Hello everyone. First of all I’d like to apologize if this is the wrong forum. I felt it’d be better to put all my questions together rather than spreading them through the forums.
I am working on a project of mine, but every step I take forward, I seem to take a step back in another direction. I have a list of problems/questions/concerns and I hope that some of them can be answered so I can finish sooner. I will upload the .blend file and any screenshots if necessary.
Fixing the UIOne day I was baking some cloth simulations and left my computer to do its thing. While I was gone, someone else used it, and somehow messed up the top portion of the UI so now I can’t see the Info panel. This makes it annoying since I can’t see how many vertices/edges/faces I’m selecting, and I can’t do File commands without knowing the shortcut. I can’t edit any of the preferences either. I thought about trying to reset it back to Factory Defaults, but I think it would wipe everything, not just the UI layout.
Texture BakingI’ve looked over some tutorials regarding baking since it’s said to help render times with complex materials. So I decided to give it a go, and even though I [I think I] baked all the textures, it’s not how it was supposed to turn out. I’m wondering if using SSS and Nodes has anything to do with it, or maybe it’s something else. Even with an 8-processor computer at 3ghz, a full render takes 8 minutes, mainly because it’s doing the materials. Shaving that time down would help tremendously.
Ambient Occlusion OmittingPart of the model includes a small pair of rose-shaped earrings. (As seen in my avatar) These earrings are over 2k polygons, more than the character itself at one point, and it seems that during the AO pass, all the processors are put to a halt since one processor is busy working on just earring. Is there a way to turn off AO for just that mesh/object, while leaving everything else intact?
Cloth BakingEventually, I’d like to have cloth simulation on my model, but looking through tutorials online, it’s usually based on the old Softbody method, or all the tutorial shows is a cloth falling on a box. Are there any good tutorials for cloth interacting with an armature? If not, what are some suggestions to doing this? Each time I bake, the process is dreadfully slow, and only uses 1 processor, leaving the other 7 idle. I wish there was a way to make them all work at once, but I don’t know of any or if it’s even possible.
Cloth Intersections Going along with the Cloth Baking problem, I’ve tried getting the cloth object, a robe, to move along with my model’s legs, but so far, the results aren’t very accurate. I’ve used Cloth Pinning, and I parented it to the armature and assigned Vertex Groups, but I can’t get it right. I’d like to know of any suggestions for this, and also if turning off/removing Subsurf or Subdividing the mesh would be a good idea. I tried to keep the polycount low for calculations, but would more help?
UV KeyframesThe eyes on my character are based on another model by FEDB, Maid-san. The way the eyes work are they are a small white subdivided plane, with an eye texture placed on it. The problem I’m going to have is animating it, since unlike an eyeball, where it can spin freely, the plane can not spin without revealing the inside of the head. Is there a way in the UV/Image Editor to move the eye texture’s position and keyframe it?
I’m still learning how to use Blender, so there are a lot of things I don’t know. I hope the wording is right, but if anyone needs more clarification, I’d gladly explain in more detail. Either way, any help on any of these subjects would be greatly appreciated.