I FOLLOWED EVERYTHING HERE BUT IT DIDNT WORRRRRRRRRK
HERE: https://sammi.solutions/docs/integrations/obs
SOLUTION:
also, OBS HAS TO BE ON. DUHHH!!!!
I FOLLOWED EVERYTHING HERE BUT IT DIDNT WORRRRRRRRRK
HERE: https://sammi.solutions/docs/integrations/obs
SOLUTION:
also, OBS HAS TO BE ON. DUHHH!!!!
Compressor:
Raises just the lower frequencies
remove rig:
select mesh(triangle icons)
alt + P
center pivot to object
layout > top > object > set origin > choose
separate objects
tab to edit mode
select indiv vertex pts
ctrl P to select entire obj
P
separate by selection
change view
Z 1,2,3,4
create shortcuts
https://blender.stackexchange.com/questions/150283/v2-80-keyboard-shortcut-for-import-export-stl-files
oath keeper lowpoly and midpoly fbx is the same
high poly fbx not done yet
how to render trans + HDRI lighting
trans:
RHS > render panel > film > check transparent
lighting:
RHS > World panel > colour o (click the yellow o) > open > C:\Program Files (x86)\blender-3.6.0-windows-x64\HDRI
*mirror ball for equal lighting
saving:
RHS > output properties > output > choose location
https://youtu.be/CqaWxg_mtCA?si=r_wngsetE1Hch2Jp
download and install tyflow
RHS > circle > create standard primitives dropdown> obj type > tyFlow
create
helpers(triangle) > tyFlow dropdown > tyIcon
create(confetti origin)
select tyflow logo
modifyer tab> open editor
LMB > simple icon flow > Event 001
in editor:
in event_001:
go to birth > add position, rotation, shape(only need rotation, others are there already)
select birth
RHS > birth >
start: 0
end: 1(takes 1 frame to grow)
total: 500(how many particles)
in event_001: select position
RHS > posn icon > pick > pick the icon
can delete the other one
add speed under position
select speed
RHS > direction > along icon arrow
icons > pick > tyIcon
CHECK reverse IF you want it to go UP
top > customize > units set up > us standard
RHS > timing > speed > magnitude: 20", variation: 70%
select rotation > RHS > orientation random 3d, 3, 0, 0
select shape >
back to max > RHS > create standard plane > make it the shape of the confetti, 4 segments each > select it
WILL LIVE UPDATE
back to editor > shape > shapes > add selected
remove the shape thats there by default
size > scale > 40%
select display > RHS > type: geometry(alrd)
ADD a 'slow' operator
velocity 3, 3, 3% (will adj velocity)
ADD a 'force' operator
RHS > built in gravity: -0.03(just gonna fall forever)
-3 will split into 2 and fall FASTER
+0.03 will fall for a while then go up
select speed:
RHS > divergence > 15(this will affect spread of confetti)
make timeline at least 400 to see everything
ADD another 'force'
RHS > built in forces > built in noise layer 1 (or w/o layer)> scale: 0.5=15
strength: 0.5(this is like wind)
select 'shape':
set scale to 100(will change size of confetti)
how to link to obj?
adjust the gravity effect or bind to object and then adj the timing
FROM: https://help.autodesk.com/view/3DSMAX/2024/ENU/?guid=GUID-5881B552-5DB6-433F-B40E-2F2E1A6EA453
Note: ProSound is the default audio controller in 3ds Max. A simpler alternative controller is Default Sound, which you set with the Preferences dialog
Animation panel
Sound Plug-In option.
SOMETIMES, IT'S ALAREADY SET TO PROSOUND, BUT YOU GOTTA CHANGE IT BACK TO DEFAULT, THEN PROSOUND AGAIN
why?
because 3ds max is RETARDEDDDDD
FORMAT:
WAV
16 bit, 2200 kH
top > graph editor (track view - dope sheet) > LHS> world > sound, RMB > properties >
Prosound > add > choose file >
ON permit playback
channels > can choose auto or 1
quality > med or high
ON permit backwards scrubbing
OFF play once
ON ping pong(if you want)
to see waveform in timeline:
timeline > RMB > configure > show sound track
-french: https://www.youtube.com/watch?v=3Cx1JFDVCkE&ab_channel=PeterBean
-other: https://www.youtube.com/watch?v=gfFHfDNyJl0&ab_channel=OKTechi
-indian: https://www.youtube.com/watch?v=Lh73A-XgQZc&t=40s&ab_channel=CGMotion
-paid solution: (good, but need to pay to try) https://www.youtube.com/watch?v=gd1TpkiwcN4&ab_channel=ishaksuryolaksono
https://www.youtube.com/watch?v=3Cx1JFDVCkE&ab_channel=PeterBean
there are steps before 2:20 but they are for custom characters. what we wanna do is just get the basic animations in BIP form.
(to get biped adjusted to model, using mixamo's auto rigging)
in mixamo:
choose Y Bot
apply animation to Y Bot
download fbx binary WITH skin
30 fps, no keyframe reduction
name: hip hop dancing.fbx
in 3dsmax:
file > import > import > hip hop dancing.fbx
dialog popup
Include > file content: add and update animation
and
Animation > Bone Creation > Bone conversion and select "Convert as dummy"(this part french guy didnt include)
OK
now you see this dude dancing
now we just wanna select the dummys
top LHS > change 'all' to 'helpers'
do this to check if the skinning is alright
select 'right foot'
should be able to deform it anywhere and fk up the model
(thats why it only works for animations in mixamo)
transform these dummys into a biped:
dragdrop autobiped.ms into scene
with at least the rightfoot bone selected,
Auto-Biped > create biped
it's been converted to biped, but the animation is lost
end of rigging
----------------------
beginning of applying animation:
4:40
in max:
top RHS: Helpers switch to All
select biped root, double click to select entire biped
file > export > export selected
name it 'Y Bot biped.fbx'
dialog box > animation > CHECK animation > CHECK Bake animation(make sure it covers entire animation duration)
OK
in mixamo:
upload charcater > choose "Y Bot Biped.fbx"
no need to rig, it should automatically go to the animation where its looking around
Next
apply animation you want
download WITHOUT skin
save as "Y Bot Biped Dancing"
to apply animation(1):
in max:
entire biped still selected
file > import > import > "Y Bot Biped Dancing"
dialog box > include > file content: Update animation
OK
just to be safe: extend time area to be more than animation
to save animation as a BIP:
select root biped bone
RHS > (((0 button > biped > floppy disk icon (save)
dialog box > btm > UNCHECK save MAX objects
save as Y Bot Biped Dancing BIP.bip
to import and mix to other character:
open character
TBA
-------------------------------------
PAID VERSION:
https://www.youtube.com/watch?v=gd1TpkiwcN4&t=1s&ab_channel=ishaksuryolaksono
"Mixamo To Biped Converter"
convert animation from mixamo
15 dollar FUCKKKK
go to miximo website to download the animation from their motion capture Library
download as fbx
choose w/o skin
go to 3ds max to run script "MixamoToBIP Converter" > Mixamo > Import Mixamo(FBX) > choose fbx file
Biped > Mixamo to Biped button
when "done!" appears, check result by scrubbing through timeline and playing
this will save file as a BIP file
To do several at a time:
Converter > Biped > Batch Convert
all the BIP files will be saved under the same folder as the source fbx files
to test:
delete the biped
make a new one
RHS > (((0 button > biped > folder(load file) > select bip
*note: loading another animation will REPLACE the previous one
GOTTA RENAME THE LAYERS, MAKE SURE RIG IS IN A NEW FOLDER TOOOOOOO
https://docs.blender.org/manual/en/2.79/editors/3dview/object/properties/relations/parents.html#:~:text=To%20use%20Bone%20Parenting%2C%20you,Bone%20by%20RMB%20selecting%20it.
BASICALLY
object mode
shift + select all objs you want to be on a bone
shift select the armature
switch to pose mode
Shift click the specific bone
ctrl P
Set parent to > Bone
YOU DONE NIGGA
https://blender.stackexchange.com/questions/107917/i-cant-select-a-bone-on-weight-paint
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FILE PATH TOO LONG, EVEN VLC CANNOT PLAY
MOVE FOLDER TO A MORE PARENT FOLDER
RELINK DAT BICH
FILE PATH TOO LONG
COPYPASTE IT INTO ANOTHER FOLDER, RENAME, THEN PASTE IT BACK
https://www.youtube.com/watch?v=gYT0Cfb37ZA&ab_channel=ChrisO%27Neill
for:
TRRS
podcasts
what it do:
make soft and loud parts the same
--------------------------------------
4-steps-to-success:
1. remove noise
to remove MOST noise inside words
get noise sample
remove nosie
2. noise gate
to remove ALL noise in between sentences
cut out bg noise, but keep in everything else
threshold = -60dB
maybe -40
3. compressor
to bring up everything to be on equal levels
threshold = -56dB or -60
wet gain = +20dB
check mak up gaim for 0db
uncheck compress based on peaks
looks pretty good, but might be peaking, some parts still soft
********************THIS ONE********************
uncheck mak up gaim for 0db
check compress based on peaks
LOOKS the best, none looks too peaky, soft parts are loud
********************THIS ONE********************
uncheck mak up gaim for 0db
uncheck compress based on peaks
SUPER SOFT
check mak up gaim for 0db
check compress based on peaks
SUPER LOUD
4. remove SSes or high frequencies(optional)
DS (de-esser)
threshold = leave it
range = from 6 to 8
OR
go to eq and between 5k to 9k, bring it down
called filter curve in audacity
EQ - optional
remove 2k to 5k freq
use lever to isolate SHARP
5. Limiter
to 'shave' off the higher parts
6. Normalize
to bring up levels to the max
make max vol -1db(so can add music later)