texts: Checker Patterns appearing on the Render

texts:
File link-https://www.blendswap.com/blends/view/5387
For some reason my render have these black and white checks. Please help me to remove them.  Thanks


texts: How to unwrap multiple planes and have them exactly overlap?

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I'm currently modeling a stadium for a game and am trying to find a quick way to get all the rows of seating to share a UV image. Each plane is the same height but differs in length, but I can just have the UV image repeat itself for longer planes.

Here you can see how I'd like each plane to land on the UV map, obviously differing in length.

I've just did a smart unwrap, but it lays them all out without overlapping. Is there a way to have them all overlap in the UV without having to painstakingly move each one by hand into the correct area? Even if they were all along the same X plane, not overlapping, that would work fine. Just now, they're stacked with spacing in between them which throws off most of the rows of seats, making them cut in half or floating and other issues.

Any help is greatly appreciated!


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I have two edges that represent the top and bottom parts of a tube:

I would like to be able to create a tube from that which fills in the rest of the data automatically, interpolating between the two on the up/down axis so that the sides are properly merged at the halfway point.

Here's an example of what the finished product should look like, created manually.

In other words, a script (or clever set of built in functions) that would:

walk through each top and bottom pair of vertices
create two cylinders from them on the XY axis, using the distance between the vertices as the diameter of the cylinder
interpolate between the two cylinders using the Z axis as a weight to create the final geometry

In the case of mismatched vertex pairs, I don't mind fixing them up manually so that quads can be nicely generated from them; it's the rest of the steps that would otherwise involve a huge amount of manual labor as these objects can be thousands of vertices long. I also looked at using NURBs curves instead of edges, but am not familiar enough with NURBs to know if what I'm looking for can be done with them.

Does something like this exist? If not, what is the most efficient pipeline to create models from this type of input data?


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I don't know exactly what happens, if it was me writing a hotkey without realizing it, I changed something in the configuration, or simply a Blender error. But when I assign the camera to see my object it appears broken.

But when I turn to viewport view the object is ok.

I'm new to Blender and as much as I've tried I can't figure out what's going on


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Hi I am trying to create the following structure in blender. I tried to create a plane and then loop cut it into several pieces. Then used the simple deform on it to bend it around a circle and extruce in z but it is not giving the desired output. Can someone please point me in the right direction?

I also tried to create a circle and poke faces in edit mode. Then extruded in z direction but not working.

Edit: I am able to get it and I used the freestyle option to render the edges but it is showing some extra edges like below, how to get rid of the extra edges?


texts:
this model uses an opacity mask for hair. problem is the hair is barely visible.

this is what the final model should look like


texts: Blender crashes instantly using mix shader

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I created a 3d model of a product in Blender and tried to shade like matte finish for some area and glossy for some area.
I planned to use mix shader and created two image textures for matte as a base and glossy on top of it, for this I added a mix shader I set Diffuse in one shader and tried to set glossy in another but blender closed instantly while I select the another shader in Mix shader.
It happens each and every time when I'am doing this, but I can use glossy or Diffuse separately. the problem is only with mix shader.
Can someone help me with this problem?


texts:
2.8 is supposed to be easier?  I can't find anything and the hotkeys don't work.

I'm trying to sculpt with symmetry but I can't find the X mirror.  In the old versions of blender, this is suppose to be on by default...

Wouldn't it make sense to have it as on of the many buttons on the left?  Geez.


texts: Blender cloth animation isn't working properly?

texts: I am using Blender 2.8 and I have been trying to make a realistic-looking fabric on my bowl. But it is starting animation early and becoming something like in the photo. I have tried it on a cube to look if the problem is on collision or cloth physics, but I think the problem is cloth physics. I have tried to making origin at the center or bottom or top, but nothing changed. Please help me.


texts: Can anyone help me by providing a sample python-script to modify the size of anyone feature in this Blender model 3D model of Humanoid

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I have a project deadline and I want to change the scaling of this humanoid model using a python script only, I want to select the specific bones of the "metarig" object and increase or decrease its scaling by setting values in the script for its length or width.
I am totally new to Blender that is why I am asking for a sample script, rest i shall modify the script for other bones in the rig, so if anyone can write a script and show me  how we can select and modify scaling for one bone, that would be of great help.
You can find the blender object here,
https://free3d.com/3d-model/rigged-male-human-442626.html


texts: I know how to bake sound to F-Curves and stuff but how do I do that with colors? Like, can I have a material that becomes lighter when the music changes?


texts: Sky/directional occlusion in cycles material

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I'm looking to create a node group which returns white for all upwards-facing regions that have a direct path to the sky - a simple example would be a 'snowfall' matte.

I have the z-normal working fine, but I'm running into the issue where regions which should be occluded (from above) still end up in the matte.

Is there any way to do this with nodes or OSL? The thing I'm thinking is impossible in cycles nodes is doing that extra ray-trace upwards to see if there's any geometry there.

This is the current result, as you can see, under the arch, and near Suzanne's mouth are showing snow - I want to create a mask of the regions which don't  have a clear path upwards.


texts: I´m trying to model this sneaker for practise purpose and I feel I´m doing this ´overlay´ modeling completely wrong. How can I create this layers of details that matches the body of the sneaker? The way I did was selecting the area and duplicating but I get those pointed edges that doesn´t look like a nice topology after I try to conect it and make it rounded like it´s supposed to be. Any help is welcome, thanks!


texts: Geometry Nodes - Incremental increases & controls

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I'm trying to figure out how to use Geometry Nodes but I'm starting at a pretty low level of understanding. There is a project I want to develop that I've broken down into a bunch of simpler tasks that I need to learn how to do. This is one of them. I'm using Blender 2.93 beta.
I want to be able to translate and scale by specific increments. Attached is a screen capture showing my node tree and the modifiers tab. I've used the Math node "Snap" to set an increment of 1 unit for scaling. That actually does what I want, only adjusting the cube by 1 unit increments. Success!.... however, the X (Width), Y (Depth) and Z (Height) are connected to the Group Input to give me a control for each under Geometry Nodes in the Modifiers Tab but these controls don't conform to the 1 unit increment. Currently they increase by 0.001 units at a time not by 1. Is there a way of making those controls conform?


texts: How do I make tank treads without the treads becoming distorted?

texts: I wanted to make realistic tank treads, perhaps for a game, that would not become distorted by the curve modifier. How do I make the links properly follow the curve, only rotating the the joints of the links?


texts: Normal map baking issue in flat zones (Cycles)

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i'm trying to bake the follow normal map, but the normal result is really bad, has a lot of distortions and I can't figure out the reason.
I'm using tangent with 0.1m, and using the


texts: Backface visibility for Blender exported JSON files

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When I export a model from Blender to three.js, it loads fine on the webpage. faces are visible only when I look at them from the direction of its normal and not from the other side. Is there a way to get the visibility of these faces from the back side / opposite side as well?

Edit 1:

I tried using bpy.context.object.active_material.THREE_double_sided = True and that did not work. I also added .doubleSided = true in the html. Still did not work.


texts: How to get back to scene view after opening python console?

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So, I'm very new to blender. I am trying to do a batch scripting project for a friend, so I'm just trying to learn the scripting/console environment. I already know python pretty well.

I found out you can press SHIFT+F4 to open the console... but after that, how do I close it? I want to see the changes I've made from the console on the scene in blender, but I can't find a way to go back to the default starting view--with the cube and the lamp and stuff. Pressing SHIFT+F4 again doesn't seem to help... I'm on a Lenovo thinkpad so I actually have to press SHIFT+FN+F4, if that makes any difference.


texts:
Can't find the IK/FK switch on this rig, (it says it has).

http://www.blendswap.com/blends/view/73740


texts: Mirrored object scale in weird positions

texts: I mirrored object on the photo and I want to scale it but something's going wrong. How can i scale it to keep this round?


texts: How to dissolve edges without dissolving vertices?

texts: In the previous version of blender (2.7x), I got used to the fact that in the edge selection mode, dissolving does not remove vertices that are not supported by geometry. In version 2.8, the Dissolve Vertices checkbox is checked by default. Is there a way to disable it through the program settings?


texts:
I have an issue with cycles render where it doesn't seem to be rendering fully the eye just look dotty.

Here is a image of the rendered mesh and eye. I would prefer if it can be fully rendered instead of a dotty look. How can I achieve that?


texts: Some areas of the mesh are dark (Shadow artefacts)

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I've been modeling a hermit crab and I don't know why but some areas of the mesh are really dark on some spots, like the legs and the claws.

I hope you can help me fix it.


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When I create a new image in UV/Image Editor I would like the image to automatically get packed into the blend file. Is there a way to do this?

There's an option in Blender to "automatically pack into .blend". But it seems to only pack images imported into the project.


texts:
I am at the very beginning of my blender journey, so dont judge me xD
i have tried this very basic model of a apartment like room.
I am using eevee and i have 2 questions.
First im wondering why my sun is not casting any shadows. It had before but now it doesn't anymore. Shadows are on.
Second how do i change my glass material so the sun can shine through it.
but even if i delete the window the shadows are not coming back :/.
Thank you for your help already <3


texts: How do i weight the whole mesh to a single bone?

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I am currently modeling a ladybug and trying to put an armature in it. The ladybug's legs are segmented and i am planning to set 1 piece of bone to every single segments.

The problem is painting the weight often giving me half weighted result. What i want is a way to select an element of mesh using the L key, and assign that whole selection to a particular bone. Is there a way that is similar to what i was trying to do? Thx


texts: Applying materials to FBX file from 3dsky

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I'm very new to blender and have very little experience with anything in the node editor.
I'm doing a blender guru tutorial linked below. He states you can download models and simply annd plug the materials into where they should be.
Blender guru tutorial: https://youtu.be/wrzSrjAY69c
So I'm trying to then replicate it with this model https://3dsky.org/3dmodels/show/lawson_velvet_gray_2_seater_couch and just getting stuff with the different textures and bump maps etc. Could someone show me a screen show on how they would set up the node for the back wooden bits?
Thanks


texts: How to prevent memory leakage in Blender?

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I have to load lots of objects/meshes(50k) in Blender and render them for which I have written a Python script. My meshes have lots of vertices/faces (in the range of ~[10k, 70k]). I noticed that memory usage keeps increasing as despite removing them. Memory usage goes down a little after removing the object but it is still increased compared to the time before loading the object. For instance, when I load Blender memory usage is aroun 8MBs but after loading/removing 10 objects memory usage is around 200MBs (more or less). If I do not remove the 10 objects the memory usage is going to be around 300MBs or so. I wonder, does anyone have a solution for how I can properly import and remove objects/meshes so that I can prevent memory leak?

Here's a simplified version of my rendering pipeline:

do while there are still unrendered objects
    load an obj file
    render the mesh
    remove the mesh
end while

So far, I have done the followings to lessen memory foot print:

I use both Cycles and Blender internal renderer for different purposes. However, I do not know what to do in Cycles to reduce memory foot print. In Blender internal, I check the Free Image Textures:

And in User Preferences --> Edit I do the followings:

This is also how I remove the meshes/objects:

 for obj in bpy.context.scene.objects:
     if obj.type == 'MESH':
         obj.select = True
     else:
         obj.select = False
 bpy.ops.object.delete()

where you can check type against any of the following values according to this documentation:

[‘MESH’, ‘CURVE’, ‘SURFACE’, ‘META’, ‘FONT’, ‘ARMATURE’, ‘LATTICE’, ‘EMPTY’, ‘CAMERA’, ‘LAMP’, ‘SPEAKER’]


texts:
I'd like to simulate balloons floating up, while other objects are falling down, which I cannot fix by reversing gravity. Is there any way to simulate this, simulating Archimedes' Law?

This is more of a general question about Blenders physics, but for the scene at hand I'm working on about a hundred balloons rising, and confetti and serpentines falling. The balloons have numbers on 'm, so these were generate through a script. It is not a particle system.


texts: Shader output as factor input for other shader nodes

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A bit new to shader nodes so may be a dumb question.... Render engine is Cycles but same issue with Eevee.
I am using a Glossy BSDF node to generate the reflection window on a dome.
Plugged straight into the Material output I have a nice grey scale on the surface with window as expected:-

The plan was to then plug it into the factor input of another shader but not working as I had expected:-
Simplified to show the issue, I have a mix shader with two different color inputs and have plugged in the output of the glossy shader into the factor expecting this to mix shading of the colors ie reflective window mostly color 1 and the rest of the dome color 2.  This is what I get:-

Understand that I am plugging color into factor but have read that this can be done as it uses brightness.  Also tried putting it through the RGB to BW node but no difference.

To see output of the BW conversion I tried plugging that straight into the output.  Color is inverted but window is lost so looks like more of the same problem.

Obviously I am misunderstanding how this works? Any tips?


texts: I have attached a file. In that a sphere is on the top and a plan at bottom and to the right there is group of particles. The group of particles are coming down from the face of the sphere and dropping on the plane. I want to make a mountain of the particles which i have the group. But my particles are not stay on the plane. I have added add passive (rigid body) to the plane so that particles stay on it but its not working. I want the particles to be stay on the plane and not die and make a mountain shape. May i know what other settings i have to make so that particles stay on the plane and make the mountain shape.


texts: How to light a scene when you have a sun lamp?

texts: I'm trying to light the interior of a room, but the outside is being lit by a sun lamp. It seems like everything inside the room is not lighting up due to the sun lamp. How do I fix this?


texts: Where can I change the color of the parts marked in red?


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I'm trying to recreate the little red balls on top of the gunkan sushi. So far I have this. Just a glass shader with a translucent shader added on top. I don't know if this makes any sense but if it doesn't please fill me in. Also ignore the rest of the render since it's obviously not final and just a test render.

Looking forward to your answers!


texts:
This link ..
https://docs.blender.org/manual/ru/2.79/render/blender_render/textures/properties/influence/bump_normal.html#:~:text=Normal%20maps%20in%20Blender%20store%20a%20normal%20as,%280%20-%20255%29%20to%20Z%20%280.0%20-%201.0%29
..  States ..

Normal maps in Blender store a normal as follows:
Red maps from (0 - 255) to X (-1.0 - 1.0)
Green maps from (0 - 255) to Y (-1.0 - 1.0)
Blue maps from (0 - 255) to Z (0.0 - 1.0)

Is this accurate ?.. The page was originated with Blender Render from a past version ... I would prefer a more recent version.

Is it correct to say Blue is the Y Component of XYZ since the Blender User Sees Y pointing towards the user in the user interface?
I have not found the similar discussion in 2.83 .. yet.


texts: What is the name technique that creates surfaces by connecting curves?

texts:
Years ago I saw a Blender tutorial (around the 2.48 days I'd say, though I seem to recall the tutorial itself was older) detailing a method for making structures like a boat's hull. Basically when you had a complex surface that curved in multiple different directions at once you could "generate" it by drawing lines of vertices illustrating the curve, for example you might draw the line along the very bottom of the hull and then lines for the left and right sides where it meets the deck. You could then "skin" this "frame" you had built with autogenerated faces.

I didn't follow the tutorial at the time because I was doing something else and subsequently have completely forgotten the technique's name or how it was done. I seem to recall the tutorial called it "skinning", but searching for that hasn't given me anything useful. Does anybody know what this is called? Does it even still exist in modern versions of Blender?


texts: Rigify doesn't seem to allow me to shift the pole target

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I've used rigify on a basic human armature, to try and set up IK, and for the most part everything works- except for the elbows. The knees work just fine, but I'm unsure which bone rigify is considering as the pole target.
I assumed it was the bone behind the elbow- to which the only thing I've done, is move from the front of the model, to the back- and rotate by 180degrees. Nothing else. Is this not the bone? Is there some additional procedure I should be following instead? Thanks.


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I have deleted some faces and I wanted to create a new set of faces that run straight from some verts or lines. I have my side view here:

I have circled only 3 of the 10 verts thats I want to match up and then create faces using all my verts. Is there a way to get my verts to match up in the Z and Y axis but avoid the X axis quickly? Right now I work flow is this: Grab the vert to match > set cursor to selected > grab vert to move > scale vert in Z and Y to 0 > repeat x 10.

Is there an easier way to do this?


texts: Is freestyle Render in Viewport in v2.8x bugged?

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Is it possible to have Freestyle render layers show in the rendered viewport? This was possible in v2.79:

As you can see, just checking 'freestyle' in the right panel, the Freestyle render layer shows in the 3D view (in rendered display mode).

But in v2.80 Eevee renderer, checking 'freestyle' in right panel does not make Freestyle outlines visible.
I would like to have real-time visual feedback for Freestyle outlines without having to perform a full render. Is this possible?


texts: How to set specific animation frame of a linked collection

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I have a linked collection that contains animation frames. I've used this linked collection a few times in the same project and I'd like to use different animation frame for each linked instance. Is this possible? I can't find how to set the animation frame of the linked collection.
Thanks


texts:
I just click tab to go to edit mode and the object disappears.
There aren't any armatures or anything else of that kind on the mesh. I'm using Blender 2.74 (latest one).


texts: How to transfer multiple material to object?

texts: I have a model assigned different materials on different part, now I import a new identical model,how can I transfer assigned materials to new object without going into edit and assign them again ??


texts: Why is this texture repeating when its set to clip?

texts: I have positioned the black lines where i want them using object coordinates but for some reason it shows on the top of the hat as well even though the texture is set to clip which i thought prevented any repeating?


texts: Is there any way to color wires in node editor? If not, are there any add-ons for coloring wires based on the body color of the output node? It seems like it should be pretty simple to do and I've downloaded textures with colored wires but I have no idea how it was done.


texts: I clicked on Mirror object but it went to a wrong place

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Can someone help me wiith this? I need to mirror this "eye" object to the right side < , i select all by pressing A and i clicked on Mirror option , but the object mirrered down and not side as it should be , look:

it should be like this:

And i cant UNDO the item i mirrored because it cannot be selected , i tried crtl z but didnt work too, for so many times i closed blender and opened again thinking i did something wrong , but i dont wanna do it again :S can someone tell me how to undo this too?


texts:
How can this long straight strand be replicated over the entire plane at 'B', as shown at A ?

Note : The strand shall not be rotated about Z axis.

However, My ultimate goal is to model something like this

Image Link


texts: Array modifier working, but not doing what I need

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I am working on a subway in blender inspired by a Blender Guru tutorial, and when making the stairs, I used an array modifier.
But, I had to eyball it to make sure that the relative x,y, and z values were making it aligned.
Is there a way to just tell blender that you want to make them joined up?


texts: Converting mesh(not sure is it mesh) into object

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I want to convert that highlighted green triangle "Torus.001" , which represents icing in my case, into object so I can hide it and work with Donut.002.
First of all, is this icon representing a mesh or what? And how can I do it. I parented it to the donut like in Blender Guru tutorial on YT and kept transform, but he got this green triangle and object, and I got only this green triangle.


texts:
I am using an EMOTIV Epoc to emulate a keyboard. EMOTIV is a company that develops sophisticated brain-monitering devices. One can read about them here.
My device sends the keystrokes just fine into applications like Word, but when I try and use it with the Blender Game I have created it doesn't seem to work. I'm also using a Macbook Pro, if that helps. Any suggestions?


texts: Why does my texture image join badly at the edges? Bad UV unwrapping?

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I added a Texture Image to a torus and when I started painting on the torus, I saw this undesired effect at the point where the edges of the underlying image join:

I can see this effect also in the underlying linked image (right-click on the image and open it in a new browser tab to see it at full-size where it's easier to see the issue):

The .blend file is here (I'm using Blender 2.92).
There's nothing fancy about the torus or how I linked the image. The torus has been just lightly deformed and I don't see anything unusual about the mesh at this join point:

I did no customization in the UV Editing workspace, in fact, I didn't go near that workspace at all.
I created the deformed torus in the Layout workspace, selected it, switched to the Texture Painting workspace. There in the Image Editor, I added a new image giving it the name "Torus_texture" and changed none of the other default image properties. I went to the Shading workspace, added a new Texture Image node, selected the "Torus_texture" and linked the node's Color output to the Base Color input of the material node for the torus. And that's it - the result has this odd anomaly shown above.
Clearly, I have done something wrong but I'd like to know what so I can correct it without starting from scratch again.
I know I've done something that introduced this issue as if I simply create a completely new undeformed torus, add a material and repeat the steps outlined above I don't see this problem:

The hard edge that you see is a stroke that I drew directly on the underlying image, rather than the torus, so that I could see the join point. Here there's no odd anomaly at the join point when I draw directly on the torus.
Its .blend file is here for comparison.


texts:
I have already weight painted and assigned geometry to the left half of my model. I would like to copy thee contents to the right half of the model. How do I this?

.blend file


texts: How to initiate "snapping" of an object to another with the presence of another object?

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I'm relatively new to Blender 3D so I'm not acutely aware of any limitations that may persist.

I was wondering how one could initiate snapping of objects together with the presence of another object. So for example, another object A comes along and picks up multiple object B and creates a organised chain of object B.

Thanks for your time!

Edit:

I'm hoping to create a simulation. Long story short, I'm creating a genetic algorithm integrated into blender, but that information for this question is irrelevant. In terms of what objects they are, a rigid body object A picking up another rigid body object B, like a magnet. Object A then collects more rigid object B and snaps them together in a chain, with the objects adjacently organized.

Here is a quick sketch of what I mean:


texts: How to export a model file along with emission textures

texts: I downloaded a model without textures, textured it, and now I want to export the model along with the textures, however, if I export to OBJ it gives me an MTL file without my emission textures, any help?


texts: Tried adding an HDR in blender but seems that something is wrong..need help?

texts: Tried adding an HDR in my recent project but it seems that there is a problem, need help


texts:
I'm using Blender 2.66,  I find that the knife tool (K) doesn't work the way it used to.

Dragging across an obscured edge, even if selected, doesn't cut it.
There seems to be no way to activate the option to do a midpoint cut or multiple cuts.


texts:
I must have pressed a keyboard shortcut by mistake, but it's gone for a few days and I can't find any menu to put it back.
What should I do?
Thanks


texts:
I'm 12 years old and new to Blender, and from what i've heard, blender is a really powerful tool, but i was wondering if I could make things like these in the following videos with like, a LOT of practice, I really am not sure if it's this powerful:
https://www.youtube.com/watch?v=39pGLfgecXs
https://www.youtube.com/watch?v=TwzH-t81MFw
https://www.youtube.com/watch?v=QpMqgUU2H5Y
https://www.youtube.com/watch?v=xbQJkHzL4nQ
https://www.youtube.com/watch?v=qJQOgMiFduU


texts:
I'm using Blender 2.8 (Windows 10).  I have two collections.  One With a plane that I would like to hold a projection of an image I would like to convert into an object.  The other collection with the object I am modelling.  Somehow the wedge object is unselectable and I can only select the plane object.  Trying to access it from the objects list and choosing "select" just results in the image below (but does not allow me to edit it using the "Edit mode" options.

Can not select object in other collection:

Can kind of selected object in other collection but not really by using the "Select" option.  This does not let you actually edit the object though.


texts: Operator arguments - Identification if object names are not unique?

texts:
A lot operators use StringPropertys to reference objects by name. This works well for ID datablocks - no duplicate names allowed (although there can be issues with linked datablocks).

But not all objects are of type ID datablock, and unique names may not be enforced. Related operators may take a string for indentification however. Thus you may not act upon the right object.

If names aren't unique, one could use an integer to reference by index. But I wonder if there are any operators, which actually take a pointer to the right object (in C)? Like:

ot->prop = RNA_def_pointer(...);

Is it even possible to use pointers as operator properties? It would mean that python couldn't make any use of it, if I'm not mistaken (or could one pass a python object, and have C code figure out the pointer?).


texts: What's the bets way to get an atmosphere effect?

texts: I want to create a big nature scene in cycles and want a bluish atmosphere so mountains and distant objects appear bluish. Here is an example of what I'm trying to achieve.  Notice how the mountains in the background have a definite blue hue to it. What would be the best way to achieve this? Thanks!


texts:
I have been trying to create a donut to practice my Blender-skills and so far, it went pretty well. I have made a donut with icing, sprinkles (particles) and some texture (paint) and because I liked the result, I tried to render the image. However, the render leaves the icing out (see image)]1! I have been searching the internet and found some solutions but none of them worked. I have made sure the render-icon in the viewport is checked and the icing should be visible to the camera (box is checked: object - visibility - camera). I have absolutely no clue on what to try next... Maybe someone here has a useful tip...?
P.S. Is it possible that it has something to do with the particles? I used this donut document to make a donut before and that one rendered completely. This time I tried to make metallic looking particles and now I have this problem... That is the only thing I did different (as far as I'm aware). Every tip is much appreciated!


texts: how to build blender controller and pickers

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Can someone point me to a tutorial on how to add controllers and pickers. I have the link to a youtube that I like to build.

https://www.youtube.com/watch?v=1nAWqQSH7fk


texts: Blender Video Sequence Editor select all strips to the right and left don't have shortcuts in User Perferences

texts:
I can't find any shortcuts defined under user preferences for these two actions.

I tried searching for things like "right" in the input configuration, and I also tried looking through all the shortcuts under sequencer.

Why are these shortcuts not listed?  I know I can change the shortcuts by right clicking the menu option but I expected to find them in user preferences.


texts: Unable to get Fluid simulation to work in my Blender 2.82

texts:
I am watching 3 different tutorials on creating liquid in blender. They all lead me to the same failed outcome: After setting the domain object for the fluid and outflow object for the fluid and clicking "Bake Data", I just don't see any fluid in my simulation animation. I am following everything precisely as in those U tube tutorials on Mantaflow Fluid Simulation but unable to get the fluid. So frustrating. Could anyone give any sujections please.
Thank you.


texts: How can i use Filmic with Blender Cycles baking

texts: I want to bake my lighting or light map with Filmic but when i change the color management to Filmic (Blender 2.79+) it has no effect.


texts: How do you generate stacked fonts in blender?

texts:
There are certain Indian languages like Malayalam where there are stacked characters. The letters un-stacks itself and the individual letters stay nearby. I am using Blender 2.8 on an Ubuntu Machine. In the Libre office, the font appears correctly. However, in Blender, it does not.
Any help on this, much appreciated.

To describe more...
"ട്ട " - This is the letter. It is actually formed by using the letter "ട" two times. In the Libre office, it appears properly like this. But when you add the letter in Blender it appears like this "ട് ട". I was able to recreate this by having a space between the two letters. If it is not there, the letter immediately forms the first stacked letter. In Ubuntu, I am using "Swanalekha", the language setting where you can type Malayalam by transliteration.

However, it should be appearing like this.


texts: I would like the parent to rotate and translate with the child but scale the parent independently

texts:
I have parent and child objects.  I want the child to move and rotate with the parent, but I would like to be able to scale the parent without affecting the child in my Python script.  I know that I can set the parent to transform independently with this:
bpy.context.scene.tool_settings.use_transform_skip_children = True
or in the Options menu in the upper right hand corner of the 3d view window.
In my Python code, I would like to be able to detect that a translation in the parent object is occurring, set the parent to transform independently, and then reset that the child transform with the parent. Is that possible?  I am not sure if a modal operator would work, and I do not know what to call the event that would trigger it.


texts: Animation nodes, join a list / group of objects into a single mesh

texts:
just struggling with this one, the solution in the picture does what I need but builds up rather than refreshing each frame. This problem stems from my general lack of programming nous.

I essentially want a set of instances that I'm generating elsewhere to be one mesh so that I can easily perform other operations / modifiers on them as a whole,

cheers

Chris


texts: Volume rendering an image stack in Blender Game Engine

texts:
I'm trying to create an interactive scientific visualization tool using the Blender Game Engine (BGE). One of the things I want to include is a volumetric rendering of an image stack. An image stack is a series of images, each of which describes a slice of a 3d structure along a certain axis (e.g. a slice of the whole XY plane at z=1, z=2, z=3, etc.), so when you put them together you can describe a whole 3d volume.

I've already figured out how to create a volume rendering of the image stack by following Brian Kent from NRAO's Datacube tutorial. It works in Blender Render. Here's an example, not a very exciting one, but what I've done here is made an image stack describing a fuzzy sphere inside of a cubic volume. I loaded in the image stack as a volume-rendering texture for a cube-type object, as described in the tutorial.

My problem is, when I try to use the game engine, it just looks like a solid cube with the default white/grey material. Any thoughts?

Edit:
X-27's comment might imply that this kind of approach simply doesn't work in BGE. If that's the case, I also welcome any thoughts on another way to render a Z-stack of images in a volumetric-like way, that works in BGE.
And in response to Radish of Knowledge's comment - I tried both multitexture and GLSL rendering, and it didn't help, thanks though.


texts: No "Mapping" panel in Texture mode even though "Use nodes" are disabled

texts:
I struggle with putting image on one face of the cube. What I'm stuck is to set "Mapping" options of the texture. The problem is I cannot manage to have it there at all.

I'm using blender 2.79 I found notice to disable "Use nodes" in Node Editor. However, it didn't help. I attach screenshot:

Can you help me with that issue? Please note I'm beginning Blender user and I don't know where the most options are located. I'd appreciate screenshot and animations.


texts: How to highlight parts of my scene - strategy for materials?

texts:
I have a scene that looks like this...

The renderer is Cycles (probably obvious from the screenshot :) ). Blender 2.78.

I'd like to be able to highlight components, such as the gearbox, in a highlight color such as a slightly emissive orange. This would be for stills and for animation; and for animation it would be cool to be able to fade from current materials to highlighted material over a few frames.

The main question I have relates to materials strategy. Currently, I've got materials such as aluminum, shiny_steel, powder_coat, etc. So this means that if I want to highlight, say, the gearbox, I need all the objects in the gearbox (which are more than one material) to change color, without affecting everything else in the scene that also has the same materials.

At this point, I don't have a handy hierarchy as these meshes were imported more-or-less flat; but I'd be happy to parent all the gearbox parts to an empty called "EMPTY_gearbox", for example. Then maybe the ideal thing would be to add a custom property to the parent that allows me to fade from assigned materials to highlight material, perhaps through a driver (I'm kinda guessing here - I'm not an expert yet... :) )

What's the best strategy for achieving this? How do I get my head around material slots, mix shaders, etc.? I'd rather not have to have several different aluminums, such as aluminum_for_gearbox, aluminum_for_manifold, etc. But if this is what it takes, I can do it, but it seems like a clunky approach.

Thanks!

Dan


texts: Applying roof tilles on cone shaped roof in Blender?

texts:
I have problem with applying roof tile texture on a conical roof in blender. I use this image as a reference

And when I try to unwrap the cone I got this circular shaped projection which is useless with horizontally aligned tile texture.

So Is there any other texturing method or any other option to solve this problem.

Thanks a lot.


texts:
I'm sorry if this question  already exists but I couldn't find it.

I know that there is an option for modifiers to extend the animation to more than 250 frames, but I cant find this option for the hair, so when making a video that is more than 250 the character keep moving but the hair stop moving.

How can I extend the hair animation to more than 250 frames?


texts: Can I combine 2 images together for UV map?

texts:
(This zombie is downloaded from somewhere else)

I have 1 zombie body, and 1 set of pants. Pants and body are in different .png diffuse texture file.

My goal is to have only 1 diffuse texture file for an entire zombie with clothes.

What do you think I should do?


texts:
It is possible to use the variable #frame in an input field to make the value increment with each frame. It behaves as a Driver.

Example:

We can also halve or double the rate using #frame/2 or #frame*2 respectively. So I got to wondering to what extent we can write expressions in input fields. How complex can we get?

Is it also possible to input a sine wave as an expression?

The purpose would be for quickly animating objects that move cyclically:


texts: Why does my material only render correctly on certain faces?

texts:
I have been getting started with materials and wanted to create a lo-fi scene with a dark marble material. I followed a tutorial to create the marble material, which works great. I then modified it using another tutorial to make it look more pixelated and retro. Here's the node graph:

And the preview looks like exactly what I want:

However, when I apply it to faces in my scene only some of them render the material correctly. Others distort the material into strange angles:

The faces marked with a green dot are rendered correctly, those marked with a red dot are inexplicably distorted. It works just fine if I use the more realistic material by disconnecting the snap node from the bottom voronoi node. This happens in both Eevee and Cycles, in previews and final renders. What gives?


texts: Spending Time Rendering Transparent Tiles

texts: I'm doing a motion tracking scene, and I'm wondering why blender is spending so much time rendering the transparent tiles.  If somebody could explain how to prevent this, that would be great!  Thanks!


texts: Practical use example of Dot product and cross product?

texts:
Edit : Problem Solved . Thank you

I have read all Dot product and cross product related questions and answers. Thanks to explainations of some supportive community members Now  I know what dot product and cross products are and how to get them ,what their formulas are. But I still can not think of when and where both of those can be useful.
Sorry for my Bad english and Thanks in advance


texts:
I am working on my first ever animation, and I have realised if I turn off the material for my "ship" it drops the render time per frame by 50% for me, which is huge as they are around 1hr10min per frame at the moment.

I have tried to follow some tutorials, but they all seem to assmume I want to bake the light in, which I assume I dont want to, with an object thats going to be animated as its lighting will change?

So my questions are:
1) Is this the right thing to do at all?
2) If so what bakes do I do, and with what settings?

Here is the node tree, and blend file The material is called glowing grebble and is applied to the ship hull.

Thanks so much.


texts:
I'm searching how to do the Si(x) function with animation nodes.
It is not the sinus function but the indefinite integral of sinx/x which can't be written as the combinations of other elementary functions.


texts:
I'm trying to work out this shoulder deformation. I can't figure it out.

Is there anything wrong in my armature?
Should i add bones and keep more control of my mesh or use shape keys?
Here is my file blend.


texts: Making a scene, using Blender render but want to add tree's that are done in cycles

texts: I Making a scene, have already put a lot of work into it. Little town, with model T car's and misty mountains, using a lot of lamps. I wanted to add tree's to the scene and learned how to do them in cycles, but cycles is not working well in my scene. Is there a way I can create tree's without cycles or away I can link in the cycled tree's into scene and render it normally?


texts: After rigging with automatic weights, my mesh becomes HUGE!

texts:
Like I don't know why it's so huge after applying ctrl P and setting parent to armature deform with automatic weights.

Both mesh and armature's scale and rotation is reset.

HALP!


texts: white edge around objects with alpha - cycles

texts: I had a problem with white edges around my materials, especialy with trees like this. And yes I tried every solution what I found there and on google.(alpha-straight,progressive..etc) The texture is in .tiff with alpha channel.


texts: Checker deselect with disconnected faces on same object

texts:
Select random even works on unconnected faces when part of the same object.
Why checker deselect doesn't work that way?


texts: Background plane appears in front on certain angles

texts:
So The 2d plane behind appears in front of my other plane that is in front of it at certain angles, like on the photos below.
How can I fix this?


texts: Blender snap to edge before Bisect an object

texts:
I want to cut object along the edge, but I couldn't snap the edge when using Bisect tool when putting the cut plane, which result in slightly offset between the cut plane and the edge I want to cut, is there any way to solve this?

Another miner issue, how to show the cut plane, now I've only got the line on the surface,thanks.


texts: Having trouble 'throwing' rigid bodies with velocity

texts:
I'm trying to throw a sphere with a horizontal velocity in a similar way as in this video https://youtu.be/TFseMPGRz1Q.

I have the initial location keyframed on frame 1 and the new location keyframed on frame 2. Also on frame 2 I keyframed the animated checkerbox On, and on frame 3 I keyframed it off, as detailed in the video.

However when I run the sim, at frame 3 the velocity does not carry forward and instead the sphere drops straight down by gravity. Why is it doing this?

Incorrect result:
https://imgur.com/MoSo4nJ


texts:
when i try and parent a lightstick to my avatars hand and add an animation, it works fine however when i export it as an fbx file,
the light stick is no longer attached to my avatars hand. Both the light stick and my avatar are fbx files.
This is the link for how it looks like on blender https://youtu.be/ZDwQsc3Ueqw
But when i export it, it looks like this https://youtu.be/YmU752RnD5s


texts:
I'm learning blender and want to create my own module with a custom UI. I'm stuck at the gate just trying to import Blender to run through independent python scripts:

import subprocess

bPath = "C:\Program Files\Blender Foundation\Blender\blender.exe"

subprocess.run([bPath, "--background", "--python", "myScript.py"])

All that's in myScript.py for testing is:

import bpy

bpy.ops.mesh.primitive_cube_add()

All I want to do first is load up a blender render window from Python that makes the cube, ideally one stripped of the interface. I can figure the rest out from there.

My error is

FileNotFoundError: [WinError 2] The system cannot find the file specified

Any help would be much appreciated.


texts: I'm wanting to make a paper shopping bag like the bags you'd get at the apple store or Chanel. I've been trying to follow a tutorial on youtube and I've got the first steps down making a loop. But the next step the tutorial is saying to select the edges and connect them, so it makes an concave indent that you see on the sides of bags (included photo below). But I'm not able to make these selections. How would I go about doing this in Blender 2.8 because I've played around with almost every setting and it just keeps making indents or extruded edges.


texts: Selective reflection based on material in cycles

texts:
I've done some searching but can't find anything on this.
Is it possible to dictate what is reflected in an object based on it's material rather than the usual object based settings such as the layer and visibility settings? I have 2 x domes. They have almost identical materials except for their emission strength setting of the image texture they both share. The brighter dome lights my scene and provides reflection for most of the objects in the scene. But the reflection of this brighter dome is too powerful for just one particular glass material. I wondered if I can make this glass material reflect the less bright dome instead?


texts: How to enable an addon on startup via script?

texts:
Our renderfarm is running Blender from the network. How can I enable addons on startup without saving user preferences for each node?

The following works when I run it from Blender REPL during a regular Blender session. I thought I would easily add a script in script/startup and run:

import addon_utils
addon_utils.enable("animation_nodes")

But it doesn't find the addon. Maybe the startup script is run before the addons are scanned? Any ideas?

What would be the best way then to enable it for all the rendernodes?


texts: How to generate an animated tie dye-like gradient as a texture?

texts:
I'm trying to generate an animated texture that looks something like the "LUMP CANDY" text in the logo of this image:

I've found some animated gradient solutions here, but I haven't been able to generate a texture with some of the default procedural texture options in Blender that looks quite like the image. Any ideas?

EDIT: I ended up adapting one of the textures from this thread—the one in "Cycles Procedural Texture Pack # 5" at the top left. This was the result:


texts: How can I update a specific layer of a multilayer exr file?

texts:
Is it possible to "update" parts of a multilayer exr while retaining other render layers?

Let's say I have two layers A and B. I render both layers to the same exr and later I decide to re-render layer B (with option "Only render the active layer" checked). When I click on "Animate", Blender overwrites all existing exr files, so layer A is lost. I don't want to re-render all layers, since it's pretty time-consuming.

Do I have to use multiple exr files - one for each layer - to fix this? What's the benefit of the multilayer exr then?


texts: No "Denoising Data" checkmark in View Layer Properties

texts: A few days ago, I posted a question here asking why the Render Layers node didn't have sockets for denoising, and the answer was that I did not have "Denoising Data" checked in View Layer Properties > Passes.  However, this time, that checkmark is not there.  How do I make it appear?


texts: Adjusting the size of several layers of 2d animation slightly crook the look

texts:
I'm trying to make an animation for school project. I made a face from several layers because I'm still very new to it and I'm drawing it using pc . When I tried to adjust the size of the whole thing, the face became slightly crooked and out of place. Here's the example:

^This is the face before I change the size.

^This is the face after I changed the size.

Is there any way to prevent it? Anyway thanks in advance.


texts: why does my TimeOffset modifier not work after rendered?

texts: I made an animation with the TimeOffset modifier in the grease-pencil.It can loop in the blender.But when it output ,my TimeOffset doesn't loop anymore.The Loop only plays once when rendered.


texts: Why does my normal map not work with the Principled BSDF shader?

texts:
Hey guys,
I have a fairly simple problem that i simply can not get past. I've connected 3 image textures (Color, Gloss and Normal) to the Principled BSDF shader. The Base Color and the Gloss seem to work fine, but for some reason, plugging in the normal map (and running it through the Normal Map converter) doesn't appear to have the desired effect. The surface simply doesnt change and remains flat. Am I doing something wrong?


texts:
I'm using the sapling generator to make a little forest scene using the Particle System. My issue is, with default Particle settings, the leaves don't line up with the branches.

how do I combat this?


texts:
Let's say I've created a scene property named a:

bpy.types.Scene.a = bpy.props.IntVectorProperty(
    name='a',
    description="Frequencies",
    size=2,
    default=[1, 2]
)

And now I would like to update it's size to something else.

How can I do that?
Do I have to override the property? What if instead of a single property I have a PropertyGroup and I want to update an IntVectorProperty that belongs to the group?


texts: Particles/Hair: How do I adjust the normal so the spikes go the same way around the object?

texts:
Is there a way to adjust the up/rotation of a face's normal, so all the spikes flow the same way on the object

For some reason they seam to flip over when I apply this particle system to the simple cylinder and cube.

Hmmm, i've noticed that when using emitter as oppose to hair, then the normals dont flip round...

Except, curve to mesh, type objects, the normals twist around....


texts: Exporting Single Frame Animations to .FBX not working. (Blender v2.76b, Bin-Exporter v7.4)

texts:
I'm trying to export single frame animations to the .FBX format which doesn't work, maybe I'm doing something wrong.

I'm trying to create multiple single-key animations using the action editor in Dope Sheet and export them to .FBX so I can use them in the Unreal Engine 4. The exported .fbx file has the mesh and armature (skeleton) but no animations, as if they where not exported. I checked this not only by trying to import them to the UE4, but also by checking the file in Autodesk's FBX Converter tool.

The only way I can get the animations to appear is if I toggle the "All Actions" and the "Add Keyframe to beginning and End of animation settings". This results in animations getting exported, but they then consist of 2 keyframes which is unwanted.

So my question is, how do I get single key animations into an FBX file.

Thanks for any help,

I'm using Blender v2.76b and the Binary FBX Exporter v7.4 (also tried the ASCII version, same result)


texts: assigning multiple meshes the same material

texts: Is there a way to select multiple objects and assign a material to all of them at once. Any attempt I have made only applies it to the last object selected.


texts:
I recently applied a normal map to a model I'm using in cycles. I then added a lamp to get a better look at it. Then this happened:

Here are the nodes:
How do I smooth the light on the mesh?


texts: Is there a way to realign a not aligned object, which tranforms has already been applied?

texts:
In this image i show an example of what i ask: http://prntscr.com/o8aa9c
Is there a way to put it on the grip flat. Let's say i can't reset tranforms to 0 because they have already been applied.

Mostly i talk about rotation, because translation, that would be easy, I would just snap it to grid, but it would not be flat on it.


texts: Animate a plane that transforms to a mesh?

texts:
How could I animate a plane that transforms to a sphere using Blender ?
I know you can transform a cube to a sphere using shape keys, but is this possible for a plane ?


texts: GPU Rendering in Cycles crashing blender (Mac)

texts:
I've been experiencing loads of crashing while rendering lately, and after doing some testing I've finally isolated it to the GPU rendering. As soon as I change to that from CPU, blender goes down. This is odd, because I did a whole project (cgmastersnet Corvette course) with it on and had zero crashes. I have not updated Blender since then.

I found a thread about this on blender.org ->
https://developer.blender.org/T53945

They seem to be saying it could be an issue with MacOS High Sierra  (I am not running High Sierra, I am running Mojave 10.14.) This is my system:

Model Name: iMac
Model Identifier:   iMac14,2
Processor Name: Intel Core i5
Processor Speed:    3.2 GHz
Number of Processors:   1
Total Number of Cores:  4
L2 Cache (per Core):    256 KB
L3 Cache:   6 MB
Memory: 32 GB
Boot ROM Version:   IM142.0130.B00
SMC Version (system):   2.15f7
Graphics card: GeForce GT 755M

And this is my Blender

2.79 - 2017-9-11

I'm wondering if others have solved this issue. I'm confused on what might have changed (other than the project - which is far simpler than a corvette).

I tried removing any recent add-ons I have used in the past few weeks, saved prefs and restarted, but the crash still happens.

Not sure what other info I can provide, please let me know. For now seems I am stuck with CPU rendering, which is a bummer.


texts:
I'm trying to do some scenes which use a mixture of 3D backgrounds with 2D animated characters.The best way I've figured this out so far is to use a plane with an image sequence of pngs which hold the frames.

The problem with this method is Blender seams to only load image sequences based on image numbering. If I wanted to do a sequence which loops say, frames 0-5, then repeats 4-0 for the 'return' of the animation, I would have to load frames doubled up.

Is there a way, maybe with a script, to change the sequence order? I can see it as a useful plugin but my python skills are pretty much non existent.


texts: Why do some bones in this rig only update their position correctly when I press G?

texts:
I'm rigging the tail of the bird Piero training course by CG Cookie and I'm doing Episode 29: piero rigging spine/wing. I'm rigging the wing and when I rotate/move a set of chained constraint bones, some of them don't follow the others and I have to restore them by pressing G again to fix it. Is this a bug? I think so, because the author of the tutorial Kent Trammell said that this is probably a bug of Blender. I wonder if someone else has highlighted this situation already. Also I'm using Blender 2.77 and Kent used Blender 2.68 on his tutorial. The bug is still there on 2.77. Check the attached video below to understand better. Thanks.

video : a bug in blender ?


texts: Leg Control Bone Disappearing in Pose Mode

texts:
This is pretty strange for me. I have the bottom half of my mesh in edit mode shown below. Everything seems normal here. No bones are missing.

Then once I go into pose mode, the LegCtrl.R is missing. And obviously I can't manipulate the leg easily now. What's going on?

Blend File:


texts: How to create a Terrain from a Picture/Map?

texts:
I started working with blender, because I wanted to create models and a map for a test game. However I am till date not able to create a terrain with blender using a picture
The green part of this picture:

Is anyone here who knows good tutorials for this specific map or books or tips, I am a little frustrated working on this.


texts: Adding custom property to VertexGroup class

texts:
I am experiencing a problem with adding Custom properties to bpy.types.VertexGroup

I have added custom properties to various types before, Object, Material, etc.

>>> C.active_object.niftools_constraint
bpy.data.objects['Cube'].niftools_constraint

However looking at the one for the VertexGroup I get the following and am unable to see the defined properties of the Property group

>>> C.active_object.vertex_groups.active.niftools_skin_data
(<built-in function PointerProperty>,
{'description': 'Additional vertex group properties used by the Nif File Format',
'name': 'Niftools Vertex Group Property',
'type': <class '__main__.VertexGroupProperty'>})

The sample code show a working custom Object property and the non-working VertexGroup property.

import bpy
from bpy.types import PropertyGroup
from bpy.props import (PointerProperty,

class ObjectCollision(PropertyGroup):
    @classmethod
    def register(cls):
        bpy.types.Object.niftools_constraint = PointerProperty(
                        name='Constraint Property',
                        description='Additional constraint properties used by the Nif File Format',
                        type = cls
                        )

        cls.LHMaxFriction = FloatProperty(
                        name='LHMaxFriction',
                        description='Havok limited hinge max friction.',
                        )
        cls.tau = FloatProperty(
                        name='tau',
                        description='Havok limited hinge max friction.',
                        )
        cls.damping = FloatProperty(
                        name='damping',
                        description='Havok limited hinge max friction.',
                        )

    @classmethod
    def unregister(cls):
        del bpy.types.Object.niftools_constraint

class VertexGroupProperty(PropertyGroup):
    @classmethod
    def register(cls):
        bpy.types.VertexGroup.niftools_skin_data = PointerProperty(
                        name='Niftools Vertex Group Property',
                        description='Additional vertex group properties used by the Nif File Format',
                        type = cls
                        )

        cls.blah = BoolProperty(
                        name=('bonedata'),
                        description='None',
                        default = False
                        )

    @classmethod
    def unregister(cls):
        del bpy.types.VertexGroup.niftools_skin_data

def register():
    bpy.utils.register_class(ObjectCollision)

    bpy.utils.register_class(VertexGroupProperty)

def unregister():
    bpy.utils.unregister_class(ObjectCollision)
    bpy.utils.unregister_class(VertexGroupProperty)

if __name__ == "__main__":
    register()


texts: Why does parenting Heel IK to Thigh Bone cause jittering in right leg but not left leg?

texts:
I have a character with legs that are not parented to a torso bone (they end at the top of the thigh - each thigh is a highest level parent). Other than that, I rigged the legs normally.

I wanted my character to be able to retract his legs upwards into his body. To do this, I scale each thigh bone down in pose mode.

This works for each leg, but each foot remains the same size, because each foot bone is parented to its heel IK bone.

To solve this, I tried setting each thigh bone as a parent of its respective heel IK bone. This worked fine in the left leg. However, in the right leg, this causes the bones to move wildly all about in pose mode.

To see what was wrong, I tried separating the right leg with all its bones into a different armature. When I did this, the right leg behaved normally.

My paint weights are fine, and influence the mesh properly; this problem is only with the armature. Both legs appear to have identical bone hierarchies, and identical constraints.

I've been able to solve my problem by setting a bone constraint to match each heel IK's scale to its thigh bone's scale. However, I'd still like to learn why parenting the bones the way I did caused the strange behavior, and I'd really appreciate help. Thanks!

I can post more information or screenshots if that would help.

Edit: https://drive.google.com/open?id=1-bWzTfC_T1BdgUn1wnHGU0S8ra1XRreM


texts: Why are the figer tips not moving with my hand in pose mode?

texts: May armature moves but the finger tips on the hand are staying in place.


texts: Is this possible to avoid ngon in this case?

texts:
I have this curved surface:

With subdiv modifier it looks exactly as I want:

So is this the only way to get such a geometry? If I add a connection between vertices, it changes the shape of subdivided mesh.


texts:
I would like to do the following, here is how far i have gotten:
There is a rigged character in a file, inside a collection. Works.
I link that character-collection in that file into a master shot file. Works.
In order to access the rig of the character after linking, i use a proxy on that rig. Works.
Now, I would like to use that character in several scenes inside that blend-file, and of course animate the rig differently in each scene. Yet they seem to be linked between the scenes, and i cannot seem to find out which link to break, make local or single or whatever, in order there can be one isolated rig per scene.
How would i do that?
Thanks!


texts: Is there a python api for texture painting?

texts: Is there a means to script texture painting (cloning) in blender. I will have three uv maps, one for front , one for side and one the unwrapped mesh. I want to clone texture from the front and the side into the unwrapped texture. Does the blender python api allow me to do that?


texts: Scaling and importing from blender to unity

texts:
When I make a 3d model in blender and import it to unity the model has an incorrect size and im thinking the problem has to do with the units but I don't know what units to use while modeling in blender (cycles).

Another problem is that when I import it into unity it imports itself without textures so im thinking it has something to do with how I save the model in blender, right know im saving it as .blend

And the final problem is that when I import the model from blender to unity the y,x,z axis are inverted or weird.

Thank's in advance.


texts: I have a full made object in Blender 2.79b, but I put all textures in Blender Render, I need it in Cycles Render. I have tried the Python code that I found online, but it didn't work. I didn't put materials through nodes but with UV Editing, so maybe that is the reason that it didn't work. Is there another way except starting over?


texts: Apply texture to a model via blender script

texts:
I am trying to apply a texture to a model programmatically via script. Via GUI, it's easy enough to do (Blender 2.8):

Import model (obj file)
In model properties go to texture properties
Change "Base color option" to "Image texture"
"Open", then load dds file for the image texture

For writing the script, this is as far as I went:

import bpy

obj_path = '/my_path_to_files/mytest.obj'
tex_path = '/my_path_to_files/mytest.dds'

# import model and texture
bpy.ops.import_scene.obj(filepath=obj_path)#, axis_forward='-Y', axis_up='Z')
bpy.ops.image.open(filepath=tex_path)
# get reference to model and texture
myobj = bpy.data.objects['mytest']
mytex = bpy.data.images['mytest.dds']

# try to set the texture (doesn't work)
myobj_material_nodes = myobj.active_material.node_tree.nodes
node_texture = myobj_material_nodes.new(type='ShaderNodeTexImage')
node_texture.image = mytex

I don't know which properties I have to set to get this working. Or if I am in the right path at all. The properties set when doing via GUI are:

bl_description:
bl_height_default: 100.0
bl_height_max: 30.0
bl_height_min: 30.0
bl_icon: NONE
bl_idname: ShaderNodeTexImage
bl_label: Image Texture
bl_rna: <bpy_struct, Struct("ShaderNodeTexImage")>
bl_static_type: TEX_IMAGE
bl_width_default: 240.0
bl_width_max: 700.0
bl_width_min: 140.0
color: <Color (r=0.6080, g=0.6080, b=0.6080)>
color_mapping: <bpy_struct, ColorMapping at 0x7f752ae3e298>
dimensions: <Vector (0.0000, 0.0000)>
draw_buttons: <bpy_func ShaderNodeTexImage.draw_buttons()>
draw_buttons_ext: <bpy_func ShaderNodeTexImage.draw_buttons_ext()>
extension: REPEAT
height: 100.0
hide: False
image: <bpy_struct, Image("mytest.dds")>
image_user: <bpy_struct, ImageUser at 0x7f752ae3e5c8>
input_template: <bpy_func ShaderNodeTexImage.input_template()>
inputs: <bpy_collection[1], NodeInputs>
internal_links: <bpy_collection[0], ShaderNodeTexImage.internal_links>
interpolation: Linear
is_registered_node_type: <bpy_func ShaderNodeTexImage.is_registered_node_type()>
label:
location: <Vector (-280.0000, 280.0000)>
mute: False
name: Image Texture
output_template: <bpy_func ShaderNodeTexImage.output_template()>
outputs: <bpy_collection[2], NodeOutputs>
parent: None
poll: <bpy_func ShaderNodeTexImage.poll()>
poll_instance: <bpy_func ShaderNodeTexImage.poll_instance()>
projection: FLAT
projection_blend: 0.0
rna_type: <bpy_struct, Struct("ShaderNodeTexImage")>
select: True
show_options: True
show_preview: False
show_texture: True
socket_value_update: <bpy_func ShaderNodeTexImage.socket_value_update()>
texture_mapping: <bpy_struct, TexMapping at 0x7f752ae3e208>
type: TEX_IMAGE
update: <bpy_func ShaderNodeTexImage.update()>
use_custom_color: False
width: 240.0
width_hidden: 42.0

My question is, what would be a good, clean way of doing this?


texts:
I have been writing an addon that utilizes an imported image.  So far the only way to import was to to to the UV/Image Editor and import the image. Then copy the name of the imported image to a text input in my addon.  This is cumbersome and I would rather have something that looks like this:

From which I can access the image through

bpy.data.images[<image name here>]

Is this possible to do? I have only been successful in accessing the image path, but that won't work for my script.


texts: Using Freestyle with semi-transparent materials

texts:
I am working on an animation which will have a model behind transparent materials making up the foreground:

However, no Freestyle settings ("QI Range", etc.) are working for me. I tried setting "Edge Mark" and "Exclusive", but depending on the "Visibility" setting I either get the lines showing through the foreground mesh or being entirely hidden by that mesh.

What would be the optimal way to approach this problem?


texts: How can Particle Objects copy emitter's color texture?

texts:
I'd like to make a scientifically accurate animated snake using particle objects (and no, sculpting or bump mapping won't be realistic enough because real scales don't actually shrink and stretch when the snake bends, they overlap or move away from each other, like particles do).
As per this answer Particle Object to Inherit Uniform Colour from Emitter I managed to get the scales to have ONE color sampled from the emitter thanks to the "from instancer" checkbox.

Cute but not good enough!
Real snake scales have multiple colors EACH, they're not actually pixilated!

So this is what I hoped to achieve, an imitation of real life:

This would not only make my snake 100% realistic, but also make my life easier as I would only have to paint a pattern onto the body mesh which then reflects perfectly onto the scales... but even though I tried to follow the instructions from the follow-up answer on the previously mentioned post, which supposedly would make the scales go "chamelleon-like" just as I need them to, I can't for the life of me get it to work!
each scale has the same rainbow as the entire body, rather than only copying a small area in their vicinity...
I've tried:

making sure everything shares the same origin.
making the original scale object have the same size as the whole body (scale applied)
making a completely new file with simpler objects (cubes and planes)

nothing works.

Here's the file, hopefully containing new updeated texture:
Any help will be appreciated!


texts:
I'm trying to vet the correctness of my mesh object, and I'm trying to find a method that will detect holes in my mesh. I define a hole as either of the following (these definitions are almost equivalent):

An area between faces that should be divided by another (missing) face.
A face who's front and back are on the same side of the mesh, i.e. it is impossible to tell which side of the face is on the inside of the mesh
A hole is indicated by a face that has at least one edge that is not shared by another face.

How can I automatically identify such holes/affected edges?

The following image demonstrates what I mean by this. The selected vertex has accidentally been ripped, and it is now loosely dangling in 3D space:

A similar image that easily illustrates definition 3 is this:

I found this answer, but this only proposes using a "magic fix everything" tool, while I'm looking for a way to find the problems, and correct them myself.


texts:
Is there a way to turn on gestures to navigate similar to photoshop?
Pinch to zoom, ability to pan/rotate, undo history etc


texts:
I tried a lot of times and different ways to create my path. Its like a tank path.I didnt make it. Just tired to trying a lot of times because when i move my vehicle path deforms.Can someone help me to create a snowmobile path correctly ? the problem is this
 i can't solve this its always deforming if i move it.Can someone help?


texts: Noob Question - Export Model From Blender then Animate with Python

texts:
I'm new to Blender and 3D model stuff in general. I am attempting to build a python application that will have a 3d model of a face talk. I have a rigged face model that I have been working with in Blender, and my idea was to export it in a file format that would allow me to manipulate and move the rigged points on the face programmatically.
That way, I could make a facial position for every phoneme and interpolate between them to animate the face to "say" arbitrary sentences.
It's been a difficult process trying to ask questions to google, since I don't have the vocabulary to express the things that I want, so I thought I'd try asking humans on here:
Is what i'm trying to do possible?
What file format would meet the qualifications I'm looking for? I'm currently thinking that a .dae Collada file seems to fit the bill, though i'm unsure if i'm able to animate something while it is being rendered.
Thanks!


texts: I was wondering how to convert text to a mesh? I have tried using a variety of keys including Alt + C but no Convert To Mesh option appears. (new blender noob user here)


texts: Texture showing up in Layout but not Modelling

texts: I am extremely new to Blender so excuse my stupid question but why is this texture showing up in the Layout window but not the Modelling window?


texts: Whatever I do in Pose Mode of my Rig, Tail of the Rig goes crazy

texts:
My first rigged object so I will try best to describe. I was trying to rig the horse, first had problem with automatic weights ( as I tried to parent horse object to rig, and finally did it with the Add-on).
Now, Problem is, whichever bone I move, tail goes whirling crazy, also can't put it in rest position, it doesn't allow. Scale is not applied because if I do it, my rig moves and messes up the object it is parented to. Whichever Bone I move, tail starts whirling. Maybe some problem with parenting or IK constraints. I will upload Blender file so if you can try to see the problem. Thanks


texts: Unexpected result from "bm.faces.new(verts)"

texts:
I'm trying to use "faces.new()" to fill a hole in mesh, Strangely when I use the function the newly create face looks like this:

Code:

import bpy, bmesh

obj = bpy.context.object.data
bm = bmesh.from_edit_mesh(bpy.context.active_object.data)

v = [v for v in bm.verts if v.select]

bm.faces.new(v)
bmesh.update_edit_mesh(obj)

Thanks in advance.


texts: I want to get V-Ray rendering engine for blender and so I got it on Github (which is where you can get it) and when I go to install it, the install file says "upgrade to 2.8x required. I'm using blender 2.83.5 and V-Ray is refusing to install. Any thoughts on why it's doing this?


texts:
I want to divide/retopo mesh to perfect squares. Is there an addon or script or something to help me with this?

I don't care if the very boundaries of the mesh woul be cut short, but all internal polygons need to have square shape. Small change in the overal shape doesn't matter at all.


texts: prevent add-on being enabled in lower Blender version than 2.8

texts:
is there a canonical solution to this?

I'm one of the developers of Sverchok and we are more frequently getting installation issues where people install the 2.79 version of Sverchok on Blender 2.8+. We maintain two different Sverchok codebases for Blender 2.79 and 2.8+, and they are massively, massively, different.

Is there anything simple we can stick in the __init__.py that will prevent the user from enabling the 2.79 version of the add-on in blender version 2.8.0 or above.


texts:
I am not new in blender, I have known it since 2014. But I never learnt it seriously. Every time when I go through the basic intro videos and some youtube videos I feel like i am doing ok, but when i open up blender and try to create something I can't. As a result, i get frustrated and i quit learning. Now it is 2017 and i haven't learnt a thing. So, if anyone can suggest some effective methods of learning and how to control my frustration please reply.

Thank you.

[P.S] - I am a school student and can't dedicate all my concentration to it.


texts: Why is Cycles causing this distortion in displacement of a cco node?

texts:
This is a very simple two object seen.  I'm using CCO textures setup per there instruction.
In eevee, it looks normal.  In cycles it looks normal in preview view, but in rendered view it looks distorted.  This happens in both 2.8 and 2.9.  The only thing that seam to fix it is detaching the displacement node.  It only seams to happen with this seen, or at least it hasn't been so bad as to engulf the other objects.
Thanks for the help. I think I did what you suggested. Even if I didn't it still looks better. I think. If nothing else I now know what to play with.


texts:
Hi I'm trying to model a fish. I have begun to extrude planes and scale them. Now I want to edit the shape of the planes together but when I try to move all vertices on the horizontal planes there are still vertices that haven't been moved. I tried to remove doubles but it says 0 vertices removed. So I don't understand what could be going on?

You can see that new vertices keep on appearing when I move one thinking there's only one there:

I'm attaching a dropbox and gdrive link:

https://www.dropbox.com/s/9lkh5ixluebsryh/sole%20fish%20model.blend?dl=0

https://drive.google.com/open?id=14xlGhm4I69ZJWX0c2wao1TA7rxD0fX-_


texts:
I downloaded an animation from mixamo and made a repeating action of the walk cycle. But I can't find a master bone or parent bone to move the model along a path. It is just walking in place. When I try to add a new bone, parent it to the rest of the bones, and key frame it to move forward it deforms the animation. How do I add or find the master bone so I can keyframe its location and make the model actually walk forward. I've linked to the blender file I'm working on. Thanks for the help in advance for this newbie question!

https://www.dropbox.com/s/cog8matnnie6lg9/MixamoTest.blend?dl=0


texts: Shatter object with rigidbody physics with constraints (cell fracture)

texts:
I'm having this problem with shattering my object following this quick tips video of Gleb Alexandrov:

https://www.youtube.com/watch?v=wJFE2pb0Ri4

I am trying to achieve the 3rd effect.

So I set a particle system and used the cell fracture addon, but my object pieces look kind of different from my original object, and they are moved to the next layer in my blender file. Could someone please tell me what I'm doing wrong? I can't seem to finish the animation.

Here is my blend file:


texts: Bezier Curve - Edit Mode - how does the Spin menu item work?

texts:
When you create a Bezier curve and enter the Edit mode, then you will see a greyed out menu item Spin in the Curve menu in the header.

How do i activate this menu item? How does it work?


texts: I am making a large open-world video game and the terrain I am using is made from a mesh generated with the A.N.T. landscape generator plugin. The mesh itself is scaled to about 20 sq. km in area. (I already unwrapped the mesh for anyone asking.) I want to apply textures to it with texture painting to get a decent appearance, but the mesh is so large I'd have to use a couple hundred-thousand-pixel base texture to get a crisp texturing job (any lower and the textures will get very disproportionally large and blurry). I think there is a way to do this by dividing the mesh up into several chunks so I could use several smaller textures instead of a much larger and unweildly one to get a crisp job done, but that would take me way too much time as I'd have to divide it into 64+ chunks for this to be viable. So I'd like to see if I can get a good texturing result without doing this or (if I have to split up the mesh) a tool that could automate that action. Thanks to anyone in advance.


texts:
I'm a little confused about the structure of bpy.
Take bpy.ops.object.some_operation(), it seams to work on the selected object. Or is it the active object?
How about bpy.context.active_object, is that the same? Or what about bpy.data.collections['Collection'].all_objects or bpy.context.scene.collection.all_objects or bpy.context.scene.objects?
How do they exactly relate to objects in Blender?
I can't really find a clear description anywhere and it leads to my code sometime missfiring, even though seemed it has worked for me previously.
I know it's a noob question but I would really appreciate any clarification on the matter.


texts: Procedural texture for longitudinal lines

texts:
In Cycles, is there a way to create a procedural texture that follows the longitudinal lines of a sphere? Like a beach ball or globe? The texture should be able to be mapped to any sphere-shaped object, not just perfect spheres.

My current approach is to use a rotated wave texture, but that doesn't come from the poles (It uses latitudes)


texts:
I'm trying to unwrap this sign I am modeling but the unwrap is coming out distorted. I've tried converting to triangles as suggested in this answer... but same result. I've tried making the hole using the Knife tool previously but it made the unwrap even more horrible.

http://www.pasteall.org/blend/33505


texts: Im trying to rebake texture from 1 uv to another. For some reason cycles decided to make textures darker then initial image(i baked it before in this same file and it was fine). Bake set to diffuse and only color is checked, no normal maps(its pretty much principled bsdf with color plugged in), no vertex color or anything. I've tried changing color set from filmic to standart, same thing. Oh and normals facing correct way. Here is the image of what texture looks like(right) before bake, and after(left)


texts: Mantaflow : Fire disappears for one frame then comes back

texts:
I am currently making an animation of a rocket launch, and I'm using mantaflow to simulate the engine fire. After getting the settings I wanted, I baked it and it looks good, but on several of the 200 simulation frames, the fire of the sim is completely gone, while the smoke is still there. But the frame right after looks completely normal. See :

Frame 143

Frame 144

Frame 145
I had seen this on a previous bake already, so I don't think rebaking would make the difference. And it's not just a render problem either; it's from the simulation. This looks a lot like a bug, but I would really like to know if anyone has an idea where it might come from.
Thanks !


texts: Only render shadow of an image with alpha in it (Eevee)

texts:
I have a plane with a tree texture. The alpha in the image is set as a transparent shader and the black as an emission shader. I want only the shadow of the plane to be in the render, not the actual tree.

The closest I've gotten is getting the plane to dissapear and to cast its own shadow, regardless of the alpha of the image.

I'm also not able to bake the shadow in Cycles because the shadow falls on top of a bunch of hair particles.

Any advice?


texts: How to add a working navigation mesh and path finding to a maze in blender game engine?

texts:
I have generated a maze:

Top view in wireframe:

Solid view:

For a game I'm making, I need the enemy to follow the player around the maze, but when I try to generate a navigation mesh, nothing happens. (It says theres a Navmesh, but it doesn't seem to be made.


texts: I'm modeling a roof of a building. And I want to make a corner of the roof. Does anyone get an Idea what the best way is, to make such a corner? I just stacked them in one another and you can see the corner already, but can how I cut it perfectly now. So can anyone tell me what the best method is to model a roof corner or how I cut them the way they fit together. Thank you very much.


texts:
Is there a way to see the absolute coordinates of a vertex?
I'm using a math formula in Excel to define points.


texts: Motion tracking points are not accurate enough

texts:
I want to get a more accurate track, but some of the makers seem to have a mind of their own and are bouncing all over. I am not sure if this problem is caused either by some of my settings, my footage, or just Blender not being able to do a good job. (Possible?)

My footage was shot using an iPhone 4, focal length of 35 I think (It changes whenever I solve to 41.14).

If my footage being too blurry is the problem (I think that it's not too blurry), I tried changing the Tracking Present to Blurry Footage and that didn't change anything that I noticed. Same with the rest of the presets.

What would fix the markers from jumping around?

GIF of Footage


texts: just god rays, without shadows or anything? (Blender Internal)

texts:
I want to cast some light rays from the sky in my scene. As far as I know only way in Blender Internal is to use Spot Lights with Halo enabled.
But I don't want the light to actually illuminate the scene, nor have the obstacle which creates the rays to be visible. Can I do this?


texts:
I have imported an fbx into Unity, and the center is at the bottom of the grenade.

But this is not what I want. The origin / center should be in the middle.
To set the origin / center correctly, I import the fbx into Blender.
In Blender, I set the geometry to the 3D cursor, and the origin as at the same location.
This is what it looks like this:

It looks perfectly fine and as I need it.
Then I export it as an fbx, and right after saving, it looks like this in Blender:

Why does the center jump back to the bottom?
And then in Unity, I have the same problem again.
What might be the problem here?
Thank you!


texts: How to model objects inside environment texture

texts:
I'm currently attempting to model the inside of a church. I have some of the rough dimensions and an equirectangular projection which I am using as an environment texture. I'm running into problems getting the objects to map onto the right places as I rotate the environment. It's probably a simple issue of scale and mapping the environment texture correctly into the scene, but I'm really not sure what the best workflow is to solve this. Are there some tools inside of blender that may make this a little easier?
I don't need a lot of detail. I really only need the walls and floor.


texts: The white arrow in attached image, what does it mean? I use Windows and there is no tool tip with info.


texts:
I just downlodet BLENDER and immediatly started watching tutorials. but then I nóticed that I cant undo my steps.command-and control Z are not doing anything.
this is bad especially for me as a beginner.
what can I do. I allready went into the prefences and toggled Global Undo but that didnot change my situation.

p.s.
I have mac and currently version 2.79 of blender


texts: How do I create a riggable muscle and skin structure for a model I plan to animate?

texts:
So I'm kinda new to Blender. I know the basics, and am currently working on a model, but I'm unsure about how to go about the muscle rigging. I know there's other softwares that have settings for muscle and skin, but everything I've seen has been really expensive.

Right now I'm only creating the mesh for the model, but I'm wondering if I should wait to do that, or if I should finish that, and then create the muscle structure, or if I should create the shapes of the model's body and then put in the muscles and skin settings and stuff.

If it helps any, I want my model to be as realistic as possible in all aspects (which's been my goal in learning Blender from the start), and I will be animating it.

Side note: if Blender doesn't have good methods of creating and rigging muscle/skin structure, then what (preferably free, but if not, cheap) alternative softwares can I use to accomplish this?


texts: hello. I am new to blender. I created this donut. I applied a creamy material to the donut. But in rendering it is not rendering correctly and the donut material is white+light blue instead of cream. Why is this?


texts: I have a Mesh with an Armature. The Mesh has a "Mesh Deform" modifier, which itself has physics. Why does it break when Rendered?

texts:
I am probably missing something very obvious---maybe a modifier stack problem, more likely it's a parenting issue, or else I don't understand Mesh Deform well enough.
This is a simplified example. Wiggle bones are not appropriate for my problem. Let's pretend we MUST use Soft Body physics on a Mesh Deform cage.
I have a complex mesh with an armature. To give PARTS of it soft body physics, I have a Mesh Deform cage surrounding one part of the Mesh, so that poor old blender doesn't have to worry about squishing and pulling a trillion polygons. The Mesh Deform cage is parented to a bone in the Mesh's Armature so that it follows the Mesh appropriately. The Mesh Deform cage has Soft Body physics. I'm trying to cheese it so that only parts of the High Poly Mesh behave with soft body physics, without having to calculate that.

It seems fine, perfect even... until I render it. Rendering it breaks it.

The Soft Body Physics is baked, and I have tried it without baking, too. It feels like a parenting issue, or something about vertexes and weight painting?
I have tried many things, and followed other threads with similar problems, but no one is asking this, specifically, that I could find. I apologize if this has been answered. If it has, I would like a simpler answer, explained like I'm five, because the complexity of rigging is very confusing for me.
If there is an amazing alternative for cheesing/faking soft body physics (capable of collision) on PARTS of a complex mesh which isn't wiggle bones, I am all ears.
I am so confused, sorry about this.
https://file.io/mw7LWq7f04QD this is a link to the blend file


texts: How to align automatically bones in edit mode and in pose mode

texts: I would like to know how to keep aligned bones in edit and in pose mode automatically. Infact I see that when I move bones in edit mode they are not in sync with the same bones in pose mode and viceversa. Why this ? I attach two pictures to show you. thanks.


texts: How to control the direction a bone rotates?

texts:
I rotated the upper arm bone of my armature approximately 180° by hand (with R and the mouse), but it goes around the wrong way:

I tried going to the problem keyframe, rotating the bone ~-360° (i.e. the opposite direction it rotates in the gif above, but so it's roughly in the same position), however this didn't seem to help.

How is the rotation direction defined in such cases? How can I control it predictably?


texts: How to show subdivisions on one viewport only?

texts: I was wondering if it's possible to have the subdivisions to show only on one viewport, so I can have a quick preview on my second viewport while editing the raw low poly geometry, something like that:


texts: How can you offset animations within a particle system?

texts:
I am making a flock of birds using the particle system (with Boids). My base object is a single bird with a flapping animation using an armature.

When I create the particles, each bird particle is flapping in unison. Is there a way to randomly offset the pose animation so that the flock of birds is less in sync and looks more natural?


texts:
I am trying to write a basic subdivision script that does exactly the same thing as "simple subsurf modifier" does. (Subdivides triangles to 3 quads, quads to 4 quads and Ngons to n quads). I will develop it later to create different subdivision methods like Catmull-Clark.

The script below works fine on a cube mesh and the subsequently generated subdivided cubes for 4 times. When I try to run it the 5th time, the script gives error.

I'd appreciate all the help. Thanks in advance.

import bpy
import bmesh
import mathutils

# Duplicate and Get Mesh
bpy.ops.object.duplicate(linked=False)
mesh=bpy.context.object.data

# Create BMesh_Now
bm_now=bmesh.new()
bm_now.from_mesh(mesh)
vertices_now=bm_now.verts
edges_now=bm_now.edges
faces_now=bm_now.faces
loops_now=bm_now.loops

# Create BMesh_Next
bm_next=bmesh.new()
bm_next.from_mesh(mesh)
vertices_next=bm_next.verts
edges_next=bm_next.edges
faces_next=bm_next.faces
loops_next=bm_next.loops

# Number of Vertices, Edges and Faces
vertex_count=len(vertices_now)
edge_count=len(edges_now)
face_count=len(faces_now)

# Remove Edges and Faces from  BMesh_Next
for edge in edges_next:
    edges_next.remove(edge)
for face in faces_next:
    faces_next.remove(face)

# Add new Vertices to BMesh_Next
for edge in edges_now:
    verts=edge.verts
    mid=mathutils.Vector((0.0, 0.0, 0.0))
    for v in verts:
        mid+=v.co
    mid=mid/2
    vertices_next.new(mid)
for face in faces_now:
    verts=face.verts
    center=mathutils.Vector((0.0, 0.0, 0.0))
    for v in verts:
        center+=v.co
    center=center/len(verts)
    vertices_next.new(center)

vertices_next.index_update()

# Create new Faces
facecount=0
for face in faces_now:
    verts=face.verts
    count=len(verts)
    vertexlist=[]
    for v in verts:
        vertexlist.append(v.index)
    edges=face.edges
    edgelist=[]
    for e in edges:
        edgelist.append(e.index)

    for i in range(count):
        newfacevertices=[]
        v=vertexlist[i]
        newfacevertices+=vertices_next[v:v+1]
        e1=vertex_count+edgelist[i]
        newfacevertices+=vertices_next[e1:e1+1]
        f=vertex_count+edge_count+facecount
        newfacevertices+=vertices_next[f:f+1]
        e2=vertex_count+edgelist[(i+count-1)%count]
        newfacevertices+=vertices_next[e2:e2+1]
        print(newfacevertices)
        faces_next.new(newfacevertices)
    facecount+=1

# Copy to Mesh
bm_next.to_mesh(mesh)
bm_now.free()
bm_next.free()

print("Done!")


texts: When I started drawing/ animating each frame there was a border that showed where the rendered view would end. Recently it disappeared and I am wondering how to get it back.


texts: Rendering Cycles and Internal in the same scene without compositing

texts:
I have a scene that's 90% Blender Internal (for speed) with 1 object in Cycles (because that one object looks way better in Cycles). My question is is it possible for me to:
Set the single blend file rendering
Have it output the BI scene and Cycles scene into a single openEXR multilayer file

I was hoping to render everything as quickly as possible and then do a final composite after everything's rendered so I don't waste time compositing frames that might be wrong or broken. So far I've got a 3rd scene that I've been using to composite both scenes at render time so I know how to get that setup going, I'm just hoping someone can tell me how to render both scenes at the same time without having to composite them.

Ideally I'm looking for:
Scene 1 = Internal -> Outputs to sequence BI_render_.exr
Scene 2 = Cycles -> Outputs to sequence Cycles_render_.exr

If it comes down to it I might be able to do the Cycles render separately because the single object should be quite quick to do on its own but I was thinking this would be practice for a more complex setups for the future.

I have to admit I have a horrible feeling this can't be done but I just have to ask.

Thanks


texts: Why is my animation choppy when I render it?

texts:
So I just made a very short animation. what will be my youtube intro, its 20 frames long and the animation is very choppy. How do I fix this?

Here is the video file.


texts: How to get 2D-viewport coords using numpy?

texts:
I started an add-on by copying operators and ended up using numpy.
I have some raw 3D-vertex-coords and need there 2D-viewport-coords.
I'd like to do the following, but with numpy:

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        viewport = area.regions[4]
        selvrts = [v for v in bpy.context.active_object.data.vertices if v.select]
        for v in selvrts:
            #coo in 3d space Blender 2.8
            co_3d = oa.matrix_world @ v.co
            #coo in the 3d view area (2d)
            co_2d = view3d_utils.location_3d_to_region_2d(viewport, area.spaces[0].region_3d, co_3d)

Looping over the coords is somehow an interruption, since I'm continuing with numpy calculations afterwards.
I need to know, which connected vertex the user sees left or right from the selected vertex.

At the moment I went thus far but couldn't find the code to get the 2D-coords.

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        viewport = area.regions[4]
        # Add an extra 1.0s column (for matrix dot product)
        coB = np.c_[cB, np.ones(cB.shape[0])]
        # Then:
        # Dot product matrix with the coords transpose
        # Keep the first 3 rows (x,y,z)
        # Transpose result to Nx3
        # Flatten
        coB = np.dot(oa.matrix_world, coB.T)[0:3].T.reshape((-1))
        coB = coB.reshape(cB.shape)

How can I get 2D-viewport-coords with numpy?


texts:
Is there a way to delete all groups with the python API? What I want to do is delete all objects and groups in the current environment and then append groups from another file. I've figured out how to delete all the objects but can't figure out how to delete the groups.

Thanks in advance.


texts: toggle hide/unhide parent and children objects at once similarly to the outliner Shift+LMB function

texts:
Is it possible to simulate the Shift+LMB for hiding a parent object with its children as in the outliner. Now based on this and this I am iterating over the children objects and hide_set(True) them individually:
def toggle_hide (list, mode=True):

    children_list = []
    for obj in list:
        if obj.children:
            children_list.append(obj.children)

        obj.hide_set(mode)

    if children_list:
        for child in children_list:

            toggle_hide (child)

bpy.data.objects["parent"].hide_set(True)
toggle_hide(bpy.data.objects["parent"].children)

bpy.data.objects["parent"].hide_set(True) hides only the parent object leaving the children unhidden, which I need to do it afterwards recursively.
My guess is that under the hood might be the same procedure that is happening but I was wondering if someone can just call the corresponding outliner build in function instead of re-implementing it or by passing some flag to the hide_set() though as I see it takes only a view_layer id.

Update (not working):
Now I want to add the solution from @batFINGER to a class, e.g.
import bpy
from bpy.props import BoolProperty

class Utility:

    class AddHidingProperty:
        def __init__(self):
            bpy.types.Object.hide_children = BoolProperty(update=self.hide_children)

            bpy.types.TEXT_HT_footer.append(self.draw)

        def hide_children(self, obj, context):
            obj.hide_set(obj.hide_children)
            for o in obj.children:
                o.hide_children = obj.hide_children

        # function to draw the checkbox in the editor footer
        def draw(self, obj, context):
            layout = obj.layout
            ob = context.object
            layout.prop(ob, "hide_children")

However when I call the Utility.AddHidingProperty(), this gives me the following error: ValueError: bpy_struct "Object" registration error: hide_children could not register.

Update 2 (working):
The following seems to work but I am not sure whether it is a good approach:
class Utility:

    class AddHidingProperty:

        def __init__(self):

            def hide_children(obj, context):
                obj.hide_set(obj.hide_children)
                for o in obj.children:
                    o.hide_children = obj.hide_children

            # function to draw the checkbox in the editor footer
            def draw(obj, context):
                layout = obj.layout
                ob = context.object
                layout.prop(ob, "hide_children")

            bpy.types.Object.hide_children = BoolProperty(update=hide_children)

            bpy.types.TEXT_HT_footer.append(draw)


texts: how do you show selected mesh in blender's outliner?

texts:
I click on a mesh in the graphical window, and I see the mesh gets highlighted. I go to look at the Blender outliner and I cannot find the mesh. My blender file has 700+ components, and I cannot find the graphically selected object in the outliner. Is there a way to have the outliner automatically scroll to the selected mesh?
I see that there is a similar question answered on this website, but I do not have a number pad to use that answer, so I do not know how to use that solution. Is there a method to find the mesh in the outliner using the mouse, or some other alternative? I see this question as well, but that does not address the issue I am running into.