Is it necessary to apply all transforms? Everything in my character breaks the second I apply transforms... My shader for my character's eyes, the hair, even the rotation of the eyelids ceases to function properly. I am making a character for a game, but what does applying transforms do? The scale is like 0.1, I had thought I applied it before  making the hair, but turns out I didn't , so I applied it and the hair grew out all over the place. I don't even understand why my eyelids fail to rotate properly after applying rotation.   Can anyone tell me how to apply transforms without having everything break, or is this to be expected? And what does applying transforms do?
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I've watched several tutorials and very often they applied the location, rotation or scale to the object when they transformed it in Object Mode. They always said it is important, but why?
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I am experiencing difficulties trying to figure out the correct multiplication order for a final transform matrix. I always get either strange movement or distorted geometry. My current model is explained below:  For a single node my multiplication order is:     L = S * R * T   where     L = local transformation matrix      S = local scale matrix      R = local rotation matrix      T = local translate matrix   For a node's world transformation:     W = P.W * L   where     W = world transformation matrix      P.W = parent world transformation matrix      L = the local transformation matrix calculated above   When rendering, for each node I calculate the matrix :      MV = Inv(C) * N.W   where     MV = the model view transformation matrix for a particular node      Inv(C) = the inverse camera transformation matrix      N.W = the node's world transformation matrix calculated above.   Finally, in the shader I have the fallowing transformation:     TVP = PRP * MV * VP   where     TVP = final transformed vertex position      PRP = perspective matrix      MV = the node's world transformation matrix calculated above      VP = untransformed vertex position.   With the current model, child nodes which have local rotation, rotate strangely when transforming the camera. Where did I go wrong with the multiplication order?
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Can anybody help me with changing colors of a mesh in animation? When I change the color and set the keyframe, the last modified color of the mesh is applied on all previous keyframes.  When I press i to set keyframe, which keyframe should I choose from the rolling list?
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I tried to assign different materials to face - they work correctly only on Eevee rendering.  When I tried to render using Cycles - the surface always black - doesn't matter what the material or base color, only 2 properties have value - Emission and Alpha, they work correctly, face orientation is ok on this face.    And the blend file
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I am interested in everything related to this kind of effect (modeling, game engine, animation). What sort of stuff is needed?  Here are some sample images of what I mean:
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I just finished the doughnut tutorial series and wanted to know what I need to learn next. I was wondering whether anyone has any advice about how to make the shading and water/fire simulations/particles look more like 90s oldschool animation (like ,  or ). It would really help me. Thanks a bunch!
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I'm running a witcheling, a changeling witch who, because of a GM's homebrew magic ring, can transform into a .  What effects does this pixie transformation have? Specifically...   Since I'm now Small, do I apply +1 to AC, +1 to attack rolls, –1 to CMB and CMD and +4 to Stealth? Am I able to cast spells while transformed? Do I lose my racial benefits while transformed? Am I still able to use weapons such as staff, longsword, or greatsword?
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I've never been quite able to figure out how groups work in Blender (at least not since 2.5/6x). Is it possible to group several objects and then manipulate them (scale, rotate, translate) as one?
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It's my first time to use blender. I've been looking for youtube tutorials and other use modeling, others are sculpting. I don't know what to use. Modeling seems more precise and more accurate but sculpting seems easier than modeling. I've been modeling an original anime style character for a while now but I'm sure if I'll continue that or switch to sculpting. What should I use and when to use these two? Also, is this that right place to ask these kind of questions?
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Having problems with hair transparency using cycles. I ported over a model from daz studio (have done this a few times before with no issues).   Using a simple mix shader, transparent top, diffuse bottom, black/white texture in the fac.  Heres the blend  with images packed.
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Is there a way in blender or an addon that allows me to select a bunch of faces (or verts) and evenly distributes (or relaxes) them into quads clean quads.  Without screwing up the vert ID/order.  Edit: I would like to have the shapes of my quads to turn into perfect squares while maintaining the volume of the object and the vertex order.
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I have a pretty difficult problem on my hands. My 3D character moves through space and rotates. I do not know the angle of rotation at any given time, but I do have three X, Y, Z unit vectors serving as basis vectors for the character's coordinate system.  I see that in the  there are three formula for extrinsic rotation. My problem is that they do not seem to work in any manner whatsoever. Either my reading of that page misled me, or game maker does not use extrinsic rotation.  Do Game Maker's rotation transformations always rotate globally in 3D space, or does it use the current set of transformations and rotate around the current X, Y, or Z axis?
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I created 3 boxes, then align the three to form some sort of a gate, I set the parent to an empty object so that I can easily move it. And I add box collider inside the gate.     When I try to rotate it on Y axis, the boxes deforms    I just want to rotate the Y, not deformed it. Here are the object          Is this related to the transformation I created before?  Something that requires to apply the transformation first? like in blender3d?
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I have an NVIDIA Titan GPU and I'm able to add another card, but I wonder whether  Blender will benefit from more than one GPUs?  Should I do it as SLI or should I just do it as an added card? I just need some help in understanding how Blender will use either SLI or a second GPU.  Note that I only use Cycles.
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I think I must have changed a setting by accident.    Whenever I select an object and do any operation on it (move, rotate, scale, etc), suddenly the boxes in the Transform tab become yellow and the Animate property settings (The diamonds next to the yellow boxes on the right hand side of the photo) become activated.  I don't know what these are and what these do (I don't think they do anything atm), but I know this is not the default behavior.  How can I change this back to default behavior? (i.e. no yellow boxes, no diamonds)
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I follow this  which uses rigify and I have run into some issues.    Not every vertex moves along the rig. Any idea what could cause this? I applied the location and rotation for every object.  The entire head is weight painted with blue.
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So, I am extremely new to blender, I am going to say outright. I have tried to fix this, but i can't seem to find any option that would fix the problem. When I sculpt on an object, it directly mirrors it, even though i have not enabled the mirror function, let alone touch it. I have double checked to make sure mirror wasn't on and it wasn't. and so on and so forth. I pretty much haven't changed any options or anything. if you could help me figure this out, that would be nice.