Please pardon the multi-post, is anyone else aware that Blender 2.8 does not yet give Data Blocks when you press “Push Down” in the dopesheet? Is there anything I am missing?
This button works as intended. It pushed down action to new NLA track as an action strip to let you create and edit a new action.
But you can still edit previous action by selecting action strip in NLA and pressing Tab key.
It is basics of Non Linear animation in Blender.
I am going to sound blind by asking about this, but when I press “Push Down” in the action editor, I do not see an action strip. You have probably already explained this, but may I ask where to look?
…To be clear, I would ask about this on Blender Stack Exchange, but I have been question banned, either due to too many downvotes, karma decay, or both.
Edit, minutes later: WAIT, DO NOT ANSWER THAT! FOUND IT!!!
Edit 2, minutes after the last: The problem here is that I was used to seeing the actions being pushed down into data blocks in the same menu, not a separate menu, and this was 2.79, as I am currently working with 2.8 builds.
…What I had neglected to see was that NLA had it’s own menu, from the same drop-down used to access windows like Video Sequence Editor and 3D viewport.
Thanks for explaining this.
Edit 3, hours later: I have found that, when using the NLA editor, checking and un-checking the sync option helps whenever you edit things in there, from the position of data blocks to the keyframes inside. Pressing the “Sync Now” button, from what I have determined so far, does nothing in comparison, because if you fail to check and un-check, when you scrub through the timeline, the data blocks will, for whatever reason stop working, though this does not apply to moving the data blocks themselves past the frame indicator itself. I hope this proves informative, but please keep in mind, I have been proven incorrect before.
Have a look at this post for Blender Cycles & Blender Internal setups for flat shaded 3D models:
Be aware Blender Internal will disppear in future Blender versions. Blender Eevee will certainly have a similar solution/node setup as Cycles for flat shaded rendering.
Any chance we can get this kind of brush?
This is from opentoonz:
Earlier in the thread there was a question about the GP objects reacting to lighting, casting shadows to 3d objects etc (in eevee). I know it’s not implemented yet, but does anyone know if it’s planned in the future (or already in the works)? For me it seems like a fairly crucial thing in order to effectively work together with both 2d and 3d elements.
I want to ask here for the sake of safety, am I doing this wrong? I have been attempting to use armatures to move, scale and rotate grease pencil objects, and it works fine…until I attempt to move the bones individually. Even worse, weight paint mode does not quite appear when I select the armatures last, only the grease pencil objects last, which results in no response at all, just a short visibility of what is weighted, based on the last armature used in pose mode. Am I doing something wrong?
Actually, you can create a straight line, subdivide it in edit mode and bend it using proportional editing or other editing tool.
I don’t really understand why Line tool is creating cyclic closed strokes. You have to go to Stroke menu -Toggle Cyclic.
A more direct and simpler tool would be welcomed.
Nothing is wrong. Old Weight Painting workflow is just not working.
Due to multi-object editing (new ability to have object of same type in edit mode, or weight paint, pose mode…) you can no longer have an object in weight paint mode and another in pose mode simultaneously.
Problem is the same with meshes and armatures.
You have to select active weight group in properties instead of bone to do same thing, for the moment.
Please excuse me for sounding like an idiot, may I ask how that works? Do I just select the grease pencil object before looking for active weight groups in place of the armatures? I just want to know before I start fumbling in the dark.
I just want to try this out so much.
In Object Data tab of Grease Pencil object, there is a Vertex Groups panel with a list.
Instead of selecting a bone from armature to switch from a vertex group to another one, just click on its name in the list while Grease Pencil object is active and in Weight Paint mode.
Thank you so much. I will do my best to figure out the rest from here.
Edit: Before the deformations would show. (I know this is getting bothersome.) Now, they will not, mainly not beyond the basic move, rotate and scale in Object Mode. In Pose Mode, the armatures will not deform the Grease Pencil Object, and I have weight-painted it. If anyone wants screenshots or videos, please let me know.
Edit 2, days later: Fun Fact: Weight paints work…when initially rigged. If you attempt to weight paint either bone, no matter the weights, to my current* knowledge, it just stops trying to deform anything, it just stops working.
Ï already reported this. If you haven´t solved it up until today´s version, I guess they haven´t adressed this (they = the devs)
I had no idea. I should wait until the eventually do. Thanks for letting me know, I will keep at it with the daily builds until I find it is fixed. Thank you, so much, for letting me know.
Hey, there is a first pass on implementing drop shadows for the strokes : https://developer.blender.org/rBf1afa6f6a71220fefcd3d967f261edd6ad93a43a
This is fantastic! I will wait for a new build to update before trying this.
Meanwhile, this sounds rather dangerous, but is there any way to ask them to, once again, look over the weight-painting problem. Someone here tried, but due to inactivity on the thread, the bug report was closed, seemingly without action.
This is no attempt to push anyone to shift focus. I mean, perhaps it will be done in a month or so, but is there anyway that I could help convince them to try again? I would attempt to speak to them on the bug tracker, but that does not sound very…healthy for me. I would not want to cause problems.
Edit, minutes later: If there is any way I could help that does not involve directly speaking on the bug tracker, I will try.
The dev. team is not accepting bug reports for 2.8 (outside of crashes) until the beta rolls out later next month.
Also, the beta will by no means indicate 2.8 is done, but simply that 2.8 is ready for wider testing from the community.
Thank you for your response on this, I will keep this in mind as I wait it out.
Antonio implemented the offset parameter when drawing on the surface. Great!
By the way (not related to painting on the surface), does anyone know what is the rule that Grease Pencil Fill Area brush uses to determine the offset of the stroke (distance to the stroke you wish to fill)? Is that offset adjustable? I’m not sure if it would really be necessary for the user be able to choose the offset in this case, I think the offset in this case is determined with some kind of calculation to automatically determine when the stroke will look good from the point of view that is applied Fill Area stroke. But I’m curious.
Please pardon me for posting in this thread for what seems to be a rather foolish reason, I grabbed the most recent Windows 64 Build available at the time I had typed this out, it seems they have fixed the weight-painting issue I earlier mentioned. Yes, I remember about needing to wait before saying much about non-showstoppers. https://www.youtube.com/watch?v=GRz4E6Z23wg
Edit, minutes later: Meanwhile, remember the Shadow effect that was added in? If you add the Shadow Effect, you will notice it has a Wave Effect already implemented. I have found a way to undo this, for those who do not want that in their shadow effect: Enable the wave effect, turn everything down to 0, then uncheck it. This is all I am currently aware of.