSurfaces FINAL Panel - After Process 1 (Prepare BkSurface Obj) as we enter the Process 2 and After GENERATE BkSurface Button is Clicked There are 2 Buttons - 1st - Bs To Obj / Obj to BS and the 2nd Join Selected Objs. 1. Did you click the 1st Button - Bs To Obj / Obj to BS or it was not touched. What is this button for ? 2. You had clicked the 2nd Button - Join Selected Objs and Unchecked the Facesets. What did Unchecking Facesets do ? Now in Process 3 - Remesh BkSurface you said the Value (0.002) depends on the scene size. What is the meaning of the scene size here ? Also can the value go lower that 0.002 and what impact does it have on the mesh quality ? Does it increase the Polygon count by lowering the value ? Now in Process 4- Apply Remesh and Modifiers - Does it retopologise the mesh to homogenize the polygon placement ? Towards the end at about 39.30 - you say we could have added more meshes for different poses or proportion. What exactly does it mean ? Also what are the next tutorials I should watch. Many Many Thanks for your continued support.
@AitToolsB
@AitToolsB 15 күн бұрын
Hi @vivektyagi6848, that button (Bs To Obj / Obj to BS)is used to include the interior objects in the final model. Instead of the generated mesh, you'll have the spheres instead of the surface that goes from one to the other. But it's better to see each thing at its own time. This is an introductory video, don't try to review everything at once. It's better to go through things little by little, or they will appear as you need them. Facesets: create facesets for each branch. When you sculpt, there's an option called facesets that allows you to select and perform operations on parts of the same object by separating them into different facesets. For example, if you have a hand, you've joined it and activated facesets, you can hide each finger in sculpt mode to work with some parts or others more comfortably. As I said, there are things you'll see in other videos or later on. Yes, the voxel size of 0.002 might be very different for your scene. The correct value depends on how you have Blender configured and the scale of your scene. It will create more or less polygons in the final mesh. A higher number like 1.0 will result in fewer polygons than 0.002, but it all depends on how big your model is and how your scene is configured. That's why it's better to try high values first, and then lower them. You can test until you apply, after that you won't be able to modify that. You can generate as many final models as you want. You can use the same model, go to block surfaces mode and change something about it, proportions, pose, whatever you want and generate another final model as many times as you want.
@vivektyagi6848
@vivektyagi6848 15 күн бұрын
@@AitToolsB Things are beginning to clear up. Now that I have also invested in the BlockSurfaces Tool I'll be able to work with it practically. Many Many Thanks for your continued support.
@AitToolsB
@AitToolsB 15 күн бұрын
Perfect @vivektyagi6848, Thank you very much for the support.
@vivektyagi6848
@vivektyagi6848 16 күн бұрын
A new set of Queries now regarding the Generate BkSurfaces / Objects Subdiv Panel - Can I apply Different set of Subdivisions to different objects in the Character ? Once all the Subdivision Modifiers have been applied individually one at a time then finally Apply Modifiers needs to be clicked ? As in the Character in the tutorial the Arms and Legs have decent amount of edges in the length but not enough visible in the circumference. Should there have been Subdivisions added or it should have been kept as is for the time of the Sculpting ? In case I need to Apply a Subdivision of 2 to the Skull and a Subdivision of 1 to the Arms and Legs Then will I need to apply them Individually for the Skull and Jaw or it can be done together as well ? And the Arms and Legs a Subdivision of 1 can be applied in a single operation or separately. Also Can I click "Apply Modifiers Button" after each Object Subdivisions have been applied - One at a Time or this Operation of "Apply Modifiers Button" needs to be done Only After All the Object subdivisions have been done ? Many Many Thanks.
@AitToolsB
@AitToolsB 16 күн бұрын
Hi @vivektyagi6848, Yes, you can do it by groups. You can set subdivisions for all branches where you have any selected object. To do this, select according to the subdivisions you want for all the branches you want a subdivision, select them, give them one subdivision, and it will be added to all of them at once. Then you can select those you want 2 divisions, head, mandible, whatever, any object from those selected collections, give it 2 subdivisions. And it will be applied to all branches. Adding or not adding subdivisions is up to you, depending on the shape you want to achieve for the final model. If it's smooth enough, don't add any. If you see the polygon edges too much, you can add or not, depending on whether you want to work with the smooth or harder shapes, that's up to you. Remember to deselect the "selected" option so that it works with all objects in the branch and not just the selected object. Apply modifier, it will check if there is the subdivision modifier in the branch where you have any object selected at that moment and apply it. You can do this whenever you want, it's best that as you add subdivisions you then apply them so you don't forget any.
@vivektyagi6848
@vivektyagi6848 16 күн бұрын
@@AitToolsB It answers the queries I had asked about. Many Many Thanks Again for taking the time to address it so promptly.
@vivektyagi6848
@vivektyagi6848 16 күн бұрын
What object was selected as the parent for the eye, pupil and the upper and lower eyelids at about time 30.23 onward ? I can see that Eye = Char_BsObj_1 , Upper / Lower Eyelid = Char_BsObj_3 and Char_BsObj_4, Pupil = Char_BsObj_05. Which is the Parent Object and At what Point of Time in the Video the parent for all the Eye Components was it created. Could you please point out its name and the Time of its creation. You have used THIS to mention the Parent object but it is hard to figure out which object is it referring to. Many Many Thanks.
@AitToolsB
@AitToolsB 16 күн бұрын
Hi @vivektyagi684! You can find it at minute 30:20 to 30:30, where I make all the parts of the eye children of the sclera (the white part of the eye). The parent will always be the active object. It looks bad there because they all occupy the same space. I usually do it this way because it allows me to rotate everything together later and easily make it look to one side or the other. The name of the object was Char_BsObj_01.001, you can also see it later when I test if the other objects follow it. Best
@vivektyagi6848
@vivektyagi6848 16 күн бұрын
@@AitToolsB My confusion was that all the eye parts were being parented to some Scull object. Now I Understand that Sclera is the Parent of the Pupil and the 2 Eyelids and you were rotating the Sclera to test the eye movement after parenting. Many Many Thanks for clarifying.
@AitToolsB
@AitToolsB 16 күн бұрын
Hey, @vivektyagi6848, I was going to mention that to you but I forgot, sorry. Later it's only the sclera that I make a child of the skull, it's because if you make everything children of the skull, you'll be eliminating the sclera as the parent of the eyelids and irises, and they would only move with the skull. It's like a tree structure: eyelids and irises are children of the sclera, and only the sclera is a child of the skull. This way, when you move the skull, it moves the entire eye, and if you move, rotate, etc. the sclera, it will move the eyelids and pupil along with it. Best
@vivektyagi6848
@vivektyagi6848 16 күн бұрын
@@AitToolsB Thanks for clarifying the parent child hierarchy chain. The confusion regarding the subject is taken care of. Many Many Thanks Again.
@AitToolsB
@AitToolsB 16 күн бұрын
@vivektyagi6848 ,Just one more thing: all this about hierarchies, if you want the model to follow the sculpture in a resting pose, you don't actually need to do anything with the hierarchies. They will only be useful if you want to use them to change proportions or change the pose, etc. If the character's pose works for you to continue with the next step of the workflow, you don't even have to worry about those hierarchies. Best
@junk1000junk
@junk1000junk 17 күн бұрын
2 ideas 1 When you pose the character you choose some objects to be Added to the rig, and become a sort of bone. When you generate the mesh there is no rig at all, just the sculpture of the blocking. If you could generate an armature of bones based on the position/rotation of the selected objects before generated the mesh, then you'll have the best of both world 2 instead of building a character from scratch again and again, even if it's quick (for you), an asset library of kit bashing parts of the body like hands, body type, biped, quadruped, birds... would be nice For the interface : can you move the menu bar to the top like any other add on make pie menu/right clik menu the same Blender LOVES only shortcuts! Every other softwares on this planet offer both the choice of menu command and shortcut
@AitToolsB
@AitToolsB 16 күн бұрын
Hi @junk1000junk! Thank you very much for sharing your ideas and suggestions. I really appreciate the time you've taken to think about how to improve the add-on. Let me tell you a bit about these topics because I find them very interesting. About bone generation: It's an excellent observation. Currently, as you mention, we take advantage of the hierarchy of branches and marked objects to simulate a rig, but no real bones are generated. Your idea of creating a skeleton based on selected objects is great. I've done some tests in this direction, but I've encountered challenges related to the generated mesh. The remesh mesh isn't the best for rigging or UVs, and it's also very heavy. Achieving good topology for rigging and UV unwrapping is a big challenge that I haven't seen solved by any automation yet. It would be fantastic to achieve this and make it optimal for use in the following steps of the workflow. I'm still investigating ways to implement something like this effectively, as it would be very useful for certain workflows. Asset library: It's a great idea, and I can say that I had tried to implement it some time ago, but I encountered the problem that Blender didn't preserve the constraints when importing an asset. So the branches didn't retain their hierarchy properties and much of the previous work was lost. I'm going to revisit this idea to see if there have been improvements that allow implementing it. It would be a great addition to the add-on. Thank you very much for suggesting it. Interface and shortcuts: The position of the header bar depends on the general Blender configuration. You can put it wherever you want. If your toolbar is at the top, the add-on's will be there too. As for shortcuts, I agree with you that they are fundamental in Blender. I've tried to include shortcuts for most functions. Additionally, you can change them in the add-on preferences. Thank you very much for your ideas, I will keep them in mind for future updates. Thanks for your support and for helping to improve this tool!
@Elevate_Animations
@Elevate_Animations 18 күн бұрын
Nice video
@AitToolsB
@AitToolsB 18 күн бұрын
Thanks a lot @Elevate_Animations!
@jaytwist8738
@jaytwist8738 23 күн бұрын
Thanks for making a very beginner friendly one!
@AitToolsB
@AitToolsB 22 күн бұрын
Thank you, @jaytwist8738!. I hope this is helpful. Please don't hesitate to contact our support email if you have any questions. Best
@vivektyagi6848
@vivektyagi6848 23 күн бұрын
On a quarter speed it still feels fast. A BIG request. Please keep them Normal Speed. Please do not speed them up. Give beginners the time to absorb. I have been trying to learn it but it really zips past fast. The Shortcuts seem to zip past on Quarter Speed. Also the request that let there me a basic tutorial that involves BlockSurface and Blender shortcut usage with audio saying it out loud. It will speed up the learning process. Many Many Thanks.
@AitToolsB
@AitToolsB 23 күн бұрын
Hi @vivektyagi6848! Thank you very much for your comment and for sharing your experience with the tutorials. I greatly appreciate your feedback, which helps a lot. I completely understand your concern about the speed of the videos, even when you play them at reduced speed. Your point is valid, and I will take it into account for future tutorials. Let me explain a bit about the approach of these videos: Some tutorials focus more on specific aspects of the addon, which sometimes means speeding up certain parts to get to the main topic. The idea is that, over time and by watching several videos, you can gradually become familiar with all the options. I understand that this can be overwhelming, especially for beginners, and I appreciate you pointing it out. Trying to help you better: I recommend checking out the manual playlist, where I try to explain things step by step. Here's the link: kzbin.info/aero/PLzqRuj8UEwBDfv_DldTHd30yYtKdOar_1 If possible, watch the videos in order. Keep in mind that each video focuses on a specific topic, and you may find more detailed explanations in other videos in the series. Have you seen this basic tutorial yet? kzbin.info/www/bejne/aXLQoIecfdOioMk It could be useful for fundamental concepts. If at any time you feel stuck or have specific questions, don't hesitate to write to me at the support email: [email protected] I'll be happy to help you in any way I can. Thank you very much for your feedback is very valuable and helps us improve Best
@vivektyagi6848
@vivektyagi6848 23 күн бұрын
@@AitToolsB I'll check them out. In the last sale I was considering buying but I postponed it to the Black Friday. BlockSurface will be the first to get into my Cart. Many Many Thanks Again.
@AitToolsB
@AitToolsB 23 күн бұрын
Ok @vivektyagi6848! Perfect, thanks to you!
@JulianoPassos-gm7mz
@JulianoPassos-gm7mz 25 күн бұрын
Great job, make a video texturing in substance painter 🙂
@AitToolsB
@AitToolsB 24 күн бұрын
Thank you very much @JulianoPassos-gm7mz!, it's not the theme of the channel, but maybe, I don't rule out showing the entire process of my workflow up to texturing on some of the characters, perhaps, someday thank you very much for the support and feedback.
@samueljean996
@samueljean996 26 күн бұрын
Well done !
@AitToolsB
@AitToolsB 26 күн бұрын
Thank you very much @samueljean996! I hope it's helpful.
@starquack
@starquack Ай бұрын
Never mind! Solved my own problem! I had somehow clicked the Snap button on. This add-on is truly great. Articulation without rigging!
@AitToolsB
@AitToolsB Ай бұрын
Great @starquack!, Thank you very much. email is easier with a screenshot or video capture, it's always a big help
@starquack
@starquack Ай бұрын
While I love this add-on and am trying to learn it (bought the paid version), it seems that after creating a few branches (body, neck, head, arm, and fingers) the move command (G) goes wild. New branches rotate and move wildly after the first few are created. I'm working on a Mac. Any suggestions?
@AitToolsB
@AitToolsB Ай бұрын
Hi @starquack , I'm sorry to hear that, but, when you select, do you have only one object selected, or several from one or multiple branches? And does only that branch move or do the others move as well? Are they objects or branches parented? If you can, check if you have a local transformation axis and the pivot point set to individual origins. That's what comes to mind without seeing anything. If you can take some screenshots, or even better a video , it would be very helpful as it's difficult to tell what it could be without seeing it. Send it to the support email. [email protected] If you can send it, I'll look at it first thing tomorrow. It's very late here already. and we can talk., thank you,
@henryvasquez1814
@henryvasquez1814 Ай бұрын
I will check it out later
@BluestoryKamil
@BluestoryKamil Ай бұрын
Cool. I like it.
@AitToolsB
@AitToolsB Ай бұрын
Thank you @BluestoryKamil!
@BluestoryKamil
@BluestoryKamil Ай бұрын
@@AitToolsB :D Have a nice day
@henryvasquez1814
@henryvasquez1814 Ай бұрын
done!
@CrocoCraze
@CrocoCraze Ай бұрын
Wow!! That looks awesome! And the design is pure eye candy
@AitToolsB
@AitToolsB Ай бұрын
Thank you so much @CrocoCraze!, it's great to hear something like that to keep going with more enthusiasm.
@henryvasquez1814
@henryvasquez1814 Ай бұрын
I have to go back to learn how to use this addon, I found it to be so overwhelming in terms of features, that at the end I stopped using it.
@AitToolsB
@AitToolsB Ай бұрын
Hi @@henryvasquez1814I’m sorry to hear it felt overwhelming. If I may offer some advice: don’t try to learn all the functions from the start. With just a few essential ones, you can achieve a lot. Later, as you need more, you can incorporate the additional functionalities that the addon offers.With just the basics of extruding to form branches and modifying objects by editing and sculpting-just like you’ll be doing in Blender regularly-you can accomplish a lot. I’m not sure if you’ve seen the manual videos list, but I recommend the “General Overview” video. Following that step-by-step guide will help you learn the basics and enable you to do many things, while gradually picking up the rest. And when you start working with them and get stuck, feel free to email me at the support address [email protected], and I’ll try to help as much as I can. Best
@henryvasquez1814
@henryvasquez1814 Ай бұрын
@@AitToolsB thank you so much, I will follow your advice since I would like to add this type of blockout building to my workflow.
@AitToolsB
@AitToolsB Ай бұрын
@@henryvasquez1814 great! Anyway, this coming week, if I have time, I’m going to try to make a video covering the basics to get started with the addon by creating a basic character, and hopefully that will make it easier to get going with it. Then, it’ll just be a matter of adding features as they’re needed. So stay tuned. I hope it helps, and thanks for the feedback. And as you know you can write me to [email protected] if you need
@henryvasquez1814
@henryvasquez1814 Ай бұрын
@@AitToolsB hey can you please give me the link for the general overview video and one more thing, where are you getting your references? They are pretty cool. Thank you!!
@AitToolsB
@AitToolsB Ай бұрын
@@henryvasquez1814 Here is the video manual's playlist. I would recommend watching the first ones as well before generating the overview, as they include the updates. Video manual: kzbin.info/aero/PLzqRuj8UEwBDfv_DldTHd30yYtKdOar_1&si=1XVl9vZmX37XzmfW General overview link: kzbin.info/www/bejne/Y4u2lauXjdKId9Usi=u1-Dcl-F0nMpjObCFor references, write to me at the support email, and I'll explain: [email protected]
@ginomoarabe7776
@ginomoarabe7776 Ай бұрын
This makes me feel so weird
@AitToolsB
@AitToolsB Ай бұрын
@@ginomoarabe7776 Weird feelings for a weird creature 🙂
@ИгорьБирюзов-т7д
@ИгорьБирюзов-т7д Ай бұрын
man, you need to learn 3d sculpting deeper and make more details to attract attention and sculpt your characters together, not in parts.render show all intersections in your model like for efforts
@AitToolsB
@AitToolsB Ай бұрын
Hi @user-gk2ub2on5f well, the channel is not focused on showcasing my sculpting skills. The goal is to show what the addon can do and, at the same time, serve as a visual guide that demonstrates how it facilitates and speeds up the blocking phase, which is just one part of the entire character modeling workflow. At some point, I might upload videos of the other usual processes in the character modeling workflow or how I would continue developing the characters. However, I want to make it clear that the main purpose of the addon is blocking. After that, there are other processes, which I may also show in future videos on how I would continue working through the character workflow.
@AitToolsB
@AitToolsB Ай бұрын
And thanks a lot for the feedback. Honestly, it could be a great dea to include a video showing how the work with the character could look after the blocking process with the addon. As always, I'll take note of it. Thanks a lot for the feedback @user-gk2ub2on5f
@walacediascalmon8520
@walacediascalmon8520 Ай бұрын
It's incredible what this addon allows you to create with basic shapes. It has all the flexibility that Blender provides and even makes a type of rigger. Congratulations on the incredible work.
@AitToolsB
@AitToolsB Ай бұрын
Thank you very much @walacediascalmon8520 ! Those kind words really encourage us to keep moving forward. You know you have the support email for whatever you need [email protected]
@oscuroman8665
@oscuroman8665 Ай бұрын
Épic bro
@AitToolsB
@AitToolsB Ай бұрын
@@oscuroman8665 thank you very much!!
@nolove2077
@nolove2077 Ай бұрын
这款插件是收费是什么价格?
@AitToolsB
@AitToolsB Ай бұрын
Hi@@nolove2077! blendermarket.com/products/blocksurfaces?ref=311
@nolove2077
@nolove2077 Ай бұрын
@@AitToolsB 哇哦 太贵了 我就看看把 期待试用版
@AitToolsB
@AitToolsB Ай бұрын
​@@nolove2077 blendermarket.com/products/blocksurfaceslite
@alessawaa
@alessawaa Ай бұрын
Does this addon do well with UV unwrapping? I’m very close to buying it
@AitToolsB
@AitToolsB Ай бұрын
Hi@@alessawaa.. The addon is designed to handle the initial blocking process of the character. First, you do the initial blocking, and then a mesh is generated with a remesh, which is the final process with the addon. So, the mesh you get when using the addon is meant for continuing with detailing through sculpting and then doing retopology. The mesh generated with a remesh is not intended for UVs; that is done on a more optimized mesh for animation or video games. The addon, let's say, handles a process that comes before this: blocking, which is about speeding up and making it easier to get an initial shape that allows you to work more easily in the following steps of the workflow. I hope I’m explaining myself clearly. The usual workflow is: 1. Blocking: Achieving basic shapes that are close to the concept. 2. Sculpting: Refining the model (this step might not be necessary for more cartoonish or stylized models). 3. Retopology: Getting a mesh suitable for animation or video games and manageable for making UVs as well. After that, it moves on to rigging, animation, etc. So, the addon helps facilitate and speed up this first part of the workflow. I don’t want you to buy the addon thinking it does something else it’s not designed for. It's meant for creating characters in the first step of the workflow, exploring possibilities, and accelerating this process. For that, I believe the addon is very helpful. But then, there are other steps in the workflow that may or may not be necessary, depending on the final purpose for which you want the model. I hope I’ve explained myself. Sorry for the long response; I hope it helps. If you have any questions, don't hesitate to ask here or through the addon's support email. [email protected] Best
@alessawaa
@alessawaa Ай бұрын
@@AitToolsB Thank you so so much for the very detailed response! It's really helpful especially because I'm new to the addon and just started watching the tutorials since I did end up buying it You put a lot of effort into this and I just want to say it shows! Thank you again!
@AitToolsB
@AitToolsB Ай бұрын
@@alessawaa Nothing. Thanks to you. If you need anything, you know you can ask here or by email. [email protected]. I'm going to have a few busy days, so I might take a little longer to reply. But I'll do so as soon as I can. Best
@silviocirqueirasa
@silviocirqueirasa Ай бұрын
Podrías poner más vídeos a disposición en tu horario habitual? Para aquellos que están aprendiendo a usar su complemento, sería interesante tener más videos como estos en tiempo normal. kzbin.info/www/bejne/jHizn4x6jZx_Y8k e este kzbin.info/www/bejne/fWLam5eFftqKqJo
@AitToolsB
@AitToolsB Ай бұрын
Hola @silviocirqueirasa, si, perdona , seguro alguno mas pondré así, pero es que difícil poner a cada uno como quiere, por suerte tiene fácil solución, puedes cambiar la velocidad en el reproductor de youtube en configuración si pones la velocidad a 0.5, ya lo tendrás normalmente esos mas largos poniendo a esa velocidad 0.5 ya lo tendrás a velocidad normal. oye y si no ves alguna cosa , no te queda claro algo en algún video, tienes el correo de soporte para lo que necesites. [email protected] . Perdona, es que tengo que poner algunos mas acelerados para atraer mas al canal , a apoyar el addon y pueda seguir desarrollándolo , tan largos los ve muy poca gente. Un saludo!
@marionettemocap
@marionettemocap Ай бұрын
Great Timelapse 🤩🔥 amazing effort👌🏻
@AitToolsB
@AitToolsB Ай бұрын
Thank you very much @marionettexr!
@mix-up9003
@mix-up9003 Ай бұрын
Very impressive work you did there, what did you use for the rim of the eye sockets and around there ears? they don't seems to be curves exactly or meta balls what are they. Also what is the addon you kept using in it?
@AitToolsB
@AitToolsB Ай бұрын
Hi @mix-up9003! I'm glad you like , thank you for those kind words The character is entirely made with the BlockSurfaces addon for blender. In fact, the channel is dedicated to this addon, and the videos are usually demonstrations of what can be done with the addon, showcasing its tools. There's even a video manual for the addon in a playlist. I'll leave you with a quick video showing other examples of characters made with this addon. kzbin.info/www/bejne/Y4WnfaKYarqaq80 As you mentioned, the rim of the eye sockets and around the ears is made with what we call "branches" in the addon. The addon works by creating basic objects that form the main volumes of the character, starting from spheres, cubes, etc., whatever you want to use. The addon generates the mesh that connects these objects, forming branches. From these branches, attempting to create more complex shapes more easily. Best
@seidycastro2288
@seidycastro2288 Ай бұрын
A
@hindutva-eh7ey
@hindutva-eh7ey Ай бұрын
Looks like a stop motion , so cool
@AitToolsB
@AitToolsB Ай бұрын
Thank you very much @hindutva-eh7ey!
@CK_Ahmet17
@CK_Ahmet17 Ай бұрын
First
@bartoszstyperek6306
@bartoszstyperek6306 Ай бұрын
nice character. Maybe u could speed this up 3x or 4x so that videos would take 10-15 mins. Btw is that your concept? Nice design and flow, and volumes. Also is this rigged with empties (lots child-parent setup)?
@AitToolsB
@AitToolsB Ай бұрын
Hi @bartoszstyperek6306! Thank you for your kind words. Yes, On the channel, I usually post a couple of videos of the same character. As you mentioned, one is usually faster, around 7 minutes, and the other is longer, like this one, from 40 minutes to 1 hour. I usually post the slower one too because it allows addon users to see how things were done, and miss fewer details about how I used the addon's tools to create each character. The concept is done with Dall-E. The videos usually show the workflow with the BlockSurfaces addon for blocking the characters , and then with the mesh remeshed you can continue with your workflow sculpting, retopology, etc. It doesn't create a rig, but it makes it easy to set up the character so it can be manipulated as if it had one. It's not a rig, it's not usable for games, etc., but it's very useful for making changes, testing easily, and testing the model to see how it works with the client before moving on to the next step in the workflow. Best
@jaytwist8738
@jaytwist8738 2 ай бұрын
Really appreciate you uploading these videos regularly. I recently bought your addon and haven’t had a chance to watch a lot of the videos yet but they have been a huge help thus far and will continue to be in the future. I especially appreciate the full length videos.
@AitToolsB
@AitToolsB Ай бұрын
Thank you very much @jaytwist8738! It's great to know that you find it useful. I hope you can get the most out of the addon. Sometimes I include short videos, although I know they're not as helpful for you to follow and learn about the addon. However, I hope you understand that I need to have some movement on the channel. Maybe some videos will help make the addon known. In the end, the only way I can dedicate more time to developing it (I'd like to pursue more ideas I have), give you the best support, and help you in character creation (something I love) is with your support. Whether by purchasing it or spreading the word, you help a lot. Thank you very much for those kind words that encourage me to keep going. Oh, and if anything isn't clear from a video, you know you have the support email [email protected] for whatever you need. Best,
@jaytwist8738
@jaytwist8738 Ай бұрын
@@AitToolsB thank you for the support I appreciate that. I totally understand needing to do the short videos too, I think what you are doing right now is perfect, you are putting out the short Timelapse to reel people in and later if you can putting out the long ones that help people who already own it. Again, thank you for this, I’m very happy with it so far and keep up the great work!
@AitToolsB
@AitToolsB Ай бұрын
Thank you very much @jaytwist8738!, yes that's what it's about in the end, the more support I have, the more time I can dedicate to the addon to help you get the most out of it and make it more complete, so thank you very much for your support.
@Mosheven
@Mosheven 2 ай бұрын
I'd like to see the final Mesh topology and whether or not this translates well to game engines. Especially since it's only a "simulated rig"
@AitToolsB
@AitToolsB 2 ай бұрын
Hi @Mosheven! The addon isn't designed for that. It's a tool for character blocking. Its purpose is to help speed up the character creation process and focuses on the blocking part. In typical character creation workflows, you would then refine the model with sculpting (depending on how detailed the character will be), then retopology: For retopology, it's very difficult to find tools that do this automatically (for now), it's a fairly manual job to put the loops in the important places that allow for good transformations and easy weighting with the rig bones, texturing, etc., workflows can change depending on the company and the purpose of the model, but it has to be with topology designed for rigging and a rig compatible with the engine. So Blocksurfaces character blocking tools is a tool for the initial part of the character creation process, the final mesh it generates is a remesh, so you can then continue with the next step of the workflow (sculpting for example). The "simulate rig" function is not for an engine, it's a way to have accessible and make it easier and faster to pose the character for example for: If you plan a sculpt for 3d printing or if you want to test different poses or how the character looks in a certain way, Many times presenting to the client before continuing with the next workflow step is good to know how a character works before continuing with the next workflow step, and seeing it posed gives a better idea of how the character will work, and it's easier to change the blocking before moving forward and having to change more steps back if it doesn't work in the end. It can also be used to test proportions, etc. but it's not intended for export to an engine, neither the "simulate rig" option nor the final mesh generated by the addon. They have another purpose, which I hope is better explained in the videos. If not, I'll need to revise it. Thanks for the feedback, I'll keep it in mind. Best Aitor
@samuelmann9099
@samuelmann9099 2 ай бұрын
I watched some of your videos which seemed promising but I didn't find any that just explain the pros of your addons and how beneficial it can be...and also let the viewers to understand if it can fit to their workflow.
@AitToolsB
@AitToolsB 2 ай бұрын
Hi @samuelmann9099! Sorry for the delay in answering, I've been away for the weekend. Well, your question is actually a great idea for making a video about it. Thanks for your feedback. For now, I'll respond a bit here to see if I can explain myself and see if I can do something better in video that allows us to better see those advantages, which for me are many. Blocksurfaces and Workflow. For each person's workflow, it depends a lot on what your workflow is like, of course, but I think the trend has changed with ZBrush for a while now to what I believe most people do now, which is to first make a high-poly model or almost one that allows you to easily do retopology, a good mesh already based on a sculpted model, if not in detail at least with the basic shapes. This way it's much easier and faster to make a polygonal mesh than to make it from scratch, at least for me it has always been much faster and more comfortable to sculpt first, and then do the retopology on that mesh. With the evolution of graphics, they have to be better and better, sculpting for certain models has become almost mandatory to give greater details. So it's much faster to sculpt or do an initial blocking of the model, and that's where the addon comes in. I think it's a very fast way to do blocking, which you can continue with sculpting afterwards or retopology, depending on the complexity you want to take the model to, but it's a great starting point to have the main volumes of the character close to what you're looking for. For me, the ideal workflow would be first the blocking (I really think Blocksurfaces helps a lot with this, I'll explain the reasons why I think so later). So for me, it would be to add it to the workflow in the blocking part, continue with sculpting, retopology, baking textures, and texturing. This can change depending on the complexity, maybe sculpting isn't necessary because it's going to be a very polygonal model with hand-painting and more stylized. But for me, the flow that Blocksurfaces can best adapt to would be like this as the best way to search for the main volumes of the model (probably the most important part to achieve the goal of resembling the concept with the model). Of course, as long as you're not used to a workflow, I think it's more like how it was done before ZBrush or for more polygonal style models. For me, I think modeling directly with polygons is much more complex and slow. Especially for more complicated models, but like everything, it's basically a matter of each person's habit and what feels more comfortable. So if there's a tool that helps you accelerate the blocking, for me it's one of the most important things. And I think Blocksurfaces can greatly influence quality, speed, and productivity ultimately. But I'll try to explain better why in the advantages, for now, I hope I've clarified somewhat where and how it would affect the workflow. I hope I've explained myself reasonably well, sorry for such a long response, I'll now respond in another separate answer about some of the advantages I see in using Blocksurfaces.
@AitToolsB
@AitToolsB 2 ай бұрын
Hi again @samuelmann9099! I'll tell you here some of the advantages I see in using blocksurfaces. First, I should say that I'm a character modeler. I'm telling you this because blocksurfaces emerged as tools that I created to speed up my workflow. It wasn't a product designed to sell, but rather small tools I had that I eventually thought could help others. So when I say it speeds up the process, it's because it has done so for me. Of course, this doesn't mean it's a rule, and it might be more or less productive or helpful for each person depending on their way of working. Well, here are some quick advantages I see: Focusing on main volumes: As an example, we can take modeling a simple leg, arm, or something similar. If we do a classic blocking, we might start with a sphere defining the volume of the upper thigh, continue with a cylinder from there to the knee, maybe another sphere at the knee, perhaps another cylinder to the ankle, etc. We would have to form the different parts by adjusting each object to the volumes we want to achieve. With blocksurfaces: I would similarly use a sphere adjusting it to the volume I want to achieve. With the extrude shortcut (which actually duplicates that object), I would go to the knee, adjust the volume, and do the same extrusion to go to the ankle. This way, I would already have the leg done. The volumes from one sphere to another are what blocksurfaces creates, so I only have to modify those objects as I want, and the rest of the leg volume will adjust to that. If I want to change something in the traditional way, I would have to go object by object adjusting them, making sure one doesn't overlap the other. With blocksurfaces, I would only have to do it on the objects that mark the changes in shapes. Moreover, in blocksurfaces, just like in Blender, you can make these objects shared meshes, so by modifying one, you would modify the entire shape. I call them branches. So we've created a leg, but what if I want to reposition it to better fit the model, etc.? Well, in the traditional way, you can either parent the objects so that they follow each other and thus have something like a leg with hierarchies that will allow you to position them, but you'll have to parent object by object to the next one. Then with blocksurfaces, we have an auto-hierarchy option. When I've created the first sphere in the upper part of the leg, if I extrude that creating the one that goes to the knee, the knee will already be a child, and the ankle a child of the knee. So we already have a leg with its hierarchy. I'll be able to handle it as I want, articulate it easily, and reposition it better to the concept if necessary, without spending more time parenting each object as we should do in the traditional way. Imagine this with each arm, each finger. It's a huge time saver, both for adjusting shapes and for repositioning the model, changing proportions, or even it's easy to make one branch a child of another, so I could make the arm a child of the torso. As you'll see in videos, it's very easy after blocking to position the characters. This can be very useful for testing ideas with character proportions, or better adjusting to the concept. Maybe we only have one view of the concept. Maybe this is useful for you to make a planning of a sculpture for printing, or to position more comfortably to do the retopology with the arms more in pose a, fingers more open that also helps to make the work more comfortable. Well, many advantages come from being able to articulate with so little work to achieve it being articulable, while in the traditional mode, you would have to parent each object, axes that are more or less in their place for those rotations, etc. Another advantage is that when defining the shapes, the objects we use to define the main volumes, if at the end of having the model we want to give it a bit more smoothness, just by subdividing those objects that mark the basic shapes, we already subdivide the whole model or the whole branch as we choose. In the traditional way, you would have to go subdividing the sphere, the cylinder, then the sphere, etc. Probably readjust because subdivided they no longer fit the same way with each other. Here with one option, you subdivide all the objects of the branch you want smoother, marking less the polygons before smoothing for sculpting. Tools to duplicate parts, branches, or entire arms ,legs, etc.. while maintaining their configured articulations. Tools to make wings, which are very tedious to make with blocksurfaces. Mark the volumes of the arms, and create the membranes easily. Additionally, you can reposition them because the membrane remains attached to the arms of the wings. Something as tedious as wings is made very comfortably and quickly, and you can adjust them easily by posing them. Well, and many more small utilities have been added to make the handling of these basic objects, which are what make the difference, more comfortable and quick. We would need to go through option by option, breaking down their advantages a bit. Well, I think the response is getting too long. I believe Iit would be great to go through the addon options to tell you more advantages Because your idea of making a video about this is great, and I'm up for it. It will be very laborious and I don't know when I'll be able to do it, but it's certainly something that would be worthwhile. Thank you very much for the feedback. I hope I've resolved some of your doubts, but if you want anything else, don't hesitate to ask. Best Aitor
@samuelmann9099
@samuelmann9099 2 ай бұрын
@@AitToolsB Wow ! It's the most detailed answer I received since youtube exists! 🙏 I am total noob(I started blender 3 weeks ago after a 1 month attempt 3 years ago) but everything made sense. Thanks for your clarity. Seems really suitable for cartoon characters 's modelling, which is one of my goals. I am gonna think about buying your addon as it's on sale on Blender market. Do you know when it will end ? Thanks for your time and your obvious passion :)
@AitToolsB
@AitToolsB 2 ай бұрын
Hi @samuelmann9099! I'm not sure if you mean you're new to Blender or 3D in general. Well, the same thing happened to me with Blender. I tried it out a while ago and then didn't come back to it until it changed quite a bit. Now, luckily, it's much more user-friendly and configurable. If you come with knowledge of other software, it won't be too difficult to adapt. Also, what I like is that the final model you get from the addon can be taken to ZBrush or the software of your choice for sculpting, I still sculpt in ZBrush. About the addon, yes, I think it's ideal for that type of model, and actually I think a wide variety of types can be covered with it. But I've always really liked the cartoon style, so it shows in what I do. yes it's on sale, 25% discount, I think until the 25th, but I'm not really sure. But as I was saying, if you have any questions before buying it, don't hesitate to ask, I'd be happy to help. As you say, I'm passionate about this and anything I can do to help you, I'm happy to do. I'll leave you the support email here : [email protected] if you want to write there, it might be easier to ask any questions or answer you with a screenshot or whatever. Best Aitor
@silviocirqueirasa
@silviocirqueirasa 2 ай бұрын
perfecto!!!!!
@AitToolsB
@AitToolsB 2 ай бұрын
Thank you very much @silviocirqueirasa!
@walacediascalmon8520
@walacediascalmon8520 2 ай бұрын
Man, what an amazing addon, it will help a lot. You are developing incredible things, keep helping us like this
@AitToolsB
@AitToolsB 2 ай бұрын
Thank you very much @walacediascalmon8520! for that encouragement, it's greatly appreciated that the work is valued. As you know, we will try to keep improving everything little by little
@silviocirqueirasa
@silviocirqueirasa 2 ай бұрын
Esta gran actualización es increíble. Estos complementos de bloqueo con esta actualización han sido mis favoritos de Blendermarket.
@AitToolsB
@AitToolsB 2 ай бұрын
Muchas gracias @silviocirqueirasa! Nada mas motivador y bonito que escuchar cosas así, Realmente estas cosas son las que dan ganas de seguir adelante con el proyecto, mil gracias!
@starmanmia
@starmanmia 2 ай бұрын
Thank you so much for the reference addon,it is very handy and I am loving useing it in my workflow right now.big thanks x
@AitToolsB
@AitToolsB 2 ай бұрын
hey @starmanmia! Thank you very much for your support. It's great to know that it's useful to you and that you value it highly, considering all the work it involves. Only with your help can we continue developing tools. Those kind words really help a lot to keep moving forward. Your support is truly greatly appreciated. Thank you very much!
@silviocirqueirasa
@silviocirqueirasa 2 ай бұрын
Perfecto. ¿Ya está disponible la versión con la opción donde puedo colocar imágenes de referencia?
@AitToolsB
@AitToolsB 2 ай бұрын
Estoy ahora mismo terminando con ello. Espero en 30 minutos lo tengas disponible
@vivektyagi6848
@vivektyagi6848 2 ай бұрын
Parenting / Hierarchy part is a bit unclear.
@AitToolsB
@AitToolsB 2 ай бұрын
Hi @vivektyagi6848! sorry the comment slipped by and I didn't see it until now I'm sorry to hear that, if you'd like you can write to me at the support email [email protected], telling me a bit more, which part is most difficult for you to understand? What is your doubt? If you can be more specific about what confuses you, let's see if I can improve that. And through the email I can better clarify things for you with some screenshots or video that might help explain your doubts better Thanks for your feedback. Regards
@AitToolsB
@AitToolsB 2 ай бұрын
Hi @vivektyagi6848! I'll try to explain it to you a bit here. There are two types of hierarchies. On the one hand, there's the one that exists within branches; the objects in each branch have a hierarchy among themselves that allows them to articulate later. For example, the branch that would form the arm would have a hierarchy that would go from the shoulder to the wrist. This can be achieved with the keyboard shortcut "P" to create that hierarchy. If you press "P" again, the direction changes, meaning with "P" for parenting, we are making one object a child of the next and so on in the order in which the objects are. If you press "P" again, it changes this direction of the hierarchy, it's as if if you press it once, the parent would be the shoulder and when you rotate the shoulder, everything would rotate or when you rotate the elbow, everything below it would rotate, like the wrist. And if you press "P" again, the direction would change, now the parent would be the wrist and everything would follow how the wrist moves, which in that case wouldn't be functional. To leave the branch without this hierarchy and have each object move freely in a branch, you can press Ctrl + Shift + alt + P, and that would leave the branch without a hierarchy between its objects, so each one could move individually. This is to do it manually, but there's an option in the last panel, Tools, that if you have the "Automatic hierarchy in branch" option activated, this will create the hierarchy automatically. That is, when you create the branch and you extrude creating new objects, these new ones will be children of the previous one. So if you create the arm branch starting with the shoulder, when you create the following ones, they will already be children and you will already have the hierarchy of the arm working in the correct direction without having to do anything else. And the second type , then there's the option to make one branch a child of another branch. Then the parent object of the branch will be a child of the object you've left as active. That is, if I want to make the shoulder a child of the torso, the shoulder will be selected and the torso object as active, when pressing the shortcut to parent one branch to another. I don't know if that helped you at all. Tell me if you have any questions. If you can, I could explain it to you better by email with some captures. Best regards.
@AitToolsB
@AitToolsB 2 ай бұрын
Hi @vivektyagi6848! I remembered that there's this video, kzbin.info/www/bejne/h3PShYifgdGIZtk which explains some characteristics that were added involving matchings. Maybe the explanations here can clarify something for you. If not, as I told you, write to the support email [email protected] with any doubts you have, and I'll be happy to try to resolve them. Best
@vivektyagi6848
@vivektyagi6848 2 ай бұрын
@@AitToolsB Many Thanks. I'll check that right away.
@vivektyagi6848
@vivektyagi6848 2 ай бұрын
@@AitToolsB Many Many Thanks. I'll look at it right away.
@silviocirqueirasa
@silviocirqueirasa 2 ай бұрын
Dónde puedes conseguir estas imágenes de referencia? Me gustaría practicar algo de modelado siguiendo tus tutoriales basados ​​en estas referencias.
@AitToolsB
@AitToolsB 2 ай бұрын
Escribeme al correo de soporte y te cuento : [email protected]
@TheNei
@TheNei 2 ай бұрын
Very cool! Thanks!
@AitToolsB
@AitToolsB 2 ай бұрын
Thank you @TheNei!
@silviocirqueirasa
@silviocirqueirasa 2 ай бұрын
I would like to know how to locate this BKS REFERECES option in the addon. The addon that I purchase from blendermarket does not show this option for me.
@AitToolsB
@AitToolsB 2 ай бұрын
Hi @silviocirqueirasa! Sí, esta parte es un nuevo addon Bks References será incluido, pero aún lo estoy terminando. Tan pronto como esté listo, lo que espero sea este fin de semana, del 10 al 12 de agosto, probablemente podrán descargarlo el 12 de agosto. Este complemento es solo para aquellos que tienen la versión completa de BlockSurfaces, que supongo es la que tienes, y solo se incluirá para aquellos que compren la versión completa antes de que se lance. Después de eso, se venderá por separado. Yes, this part is a new addon Bks References that will be included, but I'm still finishing it. As soon as it's ready, which I hope will be this weekend, from August 10th to 12th, you'll likely be able to download it on August 12th. This addon is only for those who have the full BlockSurfaces version, which I assume you have, and it will only be included for those who purchase the full version before it's released. After that, it will be sold separately.
@silviocirqueirasa
@silviocirqueirasa 2 ай бұрын
@@AitToolsB Purchase the full version. I won't be sure of the update.
@AitToolsB
@AitToolsB 2 ай бұрын
Hi @silviocirqueirasa! No worries, if you purchased the full version, you'll receive an email on the 12th from Blendermarket notifying you that you can download Bks References. If you don't receive it or don't see it available in downloads in blendermarket, please write to me at the support email: [email protected]
@silviocirqueirasa
@silviocirqueirasa 2 ай бұрын
@@AitToolsB gracias
@silviocirqueirasa
@silviocirqueirasa 2 ай бұрын
Hello everything is fine! I recently purchased your addon from blendermarket. I would like to know if you plan to make tutorials on the panels of this addon in Spanish.
@AitToolsB
@AitToolsB 2 ай бұрын
Hola @silviocirqueirasa!, soy de España así que sería lo suyo, lo siento, pero ya sabes, lleva mucho trabajo, y por más usuarios al final se hace en inglés y siento decirte que por ahora el tiempo no me da para poder hacer también los vídeos en Español. No sé si conoces esta extensión de Chrome: KZbin Subtitles Speaker and Translator Con eso te traduce los subtítulos al idioma que elijas, y te los habla en el idioma que elijas, así puedes silenciar el audio original y escucharlo en el idioma que necesites, español. Quizá te sirva para esto y para muchos otros casos. Lo malo es conseguir ajustar bien la velocidad para que cuadre bien con lo que va pasando en el vídeo, pero ajustándolo un poco se va entendiendo. Y de todas maneras, cualquier duda que tengas escríbeme al correo de soporte: [email protected] estaré encantado de ayudarte en lo que pueda. Un saludo
@silviocirqueirasa
@silviocirqueirasa 2 ай бұрын
@@AitToolsB In fact, I'm Brazilian, as the Spanish language is closer to Portuguese, I thought it would be easier for you to take classes in Spanish.
@AitToolsB
@AitToolsB 2 ай бұрын
Hi @silviocirqueirasa! Ah, ok yes right, you can try the extension I gave you to see how well it works for better understanding the tutorials. There you'll be able to set the audio to Brazilian Portuguese. I hope it helps you. Extension for chrome and youtube : KZbin Subtitles Speaker and Translator In any case, if you have any doubts, write to me by email: [email protected] and I'll try to clarify it for you. Best regards