Saturday 16 December 2023

Blender add/remove blank frame


The following is roughly what I obtained after communicating back and forth with ChatGPT for about an hour. It's a new animation functionality plugin that allows for convenient addition or removal of "blank frames" between keyframes. Let's take a look at the effect.

https://youtu.be/4FL3Wb2bpNk


Actually, I searched online several times. Either someone asked the same question without an answer, or it was an explanation of inserting keyframes. Today, after checking again, I found that Blender Grease Pencil seems to have a similar function (https://docs.blender.org/manual/en/latest/grease_pencil/animation/tools.html). However, after testing, it still adds a keyframe. The difference is that when used on a frame with an existing keyframe, it moves the subsequent keyframes back by one frame. Sometimes it doesn't work, but that's not important.

What's important is why the animation in pose mode doesn't have this keyframe editing function!!!?? It's so useful (tilts head).




這次要跟大家分享的是我大約花了約一個小時

跟ChatGPT來回溝通後得到的一個動畫功能插件

那就是可以很方便的在關鍵格之間加入或移除”空白格”

來看看效果

https://youtu.be/4FL3Wb2bpNk



其實我上網找了好幾次

一樣是有人問,但沒有答案,不然就是insert keyframe的說明

今天又查了一次,發現Blender Grease Pencil似乎有類似的功能

https://docs.blender.org/manual/en/latest/grease_pencil/animation/tools.html

但是測試了之後,是也是新增key frame, 

差異是在已有keyframe的畫格上使用,會把後的keyframe 往後移一格。

但有時又試不出來

好這個不重要


重要的是

為什麼pose mode的 animation 沒有這種關鍵格編輯功能!!!???

明明就很好用啊(歪頭)


Tuesday 21 November 2023

Using Namespace in Blender

Blender is indeed very clever! 
For users familiar with Maya and MotionBuilder(MoBu), namespaces are an essential tool for naming conventions.
 In my recent search for information on namespaces, I discovered that others have encountered similar issues. 
However, the answers provided did not quite address what I was looking for.
For example:
https://blenderartists.org/t/apending-and-namespaces/1305794
https://blender.stackexchange.com/questions/279191/namespacing-imported-assets

After conducting two consecutive tests, I stumbled upon the solution. 
First, let's understand the purpose of namespaces. In my understanding and experience of using them, they allow for the reuse of the same naming and hierarchical structure in a scene without modifying the original names.


1. Blender allows direct naming using prefixes sperate by colons. However, Blender doesn't explicitly present this concept and usage. Its habitual approach to handling duplicate names is to use a "dot" followed by a "three-digit serial number." 

2. As long as the group name of the skin model matches the namespace, when exporting the skin mesh using FBX, Blender automatically removes the name before the colon. Isn't that clever! 

3. However, if you export only the animations in FBX, it will still include the namespace. Nevertheless, this doesn't affect importing the animations into Unreal Engine, so it's perfectly fine! Note: When importing into MoBu, the namespace will still be present, possibly due to version differences in reading exported FBX files. 

I'm new to Blender, so feel free to leave comments if I make any mistakes.

Blend真的是很聰明! 對於maya跟motion builder的使用者來說 namesapce是個很重要用來規範命名的工具 這幾天在查找namesapce的相關資訊 發現有人有跟我一樣的問題 但是回答的都不算是我想找的解答 
像是:
https://blenderartists.org/t/apending-and-namespaces/1305794
https://blender.stackexchange.com/questions/279191/namespacing-imported-assets

連續兩測試後,誤打誤撞的發現解答 先理解一下ns的用途,在我的理解及使用的經驗中,它是為了能使用同樣的命名及層級結構,能在同一場景中重覆使用,但又不需改動原始名稱。 


1. blender是可以直接用前綴名加上冒號命名,只是在blender裡,並沒有特別提出這樣的概念與用法。它對於重覆名稱的慣性處理方式是用"點"再加"三位數序號"。 
2. 只要skin的模型群組名稱與,ns一樣,在用FBX輸出Skin Mesh時,它會自動的把冒號前的名稱自動刪除,是不是很聰明!!! 
3. 然而若FBX只輸出動作,它還是會帶冒號前的ns,不過這不影響動作滙入到UE裡,所以是很OK的! 註: 但若滙到mobu裡,ns還是會在喲,可能是mobu在讀取輸出FBX的版本差異。

對於Blender我才剛起步,若有任何資訊上的錯誤,歡迎留言糾正我。