texts: Performance issues - make tree leaves like this?

texts:
Ok, I am trying to achieve animated, particle like leaves (low poly not realistic) like this - https://youtu.be/cKS3VM1a3TU?t=4m8s

Obviously my idea was to make a group with some leaves and make a particle system to randomly distribute the leaves, then Apply to make them objects so I can tweak/rearrange, and eventually animate.

Problem is (in cycles, version 2.79) hitting Apply ends with indefinite loading as WAY too many objects. This later needs to be brought into Unity, so thats an issue as well. In Blender the only thing that worked a little bit was just adding group instances, but that isn't a feasible solution for animating or for unity:

Whats the most efficient/correct way to do this? How can I make a game-ready/Unity ready "cloud of leaves" like in the short?


texts: Object scaling preventing retargeting of rigify rig to bvh with MakeWalk

texts:
I created my rig from rigify armature and it is working beautifully.

The issue now is I want to load some mocap bvh files on it, I'm using MakeWalk addon but when I try to load the bvh file by clicking in "Load and Retarget" button under the Misc Tab I got this error:

I searched a lot I didn't find any clue to solve this... using a regular rig or makehuman rig would be a pain in the a*% for me since Rigify is amazing and I am pretty used to it.

any tips are welcome thanks


texts: Would it be possible to get list of index of components BY SELECTION ORDER in Edit Mode?

texts:
Not sure if Blender has a built in mechanism that "knows" the order the user selects Objects in 3D view or Components by Index.

I wanted to achieve this using Python for later usage incorporated into node in Sverchok or Animation Nodes.


texts:
What I want to do here is create a system where an enemy object has some kind of "sight", as in the enemy can detect a player object when the player object comes in its field of view. I am currently thinking of the following two ways:

A spotlight that is parented to the enemy object acts as it's field of view.
The enemy object casts multiple rays, with each ray being 5 degrees away from the previous one, creating an isosceles triangle of some sorts with rays between it.

The first method is problematic, and I do not know how to go about with the second method. How can I go about implementing it? Also, is there another way of doing the same that is better than the two methods listed above? If so, please do mention it.


texts:
I'm trying to create some sushi.

I've got this but I don't understand the UVWrapping as I need to almost decal some ingredients onto the rice texture.

As you can see, I went to edit mode (↹ Tab) then selected the top and bottom of the sushi... I added a texture in that texture tab on the right, and then selected that texture from the UV editor... The rice appeared and I positioned the circles accordingly.

I then hit A to select the entire sushi roll and then de-selected the top and bottom... In the UV editor, I then applied my sushi wrap texture.

Now what? How do I go and apply a texture of sushi ingredients on top of this roll?


texts: Create Object coordinates from Object's Loc/Rot/Scale?

texts:
When you use a Texture Coordinate node's Object coordinates with an empty object selected in the dropdown, the transforms of the empty effect the texture its plugged into. You get the Object's Loc/Rot/Scale even though Object Coords are only a single Vector.
How does this work? And, how could it be recreated? If you used Attributes/Drivers to get an Object's Loc/Rot/Scale in the material nodes, what node setup would give the same behavior as using Object Texture Coordinates with the same Object?


texts: Textures Don't Line Up in the UV Image Editor

texts: I'm trying to apply the texture the model came with but when I would smart project the model onto a new UV image, the texture wouldn't match the unwrapped model at all. Photo on what I mean below...


texts:
I always render my animations in OpenEXR MultiLayer format with various render passes turned on. Is there a way with Blender's integrated paint editor to paint to the render passes of such an .exr file? It seems I can only paint to the "combined" pass, which I am not using at all though. If I try to paint to any other render pass of the .exr file I get the error message "Image requires 4 color channels to paint".

Purpose: Often I just have to correct few pixels in a particular pass of a rendered .exr file. I could also add a complex node network to the compositor just to correct those few pixels, but in such cases editing/painting the pixels of the respective render pass inside the affected .exr file would be much faster.

I saw there is now also a plugin for Gimp, which allows to import OpenEXR files. Has somebody tried it with multi-pass .exr files? Does the Gimp plugin work reliably without screwing something? Because I still need it to be in multi-layer .exr format after editing for the subsequent compositor stage.


texts: Blender Script for animated remeshing just works "sometimes"

texts:
This Script I wrote for remeshing purposes does not work properly.
Sometimes it works.
Sometimes it produces many (as many as frames) duplicates of the active Object.

import bpy

frame_end = bpy.context.scene.frame_end
sel_Objects = bpy.context.selected_objects

cuts = []

if(len(sel_Objects) == 2):

    for i in range(frame_end):

        bpy.context.scene.frame_set(i)

        bpy.ops.object.select_all(action='DESELECT')
        sel_Objects[0].select = True
        sel_Objects[1].select = True
        bpy.context.scene.objects.active = sel_Objects[0]

        bpy.ops.object.duplicate()
        bpy.ops.object.join()

        to_delete = bpy.context.scene.objects.active

        bpy.ops.object.editmode_toggle()
        bpy.ops.mesh.intersect(mode='SELECT', use_separate=True)
        bpy.ops.mesh.separate()
        bpy.ops.object.editmode_toggle()

        bpy.context.scene.objects.unlink(to_delete)
        bpy.data.objects.remove(to_delete)

        cuts.extend(bpy.context.selected_objects)

    bpy.ops.object.select_all(action='DESELECT')
    for cut in cuts:
        cut.select = True

    bpy.context.scene.objects.active = cuts[0]
    bpy.ops.object.join()

The script should performe the following actions:

Before you have two animated Objects intersecting each other while the animation.

After running the script you should still have the two animated Objects but also the intersections of the two objects merged into one mesh.

But this is how it looks like:

The problem @this point is that the script doesn't clear several duplicates of , in this case the torus.


texts: How do I emulate the Home key on a mac laptop in Blender?

texts:
I am trying to set the camera to the viewport on a mac laptop.  I use View>Align View>Align Active Camera To View.
This gives me the view but the camera is too zoomed in.  From looking on the stack exchange I believe if I press the Home key this will give me what I want.  How can I do this on my macbook pro keyboard ?


texts:
I finally decided to explore Blender 2.8 Beta (I still keep the 2.79) - in particular as I wanted to explore the GreasePencil object.

So far I suffer and struggle to get the workflow. In particular with the fill color function.

I draw a face outline and when I try to fill it, the color covers only portion of the surface.

I tried to check if the points are all located on the same surface (i.e. one axis is locked) - I didn't find the lock option. I work with Front X-Z, camera view.
I repeated the sketch without touching the view to ensure that all points stay on the same plan, I still get erratic fill color.

I tried to go the Edit and Sculpt modes. Yet, it takes couple of hours to place every point at place.

I then created a new layer and wanted to use its alpha feature but it crashes constantly. I can only feel color if the strokes are on the same layers.

Thanks in advance for any input, advice to tackle the issue


texts: Get and Set Hide in viewport and Disable in viewport via Python API

texts:
In my plugin I have an operator that needs to iterate through potentially 100's of objects that might be 'hidden in viewport' or 'disabled in viewport' and perform some operations  that require the object to be visible in viewport. Afterwards I want to restore whatever visibility the object had, so I need to both get and set these options.
 IE, get/set the status of these.
When I hover over the icons, both show the parameter bpy.context.object.hide_viewport. Obviously they can't both be the same parameter as they both do different things. How do I get and set 'hidden in viewport' and how do I get and set 'disabled in viewport' using the Python API?
Edit: I can see that both ObjectBase(bpy_struct) and Object(ID) have the hide_viewport property, however ObjectBase is documented as 'Temporarily hide in viewport' and Object is documented as 'Globally disable in viewports'. How do I access an Object's ObjectBase?


texts: How can I scale an object but have the texture repeat

texts:
I'm working on a project where I will be having a lot of trim along walls. I will need to create a trim object potentially over a hundred times and all trims will have different lengths. I am hoping that I can keep one master trim object around and make copies of it as needed then stretch the object as needed without having the texture stretch with the object. I would have imagined that this is some basic functionality and would require a simple checkbox for texture repeating or something. Unfortunately, I've searched around and can't get any ones solution to work for me.
This is the current master object I have (the black part with the bottom. The orange is not apart of it)

This is the end goal of the object. I should be able to stretch it as far as I need while the texture just repeats

This is my current shader. Now I'm a total newb at blender so I could be doing something very wrong here but I have a texture, a specular map on the blue layer, and a normal map.

This appears to be the commonly suggested solution though it appears as though many people do it slightly different. I've tried several variations of it but it all seems to result in something similar to the image below this one yet still doesn't get the texture to repeat instead of stretch.

The only change the above solution gives is some weird vertical graininess. If I connect the mapping to all 3 image textures it looks like the whole image is just vertical lines

Edit:
Thanks to the comment by Susu I think I've got the way to get this working for my case. It took a little extra googling to figure out what everything in the linked answer meant but below is my current solution. I linked the Texture Coordinate to the mapping through the object. Changed all image texture nodes from Flat to Box. Altered the scale until my texture looked correct.


texts: Is there a way to align the view to a non-active camera?

texts:
I have multiple cameras setup in my scene at predetermined locations. Pressing Numpad 0 will align the 3D view to the current active camera. Is there a way for me to align the view to a camera that isn't active?

I want to have multiple panes with each one aligned to a different camera while I'm working on the scene. Currently, I have to manually move the view in each one to be (roughly) in the same position as the camera I want to look through. It'd be better if I could automatically align the view to the exact location of any camera.


texts: Can I Select Through A Face When Using Subsurface Modifier?

texts:
I am using cubes with a Catmull-Clark subsurface modifier for blocking out a model. I am having difficulty with areas where different cubs intersect. I need to be able to select edges and vertices that are within another cube, but are visible due to the subsurface modifier.

An example is shown below...

The green edge is what I want to select, but it is inside the shape marked in red.

Sometimes I am able to select edges and vertices that are inside another shape, but still visible due to the modifier. I can't figure out what allows me to do so in those circumstances.

I could move the shapes out of the way, make the adjustment, then move it back into place, but this seems cumbersome.


texts: Hair bones aren't showing up properly in my scene collection

texts:
I just got done with the entire armature. Weight painting etc, everything is rigged and the hair is weight painted properly onto the hair bones I've made for my model.
My issue is that in the scene collection- none of the actual hair bones are selectable. They do not show up under the armature. This makes it so when imported into Unity, I can't select the bones to add physics. They just come up as a solid object.
I'm not really sure how to fix this. This is still the first thing I've made and rigged in Blender so I'm not really sure what to look up either.


texts: How to scale the edges along a curved surface

texts: Im trying to scale the edges along a curved surface. When I do the method scale and X, it scales with no problem, but when I try to scale along the Y axis, it distorts the face, the edges dont scale proportional


texts: How do i place an image texture over multiple objects?

texts:
I can make an image appear on a single face of a cube and by sharing the material, I can make a single image spread over the same side of many cubes. However the order of the images seems set at random. Is there a way of preserving the relative allocation of pieces of the image?
EDIT:
Further to SHikha Mittal's extremely good attempt, I was hoping for this result:


texts:
I have imported a model using xnaLara importer and when I try to render it in Eevee( viewport or F5) I can only see the inside of the the model.

If I switch to cycles it renders as I would expect it to, and it looks fine in solid draw mode. I have also tried different materials so I think it's a geometry problem. I have also checked that the normals are facing outside as well. Can anyone explain what I'm doing wrong?


texts: blender soft body not updating after obstacle moved

texts: I have a soft body plane, and want to delay it's movement. To do this, I added a plane, that stops the soft body. the problem is, when the obstacle moves, the soft body stays in place. does anyone know how to get it to move when the obstacle is gone?


texts:
I'd like to have a random cloud pattern. As you can see, the "clouds" now have a linear direction. I could simulate randomness by stroking in circles (not the render type), but it still looks directional.

It was made with cloud texture applied to a sculpting brush.


texts: How do you guys go about adding fine details to your mesh without ruining the geometry with a ton of loop cuts or ngons? I'm trying to model an ar15 upper, if you image search you'll see an example of what I mean. I can get the general shapes looking accurate, but as soon as I go to add in some of the smaller details everything starts to fall apart. I'm probably 50 hours into what is essentially just a rectangle lol.


texts: Is it possible to set the vertex color alpha component?

texts:
I work in the game industry and often make shaders that rely on vertex color parameters for certain effects. This is often used to reduce shader complexity and material usage in order to improve performance. I normally paint the vertex color values in Blender, but there doesn't seem to be a way to paint the alpha component of the vertex color. Is there any way to set vertex color alpha?

Unrelated to the question, but it would also be awesome if there was a simple way to filter color channels in vertex paint mode like in Photoshop's channels box :)


texts: Rendering issue: light artifacts [EEVEE Blender 2.81A]

texts:
I am trying to render an animation scene with a volumetric effect in EEVEE.

As shown below, some frames contain light artifacts in form of white spots with a touch of RGB on the sides. They seem to appear in random places throughout all 950 frames, though only in rendering, never in viewport. I tried to increase the sampling of the volumetric effect and final rendering, but it had no impact.

Does anyone know what might cause this issue and how to solve this problem? I'll be very grateful for any guidance.

EDIT: added .blend file under http://pasteall.org/blend/index.php?id=52772


texts: How to make axes more visible on a blueprint?

texts: Hey. I have faced a problem, I don’t know how to make more visible axes on a blueprint. Help me please.


texts: How to pan my view around in a blender game?

texts: How can I pan my camera around in a blender game? I want to be able to use camera controls in my blender game Like panning 360 around with the right mouse button. My view does not need to pan up or down, just needs to rotate around the view like to say I have a cube to represent my character! I want to be able to pan the view around it.


texts: Python Commands from Terminal Aren't Working Ubuntu 13.10

texts:
I'm fairly sure I'm doing something wrong and this isn't a bug, but when I installed blender from the 'blender' repository and have 2.66a running in an Ubuntu 13.10 VM, I got problems with using Python in the console.
After starting blender I get the following warnings:

Color management: using fallback mode for management
connect failed: No such file or directory

After this when I try to type in any Python commands at the terminal, nothing happens.  The >>>, suggesting an interactive Python session also don't appear.

What am I doing wrong?


texts:
I have an armature associated with a mesh. In Pose Mode I have oriented the armature the way I want, so I press A to select the entire armature and then I press I to insert keyframes.  I've done this successfully on simple models while following tutorials, but back in my real model I'm getting the following error and I don't understand what context is being looked for.

  No suitable context info for active keying set

What constitutes a "context" in Pose mode?  What should I be looking for in my model structure that is leading to such an error?


texts:
I want to maintain the edges of a surface pinned while I'm sculpting it to keep its positions. Is this possible?

Edges that I want to pin

After sculpt, the edges change its locations

Thanks for the comment! But the problem after hiding the edges, is that it generates a flat face. I want that part also constructed with a grid


texts: Why does cycles' volumetrics leave stepping artifacts?

texts: When I render out my rather sharp volumetrics, I get the kinds of artifacts shown in the images and links below. They are obviously produced by step size, and samples stepping through the volume, and the easy answer is to decrease step size ad infinitum and increase volume bounces until your computer explodes. What I don't understand is the concept behind these artifacts are produced in the first place. If the dark bands are where light never gets to, why does more light get to the end/beginning of each step in the first place? it suggests cycles has some kind of bias near the step, and more samples/bounces don't help somehow. if someone knows a way to fundamentally limit or stop their occurrence, it would be grand, too.


texts: Tilting a specific section of non-uniform curve

texts:
I'm new to Blender and am trying to model a bracket for 3d printing.
I need to bend the highlighted section of the model. The lowest point of the bend should remain fixed and the elements connected to the top part of the bend should maintain their relationship.
.. I hope that makes sense..?
I have tried attaching the model to a mesh, as well as the 'simple deform > bend' modifier but so far either i'm doing it wrong, or these are the wrong tools.
Any help would be greatly appreciated!
I want to take this highlighted section of the model:

And bend/lean it so that the top section tilts about 2mm to the right (the total hight of the model is 150mm)

Thanks in advance!
GK


texts: strech animation faster / slower in parts

texts:
I have an empty object at the moment representing a planet following the path of an ellipse using the follow path animation constraint. I want the empty to be faster at one end, slower at the other end. Effectively faking the velocity of a satellite orbiting a planet in an ellipse.

How do I go about doing this from the point of just a follow path animation. I tried baking the animation 1 frame at a time, and then stretching the points in the dope editor, and stretching the f-curves, neither worked, they either skip oddly, in case of dope, or the orbits become malformed from the f-curve.


texts: Will there ever be support for audio speed control?

texts:
My question is simple: I can change the speed of video in the sequencer, but not audio. Will this feature ever be supported in Blender? If there is no such plan, is there some hints of implementing that in plugins?

I haven't looked a lot into Blender API yet, but I would like to do it "the Blender way" if there is one. Currently, I have to render only the audio, edit that using other applications (eg. Audacity), and import back. This is tedious. The simplest way might be just automating this, but I would prefer not to touch the core of Blender (i.e. modify things like Blender source code).

Update

I now have a procedure of simulating this. First, assume I have a segment of audio/video to be accelerated 2X. First, I hard cut out both the audio and video (try to get an even number of frames, call it F. The beginning of the cut is B, and the end E), then do the speed effects on video as usual. Then, on the cut out strip of audio, I change pitch to 2, and change the Start frame of Trim Duration(hard) to the half of current value, then hard cut again at B+F/2 (or change its length to F/2). This will allow you to speed up both the audio and video to twice, but without the need to render the audio strip separately. Very tedious, but very procedural, using only Blender functions. It might be easy to either automate it using a plugin or implement it right into the core. I will check Blender API and code, too.

Note: It seems that I must change pitch first, then change starting point, then change duration


texts: Automatically hide everything out of camera view?

texts:
I've asked myself if it is possible to automatically hide everything and every object while rendering an animation.

For instance if I had a very big scene, like a street in a city, but I only want to render a small part of it or a close up shot. I don't want blender to calculate all the vertices and light bounces from all the other objects around even though most of them are not even in camera view and don't affect the final image.

If i could tell blender that they are not in camera view so they should be ignored it would save a great amount of rendertime. The only thing I know is that you can use the small camera icon the inspector (or outliner) to tell blender I don't want this to show up in the final image, but this is not exactly what I'm looking for: Is there a way to do that dynamicly? Where blender calculates which objects are in camera view and which not by itself. Especially for animations that would be very helpful!

Thank you in advance for your answers,
and sorry for my bad english.


texts: Instance from collection controlling in render layers

texts:
Is it possible to disable an 'instance' from a collection in View Layer?
I don't see the option there.
Right now, my instances stay visible in all my rendered layers.


texts: Where is the Displacement node in Blender?

texts:
I know how to achieve displacement in Blender, but lately I read Blender documentation and found this page: https://docs.blender.org/manual/en/dev/render/cycles/materials/displacement.html.

My question: Is there anything like "Displacement" node? If so, where is it? - cause there is no example or tutorial of using it beside this documentation page. If there is no such thing why it is described on official documentation pages?


texts: How to extrude and leave the original in place?

texts:
How can I extrude a part of a surface, while leaving that part in place? That would mean the extrude function makes a copy.

For example, when I subdivide a face of a cube in 9 squares and extrude (E) the middle square, I get a little cube on top of the initial cube. However, when I hide the top face of the little cube it's clear that the little cube has no bottom. How can I extrude while leaving the bottom in place?


texts: How do I randomize the movement of trees made with the sapling generator?

texts:
I've made a couple trees/bushes with the Sapling add-on and then distributed them over a landscape with a hair particle system. The original trees have a "swaying in the wind" animation and when they get duplicated through the particle system, although the size and rotation of the trees is randomized, their animation remains fairly homogenous: they all sway in the same directions at the same rate.

Is there a way to randomize this through the particle system, or do I need to make multiple source trees with different animations attached to them?

I still want them to look like they are being affected by the same environment/wind but as it is now it's too synchronized. I've already given the different tree types and bushes different wind speeds and amounts of "gust variation" through the sapling generator options, but this doesn't seem to be effective enough.


texts: Animating the "lights" with Matcap materials?

texts:
It's hard to explain what I need to achieve here, so please feel free to change the title and text.

Matcaps are a real life saver when I need something rendered fast, but there's one issue I'm unable to solve.
Suppose I have a statue with a golden matcap material on it and I want to animate its shine as if the things which are reflected on it are moving, or it is moving itself but the camera is attached to it. With matcaps the only way to do that is to change the orientation of the camera relative to the model with the matcap on it.
Here's what I want to achieve:

Notice both the model and camera are static.

I've made this possible by applying a "Normal Edit" modifier like so:

But this doesn't look quite right as the results are mixed as seen in the modifier settings, not overwritten.


texts: How can I repeat a group of animation phases

texts:
I am building an animation of a machine where various parts move along paths in turn. So far I have done this without any armatures. I was hoping to string several cycles of operation together, and modify object parameters (using python script) for each machine cycle.

From previous questions, it seems that the NLA editor can't work with groups of actions associated with multiple objects - so maybe the best I can achieve is to write a script to step and repeat the keyframes for all objects? Alternatively, is it possible to render-time transpose my keyframes on the fly at the end of the cycle, or programatically render frames 1..300 twice (with some tweaks) to achieve 1..600?

There are two reasons for wishing to automate the process. Firstly, it would allow me to generate any number of different cycles based on a small number of parameters (my first trial has 5 cycles of 300 frames). Second, as I have already discovered, defects in my base model only become obvious after I made and modified 5 copies of the basic cycle.

(for what its worth, I'm not an artist - just trying to find a good way to demonstrate how the machine works)


texts: Why is my game expanding my text on play and can I fix it?

texts:
So I have made games before, but have never seen this happen.

I create text somewhere in my game in the camera, and when I play it, it always grows and sometimes pixilates,  but this doesn't happen with anything else I create, and I can't see where my text is going to show up.

This is what it looks like in object mode:

But when I run the game in the embedded player or the standalone, I always get a clipping like this:

I've tried resizing the window, all it does is leave black space where the window has changed. Tried restarting Blender, the computer, the graphics card. Nothing is working.

Why is this happening? Should I add more screenshots, is this possible to fix? If so, how?


texts: Blender only showing a small sliver of objects in 3D View


texts: How to make the cloud bump effect from my Earth Render look smoother?

texts:
I'm bothered by the Bump node in Materials.
i'm trying to do a earth render and i want to recreate the cyclone's volume and have to find a good way to soften the bump effect.

on the left is the effect i'm trying to achieve.

[

And this is what my render look like now.

When i tweak the bump node to make it look smooth, it looks kinda flat, not fluffy enough.
But otherwise the shadow is too harsh and the whole thing just doesn't look like a cloud.
i also tried creating a normal map, didn't work out too well....

Any recommendation on what other methods should I try or what else can I do to resolve this? Big thanks to any advice!

[Update]

So i tried using a blurrred texture, It has some effect, I'll try to improve on that...

and also, the nodes i'm using


texts: How to connect two vertices of two objects in python

texts: I have two objects where I want to randomly link different vertices.  Is there a way to select two vertices and connect them if I know their coordinates?


texts:
I used default horse rig and deleted the rest, when I generate the rig it only generates a plate with confusing circles on it, can't use them in pose mode, here is the blend file, please ignore the trashy mesh i dont intend to use textures on this model.
I would like to know how to make the generated rig work, like being able to open the goat's mouth and rotate its head with the generated rig. I'd prefer a generated rig rather than a bone structure as the bone structure can be quite counter productive when applying movements to the model.

update:
the bones of the matarig

the bones inside the generated rig's folder

EDIT: all the tutorials I've watched don't have this type of problems, if you know what it's called or which part of the rigging should I look into that would be great.
sticky mouth


texts: Basic Interface 2.8: How do I get Shader nodes in view to be centered and large on first click?

texts: I have a project with multiple objects.  I work on the project for a while, save it, quit blender, reopen it etc.  I click on an object in the viewport and open the Shader view and cannot see my shader nodes.  I have to scroll out until I see my tiny node setup, then I have to center it and zoom in.  Is there some simple basic way to tell blender to open the shader nodes so that they generally use available visible real estate by default?  It's a small issue but irritating.


texts: Importing a SVG file creates too many faces

texts:
I am trying to import a simple SVG shape into Blender to extrude and bevel it, but the result looks very complex / has too many faces.

I've found other tutorials for SVG import that had the same problems, but no precise answer or explanation as to how to avoid this.

I am trying to import the outside path to bevel it as seen on this illustration:


texts: Is there a way to increase wall thickness after applying solidify?

texts: I'm going to go ahead and do it manually, but before I do I would like to know if there is a better way


texts: objects experience THE SHAKE at great distance from center

texts:
here is the problem in detail

https://www.youtube.com/watch?v=Pyr5lWPqfkk&feature=youtu.be

does anyone know how to fix it? Or work around ?
i wanna create 1:1 scale space flight simulator so the bug is in the way.


texts:
I have a really nice looking model made of multiple materials that I need to bake into one texture image.  I created a new image, placed an image texture node in each material, Smart UV Unwrapped the model onto the new texture, and cycles baked the textures (combined bake, direct and indirect).  However, the textures that baked looked nothing like the model. I had distorted textures, bizarre diagonals of wrong material arcing across the model, etc.  Any idea where I went wrong? Is it a problem with the model? How do I fix this?

EDIT: I think I figured it out- I believe the problem is I hadn't correctly joined different meshes by using the Boolean Union modifier.


texts: Exporting to Collada: Physics don't get exported

texts:
I added basic rigidbody characteristics to a default sphere in Blender and exported it to Collada but the physics information isn't exporting.

How can I get the physics data to be exported along the geometry?

Thanks in advance.

I'm using Blender 2.68.4

EDIT:

As for Blender 2.68.4 there is no support for physics data to COLLADA :(

Althought it seems that there is already a patch to export physics:

http://wiki.blender.org/index.php/Dev:2.5/Source/Architecture/COLLADA

https://projects.blender.org/tracker/index.php?func=detail&aid=25601&group_id=9&atid=127

This patch was already accepted into upstream so maybe in a near version support for this is added :D

I will leave the question open to notify the ones that favorites this question once this functionality is added.

IN THE MEANTIME:

You can solve this issue by:

Saving the scene with physics in Blender format (.blend)
Importing the .blend file into Unity Engine (free edition)
Use the Unity Collada Exporter to get a fully physics functional COLLADA .dae file.

Credits to Rémi Arnaud.


texts: How to create a fire/light effect in a spaceship engine

texts:
I was wondering how I could create this effect in blender for an animation:

How can I make this bloom effect?


texts: Need help getting Cycles to match Eevee brightness

texts:
Pic 1 is Eevee

Pic 2 is Cycles at exposure of 1

Pic 3 is Cycles at exposure of 5

Note that the backgorunds are of similar exposure in 1 & 2, implying that while the 3rd may be nice and bright, that's only because the exposure is overkill. That actual background/world color is fairly close to black.
Side note: I assume it's a 2.8 bug but the option to change the energy of the light disappears when you switch to cycles.


texts: OBJ imported into Nifskope has no texture

texts:
I'm a bit of a noob when it comes to Blender, so bear with me here if this question doesn't include all pertinent information at first.

I'm working with an existing mesh for Fallout3. The mesh has three (3) nodes, one of which I want to modify slightly. Using Nifskope 1.1.3, I exported the node to an OBJ file, then opened that OBJ file in Blender 2.71. In Blender, I trimmed away vertices until I had what I wanted, then I exported the object as an OBJ file.

Back in Nifskope again, I imported the OBJ file as a new NiTriShape. So far, all has worked as expected. However, the imported node will not show the texture applied to it, despite showing the correct texture path/file in both Nifskope AND Blender.

Obviously, I'm doing something wrong here - probably in Blender before the export - but I haven't had any success finding out what so far.

Any tips in the right direction are greatly appreciated.

EDIT: I've tried pointing to other DDS textures, in case the problem was my custom texture. Same thing - just a flat gray with no texture applied. I also tried adding a BSShaderPPLighting node (incl. BSShaderTexture) to the NiTriShape, and pointing that to various textures as well. Same issue. I'm starting to think the problem is with the UV mapping in Blender, but I could be wrong.


texts: Edit all the parts of a cell fractured object at the same time

texts:
I'm a beginner in Blender and I was trying to do this tutorial This is a planet being fractured, so cell fracture addon is used.

At 6:20, after cell fracture has been applied and I have switched to layer 2, it is said to press ⇧ Shift+RightMouseButton on one of the pieces so that it becomes possible to work on all the pieces at the same time in edit mode (by joining them).

The problem is that it does not work for me. I'm using Blender version 2.71.


texts: Bizualizer for Blender - possible to set XYZ. limits per EQ band?

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I'm building a custom animation using the excellent Bizualiser, and wondering if there's any way I can set a travel limit for each band in the graphic-EQ animation?

What I'm building is shown in the attached image, and basically I'm trying to limit the travel of the diagonal EQ lines before they collide with the static square brackets.

If I simply build out a black mask and set the EQ behind it, that'll obscure the collision but also become visible in the volumetrics, and reducing the amplitude of the whole animation will shrink the whole set smaller than I'm hoping for.

Any advice appreciated!

Thanks!


texts: Prefetch / memory cache for background image or Movie Clip when using 3D Viewport

texts:
Hi Blender community !

I have a 100 frames 6K JPG image sequence that I need to play 24FPS.

The Image sequence is a Movie clip, and when I'm in the Movie Clip Editor, I can see the frames are loading in memory when playing or when I'm clicking on the prefetch button. (the timeline mauve bar is darkening) and the sequence is playing smoothly, at 24FPS -> Perfect :)

I need the same speed In the 3D Viewport :
I use the very same Clip for Background Image of the camera. But it seems not be memory loaded, and I'm not able to read it at 24FPS.

Is it possible to ask for memory caching of the movie clip that is played in the background of the camera in the 3D Viewport ?

Hope somebody have the solution !

Best

PS : Using Blender 2.82, I Have a lot of memory, and In the preferences, the Sequencer Cache limit parameter is set to 16000 MB.


texts: Bezier curve between faces of different meshes

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Help me please to set up nodes, so that curve will be instanced between every two faces of different meshes.

Faces should be selected by index, like 1-1, 2-2, etc.
Curve should be directed along faces' normals.

I've replicated something partly similiar to my needs from this answer, but it is limited to only 2 faces inside one object.


texts: How do you make grouped objects a focus point without moving the camera?

texts:
In my blend, I am trying to focus on a pile of doughnuts and then focus on them. While doing this, blurring the background and the side windows without losing some of the detail on them but making them quite blurred. How would I do this? I Have tried making an object a focus but it is not achieving my desired finish. This is a sort of blur I am looking for...

I will atatch my .blend file if you would like to see.


texts:
So, I'm working on this window project, but I'm new to rigging. I've searched on youtube for tutorials, but there seem to be no tutorial for this kind of rig. So, can anyone tell me how to create rig for this window, and explain me how it works.

I need rig that makes window move between these two positions.

I would be very thankful. Cheers!


texts:
Let's say I have selected some vertexes:

How do I mirror this selection (in x axis) so I can select the other side (same vertices assuming my mesh is symmetric)
I just want to select the other side not do any operations.


texts: How to prevent triangulation of models when importing models from sketchup to blender?

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I want to import Sketchup models in blender. For that, I tried exporting models form sketchup in various formats using the built in exporter in Sketchup followed by import in blender. The model looked fine in Sketchup but when I imported it in blender using "Import Model", the model's body mesh gets triangulated. This is making the model useless for me as it is very hard to work with in blender. Especially circular parts gets triangulated to a number of portions and are very hard to scale/ rotate etc.
Please suggest how should I import/export the model correctly.

In sketchup

In Blender

I tried the procedure above for

Collada
obj
3dS Max

The model looks same with all formats.

Link to sketchup model: http://sketchup.google.com/3dwarehouse/details?mid=a91cb0fd50d4b2cc5599acd1021b314d&prevstart=0


texts: Why am I getting these strange artifacts when importing an MDD file?

texts:
So, I'm trying to import a .mdd animation from C4D to Blender.

What it should look like:

What I'm getting:
The animation is here, but the normals are messed up.

Strange artifacts:

The .mdd was imported using mesh deformer. Any idea why this is happening?


texts:
I have a ring which I am trying to model, but it looks very confusing
I tried multiple things, but I just can't get it right. I tried adding in two loop cuts to a subsurfed cube and extruding the bottom corners to match the shape of the objects in the center of the band. Then I added a curve and array modifier to have the object follow a circular path so it looked more accurate. All was good, until I had to do the edges of the ring. I am having a lot of touble modeling this part. Any help would be appreciated.


texts: How can I make a 3D scan shell into a solid object?

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I've tried everything. I have a 3D scan that is essentially just a shell. It has complex geometry, which makes it difficult.

I've tried the solidify modifier with a large thickness, but I have to clamp the surface so that the shape remains. In the end, it still doesn't thicken the shell by much. I want a solid object from the shell.

Also, I tried making a large cube and using the boolean modifier to cut the shell away from the inside of the cube. I was hoping it would create two objects: the object that I want, and the excess part of the cube on the outside. I used another program to cut the cube to see inside and I can see the outline but I can't split the two.

So, is there an easy way to make a shell solid? Or is there a way that I can split the two objects?

Thanks!


texts:
I am trying to write a script that will take a selected edge loop with a point at one end set as the active vertex, and make a separate vertex group for each vertex on the loop, numbered in order. From what I can tell, there is no tool in the API to work on edge loops in this way. I could load each vertex into an array and make a vertex group from them, but they would not necessarily be in the right order.

I can do it based on location in relation to something, but this may not work on loops that are not straight. I could also use vertex index, but this won't work if the indices are not in order. Before I go ahead with using one of these flawed methods, I want to be sure that there's no way to get the order of points down a loop. Can anyone confirm, or suggest another method of handling this problem?


texts: I can not make library overrides work for probs making such as cables with splines

texts:
I am making a range of probs for a production. When it comes to large scenes I used a lot X-Ref or instancing and referencing.
In Blender the (new) features for this is "library overrides".
You can reference object blocks and data blocks but also override them.
Though I can not get it to work.
Here is a short explanation of the issue:
Video showcasing the cable tray and issue at hand

Any help and best practice is very much appreciated.


texts: pole targ it does not work as I would like

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I'm working ik, and I try to put them a pole targ but this one does not work like I want.

I'm using the pole targ to simulate the elbow but as you can see in the picture this nose bends like a piece of cake instead of going backwards it bends to the side, could you tell me what I'm doing wrong?


texts: How to remove menu item which added multiple times

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I am working on a plugin. Unfortunately my unregister() function attempted to remove the menu function from a wrong menu.
Now the result is when I load and enable the plugin and open up the menu I see my entry multiple times.
Here is my register and unregister functions:

def register():
    register_class(TunnelGen)
    bpy.types.VIEW3D_MT_edit_curve_specials.append(menu_func)

def unregister():
    for i in range(10): # the menu is registered accidentally multiple times
        bpy.types.VIEW3D_MT_edit_curve_specials.remove(menu_func)
    unregister_class(TunnelGen)

How can I fix the menu?


texts:
I created a sphere and colored its faces in several horizontal stripes like

blue, transparent, blue, transparent... etc

Pretty much when in Object mode & Viewport shading set to Material the backfaces of those circular stripes do not show which is exactly what I'd like to get in the rendered transparent png, but in the rendered png the backfaces show up.

How to get rid of backface colors?

Expected: Backface culling

Current Result


texts: Custom shapes keep dissapearing after being assigned to bone

texts: I created a rig for a model I found on blendswap to get some rigging practice. But when I try to change the pole targets to a custom shape the bone disappears but the name stays there. And then when i check hide the name disappears. How can i assign this custom shape without it disappearing? the custom shape is called PoleTarget. Here is my blendfile The custom bone shape does not show up even in object mode.


texts: I'm trying to paint a scales texture onto a cube using sculpt mode but the only way i know is to use the multiresolution modifier and that makes my cube turn into a sphere is there anyway to stop this from happening?


texts: Blender 2.79 finds modules, but 2.80 does not

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I'm new to blender, but not Python. I've been handed a blend script and asked to run it. There are a couple imports and I don't really understand where that code lives. In the Blender IDE and can look at these modules, but I don't know where the actual source code is. Is it in the blend file?

The reason I'm asking is because I can run the code in Blender 2.79 and blender finds the modules, but when I try to run the same code in Blender 2.80 it complains that it can't find the module.

I've seen post about appending to sys.path like this:

directory = os.path.dirname(bpy.data.filepath)
if not directory in sys.path:
    sys.path.append(directory)

and this script already does that so I don't think it's the problem.

Why can Blender 2.79 find my modules, but Blender 2.80 can't? And where is the actual source code for the modules?


texts: how to import a blender model and manipulate the imported model?

texts:
I have a few vehicle blender model files and a ground blender model files separately. the project needs to use python to automatically create vehicle instances onto the ground blender model. To do that, i will need to find blender API to load the vehicle model to ground model through the code.

On the blender api, I need find the

bpy.ops.import_scene.obj(filepath=path, axis_forward='-Z', axis_up='Y', filter_glob="*.obj;*.mtl")

but the API seems to only load the obj model instead of blender model. I want to use blender model is because it also has texture, loading obj model doesn't seem to have the texture loaded. (maybe this is wrong)


texts: I have been following tutorials to help me make a player model. But somehow while making a hand to connect to the body I made it into 2 separate cubes so only one of them can be in edit mode at a time instead of both like before. How do I put them back on the same "layer" or whatever so I can have then both set to edit mode at the same time??


texts: Blender 2.8 Wireframe and Subdivision overlaps when seaming

texts:
I'm seaming the edges for UVing. It's a mesh with subdivision modifier in effect(not applied).
The wireframe mesh disappears inside the subdivision as expected, but this blocks my view from actually seeing the edge to select it properly.

Question: Are there any settings to help me out and prevent this visual impairment, or do I just go with it?

Is there some other method I don't know about?

XRAY is currently off but it makes a horrible confusion when activated(shows all subdivision edges), so I don't see it as the solution.

It would be great if the entire low poly mesh edges were to show significantly in XRAY mode, right now the XRAY shows me original mesh and subdivision result overlapping, creating a guess who game with sticks.

Do viewport gizmos have such a setting? I wasn't able to see any.


texts: In the UV Editing mode, how do i rotate the camera on the left side of the split screen?

texts: Noob question. How do i turn the camera of the left side of the split screen in UV editing mode?


texts: What is the difference between the SculptDraw brush and the Brush tool?

texts:
What is the difference between the F SculptDraw and the F Brush tools in sculpt mode?

From what I can see they appear the same:


texts: draw_handler on top of Rendered shading mode

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I'm using bpy.types.SpaceView3D.draw_handler_add and the gpu/bgl/blf library to draw some labels in the 3D view. The handler is created like this:

self._handle = bpy.types.SpaceView3D.draw_handler_add(self.draw_callback,
                                                      (context,),
                                                      'WINDOW',
                                                      'POST_PIXEL')

This draws everything fine when in Solid, Wireframe or LookDev shading mode, but shows nothing when in Rendered shading mode - for both Cycles and Eevee.

Is it possible to draw on top of the rendered shading mode in python? Maybe using the new Overlays system?


texts: Prevent particles from intersecting with a mesh used as a container

texts:
I am new to Blender 3D and am trying to model a garden stone pavement using a particle system.

What I desire to achieve and what I already did are attached below.

I need to limit the outer volume of the stones so they stay inside the base mesh. As it is unnatural that some parts of the stones be cut by other bounding meshes.


texts:
Good day, I'm new to Blender, and actually to the whole 3D world. I have come with a non regular issue and I hope you guys can give me hand.

I have list of rigged models, each one with their very own set of bones. I'm looking, to put it in some way, all the bones of each model to find which bones they have in common to then build an specific project with that list.

However, the list is pretty much of something around 25~ models and they are fully rigged (regular bones, face bones, hair bones and so on), and doing this by hand seems like a extreme hassle.

This comes with yet another terrible issue: I don't know Python, so I'm pretty much against the wall right now and about to pull my hair. So I wanted to ask, is it possible to get the bone list from Blender? Or is there a script already made for that task? I hopeyou can help me guys, it would mean a lot for me. Thank you in advance for reading and for your time!


texts:
so as you can see in the pictures some faces are abit darker or idk what to call them

i've tried recalculate normals but didn't help, same thing with merge by distance, blend file enter link description here


texts: How to utilize local Rotation Axis with Animation Nodes

texts:
I have these Objects around a Circle.
I want to have every object rotate around his local Z axis by 6.6 degrees more then the previous
object:
I thought Animation Nodes is a good way of dealing with this, but there is less information than I thought.
So first things first, how do I get the Objects to rotate around the local Z - at the moment
everything is rotating globally and I dont get it to behave anyhow differently...


texts: How can I check face selection in edit mode

texts:
How can I check if the mesh in edit mode has polygons (Faces) selected or not via Python? I use Blender v2.79.

I am working on a face selection check for a tool. If no polygons are selected in the mesh, the output console should print('No Faces Selected'), if polygons are selected in mesh, print('Faces are Selected') instead.


texts: What is the file equivalent of .OBJ files for animation and bone data?

texts:
I am using three.js in javascript.

I have exported a mesh in a .OBJ file and I wanted to also export its bone and animation keyframe data. Since .OBJ files only contain v and f values, is there another simple file container that deals with bone/animation data?

e.g.

MyModel.OBJ
MyModelAnim.other_standard_anim_file_type

I would then like to open up the .OBJ file in blender, aswell as this second file, and combine the bones/anim data back onto the mesh.

So in javascript:

var fileObj = buildMyFileFromBoneAndAnimationData(scene.animationStuff, scene.boneStuff);
var blob = new Blob ( [ fileObj ], { type : "octet/stream" } );
downloadFile("filename.extension", blob)

Then open that file in blender and use anim/bone data to hook into a mesh.


texts:
I'm a bit new so maybe this feature exists but i couldn't find it.

But while i'm trying to animate simple things such as a walk or run cycle i find myself frequently ctrl-c, ctrl(-shift)-v-ing the first frame of the animation towards the end of the animation.

Is it possible, maybe somewhat like the way you use modifiers to mirror meshes to
 use something like modifiers to mirror/copy your keyframes as well, so you don't constantly hace to copy and paste to update the second half of your animation?


texts: Toe Bone Doesn't Appear To Be Weighted Properly (But It Is)

texts:
The proper vertices have been weighted 1.00 to the one bone, they aren't weighted to any other bone. The other toe bone, identical, works just fine. There's only one Armature modifier attached to the character. I've checked, the IK and copy rotation constraint does not affect the bone in this way. And yet they behave like they are 0.5 weighted. I've tried duplicating the bone several times and simultaneously weighting the vertices to each bone to make it move quicker and not even that works.

Here is a link to the file: https://files.fm/u/at43v96p?k=a36b860b


texts: Make background render and actively participate to simulation?

texts:
I tracked a 17 second video where I had a bunch of dots on a macbook. I want to make it look like there is shattered glass in front of the mac. Currently working on concepts, I ran into a problem: The background video does not render in the final render (It does in the viewport render) (I'm using Cycles)

This is what it looks like in viewport render:

All of the pillars are made of glass, with an IOR of 1.1 and 0 Roughness.

Some people online say to enable/disable transparent under film.

With transparent on (F12 Render)

Without transparent on (F12 Render)

Here's my Background settings:

Then my render settings:


texts:
The comment on this ticket states that lagging from cyclic constraints can be solved be using the 'the standard "3-rig" setup'. What is the specific setup this is referring to? Is it still considered standard? The comment states that users shouldn't edit the deform rig. How do users adjust the influence of the FK/IK rigs?

I assume that in this setup users are supposed to use copy rotation constraints to get the deform rig to match the other rigs and then to use drivers to adjust which rig is influencing the deform rig. I can't seem to find any finished examples of IK/FK switching that use 3 rigs (on here, Blendswap, Blenderartists). Did something change in constraints or drivers that makes 3 rigs unnecessary?

I am looking for context to understand some of the advice on rigging that may be out of date.


texts: i am making a game, and i have some issues with a model i am making. THe model looks normal in blender, but when i am in my game, it is all messed up where the texture seams are. I need to edge split the texture seams. but i don't know where they are in blender, I am hoping for a way to easily auto select the uv texture seams. here are some screenshots:


texts: BGE: Import Error No Module Named "Tkinter"

texts:
I want to add some GUI without simulating 2D Controls in 3D, and I think Tkinter module is easy enough to use. I set up a simple scene to try my idea, but it seems not work.

Neither import tkinter nor import Tkinter, as I tried out, works probably. Any suggestions? Thanks.


texts: Scripting -- Can't figure out how to use correct contexts?

texts:
I'm trying to write a script to create some objects along and around a curve object, set up for a generative modeling thing, to make randomized "tentacles" out of paths.

Anyways! I'm approaching this by creating an empty at the root of any selected curve, putting a "follow path" constraint on the empty, targeting the curve, animating the path, and then creating objects relative to the empty's location and orientation on different frames, staggering some objects like that.

What I've got so far looks like this:

for curve in operable:
    print("Doing curve")
    rootLoc = curve.data.splines[0].points[0].co
    emptyLoc = (curve.matrix_world * rootLoc)
    bpy.ops.object.empty_add(type='ARROWS')
    bpy.context.object.name = "empty_" + curve.name
    bpy.ops.object.constraint_add(type='FOLLOW_PATH')
    bpy.context.object.constraints['Follow Path'].target = curve
    old_area = bpy.context.area.type
    bpy.context.area.type = 'PROPERTIES'
    bpy.context.space_data.context = 'CONSTRAINT'
    bpy.ops.constraint.followpath_path_animate(constraint='Follow Path', length=frame_steps)
    bpy.context.object.constraints['Follow Path'].use_curve_follow = True
    bpy.context.area.type = old_area
    bpy.data.objects['empty_' + curve.name].location = emptyLoc.xyz

However, in the "followpath_path_animate" line, I get an error from that function's "poll()" saying only that "the context is incorrect".

For one, if someone could tell me what context I need to be in and how to get there, that would be great.

It would also be great if someone could explain to me how in the world I'm supposed to figure out what context to be in to run these functions! You'd think this would be at least vaguely documented...

I found the code related to this function in the source code, found that this is the poll() function used:

static int edit_constraint_poll_generic(bContext *C, StructRNA *rna_type)
{
    PointerRNA ptr = CTX_data_pointer_get_type(C, "constraint", rna_type);
    Object *ob = (ptr.id.data) ? ptr.id.data : ED_object_active_context(C);

    if (!ptr.data) {
        CTX_wm_operator_poll_msg_set(C, "Context missing 'constraint'");
        return 0;
    }

    if (!ob) {
        CTX_wm_operator_poll_msg_set(C, "Context missing active object");
        return 0;
    }

    if (ob->id.lib || (ptr.id.data && ((ID *)ptr.id.data)->lib)) {
        CTX_wm_operator_poll_msg_set(C, "Cannot edit library data");
        return 0;
    }

    return 1;
}

This is pretty cryptic to me, seems to check whether the active context is of type "constraint", but I thought I'd done that. Not sure how to resolve that.


texts: Low poly model showing on normal map in cycles, and normal map not showing on model in eevee

texts: Title says it all. Both things are shown underneath, ive been trying to fix this for about 2 hours now and im on verge of giving up.


texts: How can I combine two animations that start at different postions?

texts:
Watch the first 20 seconds of this video.
Combining Mixamo Animations

I am trying to do that exact same thing. The only difference is that I am taking the Mixamo animation, importing it into blender to fix animation direction, then exporting it before I follow the tutorial. However, whenever I select the animation that I want my armature to copy, this happens:

As you can see, it slightly copies the animation but my armature's arms go into a T-pose position. Does anyone know why this might be happening? The tutorial works completely fine if I use the fbx file downloaded straight from the mixamo website, but if I open the fbx in blender and export it as an fbx without changing anything, this happens... Please help!


texts:
I'm a beginner. I've been using Blender for about a month. I've done a couple of tutorials with C4D and Blender.
I'm really interested in using 3D to assist my 2D illustration. I'm having a hard time because I don't see a lot of tutorials covering materials, shaders, and lighting to produce stylized images. It's usually about modeling or making something look ultra-realistic.
What kind of setup did they use to achieve these effects? I'm thinking of things like materials, shaders, lighting, etc. Where would I even start?
The image shown uses C4D:

Art by Andrew Footit


texts: How to align 3D viewport along two 3D points using python

texts:
I'm trying to figure out how to align my 3D viewport to the line connecting two 3D points.
For example, say I want my 3D viewport to be oriented such that it looks directly along the line connecting (1, 2, 3) to (6, 5, 4). As an added constraint, say I wanted to position the viewpoint a distance of 10 from the point (1, 2, 3).
I know how to query the current view_location, view_matrix, view_distance, and view_rotation, but I am unfamiliar with how to transform it to be in the correct position and orientation.
C = bpy.context
viewports_3D = []
for area in C.screen.areas:
    if area.type == 'VIEW_3D':
        viewports_3D.append(area)
viewports_3D[0].spaces.active.region_3d.view_location
viewports_3D[0].spaces.active.region_3d.view_matrix
viewports_3D[0].spaces.active.region_3d.view_distance
viewports_3D[0].spaces.active.region_3d.view_rotation


texts: How would I track a face turning around?

texts:
I want to track someone turning around in a scene and apply a 3D helmet to the track. How can this be done? when I tried to do it using some handy dot stickers, I did not know how to track what was on the front of my face after I turned around.

I want to take a 3d soldier helmet and mask it on my actors head.


texts: Blender crashes when running trying to overlap()

texts:
After a few runs, it is quite certain that the overlap() function is causing blender to quit unexpectedly, I am not sure if the for loop is making blender to run on an infinite loop that cause that.

Or is there a way to write overlap() in a more elegant way to detect if an object is overlaping with another and get the the overlaping object in return.

import bpy
from mathutils.bvhtree import BVHTree
dgraph=bpy.context.evaluated_depsgraph_get()
for obj in bpy.context.scene.objects:
    if obj.name.startswith("M"):
        for obj2 in bpy.context.scene.objects:
            print(BVHTree.FromObject(obj, dgraph).overlap(BVHTree.FromObject(obj2, dgraph)))

there's only 6 objects in the scene with some cubes and cylinders for test.


texts: How to find an object's locational displacement in Blender using Python?

texts: I'm trying to find displacement of animated objects between the first and end frame of an animation and then changing the color of objects based on their displacements. How can I do this?


texts: Automatically picking high-poly / low-poly model based on distance to camera?

texts:
I'm trying to model a city, and I was wondering if Blender somehow supports "level of detail", i.e. something like this:

I create multiple versions of the same buildings that differ by
polygon count (low-poly model, medium-poly, high-poly...).
When I hit render, Blender will automatically choose between these
versions based on distance to the camera, so that far away buildings
use low-poly models, and nearby buildings high-poly models.

Does Blender support this directly? If not, can it be done via scripting?

For further clarification, I'm not trying to build a game, I just want to render some scenes in different parts of the city. Thanks in advance!


texts: Cycles Not Baking Emission Material Properly?

texts:
I’m trying to bake my neon sign but it’s not working. The emission is off, I think it’s because of my material set up. My emission material is connected to a multiply, colorramp and layer weight nodes (please see image below) This gives that neon / glow looking effect. Do certain materials not work for cycles rendering?

Thanks!


texts: How can I export a model with its textures applied?

texts:
I have a blender model that is 7Mb, a laptop with 4 image textures applied to it. I am trying to export it to use in Google Poly.
When I follow this tutorial to export as a .fbx, the resulting .fbx file is 28Kb and doesn't display textures once I upload it to Poly.
I tried using the gITF 2.0 export, but again, the resulting file was 16Kb.
As a last resort, I exported as .obj (the last format Blender can export to that Poly accepts), but the resulting .obj and /mtl files were 1Kb and 5Kb.
The other questions or tutorials I found did not apply to my situation, since I am using UV photographic textures in Cycles.
Is there a way to export a model and its UV textures to .obj, .gITF, .glb or .fbx from Blender?


texts:
I have rotate the uv as well in the mapping.

I want to have a straight line following the arrow shape

Any extra node or how can i rotate to fix. Any suggestion. Thanks


texts:
After creating a bezier curve (I need to animate an object on the curve), I decided to select the "In Front" option in the Object Properties menu to make it easier to see behind all of the meshes I have inside my scene. But as soon as I check the box, everything inside my scene becomes invisible with only an outline showing. This also happens whenever I add a new object.
I don't know if this is a bug, or that I am doing something wrong.


texts:
Without actually applying the subdivision modifier, how can we cut a hole through the subdivided mesh? I tried using loop cuts but the topology turned out bad:

Using the boolean modifier it had some artifacts and you also need to apply the modifier:

Further trying to fix them with loop cuts gave this strange edges:

and scaling them along the y axis to zero did no good. So How can we cut a hole through a subdivisioned mesh without actually applying the modifiers? I know disabling the boolean modifier would give a nice hole in the render but what if we have to do some editing with the part, like adding a drawer object(particularly in this case)?


texts: How to detect a change of active object?

texts: I would like to perform some action, programmed in Python, when the user changes the active object. How can I get this information?


texts:
I'm trying to follow a video tutorial to learn how to modelling a character in blender. I've reach the point where he explains how to use the Proportional Editing. I'm tryng to do what he says, but this feature is not working in the same way as it works in the tutorial and I don't know why. These are the steps I do :

I activate the Proportional Editing by pressing O
I select a vertex
I press G

What I see is not the movements of a lot of vertex together, but of the whole object. Please check the picture attached where you will see that I've tried to move a vertex with the G and you see what's happened.


texts:
I am trying to scale an STL of a potential medical device to custom fit a patient. Is there a simple way to take a measurement over the reference image and tell the system that this measurement is X and have the entire scene and objects scaled according to that measurement?

For instance in the attached image, I would like to measure a line over the ruler and tell Blender that that measurement is 10cm.

I have tried manually scaling the reference image down, however then all the objects in the scene are too small for me to zoom in and work with.

Thanks in advance!


texts: How do I adjust the resolution of my render accurately? The resolution is off

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I just rendered an image with the 1920 x 1080 resolution, but when the image was done rendering it was 960 x 540.
I don't know why it is coming out different from the dimensions specified in the render, what is the reasoning behind that?
This is a Cycles Render, if that makes a difference.
My rendering setup below:


texts:
So I finally finished my 1st animation in blender and wanted to check it on UE4. I tried to export it but when I click export, doesn't technically crash but it stops responding and into "thinking" mode. It works when I disable animations but I need them. I'm mostly a beginner in this stuff so any help will be appreciated.

Edit: Deactivated "All Actions". It works now

I'm using blender version 2.79b on Windows 10.


texts: Blender failing to open saves using cycles render. (OpenGL 3.3 or higher error)

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I have been trying to get back into blender but most of my saves aren't opening. I get the "Blender - unsupported Graphics card. the graphics card needs OpenGL 3.3..." If i save the file as Eevee they open fine. I have updated all my drivers with clean installs. I have tried disabling the graphics card in the system settings and I am still running into the same issue.

Hardware: Intel 6700k and 2x 980 ti's
Software: Blender 2.8 through Steam


texts:
I was building my model just fine and used inset face two times without issues. The third time though it made it so that as soon as I tried selecting something in selection mode it went back to inset face mode
https://youtu.be/Pk-WquogKHk


texts:
I am an active woodturner and want to create segmented turnings for pens and bowls. One of the issues is that i can visualize what i want but after creating the segmented blank and turning it round, sometimes it does not look right. I have used Sketup for creating the blank to size and it works well. But it only really shows what the whole shape will be.
Now, what i would like to know, will blender let me create a rectangle with the segments in place and then digitally turn it round to show what the final shape would be?


texts: How do I setup Netrender on a cloud instance?

texts:
So,
I went ahead and built blender from git on my dreamhost cloud instance to try and see if I could use the cloud as a render service. However, I cannot find any documentation on how to set up this pipeline.

I'm running Ubuntu 16.04 and I built a headless make.

Has anyone done this before? Can you let me know how to set this up.

p.s. - If you have an opinion on why this is not a good idea, I'm not interested. I am taking this up as an idea that I want to test regardless of performance benefits at this stage.


texts: Howto setup a python virtualenv on your system, and connect it to your addon

texts:
I am using Blender 2.83 on ubuntu.
I am developing an addon that I am very happy with, and would like to include other 3rd party libraries such as scipy and vectormath. In the most ambitious goal, i would like to merge other projects into my Blender addon, and port all the work that has been done previously into the Blender scripting tab, replacing lots of old ugly visualizations and crappy mesh operations with the awesome Blender functions.
In order to do this, I have found only one sane solution online. Start blender with the PYTHONPATH set to a local interpreter, combined with the proper CLI command (--python-use-system-env).
However, I dont want some hack that will only work on my machine. I do not want to go by trial and error finding what versions of different libraries needs to be present. So, my questions:

How do I make a requirements.txt or similar from the bundled python interpreter, so I know how make a local virtualenv that will not break Blender?
Is there some built-in function in Blender to accomodate what i want to do, so that I could actually deploy this addon to wider audience, without it coming with extra instructions on how to install?


texts: How does decalmachine work "under the hood"?

texts:
I have a question i cant get an answer to on any of the blender forums i have asked on. I am interested in learning how an add like decalmachine works under the hood.
I am trying to create the kind of decals you get in addons like decalmachine. Some of them have been quite achievable with some work, while others are not working at all. I have added a video by Josh Gambrell to ilustrate what i am trying to do. At 24 minutes into the video, he adds a decal that looks like it is going at least a centimeter into the mesh. At 32.10 in the video he fixes the colour so it looks decent. Oh well, he says it is abit jagged on the edges but from afar it looks ok. Also, just before 31 minutes he adds a couple of decals that looks like it cuts pretty deep into the mesh looking pretty awesome.
I have tried to reproduce this in blender but i am having a really hard time. My method is to create textures with height and/or normal maps.
One issue i am facing is that it is dificult to produce a displacement free of artifacts. I have got abit further on this after getting some help but i am not quite there. But if i manage to fix taht completely i will stil be stuck with a more troublesome issue, that the displaced decal will intersect with the mesh i use it on. That way most of the displacement will be hidden on the backside of the mesh. That way the ilusion of depth is broken, Now, i dont know if this is the correct method, or if i am doing it the wrong way around or what! Maybe the way i have percieved that this works is wrong? What i do now is that decalmachine utilizes tools and actions that are in blender already so i believe it should be possible to do this with blender alone, though of course through a more complicated process.
So this is more than one single question on how to fix the spesific issue i am having right now. All you can throw at me to fix this, and other issues concerning creating this in blender is welcomed. I know some will say that it is not possible in blender and that might hold some truth. But for a large part, decalmachine utilizes tools and functions that are already in blender. So i believe it is posible to at least create a result not far from what you get from decalmachine. Of course in a much more complicated way though.
I have added two images. One shows how the displaced mesh looks. This is a gradient created in gimp with a smooth transition from white to black. It is not good enough so i am looking for other methods. Maybe procedurally in blender?
The other inage shows what i mean when the displacement is broken because it intersects with the mesh. Is the way i percieve this to work completely wrong?
Anyway, everything you can throw at me to get me in the right direction is welcome. Even though this is an issue i am facing right now, information to face similar issues later could be useful.
And finally, thank you for reading through the whole thing:)[
[![
<img src="https://i.stack.imgur.com/t1fQf.jpg" alt="
" />


texts: Why is the image not transparent in when I import as a plane?

texts:
I'm very new to blender and I'm trying to make a simple character with a 2d face. I was following along with this tutorial (https://youtu.be/YGjwOEMgDGw?t=60) but I can't get my image to look transparent.

This is what it looks like in the blender image editor. The transparency shows up in that view.

The starting Shader setup is also different from the tutorial (I don't know enough to know what all this means)

But when I make it like the tutorial it looks like this, still not transparent (it also looks like in the image editor if I set the alpha to none).

I have no idea what settings I might have wrong or what I'm doing wrong. I've been stuck for about 2 hours on this so any help would be appreciated. I used photoshop to make the image (just incase there is some setting I need to set there), and also here are the import settings for the image.

Again any help is appreciated. Thanks :)


texts:
I created a basic human model, then copied the vertices and used a shrinkwrap modifier to make spandex-type clothing. I then connected the clothes to the body using Boolean union modifier.

However, when I try to pose the body using armature, the clothing falls away from the body, even though they are joined. I've tried parenting the clothes to the body as well, with the same results.

Model File:


texts: MacBook Pro 2020 +eGPU +RX5700xt +Cycles Problem

texts:
Yesterday I received the Razer Core X with an AMD RX5700 XT Graphics card to use with Blender 2.92. Unfortunately, Cycles will not recognize this eGPU in the Blender System Cycles render device Preferences.
Whenever I instruct Cycles to render with my GPU Compute device, my Mac's fans start whirring, indicating that my integrated GPU is rendering, and not my eGPU.
Does anyone know how to render with an eGPU?
Thanks!
-Jake
MacBook Pro Mid 2020, 13.3 Inch
MacBookPro16,2
Quad-Core Intel Core i7
2.3 GHz
Number of Processors: 1
Total Number of Cores: 4
eGPU:
Razer Core X eGPU Chasis
8GB AMD RX5700xt


texts: How do I create a light streak like this?

texts:
I am trying to figure out how to make these light streaks inside a tube, I have been trying to make a light follow a path inside a glass tube but it doesn't look anywhere near this. Any advice?

https://youtu.be/LSxPkyZOU7E?t=24


texts:
I have a UV map where some faces overlap and some don't. The overlapping faces are overlapped on purpose.

Now, I want to do an occlusion bake on the non overlapping faces, but it seems to always bake the whole object.

Is there a way to only bake the faces I have selected?


texts: Why can't I extrude a Nurbs curve along a nurbs path

texts:
What is the protocol for extruding objects along paths.
I cannot find any user-friendly assistance in the manual.
I am not used to the CAD geometry approach as I have more experience with the older Finite Element packages, where the geometry was constructed then meshed. Extrusion, mirroring etc were intuitive.

Also, I constructed a nurbs path in the shape of a wheel section, and constructed what I thought was going to be a separate nurbs circle, perpendicular to the plane of the wheel section, running through one end of the section path.
When I tried to perform the extrusion, using E, and transform rotate, there appeared to be no control over the transformation re axis.
When I selected the nurbs circle, I found that it had merged with the wheel section.
1) How do I separate them, and
2) Can I perform the extrusion using this method?

I am using v2.76  on a fairly quick XP SP3 32bit 3.3GHz Pentium 2 core and a GeForce 6200, with adequate ram and hdd.


texts: Is there any way to get a quick render, like OpenGL for cycles and fisheye camera? Maybe deleting all the materials alltogether, or giving them wireframes? (this could be the best option) ?


texts: Is a good edge flow essential for uv-mapping and texturing?

texts:
i'm busy trying to make a guitar in Blender and I wondered if it's necessary to have a better edge flow in the head of the guitar when I am going to UV-unwrap the mesh. I have no shading problems and there are no Ngons or triangles present in the mesh. But when I create an edge in the head of the guitar the flow of the edge is really bad as you can see here:

This problem started when I created the holesin the head with the boolean modifier. Is this going to create a problem for me in the future. Should I try to clean up the mesh till I get a good edge flow?
Thx for your help!


texts: Image imported as plane, worked as mesh, but does not rotate around origin

texts:
I imported an image as plane, then I worked on it as if it was any mesh, but now I see it doesn't rotate around its origin, but around the world origin.
How do I fix this?
I tried to unparent, but it didn't work.
Now, I again have some sort of origin, for some reason, but luckily the rotation happens locally.

Maybe some colliding shortcut? I am trying to narrow down the problem, it seems only to arise when I enter isolation mode.


texts:
I noticed that when Blender writes out a custom keymap it completely overrides all keys that were assigned previously.  I don't want to miss out on any changes in the default key mappings in future versions of blender, so I am trying to make a script that would append the keys I want to use to the defaults.

Here is the script:

import bpy
import os

wm = bpy.context.window_manager
kc = wm.keyconfigs.user

km = kc.keymaps['View2D']
kmi = km.keymap_items.new('view2d.zoom', 'BUTTON4MOUSE', 'PRESS')
kmi = km.keymap_items.new('view2d.zoom', 'BUTTON4MOUSE', 'PRESS', shift=True)
kmi = km.keymap_items.new('view2d.pan', 'BUTTON5MOUSE', 'PRESS')

km = kc.keymaps['View2D Buttons List']
kmi = km.keymap_items.new('view2d.scroller_activate', 'BUTTON4MOUSE', 'PRESS')
kmi = km.keymap_items.new('view2d.pan', 'BUTTON5MOUSE', 'PRESS')
kmi = km.keymap_items.new('view2d.zoom', 'BUTTON4MOUSE', 'PRESS', shift=True)

km = kc.keymaps['3D View']
kmi = km.keymap_items.new('view3d.rotate', 'BUTTON4MOUSE', 'PRESS')
kmi = km.keymap_items.new('view3d.move', 'BUTTON5MOUSE', 'PRESS')
kmi = km.keymap_items.new('view3d.zoom', 'BUTTON4MOUSE', 'PRESS', shift=True, ctrl=True)
kmi = km.keymap_items.new('view3d.dolly', 'BUTTON4MOUSE', 'PRESS', shift=True)

km = kc.keymaps['View3D Fly Modal']
kmi = km.keymap_items.new_modal('PAN_ENABLE', 'BUTTON5MOUSE', 'PRESS', any=True)
kmi = km.keymap_items.new_modal('PAN_DISABLE', 'BUTTON5MOUSE', 'RELEASE', any=True)

km = kc.keymaps['View3D Rotate Modal']
kmi = km.keymap_items.new_modal('CONFIRM', 'BUTTON4MOUSE', 'RELEASE', any=True)

km = kc.keymaps['View3D Move Modal']
kmi = km.keymap_items.new_modal('CONFIRM', 'BUTTON5MOUSE', 'RELEASE', any=True)

km = kc.keymaps['View3D Zoom Modal']
kmi = km.keymap_items.new_modal('CONFIRM', 'BUTTON4MOUSE', 'RELEASE', any=True)

km = kc.keymaps['View3D Dolly Modal']
kmi = km.keymap_items.new_modal('CONFIRM', 'BUTTON4MOUSE', 'RELEASE', any=True)

km = kc.keymaps['Image']
kmi = km.keymap_items.new('image.view_pan', 'BUTTON4MOUSE', 'PRESS')
kmi = km.keymap_items.new('image.view_pan', 'BUTTON5MOUSE', 'PRESS')
kmi = km.keymap_items.new('image.view_zoom', 'BUTTON4MOUSE', 'PRESS', shift=True)

km = kc.keymaps['Node Editor']
kmi = km.keymap_items.new('node.backimage_move', 'BUTTON5MOUSE', 'PRESS', alt=True)

km = kc.keymaps['Clip Editor']
kmi = km.keymap_items.new('clip.view_pan', 'BUTTON4MOUSE', 'PRESS')
kmi = km.keymap_items.new('clip.view_pan', 'BUTTON5MOUSE', 'PRESS', ctrl=True)
kmi = km.keymap_items.new('clip.view_zoom', 'BUTTON4MOUSE', 'PRESS', shift=True)

It works when I manually execute after blender has started, but I tried putting the script in my scripts/startup user folder and it said View2D was not found.  So it's executing before View2D keymap context is defined, but I don't know how to make the script execute after everything else has been mapped.  Any ideas how to make this work?


texts:
Very new to blender.

Can I change the world (background) and their different textures within one project?

I can create multiple worlds, but only use one of them in one project, there is no keyframing to this. Also, if I add multiple textures, they just get layered on top of each other rather than one texture being applied to one world.

To put it simple: I want to have a green blackground with cloud texture from frame 1 to 50 and then change into a blue blackground with noise texture from frame 50 to 100 and so on. This should be possible, right?

Hope I made myself clear.


texts: Rendering an animation only returns blank images

texts:
I am having trouble rendering my animation
When I click Render animation it will give me 40 blank images. The frames are all correct. I think I messed around with the settings too much.
I am quite new to blender, also I'm  using blender 2.79. Here's the file.


texts: Mixing texture paint and exported UV png changes color of png...?

texts:
I'm trying to mix a basic texture I made in the texture paint mode, and a transparent png I made from the 'export UV layout' option. They technically both appear, but the transparent one has changed from a blue-black (which I want) to a brown (which I don't want...) and I'm not sure why. I attempted to just plug in a hue/saturation node to quickly alter the color but it alters the color of the supposedly-transparent png background. Because of this, I had to plug in an invert node which ostensibly fixed the problem and made it transparent again, but the png is still brown. Here are some pictures...

The symbols are meant to be tattoos, and they're mixed with the plain beige texture paint. Is the beige what's changing the color of the tattoos? Without the invert node, it looks like this...

Thanks in advance!! I'm sure it's just something small and random I've missed. I'm still pretty much a noob.


texts:
I am using a .blend file someone else made, and some contents of their properties window is rotated 90° to the left. This setting might be very convenient for people whose eyes are rotated 90° in their heads, but in my case it's making it difficult to work.

How do I make the contents look like this below image?


texts: Pushing back part of extruded region after using knife tool

texts: Is there an easy way of pushing back the faces on the left part on the screenshot (selected faces) to the place the original faces were extruded from? Result should be like the one the right side. The faces were originally extruded like the ones above before using the knife tool to cut out a triangle.


texts: Texture Painting issue - colour randomly showing on wrong faces

texts:
I've sculpted a basic human and I'm now trying to paint it but when I paint an area sometimes the colour appears elsewhere instead of where my cursor is. The face normals are all correct and I've tried playing around with different Island Margin values for the Smart UV unwrap. Even a value of 1 doesn't help. Any other ideas? I've attached a photo of where I've painted around his eye and there are specks of color in other places.
Thanks
Amy


texts: one unwrapped item for multiple textures/items

texts:
I unwrapped all the needed parts of my couch, but I can take a shortcut if the three pillows have the same texture coordinates as the first one I unwrapped, as you can see in the UV image editor (its outlined blue).

I want the same for the feet of the couch outlined green. How do I do connect the other items with the one that is already unwrapped?

I will probably texture in Photoshop, not in Blender, not sure if this relevant.


texts:
I have a panel with two long columns, where each one contains a few vertical blocks (sub-layouts) of UI elements. Any of the blocks (of elements) can be missing, so I'm using column_flow() to try to balance left and right sides.

However, some blocks are vertically longer than others. Since any of the blocks may be skipped/hidden, I can't visually control the order they get drawn. So I'm worried the left side may end up with all of the tall blocks, while the right side ends up with all of the short blocks, which would waste a lot of space.

That is - unless column_flow() is smarter than I think it is. Does it deal with the number of elements, or the pixel sizes of them? If it only deals with the number of them, is there any way to help balance the layout based on the space taken up? Or if anyone just knows something that might help, I appreciate it.

Also, if anyone is aware of any documentation about these functions, I would really like to see it. The official 2.8 docs do not elaborate much at all.


texts:
In some cases I want to have the Ray Tracing-render and the Freestyle-render seperated, so I can post-process it in Photoshop. It seems to be that the Freestyle lines are placed onto the render after the Ray Tracing renderprocess. So my question is

Is it possible to delete Freestyle lines after rendering?


texts: Why is the transform gizmo not aligned correctly to my Python created object?

texts:
I am having a little confusion here. Some background: the user perspective faces in a direction, I am trying to make a box that faces the user perspective. That I have been able to achieve (pic below)
Side view after creation, arrow shows perspective view:

User perspective on creation:

Where the red arrow is the normal view of the user perspective - all good.
The problem is when I try to resize the box into a rectangle, as you can see the transform coordinate does not align well on creation of the cube. I get something like this:

Here is the code I have come up with so far:
world_view = bpy.context.space_data.region_3d.view_rotation
local_view = Model_hollow.matrix_world.inverted().to_quaternion() @ world_view
view3d_rot_matrix = local_view.to_matrix().to_4x4()

bpy.ops.mesh.primitive_cube_add()
cut_box = bpy.context.object
cut_box.name = 'cut_box'
bpy.ops.object.select_all(action="DESELECT")
cut_box.select_set(True)
bpy.context.view_layer.objects.active = cut_box
cut_box.location = Model_hollow.location

bb = Model_hollow.bound_box
dx_local = max(bb[i][0] for i in range(8)) - min(bb[i][0] for i in range(8))
dy_local = max(bb[i][1] for i in range(8)) - min(bb[i][1] for i in range(8))
bpy.ops.transform.resize(value=(dx_local, dy_local, 1), orient_matrix=view3d_rot_matrix.to_3x3())

cut_box.data.transform(view3d_rot_matrix)
cut_box.data.update()

I do supply the orientation matrix.


texts: How do I add a red dot on a specific part of a 3D model?

texts: I have a 3D model of a face and would like to add red dots (think of it as if they are pimples but flat) onto the model in specific locations.


texts: How to figure out kind of link and seperate / make single?

texts:
I have an old blend model which is obviously made of some base parts which are used multiple times. The used parts seem to be some kind of linked objects but i can't figure out which.

Why do i want to find out? I want to remove the bottom (green) parts here

but when i do, it removes all parts in the scene

I would like to remove this link and make all local/single.

Also tried the  U > Unlink Object+Data attempt - dosen't get better. Also exported as obj file and reimported, but links persist.

Perhaps the curved arrow icon (first image red circle) could be a hint what kind of link this is (and how to unlink).


texts: Yesterday I've had 2GB of free space on C and only after using Blender it has all gone. Can anyone help me?


texts: How do I connect vertices with a curve, then subdivide into more vertices that exactly match that curve?

texts:
I have a shape that approximates a curve with a few line segments.  I'd like to make that higher resolution while maintaining the EXACT same curvature. The segments are different lengths, so if I just subdivide and push them out, I'll either be either eyeballing each one, or (if I select them all at once) they won't be moved out proportionally.

I'd like to take the guesswork out of it.  I was thinking that I could have Blender connect the existing vertices with a curve, then convert that curve back into line segments, and finally replace the original ones with the new ones.  Should I be writing a python script for this?

Note that the edge that I'm messing with is actually a complicated beveled edge across two meshes, but I'm hoping that a general solution to a simpler problem can be extended to the more complicated scenario.

So the above is me halfway through AC's method.  I don't know if this is the most efficient way, but I selected the edges I wanted, used P to make them a new object, did the modifier on the new object, then joined it back with the original without moving it.  I then connected the outlying vertices and so far so good.

Another glitch I noticed is that the vertices of the top and bottom of the bevel aren't aligned well.  But, this is a problem in the source mesh and not appropriate to include in this question.


texts:
I've looked around on this forum and have not really found a solution to my particular issue. I have created a lego character and am trying to rig it. It has all worked except for the leg, which as you can see is blocky where I want it to be smooth.

I tried corrective smoothing, however it yields the following artifact. Any help or pointers to similar threads would be appreciated.

Also, here is a wireframe of the legs if necessary.

Thanks


texts: Why won’t my clouds from blender cloud generator work?

texts:
I’ve been trying to make lots of clouds with the explosion type of blender cloud generator, it appears in chunks when I render. Does anyone know what to do? Thanks.

(Edit: I found out that it comes from to cloudbounds overlapping. So the question is now how to fix that.)


texts: Altering the height/width of an face loop/ring

texts: How do I alter the height of the face loop in such way that it does not alter dimensions of the other faces, simple the overall height of the object? In other words, it just pushes the other faces away.


texts:
How can I UV unwrap ico Sphere in order to project a 360 image on its inner surface?

I need to use this model in Unity, so I have to be able to export UV layout along with the model.

The way I tried will cause a lot of distortion:


texts: How to make OpenGL render utilize maximum of CPU power?

texts:
I am rendering Scene strip from VSE in OpenGL mode and only 1 of 16 threads (AMD Ryzen 1700) is fully loaded, others are just around 5-10%. Overall CPU usage is about 15-20%.

Firstly I thought low perfomance could be caused by the fact that VSE is not multithreaded. But tested it with Cycles Scene strip and everything is fine - all threads are busy.

Need to speed up this OpenGL thing somehow, preferably without instancing of Blender app itself.


texts: Transferring shadow from raw footage to render VFX

texts: I Have footage of my hand moving over a wall and it casts a shadow on the wall. In Blender, I am putting VFX objects on that wall. How can I transfer the shadow from the real wall onto the CG one that my VFX objects are on?


texts: Is there a Blender api to fill a color to a certain vertex_colors?

texts:
Taking a cue from this question, I'm testing to make a one-color fill to a vertex_colors.
Works fine, but is very slow on meshes with many polygons.
ob = context.object
color = (0,0,0,0)
vertex_color = ob.data.vertex_colors['My Vertex color']

i = 0
for p in ob.data.polygons:
    for idx in p.loop_indices:
        vertex_color.data[i].color = (color)
        i += 1

I also found an operator,bpy.ops.paint.vertex_color_set() (It seems to be twice as fast)
but I don't really like the idea, plus it's an operator with no input apparently
Is there any blender Api that do this directly?
After a good answer:
The code above is code that doesn't make sense in this case.
My tests moved to this method (Not very fast):
for d in vertex_color.data[:]: #Slow method
    d.color = (1,0,0,1)

In any case, given @batFINGER answer, and @lemon help, the code is now 4 times and more, faster than before.


texts: Viewport ambient occlusion quality after upgrading to Windows 10

texts:
I have been working with Blender for a couple years on Windows 7 at work (with no issues), they just upgraded all the computers to Windows 10 and now my viewport doesnt seem to draw things correctly anymore. Does anyone know what settings I should be looking to change or what is happening here?

It didn't look like this on Windows 7


texts:
I have a simple brick texture applied to a plane. When I view it in rendered mode in cycles, it has depth. But when I render it in eevee, it's just like an image being applied to a plane. Why? I'm trying to effect the seen with a bloom effect
Image


texts: I want to do a sand road for my composition, I tried to do with the particle system with a group of objects and with some combinations of settings but the result is not looking what I want, as you see in the pictures sometimes just appear one stone in the vertex and sometimes are looking some areas without them, I tried with children, increasing the density (with the emission and the children), weight paint, .... The final result what I want is a not-so-straight road since the border to the door. Thanks.


texts: Python : How do I edit the property of the recently added modifier without using its name

texts:
I have this Boolean operator which adds a Boolean to the active object and adds the second in order to the object property
but this wont more than once because the second modifier added wont be dif
it would be dif.001
How do i automate this name issue
class BoolOp(Operator):
    """Quick Booelan Operation"""
    bl_idname = "extorctools.boolop"
    bl_label = "Bool Op"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        target = bpy.context.active_object
        lis = bpy.context.selected_objects
        cutter = []
        for x in range(len(lis)):
            if len(lis) == 1:
                raise Exception("2 Objects must be selected")
            elif not lis[x] == target:
                cutter.append(lis[x])
                break
        try:
            target.modifiers.new(name = f"dif" , type = 'BOOLEAN')
            target.modifiers['dif'].object = cutter[0]
        except:
            pass
        return {'FINISHED'}

What i want to be able to do is to do something like this target.modifiers[the.most.recent.modifier.of.type.BOOLEAN].object = cutter[0]


texts: Draw handler only updates when moving the mouse

texts: I am writing a simple add-on to move the 3D Cursor. It works with a modal operator, the 3D locations follows the mouse position, but it gets the input from the keyboard if the user wants to type a specific dimension. I created a draw handler to show the keyboard input during the modal. It's working, if I press the keyboard number it stores the numbers as it should, but it doesn't show anything until I move the mouse. I would like it to show the numbers as I pressed them on the keyboard. Is there any way I can achieve that?


texts: Why does an even subdivide change the displayed texture?

texts:
In my scene I have a default plane and scaled one edge along the x axis. I have a material that is just a tile texture that is mapped on with a UV map. Here is a screenshot of the setup.

This is far from what I would expect. I would expect that it would look like the tiles had been compressed. My expected result shows up as I subdivide the plane. What is subdivide doing that is fixing this mapping?

Here is 1 subdivision

Here is 3 subdivisions


texts:
I encountered one problem that you can tell the menu of editing primitives are grayed out when adding new mesh, but when I enable the option of 'enter edit mode' for new object in preference, primitives seems work, but another problem came. It always generate another cube been overlapped as you can tell from the image below.

And once I uncheck the 'enter edit mode' option, new mesh added as object, the primitives menu seems working again, but now blender crashes if I change any each of parameters.

Please help!


texts: Extract the rotation (or heading) from local matrix (Blender Python)

texts:
If I use physics then the objects rotation not changed but I want to detect the object rotation based an another empty axes (or the world mtrix).

I tried extract rotation attribs from local matrix but I stucked.
Are there a built in function for extract the actual rotation values of the objects?