![]() ![]() The Model panel gives you control over parameters of the 3D model, such as responsiveness to pins for shape and expressions ( Rigidity), the visibility of various face parts ( nose, ears, neck, etc), geometry scale and resolution ( high, middle, or low-poly). If the machine where you want to install our add-on is connected to the Internet, then you can try automatic online installation - just press the Install online button and our add-on will download the core library file, install it to the add-on directory and tell you that now you can use the add-on. Both are accessible on the preferences pane of our add-on (Edit > Preferences > Add-ons > KeenTools FaceBuilder). There are two ways of doing that: online and offline. Unfortunately, we cannot ship our core library within the add-on package due to Blender license restrictions, but we made it as easy as possible to install it independently. The next step would be to find “KeenTools FaceBuilder” in the list of add-ons (in the Mesh category) and turn it on using a checkbox in the left upper corner. It’s made this way because many Mac users were having the ZIP file unpacked automatically after downloading. The ZIP file which you need for further installation is inside the mounted volume. DMG file which you need to mount - double click in Finder or open from the web-browser downloads list, Safari often mounts DMG files automatically. When you press the download button on our website, you get a. The process is a bit different for Mac users. I would upload the blender file if I knew how… the uploader just hangs… 2.FaceBuilder for Blender add-on installation Until I find out how to understand where blender cycles does the linking between a material and an image texture and a UVmap, at the moment I’m just hacking, which is driving me mad, I can’t move on to learning cycles texture painting inside blender which has fantastic possibilities… Mmm the graphical equivalent of a typo… a bad noodle I want to be able to easily switch between two textures on my testplane object, so it has two textures, the first texture has a skin image texture, and an overlaid eye texture image, for ease, I have labelled them consistently, and then I want to edit the images in gimp, and reload them easily and efficiently, at the moment, I don’t see how or where to make the changed image selections show up in the 3dview without fooling around going back and forward between the uv editor window, and in and out of edit mode, I can see there is a difference between the behaviour of using texture view mode and material view mode in the 3dview window… currently the background skin texture image on the first material is not showing for some reason. Thanks again RickyBlender, eppo, Taipan… you’re right a picture is worth a thousand words? I don’t want to go back to test it in blender internal render, but I’m sure that when working in the uv image editor with multiple uvmaps, you just chose one of the uvmaps in the editor header, and auto-miraculously the right image would pop into the uv image editor? I have to go back from the uv editor window to the default 3dview and assign the changes I’ve made (in the node editor or the uv image editor) so that the material will show up on the mesh, then go back to the uv editor window… or the node editor window to keep working, I’m sure there’s something wrong that changes don’t show up straight away while editing in the uv editor or node editor… ? I eventually found a way that seems to work by creating a new material, then a new texture then loading an image into the new texture… which seems too convoluted to be normal… there must be something I’m missing… the name for the texture image channel shows up in the uv editor image name in the header, but the confusing thing is as I understand it, the texture channel name is not the image name, the actual image loaded into that texture has a different image filename… so I’m still a bit confused… Thanks Rickyblender and eppo… yeah, I tried from the uv editor window using the dropdown in the header, also tried opening a new image from the header image menu, also tried replace image from the uv editor image menu, also tried the dropdowns in the image texture node… also tried from the textures image dropdowns and load image icons… always the last image seems to stick… it’s something to do with blender’s image ‘block’… See post above - you need to change image in node editor - in appropriate Image Texture node. “…when I choose to open a new image…” - so, how exactly you do this?
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