To select bones while in Weight Paint mode in Blender 2.8:
- Select the Armature
- Shift select the skinned mesh
- Switch mode to Weight Paint
- Shift-Click bones to select them
* Shift double click to select bones hidden under the mesh
To copy bone constraints from one bone to other bones:
- In Blender Preferences > Add-ons:
Find the Interface: Copy Attributes Menu add-on, and enable it.
- In Armature Pose Mode,
Select one or more bones, and select last the bone that has the constraints you want to copy.
- Press Ctrl + C to open the Copy Attributes menu, and select Copy Bone Constraints.
Quickly setup bone constraints
This character project is the first one in which I’m using physical cloth simulation in Blender to model the character’s clothes at proxy quality (they will be detailed further manually). learning this approach to clothes modeling demanded a lot experiments, trials and errors to get it right, in this short article, I’ll try to provide some insights, tips, and settings that can speed up the process.
General notes and tips:
- When modeling the basic shape of the cloth try to “cut” a realistic cloth pattern for your desired cloth model. if you’ll search images on the web for “trousers cutting pattern” or “coat cutting pattern” you’ll find many examples.
* See images below
- Create proper UVs for the cloth mesh when its still flat (before the simulation)
- In Blender cloth simulation, isolated edges in the mesh (edges without polygons) are treated as sawing springs, and are an important part of the cloth setup.
- Use a low poly proxy model for your characters body mesh, it will speed up the cloth simulation.
In this experiment I used a simple tubular pants-like mesh that I quickly modeled around the character’s legs and pelvis (not a realistic cloth cutting pattern), with the top (weist) vertices defined as a vertex group with shrinking cloth property.
The result looks like training suit pants. it wasn’t at all what I wanted for this character, but I actually like it and probably will use such pants on other characters or on this one as a secondary look.
In this experiment I started trying to model an actual man’s trousers cutting pattern, and as you see, it still needs tweaking.
This experiment is beginning to produce reasonable results, the undershirt initial shape is still cut too low at the back.
* Note that there is an animated belt collision object to bring the undershirt to it’s shape at the weist
The final undershirt initial model:
The final pants initial model:
* Note that the belt mesh is a vertex group defined a fixed in the cloth simulation, and that it’s split to parts corresponding to the edges of the pants shape that need to be sawed to it. (see the process here)
The full final cloth setup for the character. the setup includes a low poly collision object of the whole character and shoes, undershirt mesh, pans mesh and animated (contracting) belt collision for the undershirt:
The final cloth simulation:
Cloth simulation settings for the undershirt:
Cloth simulation settings for the pants:
Blender 2.8 Character Project
By default, the view-ports Camera view in Blender displays the view from the camera that is set as the scene’s Active Camera.
If you split the view and in the new view select a different camera and set it as the Active Camera, the view in other view-ports set to camera view will update to display the new Active camera.
In short, by default, it seems you can’t assign different camera views to different view-ports..
But you can…
You just have to unlock the wanted view-port from the scene’s Active Camera by de-activating this button:
When the Use the scene’s Active Camera and layers in this view button is de-activated, your allowed to set an Active Camera for the specific view-port without changing the scene’s Active Camera setting, therefore not affecting other view-ports displaying the camera view.
To create constraints quickly:
- Select the target object.
- Shift + Select the object to constrain (Active Object)
- Press Ctrl + Shift + C
- Choose the wanted constraint type.
- select the constrained object to set the constraint parameters.
Copy bone constraints
If you happen to link an external object that was made unselectable in the original blend file, You will have no interactive way to make it selectable again, or local, or even delete it from the current blend file.
The good news is that it can easily be done by a very short Python script:
import bpy obj = bpy.data.objects['the_untouchable_object'] obj.make_local()
It should also be very easy script a loop that will find all those linked objects,
I will post an example when I’ll have a minute to breathe… 😀