texts:
I am new to blender, I recently started to learn VFX.

I get an issue with tracking. I keep getting those 2 errors :
- Failed to solve the motion: most likely there are no good keyframes

And

At least 8 common tracks on both keyframes are needed for reconstruction

I tried with many different video sequences, tried manually add tracker, detect trackers automatically, I even tried with one sequences that had tons of trackers but still the same error.
Could you give me a hand?

Another image

This seems a lot of trackers but i tried it to see what was up, usually I only add like 20 trackers


texts: How to do beveled curves with changing cross sectional shape along the curve?

texts: CG artist Mike Campau creates what looks like beveled curves (below), but the cross sectional shape changes along the curve. Is there a trick to this or does he take the time and effort to manually manipulate a mesh to get these inspiring effects?


texts:
Was trying to make house. Tried to scale one side of a rectangle by selecting the edges/vertices and scaling them but it seems it won't scale in the axis I want.

Tried to set settings to default and reinstalled it, the problem persists.

Do you know why does this happens?


texts: What does "three tracks with bundles are needed to orient the floor" mean?

texts:
I have selected few tracks on the floor (three or more) and press the Floor button. As a result I get the following message:

  Three tracks with bundles are needed to orient the floor

What does it mean? What is "with bundles"? What are "bundles"?

UPDATE

Below is an example. Five tracks are selected, all of them are of same color. How can I see that some of them has no "bundles"? I was pressing "Solve Camera..." button before.


texts: Don't have H.264 as a video output format option

texts:
I don't seem to have H.264 as a video output format option. I need it to be able to put out video in RGBA (so with an alpha channel). Tutorials on YouTube all have H.264 available, but not my Blender.

I have Blender version 2.79a


texts: Automate UVMap and Baking on object list

texts:
I'm trying to generate and bake a new UVMap for each sub objects ( 4 piece_*.).

So i made this python script :
bpy.ops.object.select_all(action='DESELECT')
for obji in bpy.data.objects:
    obji.select_set(False)

for obj in objs:
     if obj.name.startswith("piece"):
        print("ForLoop objects " + obj.name)
        image_name = obj.name + '_BakedTexture'
        img = bpy.data.images.new(image_name,2048,2048)
        bpy.context.view_layer.objects.active = bpy.data.objects[obj.name]
        obj.select_set(True)
        #bpy.context.active_object = obj
        print("Debug Active Object " + bpy.context.active_object.name)
        bpy.context.object.update_from_editmode()
        for mat in obj.data.materials:
            mat.use_nodes = True #Here it is assumed that the materials have been created with nodes, otherwise it would not be possible to assign a node for the Bake, so this step is a bit useless
            nodes = mat.node_tree.nodes
            texture_node =nodes.new('ShaderNodeTexImage')
            texture_node.name = 'Bake_node'
            texture_node.select = True
            nodes.active = texture_node
            texture_node.image = img #Assign the image to the node

        #           bpy.context.view_layer.objects.active = obj
        bpy.ops.mesh.uv_texture_add()
        bpy.context.object.data.uv_layers["UVMap.001"].name = "UVBake"
        #bpy.context.object.update_from_editmode()
        bpy.context.view_layer.objects.active = bpy.data.objects[obj.name]
        #bpy.context.area.type = "VIEW_3D"
        obj.select_set(True)
        #bpy.ops.mesh.select_all(action='SELECT')
        bpy.ops.object.editmode_toggle()

        bpy.ops.uv.unwrap()
        bpy.ops.object.editmode_toggle()
        bpy.context.view_layer.objects.active = bpy.data.objects[obj.name]
        bpy.ops.object.bake(type='DIFFUSE', save_mode='EXTERNAL')
        img.save_render(filepath=exportFolder + "\\" + obj.name + '_baked.png')
        for mat in obj.data.materials:
            for n in mat.node_tree.nodes:
                if n.name == 'Bake_node':
                    mat.node_tree.nodes.remove(n)

        #bpy.ops.object.editmode_toggle()
        print("end process " + obj.name)
        obj.select_set(False)
        bpy.ops.object.select_all(action='DESELECT')

What is strange first , is that it's working only if i select the first piece so I guess all my treatment to select the object is not working fine.
And after that, it generate actually the 4 same textures so it seems that the selection is still on the first piece
EDIT :
I add some logs and it's so strange :
Got GET: {'type': 'ping'}
Got POST: {'type': 'script', 'path': 'd:\\Users\\x.larrode\\Documents\\Blender\\laRedoute\\UVObj.py'}
ForLoop objects piece_100_2_1_1
Debug Active Object piece_300_3_2_1
Info: Baking map saved to internal image, save it externally or pack it
end process piece_100_2_1_1
ForLoop objects piece_200_1_1_1
Debug Active Object piece_300_3_2_1
Info: Baking map saved to internal image, save it externally or pack it
end process piece_200_1_1_1
ForLoop objects piece_300_3_1_2
Debug Active Object piece_300_3_2_1

So as you can see the Active Object it's always the one i selected before lauching the python code...


texts: How to fill the edges of solidify modifier with alpha material?

texts: So basically I have a simple plane uv unwrapped to this shape on the left. Using color ramp to indicate that all the white area should be used an the alpha channel so the model itself looks transparent. Then I used a solidify modifying to extrude the plane, giving this thickness to the geometry. However, it just seems that blender doesnt fill the edge of the alpha material with any possible way that i can understand. I tried using a second material for the "material index offset" option but it just ends up filling the entire edge of the box. The only solution that I can think of this is to actually model this shape on a plane with vertices and extrude, apply a second material to the edges. But that's really not a good option because it creates many more polygons, and this is a huge landscape project. Can someone please point me to the right direction on this problem should be resolved? Thank you!


texts: identify objects (split products of a starting object) with "external" surfaces

texts:
Using these python script
How can I evenly split a cube?
I was able to divide even complicated objects into several parts.
The parts produced sometimes have an external surface that corresponds to the starting object. Others are pieces completely contained within.
Is it possible (by adding code to the script that cuts the object into pieces) to be able to save the information if the pieces produced have part of the original external surface or not?
or is it possible to say for the split pieces if a surface that delimits them is the product of the cut or was it present in the original object?
thanks in advance for any suggestions


texts: Can you snap lines to a grid for precise drawing, for example in autocad you can put snap to grid on and the polyline will snap to intersections on the grid for precise drawing. If blender can do this can I please have an explanation on how. I'm new to the blender community so please help. Thank you.


texts: How to create lampstreet particle in Evee?

texts:
I want to create a large city a night in Eevee. I tried to add streetlamp as a hair system, but I can't add the emitting lamp with it. Is there a way to link the emitting lamp to my object (a streetlamp) so I can create with an hair system hundreds of streetlamp with their own lights ?
Thanks in advance !!


texts: How to automatically rotate an object on its local z axis to make one of its edges parallel to that of another object

texts: I made a video to better explain what I ask in the title. When I say "parallel to this edge" perhaps it would be more correct to say "parallel to the projection of this edge to the floor"I hope someone can help me


texts: Why can't I see flames through the camera?

texts:
While making a cheesy rocket, I noticed I cannot see the flames through the camera.  I can see them in ortho and perspective view when set to render view mode, so I don't believe it is a material issue.

Here is a screen shot showing the issue:

Here is a second screen shot, in which I change the domain's material to simply an emission so it is not weighted by smoke density.

It almost looks like the active smoke domain is cutting out the flame, but why this would happen, let alone only happen in camera mode, is perplexing to me.  Also, the below does not reflect adaptive smoke domain (unselected).


texts: Animation Nodes can Not be enabled and also can not be deleted

texts: Animation Nodes addon (Jacques Lucke Version 2.1.4 ) can Not be enabled in Blender 2,82a and also can not be deleted There is an exclamation mark icon inside triangle and it says line 351 in eneble mod.


texts: Bind and apply SURFACE_DEFORM modifier without bpy.ops?

texts:
Is there a way to bind a surface deform mod without running

bpy.ops.object.surfacedeform_bind(modifier="Surface Deform")

and is there way to apply it without running

bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Surface Deform")

The obj.to_mesh() method described here, does not seem to work for Surface Deforms.

Thanks, I'd appreciate any pointers.


texts:
I've been working in Blender for about 1.5 years now and I found a serious problem, that I cannot resolve myself.

The problem is Baking textures in Cycles Render mode (actually in every mode), which seems to bake a textures black and no shadows, colors, AO, nothing just black. Only normals and UVs bake shows something different and correct I guess.

I tried many techniques to make it work somehow but neither of them tell me the right thing. I tried this and this.

They somehow seem useful but it still doesn't bake right. If you need my graphics info and Blender version: AMD Radeon R9 200 series Blender 2.78 Intel core i5-3470 CPU

So these are the steps I always followed:

Open a new project, set up a simple cube and a sunlight
In edit mode unwrap that cube using Smart UV Project.
Add a new image 512x512 without Blank option enabled
Then I made a new material in nodes editor (image bellow) with an
Image texture node connected to the Diffuse BSDF node. I kept the
image texture node selected and began baking, by clicking the Bake
button.
It didn't work so I even tried recalculating normals, making sure
it's not duplicated (the object) and checking if there aren't 2
materials active. I tried making a new project too but the probled
doesn't seem to go away.

Thank you for helping!

Here is link to file

https://drive.google.com/open?id=1_DkQR3JFfO14KWdWCL6uKS4eLWrKH-fu


texts: How to specify multiple restrict frame ranges for the F-curve Noise modifier?

texts:
It's a simple problem but one I can't seem to get my head round. I'm using a noise modifier which seems to perfectly mimic a realistic rotation of some equipment I'm deploying. My problem is I need to restrict this twice.

1 start noise at 3000 and end at 3400

2 start again at 4400 and terminate at 5000

I thought about key framing the strength but I can't add any keyframes to the noise panel

Basically I want the F-curve to look like it would do if the lime green line was added

Thanks for any help
Sean


texts: How to confine particles within a volume?

texts: Hi I am using Particle Properties - Hair to put slender particles inside a specific volume mesh (Emit from: Volume). But I find for some particles, they can go outside my volume. How can I confine particles within a volume? Thanks a lot!


texts:
[][3][![transformed object][3]][3]I have a group of objects and I need to give them all an equal shear  during an animation (like a matrix transformation).I tried using the lattice. It does distorts it(like a shearing) but it does not give an equal shear to all the objects.

The first image is of the object that I wish to transform.
The second image is of the object after it has been transformed but the objects itself seems to have become separate and this is not how a matrix transformation operates mathematically. Please help me to understand what is the lattice deform transformation doing and how to use it such that it is in accordance with matrix transformation.


texts:
I have been working on a scene to render out with a 360 panoramic equirectangular camera.

To do this I have to use cycles because the camera in eevee doesn't let me do full 360 renders. However when I select cycles renderer all my textures seem to go transparent and ghostly unlike in eevee.

I've attached 2 pictures to show the difference.

Any help is appreciated
Thanks
Andy


texts: Is Blender using my NVIDIA Graphics card to render?

texts:
I have been trying to find away to try to render my animation quickly enough and an acceptable quality. My question is that is there a way for me to know whether Blender is rending using my NVIDIA graphics card? because Blender has been rendering more than 48 hours for a 2-3 seconds animation that doesn't have any movements in the background and the only movement is the characters body moving one way as well as it's hands. It is also only rendering in 100 cycles so I don't think it should take that long. Here's what I've done so far to enable GPU:

I have selected user preferences and clicked on CUDA and the GeForce 610M

I clicked on device and the GPU Computer.


texts: None of the other questions about snapping answer my question

texts:
I'd like these faces to snap together and they will not do so.  What am I doing wrong?
Here is a gyazo link to a gif since I cannot figure out how to upload the mp4.
https://gyazo.com/c1ac2c6276ab5590c46738b689ed5ef1


texts:
If I create a second keyframe, the value can not be changed, and it always bounces back to the value of the first keyframe:

View the value of the first Keyframe:

Enter an other value for the second Keyframe:

View value again (after leaving once): -> Value changed to the value of the first Keyframe!
In addition it does't connect as usual. (Picture 4).

With entering the same value the keyframes are connected... :

For example:

The value of the first keyframe is set to 2.
 If I want to add an other keyframe with the value 4, it resets the value to 2, but does not connect with the first keyframe, although they are equal.

Is that a bug or what did i do wrong? (I just want to have multible different keyframes!)


texts:
I am painting a texture for my model using Blender "Texture Paint" mode. Is it possible to change the margin size for how much the texture gets painted over the edge of the models UV?

Regards,
Koreenium


texts: Faces disappearing when in Wireframe and in STL export

texts:
So bit of a newb here.  I have started to design a phone holder that will be later 3D printed.
I have basically used cube meshes and have bevelled the edges.  I though i would export it as an STL to do a test 3d print just to make sure all was good and noticed alot of the faces were missing. As if the shaped were not solid..  Any ideas on what i did wrong?


texts:
I've created my first 3d object (a donut) and when I tried to render it, it worked, took me like 20 mins and then I've added a "image as background" and tried rendering and I couldn't render it at all, it just gets stuck at a point and I can't even use my mouse, only way I can use my pc is to force restart.
please help
PC specifications
AMD Ryzen 3 1300x quad core processor
Nvidia GTX 1050ti 4 gb
24 gb ram ddr4 1600MHz
windows 10 pro N latest build
Blender version 2.83.5
no ssd
and any tips to make my blender run smoothly?


texts: File Output node not saving anti-aliasing (Blender internal)

texts: I'm trying to use the Z Combine node in Blender Render (internal) to combine a person and a shirt - node setup depicted below. The problem I'm running into is that the image saved from the File Output node does not save the anti-aliasing (Full Sample), whereas if I go to the Image Editor and go Image->Save as Image when the Image Editor is viewing the Composite, the anti-aliasing saves properly. Zoomed in portions of each image attached.


texts: I am getting this "AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead" when I'm trying to open blender now. Any help would be much appreciated


texts:
Is there a way in compositing (or directly in the blender VSE...) to create a persistent image effect like in

https://youtu.be/aLA7AlnDftE?t=9m33s

Basically I'm looking to blend a video together with an image based on the video's 'pixel displacement'. I imagine I could use the 'Displace' node but I'm not sure how to use the motion of the video as a vector...

Thank you!


texts: Right settings for exporting FBX with Rigify and morph targets to Unreal Engine 4

texts:
I've been looking over the internet and testing for days on how to make my character's bones (rigify) and keyshapes animations to work inside unreal engine 4. I've tried different fbx export settings from fbx 6.1 ascii to fbx 7.4 binary and nothing worked.

When I use fbx 6.1 ascii, the animation works great but does not import the morph targets. When I exported without the animation, the morph targets work.

When I use fbx 7.4 Binary, the animation and the model is not visible in unreal.

Has anyone encountered this so far? I've also tried exporting simple bones with keyshapes and it works well. So I think the problem is in rigify.


texts:
I've being modelling a pelican with the mirror mode modifier when I came to apply the subdivision surface

I was horrified to discover the mirror modifier has collapsed inwards in the centre, this didn't happen previous when modelling a dinosaur, is there any way to fix this or do I have to start again? Appreciate any advice to help resolve this!


texts:
How do you generate Blender Properties dynamically, and assign them on the fly?

Generating properties dynamically is inherently useful when parsing semi-structured data from an external source such as in an XML or JSON document, but there's isn't really a straightforward way to accomplish this.


texts: Cycles SSS Rendered image has a strange "noise" coloring artifacts

texts:
I am pretty new to blender and I was experimenting with a subsurface scattering material and lighting on an imported object. But when I've rendered an image of the object with a material that has a subsurface scattering, it shows this weird "noise" or "blur" on the surface of the object.

I've also rendered the same object without subsurface scattering and the problem seemed to be gone.

The current version of Blender that I use is 2.83 but I've seen this problem in previous versions.


texts: Blender doesn't use RAM, CPU, and GPU of PC

texts: In the Blender Editor, it really lags (cycles and eevee). But it only uses Max. 15 % of CPU, Max. 10 % of RAM and 0 % of GPU. Why? It could be much faster. Please help


texts: How to add a pattern from a 2D image on a 3D object?

texts:
I am new to blender.

I have a 3D object that are made from an SVG file.

I want to know how to apply an image to said object. To act like a skin for said 3D object. This is the same as creating a clipping mask in Adobe Photoshop.

How do I apply said image to an object to make it act as a skin for the 3D object?


texts: How can I view my scene using the Oculus Rift CV1 and the OpenHMD branch of Blender?

texts:
On Graphicall there's a branch called OpenHMD, which basically should enable Blender to interact with VR glasses like the Oculus Rift. I do have a CV1 (consumer version) available, as well as a DK2 (development kit 2). When running the branch, I can open an OpenHMD window just fine, and I can also start the session as expected. The tracking even works well, when I move the Oculus, the viewport updates. Here's a screenshot:

But the Scene is never drawn on the goggles. I've followed the instructions of the manual here regarding switching the device to immediate mode. But that should mean I need to somehow move that window over to the Oculus. Thing is: I can't do that. The window snaps to all screen boundaries, I can never move it off-screen so it would show on the Oculus. Any ideas welcome.


texts: VSE questions (playback, proxies, etc..)

texts: When you drag and drop footage in the VSE, is there a way to have audio and video linked in order not to have to select audio and video + G key everytime moving files in the VSE? Preview window struggles to play 2K and 4K footage smoothly despite frame dropping checked and a fast desktop computer. Any way to get smooth playback without proxies? Playback at the 1/4 of the resolution for example? If this isn't possible, is there a way to generate proxies in a batch way?


texts:
I made a model and now I want to do some texture paint on it. The problem is that when I paint a part os the mesh, more texture painting appears on randome places of the mesh.
Did this happen to you? Does someone know how to fix it.

Hope I can get some help.
Ana.


texts: set positions for particles (particule systems) with python

texts:
I'm learning to make 3D model in Blender with python scripts, and I have 3 questions for particle systems :

1) I have a cube with some dimension (lx,ly,lz) and I want to add (n) particles inside the cube with specific positions (x,y,z), can I do it with python script? If yes, what is the instruction the give the postions?

2)Can I see the 3D model of the pores inside the cube? I mean by that "see the difference boolean operation between the cube and the particles".

3) My third question is about animation : Can I launch an animaion if I have the evolution of positions of particles with time?

Thank you a lot for your help.

Best regards,

Walid


texts:
I was just following the blender guru tutorial on  level 2 part 1, and towards the end, he switches to the weight paint tool, my problem is that the paint draws toward the sides and the bottom only, but refuses to draw towards the top as seen in the picture

blender file:


texts: I am trying to bake a normal map of a set of objects with transparency

texts: I have been trying to bake a normal map for a clump of grass I want to put in a game engine. The problem I am facing is that whenever I bake the normal map it ignores the transparency texture on the grass blade models. What could I do to get the bake to take into account the transparency of the objects in the normal map?


texts: How do I get the Layers tab to show in the Properties menu?

texts: In other posts where people have asked this, the answer was that you needed to switch out of local view into global view for the Layers tab to appear. However, even when I was in Global View, the Layers tab was still not there. Please help me.


texts: How do I get rid of this seam on the bottom of the lip?

texts: I've been going mad trying to fix this. I have a seam that wont conform and become more organic with the face. I've tried sculpting it, but it deforms a lot and the seam becomes more noticeable. Any idea on how to fix this? This is the retopologized version of my character. Let me know if there is anything I can do to make this process easier. I'm running blender 2.83.3. Here is a front and interior picture to help (with the seam circled in red).


texts: Here is a simple nodeTree that rotates a cube around Z axis. Can it be easily changed so that we could explicitly control the rotation speed instead of the angle of rotation?


texts: My render is not showing the object, it shows only a blank grid. Blender 2.90

texts: I tried rendering a donut, and a cube, but neither render, only a grid appears.


texts: Animation node set growpoint of instances

texts:
How how can I set the growpoint of the instances?
It seems to always grow from the center.


texts:
hello im trying build a scene of a street at i have a huge object on the top, im rendering this in panoramic, equirectangular. The thing that happens is that in the viewport its ok but when i render it or i look thru the camera in rendering mode the top part gets cut.

images


texts: How do I attach python code (script) to execute at specific frame in the timeline?

texts:
I want to programmatically replace images every time a playing animation hits a specific frame in the timeline.

If my script monitors the current frame I could use something like this...

def frame_handler():
    if bpy.context.scene.frame_current = 42:
        do something here
    pass

if __name__ == "__main__":
    #bpy.utils.register_class(Frame_handler)
    bpy.app.handlers.frame_change_pre.append(frame_handler)

But, I'm hoping there's a more elegant way that I'm missing.  Perhaps there's a way to attach python scripts to arbitrary points in the timeline?


texts: How to hardcode mesh objects as python variable declarations

texts:
I am doing an addon, and I need to load constantly some premade objects to reproduce and edit it, I through that making the data directly avaliable from python would help to build fast bmesh variants.
But how I can convert an Bmesh data into an raw text and reverse it.


texts: How to animate cvt belt as pulleys change size

texts:
I was trying to make this cvt belt animation but can't figure it out how to make increase or decrease belt size animation I have tried curves but doesn't work.
Any body can recommend how I can I do a belt animation like this


texts: I dont have a picture right now but I want to put an image over a sphere but I have no idea how, can any one show me how? thanks a plenty! :-)


texts:
I have modeled the Darth Vader, I've made the rig that matches exactly the mesh, but the problem is that part of the mesh (his shoulders and front panels ) are not rotating or moving at all.

I joined all together, but I don't know if i should do the join or another way.


texts: How to make textured planes double sided?

texts: I'm making some grass for my game and I can't figure out how to make the planes double sided(they look fine in blender) but in Unity they are only visible on one side :/


texts:
I'm trying to make a grill railing for a spiral staircase.
I have it almost figured out but the top of the railing rotates all the way to horizontal as it goes down the stairs. I don't want that I want the top to stay on top.


texts: How to align view to 3D cursor orientation?

texts:
I am getting into some more serious hard surface modelling right now and came to think, that it would be a REALLY helpful to speed up things if there would be a specific feature, that I can’t seem to find anywhere in the documentation or the interface of blender (I am using versions 2.8 and 2.9 at the moment):
Is there a script or addon (or even a built-in function which I am just not finding) to align the view to the ORIENTATION of the 3D cursor? Much like you would do with the submenu View→ Align View → Align View to Active… but WITHOUT switching into edit mode.
Given the fact that you can auto rotate the cursor when placing it to the surface it is placed on, this seems like an incredibly fast way to orient your view for off-axis manipulations for example with a tool like BoxCutter.
I know that I could go into face mode, select the face, align the view and switch out again, but that would force me to do this sequence of steps over and over again if I want so switch to different orthogonal views of the selected face (like you would do with Shift + Num7 or Shift + Num 1 etc.)
So far I have only found the “Center view to Cursor” functionality and that is not helpful at all.
Any help would be greatly appreciated!
Cheers!


texts: Issue with rendering tranpsarent meshes on transparent background in cycles

texts:
I am trying to add a sort of engine glow to a model. I have found a solution that looks good enough for me in the 3D viewport preview, but looks very different in the final render. Here is an image of the effect:

You can see how the transparency of the 'flame' is vastly different in front of the transparent background. This is especially confusing because this is not the case in the 3D viewport.

Any ideas what I am doing wrong here?

If it helps the blender file can be found here:
Blend File


texts: Second Paint Slot Not Showing Details in Texture Mode

texts:
Hoping someone can help!

I'm quite new to blender, so I apologize if my terminology isn't quite accurate.

I'm working on a character model.
I'm using blender render.
I've just finished unwrapping everything, and have laid down a base color layer in my paint slots. This all worked fine.

I've added a second Paint slot and turned the alpha down to zero, essentially using this one as the "detail" painting. But nothing I do on this second layer can be seen in my viewport.

I'm in texture mode. I have a Hemi light in my scene. I'm following Darrin Lile's tutorial:
https://www.youtube.com/watch?v=yHTakjMTVWQ

I don't understand what I'm doing wrong. Any suggestions?

See Screenshot below


texts:
I'm trying to open an FBX file in Blender 2.9, but I'm getting the following error:

What does this error mean, and how can I fix it? AssertionError?
The file opens fine in the web-based Three.js Editor, so I know the Three.js FBX loader works. It also opens in Windows 3D Viewer, just not in Blender. I've checked my FBX IO add-on, and I have version 4.21.3 installed. Do I need to update my FBX import add-on? If so, where do I download it from? The docs don't specify which version is the latest.


texts: Creating or Altering a Modifier, specifically Boolean

texts:
So, this whole idea of mine started when I got sick of using knife tool, and I can't get a handle on knife project.
I started getting the results I'm looking for by using the Boolean modifier using a plane with a thin solidify to cut into shapes but leave the remaining mesh that wasn't cut, but what bugs me a lot is how it "fills in" the cut area with some crazy faces.
What I would like is modifier similar to Boolean, that uses another object to "slice" into a mesh, but not create the extra faces.

So, I'm not relatively skilled at scripting in blender, but I do have some C experience.
What I was hoping someone could help me with is understanding from a programming standpoint how the Boolean modifier works, because I would like to make a custom one.

I've reviewed some online videos that show people making custom menus, but I haven't seen a custom modifier.


texts: How to add more than one pivot to the same object in Blender 2.8 in order to allow the rotation around more than one axis

texts:
I am a dentist. When I upload the jaw as an object I need to move around at least three pivots – one in the middle and two at the sides to mimic the jaw opening, closing and sliding to right and left. I could do that in meshmixer, however, in Blender I can only manipulate pivot as origin. Can I add an extra pivot as a separate object?

what I am trying to do is to construct an articulator.


texts: How to make a surface from multiples edge loops?

texts:
I´ve imported in Blender several edges loops. They have irregular shape and different numbers of vertices. (I've attached the file here).
I want to generate a surface that follows the contour of all edge loops.

I've already tried to convert the object in mesh, and apply Bridge Edge Loops (to create faces and use then with Subdivison Surface). But this tool confuses itself and connects edges far away from themself instead of their neighbors.
An solution would be to apply Bridge in each pair of edge loop, but this would cause too much effort.

Is there any other way for me to contour this problem?


texts:
I am new to Blender. I want to try to convert some characters I've been working on in Cinema 4D, so I am bringing them over in obj format.

It's mostly working okay, except, in the case of the jacket. In the collar are polygons that are extruded around to form the lapel of the jacket. As you can see in the original screen shot from Cinema 4D (on the right), the lapel is nice and smooth when it is subdivided. However, when the same mesh is subdivided in Blender it is jagged and doesn't look right. I thought this might be due to crease settings, but it doesn't seem to be the case.

Does anyone know why this is happening and how I can get rid of the jagged and sharp edges around the collar?

Thank you in advance!

Animas


texts:
What is the warp modifier for, and how is it used?
Even when I fill in the From and To fields, so that the modifier is not red, I still can not figure out what it is so post to do.

When I set up the modifier just like is shown in the manual, it does nothing.


texts: ModuleNotFoundError: No module named "pyopenpose" when I try to install the addon "openpose"

texts:
I am trying to install the addon named "OpenPose" written by "Marie Eve Dumas" & "Emmanuel Durand" that you can find here :

https://gitlab.com/sat-metalab/blender-addon-openpose

on blender 2.81 / Windows 10. As you can see,the addon requires the pyopenpose module,that I don't know how to enable :

The instructions for installing the pyopenpose module are on this site :

https://github.com/CMU-Perceptual-Computing-Lab/openpose/blob/master/doc/modules/python_module.md#installation

Specially here :

"To compile, enable BUILD_PYTHON in CMake-gui, or run cmake -DBUILD_PYTHON=ON .. from your build directory. In Windows, make sure you compile the whole solution (clicking the green play button does not compile the whole solution!). You can do that by right-click on the OpenPose project solution, and clicking in Build Solution (or individually building the PyOpenPose module)."

But I'm not able to understand what to do. But I understand that I should open "Cmake" and I should make some kind of setup there,but I don't know how. Below you can see the error that I get when I try to tick the "BUILD_PYTHON" option.

I don't know what to do further.

NB : I have already installed Open Pose on Windows 10,following this tutorial :

https://www.youtube.com/watch?v=QC9GTb6Wsb4

and openpose works great. please help me with pyopenpose. thanks.

NB : below you can find the cmake output file :

https://drive.google.com/open?id=1CNsWDHpQNRqQo_3JBm8Fw_SeWn4vUp0k


texts:
I am using the Wave modifier to apply a ripple effect to plane. However, I notice the waves are very robotic... is it possible to apply any easing to this process so it looks a bit more natural?
Closer look: https://bit.ly/3m1BDjv
Modifier settings:


texts: Distorted animated model when exported to FBX

texts:
I've been making some animated rigs with rigify.

All works fine. The problem is, when I export the model with animations to FBX, the mesh gets crazy distorted in any program I open it afterwards.

I've tried applying the scale to the armature, exporting the fbx object and bvh separately.

(In this last case I get the FBX in t-pose correctly but won't generate any rigs).

Any clue of what's going on? I must be missing something but I can't quite find the issue.

Blend file


texts: Why in Blender VSE it adds a border to scaled or moved image?

texts:
Why adding Transform (moving or scaling) to an image in VSE adds a border to it (image)?

If position and scale of Transform is unchanged - then there is no border.

Example:

With Transform applied:

It is also visible while rendering.

Update: When I set in image proerties Color space to anything but sRGB (Raw for example) these borders go away.


texts:
Objects rotating extremely fast seem to almost be invisible the faster they rotate.
See this stack exchange post here.
In my case, I am trying to render an "airplane engine" type fan, and I want it to be somewhat more "invisible" to the camera, the faster it moves.
Here is an image of the current render, the fans are actually spinning at about 10,000 RPM in the virtual world:

As you can see, the engine fans are very visible, even with motion blur.
How would I be able to make a fast spinning object (the fans) seem invisible (without adding transparency)?
EDIT
So actually I realized there was a mistake with the first render, where the engines were not moving as fast as they should. Sorry about the mistake.
Here are two frames, one with motion blur "start at frame" set to 0.01, and the other set to 500% motion blur:
0.01

5

As you can see, there is relatively little difference between the two motion blur settings since the speed of the engines is so high.
Here are my current render settings:

My shutter curve is also set to smooth.
While the fans look as if they are spinning fast, they do not look transparent, as they should.


texts: Very odd geometry when using solidify modifier

texts:
I made half of this NES cartridge shell and as you can see from the screenshot it has created all kinds of odd shapes that do not reflect my mesh.  I tried remove doubles, triangulate, and flip normals but nothing seems to work.  How can I fix it to look like the mesh?

Here's the look in object mode:

Here's the mesh:

I have attached the .blend


texts: Same material different result within object

texts:
Prologue:
Minor issue that I do not seem to figure out, I've modeled room with some basic things that i've created from the scratch but now there is weird issue with wallpaper material.

Description:
All of the 3 walls are part of the same box object, they have same material and they have been uv mapped the same way on same scale yet the wall on the right displays on grey color instead of the white like the 2 others.

Steps taken:
I've deleted the wall with the issue, recreated it, uv mapped the whole thing again and ended up with the same results. Also went through recreating the material with same result. Checked the direction of normals.

Plea for help:
Any ideas what might cause this, still new to the cycles so would appreciate the insight to the problem so I can learn from it.

Thank you in advance.


texts:
New to bpy and I'd like to write some code that sets the shading of an object to smooth by just clicking a button. I did some research and I have written the following lines for now:
import bpy

def draw(self, context):
    layout = self.layout
    row = layout.row()
    row.operator(" bpy.ops.object.shade_flat()")
    row = layout.row()
    row.operator(" mesh.object.shade_smooth()")

I assume that I would have to add some other lines in order to register the class and all that right? Anyway, the problem is that the code does not work. Is this the way it is supposed to work at all?
Q: What's the correct way to call this function when pressing a custom button?


texts: Why is the view header showing triangle count when my mesh is all quads?

texts: I know for a fact I don't have any tris so this thing is wrong, however, I notice that it's the same number as edges. I also find it hard to believe I only have 2 more vertices than I do faces. It takes 4 vertices to make one face and after that 2 for every adjoining face.


texts: I've been looking around for a while now and its so hard to navigate. Anyway, how do I colour in models? I've tried the vertex paint thing but it disappears after I have selected another part.


texts: Grease pencil disappears when image is present

texts:
Why does my grease pencil disappear when there is an image plane present? At other times it distorts greatly when in front of the image? See this link for an example:
https://www.dropbox.com/s/z4go9ft7ce1t7ws/blender-grease-pencil-disappears.mov?dl=0
Thanks! v2.90.1


texts: Which tool can best extrude two angles from the same face?

texts:
I've been teaching myself to model for a few months now, and recently a friend asked me if I would be able to create this hair pin for her. At first I thought I thought I could make a simple moon shape, make a loop cut down the center and extrude it up from the center. However, the model I need to create has two extruded edges on the same face and this is where I'm at a complete loss of what tool can help me accomplish my goal.

This is the shape I'm trying to achieve

This is what I've tried so far

This was after adding two more cuts and edge sliding to give a sharper angle.

Thank you for your time.


texts:
I want to unparent a child from empty with python using obj = own.children but it wont work with unparenting because this 1 child object is classifed as list or smth else, and gets zombie object spam in console.

how to unparent child without using name?


texts: Helpful tutorials for Modeling, sculpting, and shading

texts: I have been using blender for about two years. And i am still lagging in molding, sculpting and shading knowledge would any one have some good wholesome and helpful tutorials?


texts: Why does combining a surface and volume node result in a black material?

texts:
I'm trying to make a fluid with something dissolved into it. It's almost opaque but there are some spots of lower density solute. This is why I can't just use nodes on surface alone--I need to be able to have the opacity partly dependent on thickness.

I figured I could use a Principled Volume node and then put a low roughness, max transmission Principled BSDF node on the surface to give it the reflection and physical surface.

It didn't work. I was expecting the cube to look a bit like white watercolor paint or milk mixed with water. Instead, I got a black cube.

What is this and how can I fix it?


texts:
So I've worked on a local add-on that would allow me to adjust the start frame and the end frame of the playback loop. I created an enum list with three options: default, A, and B.
Basically want I want to do is:

Adjust the start and end of the playback by selecting either default, A, or B on the add-on
A's playback would loop from 60-180 in the first time and then loop from 120-180. Same with B starting from 180-300 the first time and then from 240-300

If I select 'default' and play the animation it would work perfectly. But if I select 'default' again after I select either A or B, the first playback loop will go from 0-60, and then both start and end are at 120. Every time the animation will go from 0 to 120. Then clicking on A or B is even worse, the animation will run the desired range in the first time, then run from 0-120.

It seems like something is being overridden here. I'm not exactly sure how and why. Can anyone please help?

 def execute(self, context):
    # execute() is called by blender when running the operator.

    ## helper function used to modify the start keyframe of the second loop
    def keep(command):
        scene = bpy.context.scene
        if scene.frame_current == scene.frame_end:
            if command == 'A':
                scene.frame_start = 120
            elif command == 'B':
                scene.frame_start = 240
            else:
                raise TypeError("Invalid Input Command")

    def handlerA(scene):
        keep('A')
    def handlerB(scene):
        keep('B')

    if self.options == 'default':
        bpy.context.scene.frame_start = 0
        bpy.context.scene.frame_current = 0
        bpy.context.scene.frame_end = 60
    elif self.options == 'A':
        bpy.context.scene.frame_start = 60
        bpy.context.scene.frame_current = 60
        bpy.context.scene.frame_end = 180
        bpy.app.handlers.frame_change_pre.append(handlerA)
    elif self.options == 'B':
        bpy.context.scene.frame_start = 180
        bpy.context.scene.frame_current = 180
        bpy.context.scene.frame_end = 300
        bpy.app.handlers.frame_change_pre.append(handlerB)

    return {'FINISHED'}            # this lets blender know the operator finished successfully.


texts: The blue area (weight painting) still moves when a bone is moved. Why the hell does this happen?

texts: FYI, this is a simple character model where the arms/legs etc are all boxes disconnected from another. There are no faces connecting the arms to the torso for example.


texts:
I would like to set the number of significant digits given by the Measure tool.
While measuring I obtain values with 5 significant digits (as seen in the image).

Could you please tell me how to set Blender to round the number to only 2 significant digits?
I would like to get for this case something like 3.05 mm, instead of 3.05158 mm ...
Thanks a lot!


texts:
I'm currently animating a robot arm. For this purpose, I created an armature with IK solver. I've constraint the bone (aka robot joint) transform to match the motion possible with the robot.

However, what I couldn't find, was a constraint to limit the animation velocity and acceleration of a bone. Is this even possible with Blender?


texts:
So I have objects that seem to tremble when they're faraway from the world center.
Here's a link to a video, showing the problem: https://youtu.be/8b0r-znOv_A
These animals were imported to the main project a few days ago and back then, they didn't tremble. I can't remember if back then, they were closer to the world center point or not. I may have moved them.
I tried recovering some auto-saves right after I noticed the problem, but the tremble still persisted when I went back to a 2-day old file, which was the oldest auto-save I had. I also don't remember changing any kind of setting in the program.
The same thing happens in other projects if I put the initial cube 360km (360000m) away from the world center, it starts trembling as well. Is this perhaps something normal to happen, just because it's very far away?
I'm also wondering if this has something to do with the update I just did, 1 or 2 days ago, to my graphics card driver.
Here's my computer specs:
CPU: AMD Ryzen 7 2700X 8-Core
GPU: GeForce GTX 1660 SUPER
32gb RAM


texts: Blender Cycles render engine times out and stops rendering after a while with a "cancel" error message in the top left of the viewport?

texts:
I was on here a couple weeks ago and my problem was not fixed and im wondering if anyone still has any idea what this could be its something to do with my GPU and blender not working together.

It would be great if someone knows this issue because right now im unable to render anything with blender.

Relevant error messages from the debug log:
CUDA_ERROR_ILLEGAL_ADDRESS in cuStreamSynchronize(cuda_stream[thread_index]) (device_optix.cpp:769)

Refer to the Cycles GPU rendering documentation for possible solutions:
https://docs.blender.org/manual/en/latest/render/cycles/gpu_rendering.html

CUDA_ERROR_ILLEGAL_ADDRESS in cuStreamSynchronize(cuda_stream[thread_index]) (device_optix.cpp:769)

Refer to the Cycles GPU rendering documentation for possible solutions:
https://docs.blender.org/manual/en/latest/render/cycles/gpu_rendering.html

[...]
Illegal address in cuMemFree(mem.device_pointer) (device_cuda_impl.cpp:964)
Illegal address in cuMemFree(mem.device_pointer) (device_cuda_impl.cpp:964)
Illegal address in cuGraphicsUnregisterResource(pmem.cuPBOresource) (device_cuda_impl.cpp:2193)
Illegal address in cuGraphicsUnregisterResource(pmem.cuPBOresource) (device_cuda_impl.cpp:2193)
Illegal address in cuMemFree(mem.device_pointer) (device_cuda_impl.cpp:964)

System Information

Operating System: Windows
Graphics Card: 2x GeForce RTX 2080 Ti/PCIe/SSE2 4.5.0 NVIDIA 452.06


texts: Triggering a Report() function when drop-down menu item is changed, returns error

texts:
I am trying to call a report() function when a drop down menu item is selected/changed.

Everything works well but the report() function returns:

Type Object 'Scene' has no attribute 'report'

I think I am very close to get this solved.
Code as below:

class PanelSetting(NonSelectedPanel, bpy.types.Panel):
    bl_idname = "VIEW3D_PT_PanelSetting"
    bl_label = "Setting"

   def draw(self, context):
       layout = self.layout

       #Set T Options
       box = row.box()
       row = box.row()
       # add an enum property menu
       # this allows only certain values to be set for a property
       box.prop_menu_enum(context.scene, 't_option', text=context.scene.t_option, icon='SNAP_PEEL_OBJECT')

t_menu_items = [
           #(identifier, name, description, icon, number)
               ('0.05 mm','0.05 mm','',1),
               ('0.1 mm','0.1 mm','',2),
               ('0.2 mm','0.2 mm','',3)
               ]

#Function to call when value is changed
def tChange(self, context):
    #The print function works fine
    print('T changed to ', context.scene.t_option)
    #THIS report function does not work as expected returns error:
    #"Type Object 'Scene' has no attribute 'report'"
    self.report({'INFO'}, "T changed to "+context.scene.t_option)

#set "bpy.types.Scene.t_option" to EnumProperty and call Function "tChange" when changed
def register():
    bpy.types.Scene.t_option = bpy.props.EnumProperty(items=t_menu_items,
            default = '0.2 mm',  update = tChange)


texts: How can I instant delete all of the actions ?

texts: I need the clean my blend file from the actions, but if I delete them in the dope sheet it doesn't work.


texts: Blender loop cut e boolean doesn't work together. How to fix this ? How to create an arc on plane of loop cut?

texts:
I'm trying to reconstruct a real structure, and the whole structure so far has been obtained from a simple plan through the '' loop cut '' system. Which on some occasions is bringing me several problems such as double edges or vertices (easily solved but frustrating) and in this exact case in the construction of arcs.
Question :

Is there a way in the loop cut system or in general a method to derive from the only plane I have, an arch, curved or oblique shapes? Obviously to attach them perfectly to the support surface.

Also if I try to pierce the plane through an external object and therefore a full semi-circle, the boolean modifier doesn't work or creates ghost artifacts or nothing. (Also tried merged with the "array" modifier).

In any case, any other faster or safer method to build this kind of shapes even in a simultaneous way is accepted.

I hope you have the answer to my mistakes.

Another thing sometimes after having knocked down some walls and rejoined the vertices to recompose some facades using the "F" FILL key, I can't execute a new loop cut, for example in the walls above the selected arches.

------------ NEW --------

I have added some screenshots. In the last two I show you how I had to solve. By deleting the wall, I manually inserted an external arch to the structure and joined later.
The only problem is that then I have to rebuild the wall, vertex by vertex, because otherwise, graphic artifacts would be created.

So the questions always remain the same,
that is, if you know other methods to build in series using certain measures between the created objects. and why the boolean modifier doesn't work like in this example. (it doesn't work even using an external object, the subtraction is seen in Edit Mode but not in Object and not in Render.)

[Solution?]
I solved it like this in the end, but it is very laborious. (fig.7)
While if I had managed to pierce a plane already dissected by loop cut, it would have been better, and less tiring, but the boolean modifier didn't work.


texts: How can I edit the sun reflection on a glossy objects?

texts: Hey I want edit the sun reflection, because its looks like an lamp and not a sun in the reflection.


texts: Apply linear transformation to a set of vertices

texts:
If I have a mesh such as a detailed pyramid, whose corner vertices lie at the coordinates (0,0,0), (1,0,0), (0,1,0), (0,0,1) (so along the coordinate axis), and I want to apply a linear transformation described by the matrix:

(i.e. converting it into a regular tetrahedron, with each angle equal to pi/3) what would the best way of doing it be? I thought that there would be some sort of transformation for this in the 'object' panel under transformations, but the scaling doesn't change the angles at all, and the delta scale doesn't seem to help either.


texts:
Is it possible to create an iridescence shader in Cycles?
Specifically for something like DVDs, soap bubbles, engine oil, etc..


texts:
I want to model a rigid bowl with a diaphragm over the top of the bowl.

I want an airtight seal between the two.

I want to be able to animate changing the pressure inside so that the diaphragm rises and falls with the pressure change.

The two things I'm having trouble with are:

An airtight seal between the bowl and the diaphragm.
Animating pressure changes.

Here's an example of how far I've gotten.

If you run the animation the diaphragm will drop onto the bowl and deform nicely.

I just want to know how to go about attaching the cloth to the bowl with an airtight seal so I can pressurise the inside.

bowl_and_diaphragm.blend

Any tips on where to look?

Many thanks.


texts: How to get rid of black lines over finished render images?

texts: there are unintntional black lines which appears only in final rendered image. how to get rid of it?


texts: Making regular polyhedra in Blender using Python

texts: How can I make regular polyhedra in Blender such as tetrahedron, octahedron, dodecahedron and icosahedron so that their vertices lie on a sphere with radius r? I eventually want to write Python code to do this. That's why I think an add-on like this would not be useful for me as it seems that I cannot install add-ons using Python and work with them (correct me if I'm wrong).


texts: 3D view pie hotkey (or menu access) on Mac

texts:
I'm a Mac user and everybody knows some hotkeys are different from Linux/Windows to Mac, and with some effort I can find almost all of them, except 3D View Pie Menu, with tilde key.

I have a MacBook Pro with Tilde key on keyboard, but doesn't work, and I have an extra Mac keyboard and doesn't work too. The Mac keyboard is different and without some keys, so I bought a new windows keyboard just for that, but still not working. Is there anyone who knows how to access 3D View Pie Menu on a Mac using some hotkey or accessing from the menu on the top?


texts: Viewport Display and Base Color in Solid Display 2.8

texts: is there a way to link the base color of an object and the viewport display color in solid mode? or do you have to separately assign the color to see it. Just want to avoid switching back and forth between eevee, cycles and solid mode on my weak computer.


texts: Why it takes too long to make simple cuts in blender VSE?

texts:
Basically I have a gameplay video that I made it is 37 minutes.
I want to store minutes 0-26 and throw out the rest.
I did that using blender.
Then I saved the edit by pressing animate. It took 2 hours.

Of course I have tried to activate GPU rendering. It still takes a long time.

To add insult, this is not really "rendering". I only make simple cuts for the video. So basically render will simply copy and paste the first 20 minutes of the video and remove 17 minutes of the rest.

For comparison, AZScreen, an app in android, can do the same thing within seconds.

I made a video to show you what the problem is.
https://youtu.be/bcX4MPp0txI

What am I doing wrong?

Update:

The result is of poor quality. Far worse than the original that is produced while playing video games within 37 minutes.

I tried cycle render to see if it's faster because of using GPU.

The old video is overwritten. I am mad. I do not tell blender to overwrite existing video. I thought it'll make another video.


texts: In video editing, how to fade scenes out, with next starting immediately after?

texts: So this is my first using the video editor so I'm not really sure how to do this. With my animation, I want to add an effect where 1 scene would start to fade out and the one after it would start immediately after the first starts fading. I thought the cross effect would work but it justs makes the first one start fading and the second just stays frozen until its time to start. I would move the stripes around to test it but I have this synced with music so there's not much there I can do.


texts: Is there a way to save selection by faces

texts:
I'm trying to find a way to save selection faces, tried Vertex Group, the issue with Vertex Group is that it adds the faces that are marked by 4 vertices that are added to the Vertex Group, there are some cases were this doesn't apply, the image explains what I mean. So is there a way to save my selected faces, so I don't have to go through the whole process of reselecting them each time I need to do so?
If you check the image, I didn't assign the hatched faces to the Vertex Group, still when I select the Vertex Group, they get selected, I understand that they got selected because the four boundary vertices are assigned to the Vertex Group, I need to save only face selection, not vertex selection.


texts:
I'm trying to  make black, shiny leather straps with blender cycles as seen in this picture (for example):

But I have a couple problems.

First of all, the straps are supposed to be completely black, but shiny, and I'm not sure how to do this in cycles, if I make a glossy pure black material, it's not shiny at all, and if it's a little bit gray, it doesn't look totally black at all (anyone can easily test this), so I'm wondering if there's a way to keep the completely black, slick look but still make it receptive to light (a.k.a., shiny).


texts: I'm a beginner of Blender, just started yesterday with some tutorials. It was a smooth start, but I feel like it's a bit far away to make a figure like can be seen below. It's a random structure. Could anyone help me to make those kind of random structures?


texts: Help to fix error"No mesh data to join" Wallet 3D

texts:
I´m doing a wallet 3D in Blender.
My goal is the rotation of the wallet ribbon with the snap button and the square with textil material linked/connect to the wallet ribbon.
So i add an armature with bones to accompany the wallet ribbon, then i press CTRL+J to join the square with textil material with the snap button with the wallet ribbon it appears me this kind of error "No mesh data to join".
Another issue when I rotate the second bone at the top of the wallet, both the push button and the square with the textile material are separated from the ribbon of the wallet when the rotation is made.
I would be grateful if anyone could help me to resolve this issue.
I would like you to send me the steps in a detailed and simple way to make it easier for me to understand.
Below I send my .blend file to help me
I hope your reply as soon as possible

But when
https://drive.google.com/file/d/1HK9VaYSsvIICsqKbIsTUPiGA1z5t_ghn/view?usp=sharing


texts: I've been trying to change the width of b-bones using Ctrl+Alt+S shortcut, when I do that it just selects hp support info instead of allowing me to change width.


texts: Storing a python list as a scene variable

texts:
What is the best practice way to store a python list defined in an addon as a scene variable in Blender?

Using

global mylist

doesn't work because the variable is not a Blender-specific type and therefore not saved after a button click operation completes.  I would like the list to exist in the Blender environment so that I can access it from future function calls.

My current solution is to use Blender Collection Properties, with my own wrapper functions, but this seems kind of excessive:

bpy.types.Object.CP_list = bpy.props.CollectionProperty(type=bpy.types.PropertyGroup)

def CollectionProperty2list(CP, numerical = False):
    new_list = []
    if (numerical):
        for elt in CP:
            new_list.append(float(elt.name))
    else:
        for elt in CP:
            new_list.append(elt.name)
    return (new_list)

def list2CollectionProperty(mylist, CP):
    CP.clear()
    for elt in mylist:
        CP.add().name = str(elt)  # stores string for numerical or string input
    return()

storing:

list2CollectionProperty(py_list, obj.CP_list)

retreiving:

py_list = CollectionProperty2list(obj.CP_list)


texts: I'm watching a tuttorial and I am trying to extrude the line between two points by selecting the two points, and hit E. but it looks like that and ı cant go on.


texts: A spike keeps forming on my mesh after posing the armature even though its weight painted with no influence

texts:
This is un wanted defermation

its weghtied of course because i used auto weights.

painted it away. dimples form.

i pose the armature and a spike forms. it seams the tip is stayin in that spot in space


texts: Are UVs important for importing blender mesh into Unreal Engine 4?

texts:
I mistakenly disabled 'Generate UVs'.
Is it necessary/important for importing in Unreal Engine 4.
If so, how do I generate the UVs? I know nothing about it yet so is there any way Blender can auto-generate them?


texts: Assigning an object a Vertex Parent through Python script is throwing an error

texts:
This is an error that only occurs within the script. I can't replicate directly through the UI, which also makes it difficult to try and discern what may be causing it.

The code here is grabbing a vertex (or vertices) from a vertex group and using them to Vertex Parent objects directly onto those positions:

    ...
    vgi = box.vertex_groups[handle_pos].index
    vs = [ v for v in box.data.vertices if vgi in [ vg.group for vg in v.groups ] ]
    vertex_index = vs[num].index

    # Load handle from library and add to wall collection
    with bpy.data.libraries.load(filepath) as (data_from, data_to):
        data_to.objects = ['Pull']
    handle = data_to.objects[0]
    box.users_collection[0].objects.link(handle)

    # Parent each handle to its corresponding index
    handle.parent = box
    handle.parent_type = 'VERTEX'
    handle.parent_vertices[0] = vertex_index

This seems to work... I'm using Vertex Parent because I want the relative parent location but not scale, etc.

The error:

ERROR (bke.object): K:\BlenderGit\blender\source\blender\blenkernel\intern\object.c:2380 give_parvert: Evaluated mesh is needed to solve parenting, object position can be wrong now

The error sounds like it implies that I should be working with the mesh instead, but these are all commands used on the object. I've tried to update the layer in various places to redraw, but get the same thing.

I can also solve this problem by using Child Constraints, but from a perspective it's much easier to use a parent here. Any ideas on what's causing the error?


texts: Bake hi-res diffuse texture onto low-poly version problem

texts:
Hey guys, my problem is that when I do try to bake onto the low-poly version I endup with a blotchy texture and sometimes the program just crashes and closes itself.

Does anyone know the best way of baking a diffuse texture onto a low poly version without getting blotchy and low quality results?

In the image here I have two low-poly versions of the original high-poly, one of which is 'inside' the high-poly version on the left. Maybe you can see what I'm doing wrong here.

Thanks in advance :)


texts:
I have rendered an image of size 150*120,
I think the amount of pixel size is related to the sensor size, isn't it?
But I have the sensor size just for the horizontal direction which is 32.
How can I calculate the pixel size for each direction of my rendered image?
Thanks.


texts:
I have been meaning to ask this question for a while
I used to do fluid simulations a lot and when they changed to flip they just don't work anymore.

In the viewport the only thing that is showing is these particles

I watched some tutorials and I set it up how they said to and the collision objects also aren't working. Even in renders the fluid doesn't show up.
Here is a link to a google drive with the .blend file so someone can tell me what I did wrong Here
Thanks


texts: Can vertices around a face be selected without the face selected?

texts:
Oftentimes I like to make the edges of a beveled object use a separate material than the actual object itself.  For example, the bevel on a table, a picture frame, or a door frame might be different than the material in the center.

When I select the adjacent faces around an object — as seen on the left — the middle face is always selected.  This means that I cannot set the middle face's texture to something other than its surrounding faces.  On the right is an example of what I want, achieved with face-select mode.  Unfortunately, it doesn't work with vertex groups.

I need a straightforward way to set different materials under these circumstances in one object.


texts:
I wanted to Build a physical Game in sense of having an external sensor like heart rate or light sensor sending data to Blender engine and use these data to move object or do something within the game so is there a way Blender can handle external sensors

Thanks in advance


texts: How to set the easing of keyframe with Python (fast, slow, etc.)

texts:
I need to create a keyframe for scale object "target" at time "time" with slope "fast"
My code right now looks like that:

bpy.data.objects[target].keyframe_insert(data_path='scale', frame = time)

But how can I select this keyframe and set easing for it with python? Or should I create it in a different way?

Regards


texts: How can I edit two materials simultaneously?

texts: Whenever I open a new shading window, whatever I do in one is just mirrored on the other. If I click a node in one window, the same node and material get selected in the other. I can't edit two shaders at once. How can I edit two shaders simultaneously?


texts:
I am having a problem with texture baking and I have not been able to find a solution.  When the texture is baked, some of the islands do not line up perfectly with the new texture. I have tried changing so many different options, but still keep having the same problem.  I have also tried unwrapping it in different ways, too.
Unfortunately if I just increase the margin (in the bake settings) the islands are fully filled, but if there is more then one color in the island the added pixels get their colors blended.

Zoomed in.  Texture not aligned with islands (margins set at 0).

This is what I get if I add margins to the texture bake.

I get interpolated colors inside island. Here the top portion is inside island. The only two colors should be white and pink. However the pixels added are interpolated colors. Notice the two pixels that are slightly inside the island that were added as I increased the margin.

Anyone have any suggestions for me?


texts: Which of Blender's bpy.props properties can store a Matrix?

texts:
In my script I am trying to store a Matrix, for example the region_3d.view_matrix of a 3D view. This returns:

Matrix(((0.04198726266622543, 0.9991182684898376, 3.666877432806359e-07, -0.32331380248069763),
        (-0.349155992269516, 0.014672632329165936, 0.9369498491287231, -0.4471516013145447),
        (0.9361235499382019, -0.03934017941355705, 0.3494640588760376, 0.5855286717414856),
        (0.0, 0.0, 0.0, 1.0)))

How can I store this in one of Blender's bpy.props properties for access later? I thought FloatVectorProperty was closest, but that was just a guess and depending on what I try it complains either that I'm providing tuples or that it only wants 3 items, not 4.


texts: I've been trying to create a spiked sphere using dupliverts, followed all the steps (spike facing Y axis, parent-child, checking rotation) and it still won't work. I tried different axes and still no luck. The spikes are not pointing towards the normals. Any help please.


texts: How to implement an automated render farm with remote access?

texts:
I'm in a bit of a fun spot where I have full access to a VR arcade and a couple dozen GPU's inside it. Each of the computers is running Windows 10 and is on their own high speed internal LAN with a NAS.
In my spare time, I've been dabbling with small Blender animations as a hobby and wanted to utilize the processing power of the arcade at night to speed up render times. So my question is, how would I best go about doing that from outside of the network, without installing anything that would disrupt the regular operation of the arcade?
It's worth noting I can turn on/off the computers remotely, but not dual-boot into Linux remotely. I can also VNC into the individual computers, but I'd rather things be automated than have to start blender or some other other software on each computer each time I want to render something.
I've tried several solutions, including a Flamenco server, using third party plugins like CrowdRender, Prism pipeline's Pandora, etc. But they're all way over-complicated or only work on local networks. I ended up finding myself sinking more time into setting up the distributed rendering than I did actually animating, and gave up for a while.
Instead of trial and error or reinventing the wheel, I figured someone here would have experience with something similar or be able to suggest software that'd help out, or suggest I retry certain software I've already tried before.


texts: Is there a way to combine colors in blender?

texts:
Such that, using nodes,  we could dynamically combine the hue, saturation and value to two given colors.
Example : Red + Blue = Purple / Violet
Green + Black = Dark Green
Basically, this is my node setup. Running the noise texture through a color ramp gives me random noise of varying size in the shades of white, grey and black, which I want to combine the green to form the respective lighter and darker shades of green.
And taking this idea a step ahead, I want to combine any two colors as stated above in the example.


texts: Rigid Bodies - objects exploding and clipping

texts:
Well, the title just explains my problem. I have been searching online but cant find any solution for me to understand.
At first I started with real lego size blocks and the I read rigid boides arent to friendly with small object, so I scaled them but problem persist.
I tried icnreasing steps per second, playing and tweaking around but nothing cool came out of it :(
The animation Im aming for is that the moving wall just "clears" the legos from their original position in a natural and organic movement
Thanks!


texts: Problems with extrusion and subdivision modifier

texts:
i'am fairly new to Blender. I am trying to model a simple piano and i think i did a good job so far, however, when i added the subdivision modifier, i've got some weard shapes and i don't know how to fix them.

As shown in the picture, the face is caving in, but i thought it would connect to the upper side instead.
Can someone explain to me why this happens and maybe provide an solution?
Thx for the help.


texts:
I'm trying to render a group of cylinders with volume materials however some of them are not showing up. What's causing this?

Here is the blend file: https://www.dropbox.com/s/0bp0fha9gyalf0g/renderhelp.blend?dl=0

Thanks for helping!


texts: The second Particles System not working Properly

texts:
I am building up a firework scene after watching this tutorial. However, some problem turns up when I set up the second Particle System. In the tutorial, the second particles emission from the first ones. But when I tried it out, it is not so. My second particles was a line of cubes(at the cursor of the picture). I changed a lot of setting, but it never works like in the tutorial.

Blender version:2.77a
OS System:UbuntuStudio
My blender file is uploaded to GDrive, Download it if you need it.
Don't care about the stuffs in the first layer;)


texts: I've already learned how to animate physic transformations with sound curves (scale, position...baking sound to F-Curve) but I wondered how to do the same thing with material (set a keyframe for the intensity of emission shader and then animate with the frequency of a wave sound) can I manage this with nodes (like object info? If the scale of my object is 200% then the intensity of my shader will be 100%) For instance: if the frequency of the wave sound is 100Hz the intensity of the emssion is 1...or, if the frequency is 1000Hz then the colour should be red or like so?


texts: How do I have a procedural texture follow the surface of a mesh?

texts:
I am trying to texture a high poly sculpted model, making UV unwrapping impractical. The object is a spiral horn. The texture has rows of color that I want to follow the spiral. Is This possible? I've tried changing to polar coordinates, like in this example How do I make a procedural swirl texture?
But I can't seem to get that to work.


texts: When creating animations, how come we start at frame 1, not frame at 0?

texts: By default it is set to frame 1, not at frame 0, any particular reason why?


texts: Is there any global control to set the defaults for Empties in 2.8?

texts:
Is there any global control to set the defaults (type, size etc) for Empties in 2.8?

In this instance, I am creating a spline controller and using Ctrl+H to hook and create control objects. An empty is created automatically, but the default is a tiny cross. So later I have to go to each one separately and change the type and size. Is there a default setting I can edit, or does anyone know a script that will do it to multiple empties at once?


texts: Help! Can not increase the text size in the Python Console

texts:
I'm running Blender 2.77 on a MacBook Air with OSX 10.11.6 with just the built-in keyboard and trackpad (I mostly script stuff). When I type Ctrl++ it doesn't make the font in the Python console larger, it just shows a string of "===". I've tried all kinds of other two and three-key combinations, but the font never gets bigger.

I'll give a talk introducing Blender scripting to some Python programmers, and I'd really like them to see what's going on there. I'll take any kind of work-around that makes the text bigger without chaning the Python console window size edit: or changing the font size in all the windows at the same time.

I looked around in preferences and couldn't find an explicit font size for the Python console, but there may be some keyboard mapping I can do?

I bought the computer in the far east and it types in Traditional Chinese as well - I don't know if that influences the settings. Another person with same situation here (MacBook Air, OSX, Chinese Keyboard, Blender) had no problem with it.

above: Ctrl++ just gives equal signs

above: couldn't find anything helpful here


texts:
I've already cleared all user rotation, and also tried alt R etc... when I press the reset position button ever thing looks good, but in pose position is pressed the head legs and arms twist in a funny direction how do I fix this without redoing everything?

please I need help  thanks in advance...


texts: Appling a material to selected faces only

texts:
I looked at this SO question to apply my material to only one face however the material is applied to the entire mesh.
What have I done wrong?


texts: Why does rendering to one slot remove renders from other slots?

texts:
In Cycles render I used to render multiple images to multiple slots to compare results.
But now rendering to one slot clears the other slots.

Is there a setting I need to fix this?  So I can render to all the different slots and the images stay there?


texts: How to prevent my volumetric lighting cube to reduce my main light in the scene

texts: When i created a cube that surrounds the whole scene it looked pretty however it decreased my sun lamp's emission effect on my bushes and doing so it decreased glossy level of my plants which its not a thing im comfortable with i tried to increase my sun's emission level but didnt do it


texts:
I am trying to create the spiral element of the following:

I've tried different methods such as a curve modifier with a capsule shape, and using 'Curve' strokes with sculpting, but I can't get quite the same results. What would be the easiest way to get these results?


texts:
my goal is to play exact midi note in a certain frame, so i thought the only way is to use a midi in/out python library, and execute a certain python command line or script in the required keyframe, so from here my question becomes: is there any way to keyframe a python script?
of course if there are any other easier ways for my goal, it would be better


texts: Image texture intensity on deformed mesh

texts:
I'm rendering image textures on deformed meshes like in this question:

The parts of the rectangular image that are compressed into the small faces look the same as the do in the flat image, except they're simply smaller now. Conversely, the large faces look the same as before, except now they're simply larger.

One might say that the mean colour intensities over the face have been preserved. Is it possible to preserve the sum instead of the mean over each face? With this method of deformation, compressed areas would get brighter, and stretched areas would get dimmer.

An analogy would be stretching out a balloon, where its colour fades as the stretch gets more extreme.

EDIT: Here is an example .blend file and image

You'll have to change the path to the image in the texture menu (I couldn't figure out out to suck the image into the .blend file, or specify a relative path).


texts:
I don't quite understand the gradient texture node. In the manual it says that with texture coordinates it outputs texture color (color output) or texture intensity (fac output). I made a simple node tree

And this is the object rendered.

I do know gradients in Photoshop, but I see not much "gradient" here. What is the Gradient Texture exactly doing and does this mean for the color/fac output ?

The background of my question is that I want to apply this node for a sphere (planet earth).


texts:
recently updated blender to "2.82a"

and figured out that the pie menu add-on changed the mode changing key to Ctrl+tab"

how can i change that key back to only "tab" not "Ctrl+tab"


texts: Without using nodes, how can random materials be assigned to a set of objects?

texts:
I was intrigued by this photo from Wikimedia commons

and inspired to create this similar structure

in  Blender. Each brick in my model is a separate mesh, and in many cases, they are separate objects as well. I'm working on a means of using a model such as this one to create masonry textures like this one

that are not found in the usual texture repositories. To make the texture more realistic, I'd like to create a set of materials, in this case, brick hues, and have an automated method to randomly assign a different one of the elements in the set of materials to each successive mesh. Is there such a tool available, or do I have to do this manually for each of the 1000 or so meshes?


texts: How to toggle between Flat and Smooth shading during animation?

texts: The Edge Split modifier doesn't give me desired results (even with angle set to 0 it looks different).


texts:
So I used Agisoft Photoscan to render a model
it output a texture that is mapped to different sections of my model

My example:

I have a bunny's head and body

Texture1 is mapped to the bunnies eyes, head, and ears

I want it so that the bunny's eyes have a glossy shader applied to them WHILE maintaining the original mapped texture (kinda combining the mapped portion of the texture with a glossy shader) while avoiding making the rest of the head and ears glossy as well?


texts: Can I make & Export an animated FBX mesh WITHOUT a skeleton / armature?

texts:
I'm trying to model stylistic plants & trees, and i've made some simple animations to move them.
I've used modifiers and shape keys to achieve my desired effect.
Unfortunately, when exporting the FBX into Unreal Engine, the animation does not transfer correctly, even though it appears correct in the Blender timeline.
I have tried exporting as .MDD and importing again, which applies the motions as individual keyframes, but this does not play when importing into Unreal Engine. It seems that Unreal Engine requires a skeleton when displaying an animated mesh.
Does anyone have any advice for exporting an animated mesh with NO skeleton into a game engine?


texts: Blender 2.8 and Animation Nodes build from Chris Prenninger

texts:
As Blender 2.8 has a new build everyday, is the Animation Nodes build from Chris Prenninger (made on May 5) still valid?
It does not work for me :(


texts: How to change restpose of armature while still preserving animation data?

texts:
I purchased BVH files containing Horse locomotion data. I want to retarget them to my custom Rigify Horse Rig.

the only thing thats stopping me is that the armature from BVH has restpose with all bones laying flat on the ground. instead of usual T pose. so the rotation translations for them are driven via this pose. is there way to convert animations for this restpose to that from a T pose?

I also got a seperate Tpose BVH file for the same armature above.. but that also has a restpose with bones laying flat on the ground.

Is there a way to use Tpose as restpose and convert/translate teh animations based on this pose?


texts: "Could not access network location" error when installing blender

texts:
Yesterday I downloaded Blender 2.79 from official Site: https://www.blender.org/download/Blender2.79/blender-2.79b-windows64.msi/

I recieved error Could not access network location _\. while creating shortcuts

I have network access


texts: Gun flies off when moving the camera (BGE)

texts:
I'm making a fps shooter and I can't seem to get the vertical camera movement working correctly. When moving the camera, my gun flies off in a weird direction. How do I fix this?

Thanks in advance

link to the .blend


texts: Extrude diagonally between X and Y axis without any movement on Z axis

texts:
I'm learning to use Blender and still getting to grips with the basics. I've tried searching for an answer to this, but can't find one. Maybe I'm just not using the correct terms etc in my search.

I'm trying to extrude the 4 selected faces (see pic below) outwards diagonally between the X and Y axis by 0.8 units while keeping it's position on the Z axis at 0.

I've tried using a top down view (Num Pad 7) which seems to keep the Z axis at 0, but then I can't use the keyboard to enter 0.8 because as soon as I do it applies it to the X axis and extrudes in the wrong direction (I haven't locked or selected an axis). I've also tried changing the transformation orientation from Global to local/normal, etc.

I also thought of extruding the faces directly on one axis and then rotating the entire object, but thought this may not be easy to do with more complex models in future. When I did this however I encountered another problem. The extruded edges don't continue in the same direction as the originals. If you look at the picture below, what I mean is I want the left and right edges of the extruded section to be where I've drawn the red lines (I.e. keeping the triangular shape)

Hope all this makes sense.


texts: How can I linear increase to Location Value

texts:
I want want to lineer increase to Location Value.
How can i do that?
For example i have a car and i need to go 100 meter.
But i just know this car can go 20 meter.
I want to go 20 meter and again 20 meter and again and agian.
I don't want to go 100.


texts: Model looks bulky with smooth shader, don't want to subdivide further, would a normal map made from a high poly version make it look better?

texts:
I am still quite unsure about a lot of things, the model I work on will be imported into the unreal engine so it shouldn't have too many faces/tris, but I encounter a problem here...

This is how my model looks flat shaded, it has been subdivided two times at this point and has around 6000 faces.

But now, when I select smooth shading, the whole model looks bulky, I considered subdividing it once more which would make it look smooth but then it would be up at 52000 tris, which I think would be too much.

When I bake a normal map off a high poly version of the mesh and apply it, would it hide the bulkyness?  Or is there a way to only subdivide certain parts of the mesh to avoid senseless masses of faces on toes and tail?


texts: Getting to a file easily/quickly in blender's file browser

texts:
I have become used to the convenience of the following when searching for and opening a file in Windows (7)

Start typing the name of the file into an edit box and have files beginning with the same characters start showing up as a list underneath
Type part of the file name wrapped in asterisks (like *orange_tex*), press enter, and have the list of files filtered based on that wildcard.

But I find that Blender's file browsing page (the page you're on if your loading a texture into your scene, for example) is difficult to use if you're in a directory with a large number of files in it.  You kind of have to know the full name of the file or sort by file name alphabetically and scan visually for it.

So I am wondering if there is actually something built into this file browser that I'm not aware of that will make it easier to find a particular file quickly within a large list.   Does anyone know of such a thing?


texts:
I'm trying to get a python based audio visualisation script to work in blender 2.66 on ubuntu 14.04 in background mode.

blender -b -noaudio -P audio-viz.py

sourcecode of audio-viz.py

When my code tries to change the window context to the sequencer

bpy.context.area.type = 'SEQUENCE_EDITOR'

I get the following error

Traceback (most recent call last):
File "/home/random9/audio-viz.py", line 42, in <module>
bpy.context.area.type = 'SEQUENCE_EDITOR'
AttributeError: 'NoneType' object has no attribute 'type'

Help me debug my script.
Any help is appreciated.


texts: Environment mapping controls missing in Texture context tab - Blender 2.8

texts:
It seems Environment mapping controls are missing in the Texture context tab in Blender 2.8. Any reason for this?

Thanks
JK


texts: Question: How do I fix these overlapping freestyle lines?

texts:
So I am trying to make this scene with a helicopter flying through a city with a filter that looks like its still a cartoon (AKA Freestyle lines), and since I am fairly new to Blender Render, I have tried messing with the settings on the freestyle lines and was wondering what settings do I put it on so that only the helicopter's lines are in front and the back buildings aren't showing in this scene?

Does anyone have any sugesstions on the settings I need?
Below are images of my settings I have as well as a screenshot of the problem.

My settings:

My scene:


texts: How do I create a custom-keying set based on a built-in keying set?

texts: While creating actions I noticed that I sometimes forgot to keyframe the IK/FK sliders separately. Therefore I decided to create a custom keying-set. The question is can I copy the setup from say LocRot into my customized keying set or do I have add each location and rotation for all bone layers separately?


texts: I have been working on my horror game and I modeled my trees, the problem is that the trees don't show up when I start the game. when I finished modeling I copy & pasted the tree into the game.


texts: How to put a transparent texture over a material in the blender render?

texts:
I have a model on which I want a patch of PNG texture but the rest of the model has no texture. What I want to achieve is:

Where the texture is not transparent - render the texture

Where the texture is transparent - render the material

Where no texture is defined - render the material

I can get the texture to show up in BlenderRender-view by turning on the material's 'face textures' option (having UV-mapped the faces that are to be textured) but this seems to turn off the material color (and I just get grey where there is no texture and black where the texture is transparent - presumably the texture is set to black under the transparency in the PNG).

Probably either something simple or I am taking entirely the wrong approach.


texts: The default settings RGB background are in Blender

texts: I am rendering the image with Blender. The rendered images are saved as black and white images. I am wondering what the default settings RGB background are in Blender because I need to make the renderings consistent between Blender and the software that I use to present. Thanks in advance.


texts: DoF works only sometimes in blender render

texts:
I'm trying to use blender render and the defocus node to shift focus over the course of a scene (by moving the empty around). This works fine.

The red bits in this image are out of focus, since the empty is way behind them:
(image removed)

In this next image, the red bits are only out of focus where they do not overlap with the structures in the background... why?

I'm stumped. Anyone have a suggestion?

Thanks!
Andrew

Edit: Here's my node editor view (had to remove one of the other images due to lack of "reputation"):
(image removed)

Edit2: 3D View
(image removed)

Edit3: Cycles renders


texts: model exported into FBX with texture material as "flat" instead of "box" even though its set to box

texts:
I'm trying to export a model with textures as an FBX. the export works fine except the texture comes out as flat.
this is how model looks when its box:

this is how model looks when its flat:

this is how the model looks when exported as an FBX with "box":

i want the export to be like the first picture.
the fire texture at the back is exported as "flat" and comes out in the FBX matching the model of the first picture (which is correct).
the body texture in the middle is exported as "box" but comes out in the FBX matching the "flat" model in the second picture (which is wrong).
has anyone encountered something similar to this?


texts: Linked Collection Does Not Import Texture Maps?

texts:
I'm still a bit new to linking files but when I tried to link a collection of objects, only the materials loaded and not the texture maps. I tried linking materials, textures and just about every other folder in the .blend file, but to no avail. In the end I had to go to External Data > Find Missing Files and manually search out the various folders, however this doesn't seem like the correct way to do it.
Can anyone kindly guide me to the proper method for linking collections with texture maps?
Blender 2.90.1


texts: Does using Eevee with heavy rendering make Blender lag like in Cycles?

texts: I use blender 2.79. When I render really heavy objects blender starts to lag, although my PC specs are good. Does Eevee do the same? I have seen on youtube that it is much faster, but what about very heavy stuff?


texts: Why does such a simple boolean operation result in hollow mesh?

texts:
Create a default cube. Create default cylinder.Rotate cylinder 90 degrees and scale length. Place cylinder's origin at the surface of the cube. Use difference boolean.
This is about as simple of a boolean operation as you can get, using two of the simplest default shapes, and it just randomly does not work. Sure, if you tweak the rotation of the cylinder or offset its position ever so slightly, tada it works. This is beyond frustrating.


texts: How to render multiple (say 1000) overlapping objects seperately (one per frame)?

texts:
I am quite new to Blender and thanks for your help.

I need to render multiple .stl files (say 1000) by timeline (one per frame) generated from a third party software, which are basically calculated tsunami meshes. They need to be shown only one for each frame with city/environment created in Blender to compose a decent coming tsunami scene.

I have read some threads talking about rendering objects individually using ID Mask, whereas they seem to be limited to non-overlapping objects. And only objects with the same Index of the frame would be rendered, but what about the background (houses/trees/roads...), which need to be rendered for all frames? It might also be annoying to set Pass Index for tons of objects correctly by hand.

How to render individual objects (one per frame)

How to output ID masks as seperate files for compositing?

The other thread talking about key-framing the visibility for objects might help, but I don't think it is a good idea to go through the 1000 objects and do this one by one with unbelievable time consuming and high mistake risk, except for using scripts though.

How to make an object invisible at a particular keyframe without moving it in Blender (2.59)?

Is there another way to do this automatically in a cleverer way, or some scripting idea?

===========

P.S. I managed to render similar scene using CINEMA4D before and found a way out using Python to toggle with each object's visibility.

How to script the Render_Visibility for a sequence of objects?

Now I am asked to test in Blender, so...Any ideas?


texts: Boujou to blender, how to fix camera and dots

texts:
Hi Blender wizards out there!
I am having a problem with my motion tracked data from boujou to blender. I know how to export from boujou and in to blender, but when the camera appears, first thing I notice is, that all of the "dots" from boujou isn't imported from boujou. The second problem is the camera is upside down. In 3DS MAX you can rotate your whole scene, this option seems to be missing in blender?
Is there a way to rotate the whole scene without interrupting the animations of the camera?

Please help..


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I'm trying to set up an object for product visualisation inside Eevee, I'm used to C4D materials along with using mix shaders to overlay decals in blender. However I need to be able to change a fabric material separately to a decal without duplicating the same adjustments in multiple node shaders.
So as far as I understand it, I need to have 3 slots used (1 is for particles so unless there's an issue with 3 slots being used on one object, it's an irrelevant slot).
The slots are (in terms of a layered approach from outer most layer to the base layer):
Slot 1: Decal/print material
Slot 2: Particle slot (for fuzz).
Slot 3: Fabric material
Basically, doing this means I can adjust the position & decal/print texture of the print layer & change the fabric material separately, ie one change of the print shader material can be left along as I swap or change the fabric material.
Currently, I can use the slots with the setting set to alpha clip to show either the print + fuzz, or the fabric + Fuzz, but not the Print + fabric + fuzz.
The only alternative I currently have is to create node groups for every fabric inside one material shader, and use the mix shader node for a node group for every print I'd require, however this seems very unintuitive for the required use.
PS: I'll edit with photos when I'm at the computer next, or post them below.
Thanks in advance. I'm coming from C4D, and am used to being able to layer materials in that. I'm assuming it is possible in blender other than just using mix nodes, I've seen tutorials on applying slots to geometry, but that isn't an option given this is for clothing objects. I know multiple UV maps can be used on the same object, but not sure if that makes a difference for slots.
Thanks again.
Update:
These are the original setups:

This is the Print shader used in slot 1, it has the settings set to alpha clipping to hide a black "nothing" colour, shows the fuzz texture from the hair particles, but not the fabric material from the other slot
This shows the fabric material when used in slot 1 along with the particles, but not the print layer from another slot.
This is how they look when using the mix shaders to blend with alpha mask (the intended look)
These are the group nodes for each slot when reduced to 2 slots (one for the materials, one for the particles)
These are examples of the fabric and print node setups inside each group


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