Ray Alez


About Me

United States


My Tutorials

obj-image Quick Tips
Depth of Field
obj-image Intermediate
Lowpoly Terrain
obj-image Intermediate
Creating a Procedural Wall
obj-image Beginner
Modeling a Tire
obj-image Intermediate
Generating Procedural Rocks
obj-image Beginner
Creating a procedural gear

Recent Forum Posts

How can I move objects on Y axis while using Grid Snapping? Jan. 10, 2020, 8:35 a.m.

Hi everyone! I'm looking for some help.

I want to be able to move objects in 0.25 unit increments using the move handles, along X, Y, and Z axis.

I've turned on the grid snapping, it works great for X/Z movement, but it prevents me from lifting the objects off of the reference plane(the grid I see in the viewport), when I move the object it drops it onto this plane, setting it's Y coordinate to 0. But what I want is to move objects in 3 dimensions, along Y axis as well, I just want it to be discrete, snapping every 0.25 units.

Grid Snapping has an option called “Depth Snapping”, it seems like turning it off should allow me to move objects along Y axis, but it makes no difference…

Can you guys help me out?

Multiple Animations in one FBX Nov. 20, 2019, 2:50 p.m.

In the ROP FBX Output node, there is an option in there to Export Animation Clips (Takes). It was implemented in 17.5.281. I hope this helps.

Hey guys! Can someone help me to figure out how to use this functionality? It looks perfect for what I need, but I can't seem to get it to work, no matter how hard I try.

The main take gets exported successfully, but the other takes(walk, idle) don't work.

Here's what I have done(scene in the attachment):
- Create an object(teapot)
- Animate it going up and down in main take (just to test)
- Create take called “rotating”, animate rotation in it.
- Create take called “scaling”, animate scale in it.
- Create Filmbox FBX ROP node. Switched to render frame range, selected the object, added clips named “rotating” and “scaling”
- Set different ranges for rotating/scaling clips, just for testing purposes.
- Exported it to FBX.

- Blender detects only the “Main” take, the one where transform is animated.
- Godot(my goal is to export animation into godot) creates animation node, but doesn't see any animations at all.
- I have used FBX to GLTF converter [github.com], it can't see any of the animations, says “Warning: animation ‘rotating’ has zero channels. Skipping.
Warning: animation ‘scaling’ has zero channels. Skipping.”
- I have used this converter [modelconverter.com]. It takes the animation from the main take, splits it into clips according to their frame ranges. But it doesn't detect animations included in takes at all.
- I have used this converter [blackthread.io], it also only detects the main take.

I'd really like to figure out how to make things work. None of the options I saw so far can detect animations included in takes.
Can somebody help me? I'm looking for any way to turn animation made in houdini into fbx or gltf.

Bouncing ball rigging, squash and stretch from two sides? Sept. 19, 2016, 9:18 p.m.

Hi! I am trying to rig a bouncing ball that has squash and stretch working like this(skip to 1:05):

Can you give me advice on how I can accomplish this effect?