texts: Why is the preview render slower than the final render?

texts:
Firstly, sorry if that's a stupid question. I'm kinda noob :P
The thing is that "normal" rendering with GPU is slower than rendering in preview. I made sure that the resolution in which I render is the same as in the preview but it's still slower as if it was rendered with CPU.


texts: Just want to set viewport to wireframe from script

texts:
Not sure how best to do this...

I have a very simple question. When I click on the solid view icon in the window I see the console shows:

bpy.context.space_data.shading.type = 'WIREFRAME'

But when I add that to the Text Script window:

import bpy
bpy.context.space_data.shading.type = 'WIREFRAME'

It of course doesn’t run because it doesn’t have the proper context.
I also tried:

import bpy

prev_type = bpy.context.area.type
bpy.context.area.type = 'VIEW_3D'
bpy.context.space_data.shading.type = 'SOLID'
bpy.context.area.type = prev_type

which doesn’t throw an error, but doesn’t work either. I know it must be something simple, but how to fix this? Thanks!


texts: How to export amodel from blender with textures and animations to use the model in Irrlicht?

texts: I am creating a small game using the Irrlicht engine. I have created a human model using MakeHuman and I have imported it in Blender. I am a total beginner to 3D I have created some basic animations in the model. MakeHuman already applied textures to the model, so I think It does not need to be done again. How to export the human model with textures and animations to use it in Irrlicht?


texts: UV Problem when baking Highpoly to Lowpoly Mesh

texts:
Whenever I create an object, such as a simple chair, I UV-unwrap it. Then I start working on the high poly mesh. But whenever I add more geometry, the uv doesn't seem to unwrap the same. This happens whenever I use things like subdivide or even sculpt mode.

The UV layout just get oddly distorted, so I can't really bake it onto the low poly mesh, or it would look weird and not uniform. I've never seen this happen to anybody else, like Blender Guru. They Just UV-unwrap both meshes, and the UV layouts neatly align with the high, and low poly meshes. I hope this makes sense.


texts: I have a blend file that I would like to add mass/material to.  I want to add 4mm of thickness to this hollow model. My goal is to 3D print the model, once it has some volume, so that I can glue the shells together to make a body for a custom action figure. How do I do this? I've attached pictures of my file. Thanks ever so much!


texts: Where is the render display mode setting in 2.8x?

texts:
I can't find display mode in 2.8x versions. In older versions when you hit the render button from the navigation there was a display mode option. Now it's gone.

Where can I find it?


texts: Set origin to bottom center of multiple objects

texts:
I have a lot of 3D objects of various sizes, shapes in blender 2.76b and I would like to set the origin to the bottom center of the objects bounds.

I cannot select the bottom edge and snap to cursor etc as each shapes edges are in different X/Y positions.

Is there a script or tool that will allow me to set the origin to the lowest edge z position?


texts:
In blender 2.8 when brought in as a reference or background, .png file, the transparent layer is retained however if broght in as a plane the transparent layer is not respected and the whole image is rendered.

Is this true or am I missing something? Please keep in mind that I'm a newbie and looking for a relevently easy fix.

Thank you.

Here's the file the comments don't allow you to post a picture


texts: Vertexes get slightly offset when extruding or moving an object

texts:
In a model I am working on, I have begun to notice a slight offset to the objects' points when trying to move (using "g") or extrude (using "e") an object (see photos below): it is not caused by any movement of the mouse.

This problem seems to be isolated to only the scene that I am currently working on.


texts: Crisp images when rendering on GPU in Cycles

texts:
I have a question about rendering on cycles with GPU. When i render on GPU the images look a bit crispy. When i render on CPU they don't.

I have a Geforce GTX 1070 videocard and got it running on Blender with the CUDA 8 beta.

CPU

GPU


texts: How can I access bone's 'animation_data.action'?

texts:
This is the script I've got. It just basically offsets every selected objects animation for the other one as shown in this Tutorial

import bpy
obj = bpy.context.selected_objects
objlist = len(obj)
offset = range(objlist+1)

for i in range(objlist):
    animData = obj[i].animation_data
    action = animData.action
    fcurves = action.fcurves
    for curve in fcurves:
        keyframePoints = curve.keyframe_points
        for keyframe in keyframePoints:
            keyframe.co[0] += offset[i]
            keyframe.handle_left[0] += offset[i]
            keyframe.handle_right[0] += offset[i]

It works alright but when I change it to:

import bpy

obj = bpy.context.selected_pose_bones
objlist = len(obj)
offset = range(objlist+1)

for i in range(objlist):
    animData = obj[i].animation_data
    action = animData.action
    fcurves = action.fcurves
    for curve in fcurves:
        keyframePoints = curve.keyframe_points
        for keyframe in keyframePoints:
            keyframe.co[0] += offset[i]
            keyframe.handle_left[0] += offset[i]
            keyframe.handle_right[0] += offset[i]

I get this error

  AttributeError:'PoseBone' object has no attribute 'animation_data'


texts:
I have a mantaflow liquid simulation in the 2.92 version of Blender. This simulation starts at the beginning of the animation but stops before the animation ends.
When the animation plays past the last frame of the fluid sim, the domain becomes rendered as a giant cuboid because there is no more fluid data. I would like the fluid simulation to stay frozen on its last frame, rather than be a cuboid for the rest of the animation.

I know that it is possible to make a duplicate of the simulation with the fluid modifier applied on the last frame of the sim, but this causes shading inconsistencies and I would rather not do that.

Instead, is there a way to freeze the fluid simulation on the last frame without making duplicate objects? Possibly manipulating data, or a setting that I am not aware of?


texts: Which Version of IFC Open Shell do I download

texts: I am trying to import IFC architectural files to edit and render on blender. I read that I have to add IFC Open Shell but when I try do that it says determine if my copy of Blender is 32 or 64 bit. How do I find tht out?


texts: Added meshes will not be aligned with the current transform orientation

texts:
I have put an object in its own layer to edit it separately.
Changing the transform orientation to local shows the axes of the object itself instead of the global ones.

However, if I add a new mesh, it will get a rotation of that mesh (a plane in this example) that is aligned with the global axes.
Why?

edit
Here is how I expected the plane to be aligned: to the local axes.


texts:
I do have a problem with normals in Blender.
I tried to recreate a script for Blender that we are using in 3Ds Max at work (the original script: http://wiki.polycount.com/wiki/VertexNormal#SetNormals_MAXScript)

What it should do (and does until normals are recalculated):
It copies the face normals to its vertex normals to get better looking bevels.

The Code:

import bpy
import bmesh

obj = bpy.context.edit_object
mesh = obj.data
bm = bmesh.from_edit_mesh(mesh)

for f in bm.faces:
    if f.select:
        fvector = f.normal

        for v in f.verts:
            v.normal = fvector

bmesh.update_edit_mesh(mesh, True)

How to use it:

Select the hole object.
Shading Smooth (no autosmooth)
Entering Edit Mode
Select all faces that should not be rounded (everything except the beveled faces)
Run the script

It works until I reenter the edit mode of a object.

Is there any way to stop Blender from recalculating the vertex normals?

Screenshots:

Does anyone has a solution for that?

Greetings and thank,
Tobias


texts: How do you copy an object including all its properties, and make it single user?

texts:
I specify that I know how to copy an object but I haven't found an answer for some time.
I want to copy an object and its date, then its vertex groups, including all the custom properties of that object, without it being linked to the original object anymore.
First example, copy entire object:
copy_ob = bpy.data.objects['ob'].copy()
bpy.context.scene.collection.objects.link(copy_ob)

Good solution , but have a problem, he object is still linked to the first, and any changes will also occur to the second object and vice versa.
Second example:
#This is a small function that I am using at the moment:
def copy_object(ob,new_name):
    copy_data = ob.data.copy()
    copy_ob = bpy.data.objects.new(new_name,copy_data)
    copy_ob.location = ob.location
    copy_ob.rotation_euler = ob.rotation_euler
    copy_ob.scale = ob.scale
    return copy_ob

new_ob = copy_object(context.object,'New Object')
bpy.context.collection.objects.link(new_ob)

The second solution is proposed many times in many sites, but it presents a very big problem, which hardly anyone takes into account.
Loss of any property related to the first object, loss of positions, locations, rotation, vertex group, and any other property that is not contained in the ob.data.
How can you do to avoid this?
The first solution, if you could make it "Single User" would be the best. But I really can't find an answer about it.
I am trying at all costs to avoid bpy.ops
Definitely:
Thanks to Andrey Sokolov's answer, I have finally come to a conclusion on how to copy an object without it being linked to the First. Here is my little code, with a function that does this copy. I leave it here, so those who need it can easily use it:
import bpy

def copy_object(ob,new_name):

    copy_data = ob.data.copy()
    copy_ob = ob.copy()
    copy_ob.data = copy_data
    copy_ob.name = new_name
    copy_ob.data.name = new_name
    return copy_ob

ob = copy_object(bpy.context.object,'New Object')
bpy.context.collection.objects.link(ob) #context collection is the collectionin which you are working


texts:
I am trying to export a small physics sim from blender, to open in keyshot. I am exporting the files as Alembic but in Keyshot, none of the animations are taking place, ive tried baking the animation, baking it as keyframes, everything, but i cant seem to get it to work, can someone please try to help me out.
The models were made in Rhino and then exported as an STL file which then i put the rigid body simulation for it to fall on to a flat surface, then i export it as an Alembic.
Thank you


texts: Parametric design for pen adapter for 3D printing

texts:
I have this model I created for a little kid who has problems in their hands (muscular and/or skeletal). I was thinking that it would be awesome to release the design so anyone with this problems can 3d print it fairly cheap. I guess that the size of the model would be proportional to the size of the hand, but as you can imaging the hole for the pen will remain the same.

I am still prototyping the model and it´s not the final version, but I am already thinking about this part.

Some pics of the process so you can have an idea.

First picture, from left to right: v.1a @ 105%, v.1a @ 100%, v.2a @ 105%,v.2 @ 100%

Last picture is the newest version (v.2a, yellow ones were too big but sort of ok for my big hand to test and improve.

Thanks everybody in advance

EDIT: I attached everything here:


texts: How can a text object be created with non ASCII characters?

texts:
After enabling international fonts I was expecting that I could create a text object like: 咏春拳.

It seems that a different font is used for the text object.

The Outliner shows a font Bfont

Can this be changed?


texts: How Do You Achieve Realistic Spinning for Exhaust Fans?

texts:
I've been struggling for 2 days now trying to figure out how to approach this situation. I wanted to spin an exhaust fan that I modeled in 2.8 but the results is just not right.
My goal is to have a 10 second animation of a computer chassis where the exhaust fan is actually spinning at full speed.
Although I was able to spin it, it's not as fast (not realistic) as the GIF image below.
Is there like a filter to fake it?
Thanks
PS: how can i attach more than 1 image in a question? :)


texts: Helloo. Im new to blender and I have a scene where at one point I wanted a cloth to me animated to fall on the floor. I baked the cloth animation its about 80 frames . the problem is I wanted the animation to start at a specific frame but I cant move the cache in the timeline. not even able to select it. its that a thing that can be done or I have to re do it a different way.  thanks


texts: Aligning multiple objects along a shaped line

texts:
Building a human skeleton, trying to learn new skills apart from sculpting, so for the spine I wonder what the best way would be to align the vertebrae along a spine-shaped line.
I drew the line as BezierCurve:

I'm pretty sure there is one or another way to do it automatically, instead of just aligning each piece manually. Any clues are appreciated. Thanks!


texts: Problem rendering after physics simlation

texts:
Heads up: I'm a Blender noob, so forgive me if my question or my script is just plain stupid :-)
I'm trying to generate synthetic data for a machine learning problem (an image classifier). For this I created a script that imports an object. The lifts it to a random height, rotates it randomly around all axes. And the I drop it on the ground plane. And what I would like to do is the render the scene after the object has been dropped. But the problem is that my scene looks the same every render. Can anyone point me to some obvious mistakes I'm making? FYI, the file below just tries the same object 10 times.
import math
import os
from random import randint

os.environ['CUDA_VISIBLE_DEVICES'] = '0,1,2,3'

bpy.context.scene.render.engine = 'CYCLES'
bpy.data.scenes["Scene"].cycles.device = 'GPU'
bpy.data.scenes["Scene"].cycles.feature_set = 'SUPPORTED'
bpy.context.preferences.addons['cycles'].preferences.compute_device_type = 'CUDA'

cprefs = bpy.context.preferences.addons['cycles'].preferences
cprefs.get_devices()

# Enable all CPU and GPU devices
for device in cprefs.devices:
    if device.name == 'TITAN Xp':
        device.use = True
    else:
        device.use = False

directory = os.environ['LDRAW'] + "/parts/"
files = os.listdir(directory)
files = ['3010.dat']
context = bpy.context
for filename in files:
    print(filename)
    if filename.endswith(".dat"):
        filebase = os.path.splitext(filename)[0]
        for i in range(0, 10):
            print(i)
            context.scene.frame_set(0)
            bpy.ops.import_scene.importldraw(filepath=directory + filename)
#            bpy.ops.object.origin_set(type="ORIGIN_CENTER_OF_MASS")
            bpy.ops.rigidbody.objects_add(type='ACTIVE')
            context.object.rigid_body.linear_damping = 0.9
            bpy.ops.transform.translate(value=(0,0,randint(1,5)))
            bpy.ops.transform.rotate(value=math.radians(randint(0,360)), orient_axis='Z')
            bpy.ops.transform.rotate(value=math.radians(randint(0,360)), orient_axis='X')
            bpy.ops.transform.rotate(value=math.radians(randint(0,360)), orient_axis='Y')
            bpy.ops.nla.bake(frame_start=1, frame_end=200, bake_types={'OBJECT'})

            context.scene.frame_set(200)
#            bpy.ops.ptcache.bake(bake=False)
            camera=1
            for ob in context.scene.objects:
                if ob.type == 'CAMERA':
                    context.scene.camera = ob
                    context.scene.render.image_settings.file_format = 'PNG'
                    context.scene.render.filepath = "/storage2/herman/render/" +filebase + "/" + filebase + "-" + str(i) + "-" + str(camera) + ".png"
                    bpy.ops.render.render(write_still = 1)
                    camera=camera+1
            bpy.ops.object.delete()
```


texts: How to trigger a certain animation in certain object when it touches

texts: In my scene i have my bushes and my particle system(rain drops).I want to tweak my bushes when the particle rain drop touches it.


texts: How to render WITH the default checkerboard as background?

texts:
Ok there are a ton of questions on getting a transparent background and NOT having background be checkerboard in final render, but what if you WANT this checkerboard pattern as your final background?

Ive tried unchecking my Transparent box - I'm in cycles.


texts:
Please help me find the length between two dots with Blender api. That value will be the sine.  After that I need to find cassettes of the triangle I'll get.

Thank.


texts: Why are the object proportions from Blender to Unity not being respected?

texts:
There is an object in Blender which, when transferred to Unity, does not match one part.

In Blender:

In Unity:


texts:
I have human rig (rigify) with custom bones, but the rig and UI widget is bugged and outdated. I want update rig, but to keep the custom bones. How can I do that?
I try just use rigify with advanced options, but this method erase by custom bones. Any suggestion?


texts:
I'm new here and a beginner of blender.
i have a problem with rigging, some parts of my mesh deform. i'm italian so sorry if i speak very badly.
that's the problem:

the back is deforming when i rotate the on the x axis the leg.
the model is only one mesh, i don't know if that can be a problem, the piece of armor on the leg is connected to the back.

sorry for the question or my writing, i'm following a lot of tutorials but i cannot resolve this.
Thanks in advance


texts: Exact same mesh and UV's, one scaled minus one, and UV's started to strecth

texts:
I'm a beginner 3D modeller, and I have been having issues with my recent work. I'm not exactly sure if the issue caused after I scaled it. I've been working on this project for quite some time and noticed the problem after texturing. I was making stairs for a tower, since stairs are mostly repetitive I was continuously duplicating, flipping etc.
So the ones I scaled -1 in X axis appear stretched like this. Their tangents and binormals appear different in unreal engine too.

And Blender's angle based  stretching overlay looks like this. (Normally they are overlapping. One in the left is working correctly, right one is  stretching.)

Edit: I just checked if they are identical with overlapping both and adding boolean modifier. Although they look quite similar they aren't %100 identical. Probably at some point I messed up. Although I would still love to know how I could solve an issue like this without just going back and start replicating again.


texts: Good approach to make planks for a barrel?

texts:
I'm trying to make the planks in a barrel, without involving sculpting. What is a good method? I thought about an array, but haven't had too much luck.
this is what I've got at the moment,

but I'm trying to get something like this second picture.

Can I get some advice?


texts: Is there a way to add outline/highlight your model?

texts:
I have seen a few tutorials where you can add outline around your models, unfortunatley none of thoe tutroials gave me the results I was looking for! is there a way to do this?(#1) instead of ?(#2)
I would not like the lines to be visible inside the model( I am new to blender and to 3d art)


texts:
I'm assuming this has something to do with the baked image being too small (but it's 2048), but I'm getting this weird blurring in spots (not to mention, the whole texture is a little blurry up-close). Any idea how to fix?

Here's the whole texture map:

And here's the tiny blurs, too:


texts:
I'm trying to figure out how to change the Alpha (image opacity) for a background image in the Camera settings "Background Images", but can't quite figure it out, any ideas?
The tooltip says CameraBackgroundImage.alpha and bpy.data.cameras['Camera name'] ... alpha

Q: How to change alpha for background image (camera) with python?


texts:
When I hold MMB, I rotate my view around a point.  Somehow, I accidentally caused the camera to rotate around a large circle.  Then, I bound the camera to a marker, and the view jumped to the origin, and the effect was removed.

How can I increase the radius of the point around which the view rotates via MMB?  How can I increase the speed of view-translations (move/rotate/dolly)?

2.79.


texts:
I am following IanHubert's post-apocalyptic buildings tutorial and I can't figure out why my boolean modifier takes so long to render, and why is it buggy.

As you can see, the mesh isn't edited, but the parts of the mesh overlapped by the boolean operand aren't displayed.
My building is made out of several stretched out cubes, joined togehter using CTRL+J. Blender freezes for about 30 seconds each time I swicth to edit or object mode or I try to move the operand or the object.
What did I do wrong?


texts:
From an spline I'm getting a bunch of evenly distributed points between the control points of that same spline using the evaluate spline node. Now I want to create new splines dividing the original spline using the obtained points. The image below shows the desired outcome:

How can this be done using animation nodes?


texts: Disabled constraints still being calculated?

texts:
I ran into an issue where an Eye rig setup to track a camera using bone constraints was causing performance issues. Each eye had a bone with an IK constraint targeting a gaze control bone, which had a Copy Location bone constraint set to copy the Camera.

When I move the camera, the viewport lags badly, even with a relatively simple character. What is strange is that the performance drop continues even if I disable the copy location constraint by unchecking the Eye icon on the constraint panel. This suggests that the constraint is still being calculated even when it is disabled.

Is this correct, and is there any way to deal with this problem? Some of my rigs need a lot of constraints, and I don't want to be stuck with this performance problem when doing basic posing and scene composition.


texts: Is it possible to project onto face during snapping in the direction of the cursor?

texts:
I would like to project the vertices of an object onto the surface of an other. I know how to do that using the snapping tool. However, a drawback of this method is that vertices are only projected according to the point of view. Instead, I would like them to be projected according to an imaginary axis going from them to the cursor location.
Example : If I surround a cube with a sphere, I would like to be able to project at same time all the vertices of the sphere onto the faces of my cube, and this way, reshape my sphere as a cube.
Does someone know an already implemented way to do that ?
Thanks


texts:
I'm running Blender 2.78

Using OSL, I am trying to find the location of an object. In the Node editor, I am in Shader Nodes for World. The object I'm trying to find is a UV sphere named 'MySun' and has an emitter material using cycles.

In the OSL script, I'm trying to get the location of MySun like this:

vector Sv;
getattribute("MySun","object:location", Sv);

When I run it, I get an EXCEPTION_ACCESS_VIOLATION error and Blender crashes. I've searched all over for the correct way to do this and have found people saying it couldn't be done, or that you can only get the location of the current object. What's the current object when you're working on "World"?

These were posts from several years ago, so I'm hoping that if there was a bug it's fixed by now, because the documentation certainly seems like getattribute is made to get the attributes of any object you name.

Is there another way I'm supposed to reference an object?

Thanks!


texts: How do I rotate an object in an anti gravity simulation?

texts:
I am creating a shot where:

gravity is turned off
multiple objects are "floating" in space
a few objects collide with eachother
each object has it's own forcefield in order to propel it forward.

I've tweaked the settings and gotten each object to move at the speeds I'd like. The problem I'm having is that I can't seem to figure out how to add some slight rotation to the objects to add to the realism. Any way to do this?

UPDATE 12/12/2020:
I've researched more and I'm looking for something that in C4D is called "Angular Velocity" as described in this video around 7 minutes in:
C4D Antigravity Tutorial
After finding that, I found info about angular velocity being available in the particle force field emitter. Can I somehow rig up the particle emitter as my force field in order to add angular velocity to my object? I also found a Blender add-on called "Projectile" which looks promising. Allows you to do exactly what I want but is rather buggy.
There's got to be a setting like this in Blender that gives you the ability to rotate the object without any collisions occurring, can someone point me in the right direction?
UPDATE 12/17/2020:
I found this helpful thread (How can I add motion to a rigid body?) that describes how to use keyframes on an "animated" rigid body in the first two frames of the animation, then switching animated off for the duration of the animation. That sets the velocity however you like it and is proving to be promising when combined with the answer below.Basically it's setting "Initial Velocity". Now I know! Here are some other helpful tutorials on this:
Blender 2.71 Rigid body - starting speed
Blender 2.81 - how to give object initial velocity for physics simulation tutorial
UPDATE 12/18/2020:
I was having trouble with the animation not carrying through after the initial keyframing. It took a bit of reading, but I figured it out. This is covered in the video links above, the first one has it in the comments, and the second one he details it out in the video. From 2.80 on you need to set up the keyframes on a frame after frame 1 or it for some reason doesn't work. Here are the keyframe details:
Frame 2 and 3: Have the initial velocity keyframes set here. Rotation and location keyframes telling blender how fast you want your object to move.
Frame 3: "Animated" box (in Rigid Body settings) is ticked on.
Frame 4: "Animated" Box is ticked off.
After that, your initial velocity should work!


texts: how to make the fire cast light according to the way the fire move?

texts:
how do I make the fire cast light according to the way the fire move (in cycles)? for example if the fire jumps the whole room should be brighter, and if the fire is inside fireplace, the part that is exposed to the fire should be brighter from the rest of the room for example: https://www.youtube.com/watch?v=sP6cG27blwE
There is no difference in the light next to the fireplace

fire node setup


texts: Run a Grease Pencil loop multiple times and then change position

texts:
I would like to run a walking cycle with Grease Pencil (Blender 2.9) a number of times. When my character reaches his destination, I want him to change position and do something else.
I know I can run the walking cycle using a Time Offset modifier on the Grease Pencil object. However, I have not figured out to set a number of finite repetitions.
Moreover, if I try to draw a new frame after using the Time Offset modifier, the new drawing does not erase the previous one.
I tried using the Non-Linear Animation NLA tool for this, using the suggestion HERE, which allows me to loop a fixed number of times. However, I still cannot figure out how to continue with my animation, after the walk cycle has ended.
I have the feeling I am not using Grease Pencil properly for this task, and I would be grateful for guidance to the right approach.


texts: Why is the subdivision surface modifier showing a point on my model?

texts:
Really hoping someone can help me out, I'm trying to build a model of a car, and I think I've maintained pretty good topology but I am quite new to to 3D-modeling.

As soon as I apply the subdivision, it the majority of my car is smooth but there is a point that appears in the rear quarter panel. Not sure how I can get rid of this! I've spend 30 minutes already moving vertices in an out and I just can't get rid of it! Is there something in particular I am doing wrong? I've attached a few screenshots of what it looks like.

Any help would be greatly appreciated.

Thanks!
Tudor

The points in my model:

With vertices visible:

What it looks like from the top looking down to the vertex where the point is, without subdivisions it aligns nicely with the rest of the door.


texts:
How can I see all the "users" of a datablock?  Is it possible with the Blender's UI?  With Python?

For example, I'd like to know which 3 objects are the users of my material:


texts:
I'm having a bit of an issue trying to simulate water in a glass bottle. For some reason there seems to be some refraction that causes the water to bend upwards and creates a weird effect(a sort of upwards bump).

Can anyone please shed some light on this situation and explain why this is happening?

I have also attached the blend file below:

https://onedrive.live.com/redir?resid=6385EC1FC28C8087!337&authkey=!AGWj45uZHzTciRo&ithint=file%2cblend

Thanks.


texts:
I want to light my scene with a HDRI but I can't find the one that I want.
I need a uniform white light for an presentation image.

I just want to show my model as it really looks.
I found one but it looks ok only in front view(if i rotate thee view it looks darker)I want a uniform light from on every part of the model.:.
if i turn the view :


texts:
I've created a building model with a architecture software (Sweet Home 3D) and on the generated .obj object I have this problem: the flat walls are divided around windows and doors and look curved or angled. It appears that the 3D is flat though, so maybe it is a lighting or a normal problem?

Does anyone know how to solve this in blender so the walls look flat?
Many thanks
Thomas.


texts: Why doesn't my camera have curves in the graph editor?

texts: I've animated my camera but now I want to tweak the keyframes. However, when I select it and open the graph editor, there are no curves to tweak. Is there something else I need to do? I've used the graph editor with objects and had no issues, only now with the camera.


texts: Execute operators from Python at start up

texts:
I want to add a lamp the current scene using python on startup. I do not want to change the default scene.

Here is the code that I am using:

import bpy

bpy.ops.object.lamp_add(type='POINT', view_align=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

It adds a point lamp at origin. Like this answer suggests: I have saved this file in scripts/startup as a add_lamp.py

How ever when I start blender nothing has changed. I see no lamps added.


texts: Changing the shape of a animation inserted in an image, inserted in a video sequence

texts:
(I am a newbie, working hard at learning) I know what I want but don't know how to start to get it.
I have a 2d animation I have created and put over the top of a still image, that I want to use in a video sequence.
I have figured out how to get to this point but I need to change the form of the inner movie clip to look like it is happening inside a locker on a boat. Narrow the base of its rectangle.
http://www.mapleton.net.au/temp/shark-locker.mkv
What is the direction of learning I need to get there? I'm a bit lost.


texts: Why is it that sometimes the bend modifier bends in two different directions while other times it works as intended?

texts:
Sorry for unclear question, but the Simple Deform modifier has been one of the most difficult ones to use consistenly. It sometimes does what I intend it to:

while other times this happens:

Transforms are applied, everything else seems to be fine, and the two objects have basically the same topology, so what causes this difference? Also tried using an empty for the Axis Origin of the 2nd result, but to no avail. If anyone could give me a quick rundown of why this happens and how to use the Simple Deform modofier properly, it would be greatly appreciated. At the moment whether it works as intended or not feels like a gamble.


texts: How to create a rough green emerald material in Cycles

texts:
I would like to know how to create a rough looking green emerald in Cycles.

It should look like that, but can be even rougher and doesn't have to be that translucent.


texts: How do I create an Environment Map type texture?

texts: I'm following a 2.7 tutorial on how to render a 6-sided skybox. In the video the guy creates a cube and then creates a new texture with the type Environment Map. In 2.9 I can't find that option. I just really want to render a 6 sided skybox from a scene. Is there some new way of doing it in 2.9?


texts:
I have a modeled person that has an armature and I created a T-Shirt for it in rest position now I need to figure out how to put the shirt on the model in pose mode.

I followed Den Den's instructions and get this:


texts: How can I create a pure black-white brick texture node?

texts:
I'm new to Blender.
I need a texture with offset 'bricks', so I found the brick texture node to be exactly what I needed, the only problem is that it works by blending two colors/textures, whereas I'd like to keep the inputs 'pure' (not mixed).
This is because my brick color inputs are two textures of the same tile, with the only difference being their x-offset in a mapping node (one of two is offset by 50%).
Almost like a checker texture with brick-like offsets.
I need this to make a flooring material starting from a 1-tile sample.
Starting tile texture:

Desired result:

I've tried a few solutions but I'm ultimately unable to solve this.
I'd like to make it without any additional hand-made textures to keep the result procedural.


texts: Why can't i click on "Draw Curve" in Blender 2.78

texts:
i recently installed blender 2.78, and when i tried to use the newly added feature "Draw Curve" i can't, i can't click on it, it appears to be in grey.
Does anyone knows why, and thanks in advanced.


texts: Can I "skin" edges to be a round pipe, not rectalgular?

texts: I had created a spring-like edges like the first image below. I applied the "Skin" modifier, but it made the line to be a rectangular pipe. Can I make it a round pipe? The modifier has only "Branch Smoothing" value and it does not seem to do anything.


texts: Mantaflow: bake always crashes, cannot be resumed

texts:
I have problems baking a smoke simulation with Mantaflow, I tried Blender 2.92 and 2.93 Alpha. When baking a (not very complex) simulation, Blender always crashes at around 30% of a 250 frames simulation. First of all I don't know why, because the domain resolution is only at 128, I've got and AMD Ryzen 3 at 16 GB RAM, a GTX1660 with 6 GB and more than 400 GB free disk space.
First of all, I've learned from tutorials that 128 is not a very high resolution for a good fire simulation. Is there a chance to tweak some settings so that the bake won't crash?
And if not, is there a chance to continue baking after a crash? I've set the cache to Resumable and when I hit Esc to stop baking, save my file and restart Blender I can resume baking where it stopped. The problem is, there comes the time when it crashes and although all files that were baked up to this moment are stored in the cache directory, hitting Resume will start from the frame that was baked when I last saved the file, not as far as it baked until it crashed.
Even worse, if I didn't stop baking and saved my file inbetween, there is not even a Resume button, I can only hit Bake Data and it starts from frame 1.
How can I tell Blender to resume after the finished frames?
I know that's actually two questions, but if one part could be answered the other becomes obsolete.


texts: I'm trying to create an edge between vertices. But when i press F it grabs them like I'm pressing G. Any help would be appreciated


texts: What is this dashed box and how can I turn it off?

texts: I was just getting back into using Blender a few days ago and I must have hit a couple of buttons. But now I cannot get these dashed lines to go away. Does anybody know how I can make them go away?


texts: Cannot see background image after reopening the blender file

texts: I after reopening by blender file I cannot see the placed background image. You can see the screen capture for reference. I made sure I am not in perspective view, but that does not help. I would appreciate any help on this subject.


texts:
I'm building an addon which is a collection of scripts, and I have my UI coded as one of this scripts. On of my tools (script) requires a user input, in this case a folder path, but I don`t know how to pass it onto my export tool so it knows where to export the selected objects. Here is how it is written in my UI script, I just copied it:

# root for export
    scn = context.scene
    col = layout.column(align=True)
    col.prop(scn.my_tool, "path", text="")

It shows great in my Panel but I'm not sure how use the string it gives in another script.

Thanks

EDIT

Following @WhataMesh pointed out here is what I did. In my UI script I added a class with a string property and changed the layout to fit, also had to register and unregister the new class and the property.

class MySettings(PropertyGroup):

path = StringProperty(
    name="path",
    description="Path to Directory",
    default="",
    maxlen=1024,
    subtype='DIR_PATH'

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

# root for export
    scn = context.scene
    mytool = scn.my_tool
    col = layout.column(align=True)
    col.prop(mytool, "path", text="")

def register():
    bpy.utils.register_class(UI)
    bpy.utils.register_class(MySettings)
    bpy.types.Scene.my_tool = PointerProperty(type=MySettings)

def unregister():
    bpy.utils.unregister_class(UI)
    bpy.utils.unregister_class(MySettings)
    del bpy.types.Scene.my_tool


texts: Whats the difference between entering units and scaling the model at the end

texts:
Lets say I'm trying to model a vehicle, given that I have the length of it. If I enter the length using units, for example I input 4.5 meters into the y axis and start modelling with the blueprints of the car, what is the difference as compared to modelling it according to the blueprints and then scaling it up to size?

Thanks


texts: Render a wireframe animation where only half of the mesh has wireframe

texts:
How can i render a wireframe on an animated rotating mesh, where only
the right side of the camera view is shown in wireframe, but the other half shows the mesh withouth it.

Only the parts of the mesh that are on the right half of the screen should be in wireframe, but when the animation rotates the mesh, the faces that where rendered in wireframe should become normal again (when they leave the "wireframe" area.).

Edit: When the mesh is not rotating, i could create a vertex group and apply the wireframe modifier to the parts i want to be wireframe, but i don't know how to do this when the mesh rotates.


texts: Is there a fast way to convert mesh to curves with a very large mesh?

texts: At my company, we routinely deal with large meshes that consist of a few hundred thousand interconnected lines. Sometimes, the quantity is greater than a million. On such meshes, the operation of convert mesh to curve can be very time consuming, taking 10, 20, 30, on up to >60 minutes. Is this to be expected? Are there any suggestions about ways to accelerate the operation? Finally, is there any simple explanation for why a seemingly simple operation would consume so much CPU time?


texts: Procedural generation of terrain/waves based strictly on perlin noise?

texts:
So basically I'm trying to make some waves (like an ocean) based strictly on perlin noise where I can control the seed and scalar and stuff. It has to be exact because my goal is to export it into a game engine and be able to calculate the wave size based on the perlin noise of the X and Y of the position I want to calculate.

Does anyone know if you can do this in blender natively, or if there's a script for it? I'm unfamiliar with blender btw.

Thank you.


texts:
I'm working on a foot rig, following exactly what Royal Skies shows on YouTube. (Link: https://www.youtube.com/watch?v=voYM3yyeZP4&list=PLZpDYt0cyiusytIPAOTPRzsa4GK6LgY3_&index=4)
Everything is working fine except for the Toe IK pivot. In the forward direction, the pivot works fine, but in the opposite direction, the toes sticks in place and streches weirdly. Pictures attached:

I'm wondering if this is a parenting issue, though I've gone over and followed the tutorial multiple times, parenting the bnes as he does in the video. I also have yet to weight paint in detail, but all my other bones and rigs, while very rudimentary, don't glitch like this. Any help is appreciated!


texts: questions about viewing a model and selecting objects

texts:
I have a few basic questions about Blender that I can not find an answer to and I would appreciate it if someone could help me or point me in the correct direction.

My 3d model has a cube with dimensions of 1000x1000x100 and I can not see the whole object in the window at once in perspective view. If I use the wheel on the mouse to zoom out, parts of my cube disappear. I was thinking that I should change my viewport to view a wider area but I can not figure out how to do that.

My 3d model actually contains several cubes of around 1000x1000x100. I positioned them by typing numbers into the transform menu in the sidebar. Now if I am in Object Mode and click on one of the cubes or if I click on the object in the outliner, I do not get the crosshairs on the object so that I can move it around with my mouse. I can choose and edit a vertex in Edit Mode, but I can not move or rotate the entire object with my mouse. I have been playing with various settings in the Properties Panel, but if I changed something that I should not have, I can't figure out what I did.

The first time I created my model, I tried to resize one of my cubes by typing in values to the transform menu in the sidebar. Then, pressing CTRL-A, Scale to reset the scale back to 1 did not work. I solved the problem by recreating my model in a new file, but I am hoping that there is a better solution.

I have already search online to try to find answers. Probably I am missing something fairly simple, so I would appreciate any advice. Thank you very much.


texts:
I've been googling and trying to find an answer to my question, and I've tried the common answers I've found, but my problem persists so I thought I'd ask.
Can I make the camera window (where the red arrows are) larger? It would be nice to actually see something through that tiny window.

I've tried to resize the resolution in that red box but without luck, and the Lock to Camera View isn't doing much either.

Thanks in advance


texts: Unexpected "color" transition in half transparent cylinder with Cycles

texts:
I try to represent red and blue spheres moving in a tube, and render it with Cycles. I made a part of the tube opaque and another part semi-transparent following the "color based on height" trick. I get the following result, but I am anoyed by the color transition that takes place at the third sphere (from the bottom right). It does not seem to depend on the orientation of the sun.

I built a minimal working example, with a half-transparent cylinder and got the same effect. The corresponding Blender file can be found here. The effect is not present if the cylinder is opaque.

Do you have any idea where this effect come from and how can I avoid it?


texts:
I have a belt prepared for animation, using bendy bones

I need this stuff(screenshot below) move along bendy bones

How can I do this? (I need exactly bendy bones and not any curves, because it is easier to animate for my purposes)
Thanks for any tips!


texts:
I've built a scene with an object with a smoke domain. I'm rendering in eevee and have no issue with making the smoke domain look how I want it to for the scene. My issue is that the smoke domain (rather, the fire) can be seen through the surrounding object(s), despite the fire looking like it is constrained to the domain size I have set. It does have adaptive domain but upon inspection, when the domain is at it's peak, it still does not appear to pass through the object in question.

Pictures below hopefully clear up what I've said!

I've read something similar but the solution was described on an older version and so I couldn't figure it out- it mentioned something about pass indexing, but when I set the surrounding material to a higher pass index, the same results could be seen. I think there's an option I need to select for it to enable or something to do with layers but would be blind guessing.

Any help would be greatly appreciated!


texts:
I am just wondering why people or companies purchase 3D models in the first place despite their cost.

I have been planning on making 3D models for sale and I have browsed through websites selling them like TurboSquid or CGTrader, but I start to think about how people use 3D they purchased. I mean, the collection of 3D models on these websites are huge and there are hundreds and thousands of amazing artworks, but I just can't figure out why companies buy them.

For instance, some models are shops like a Starbuck outlet, a skyscraper or industrial buildings. Why people buy them? Are they for rendering? (but what's the purpose of rendering a single building) Are they for product demonstration? (but then it is almost impossible to find the exact building that matches the companies' requirements) Are they for animating? (but a scene usually composed of quite a number of buildings and buying lots of them would be really costly)

This situation confuse me even more when I am looking at expensive, high-end, realistic models. They look stunning but why on earth will someone buy a single high quality 3D model for? (Like a futuristic lazer gun)

I hope someone can answer it specifically on the reasons to purchase 3D models, I have watched some videos regarding this issue but they just give explanations that I just cannot understand (like buying a single cat model for animating :O ) Any help is appreciated.


texts: Ive made an exhaust manifold with welds in cycles, Im trying to acheieve a realistic material where the welds are a rusted bronze like in the image attached. How would I go about getting this result?


texts: Normal map has artifacts and nothing is fixing it

texts:
So  i modeled and sculpting a Ionic column and then retopologized it, and baked the normals, but there are colored artifacts in the map. I have tried increasing the Ray Distance, the Margin, the size, but to no avail. I think it has something to do with the position, as when i select both objects and hit ALT+G my low poly drops to the cursor and my high poly doesn't budge. I have discovered a trend, the smaller the UV's are the more colored and blurred they appear. Here is trying to bake it with margin set to 64 and ray distance at 1:

Nothing really changes when i increase or decrease ray distance/margin size. Unfortaunately i cant upload my .blend file as it is a whopping 164MB. The best i can do is provide pictures:

Here is my UV's (on low poly, high poly doesn't have UV's)

Any idea of what could be the cause and how to fix it? Is it something with my position or not.


texts:
I am trying to export a simple shape: torus, sphere. the exported mesh is in OBJ format. Blender displays an error "location is unknown or something related to volume. If I increase the scale to 100 ( setting of OBJ export) still the error displayed. Do you have any idea why I cannot get the OBJ mesh?

Traceback (most recent call last):
    File "/Volumes/Blender/Blender.app/Contents/Resources/2.80/scripts/addons/io_scene_obj/__init__.py", line 311, in execute
        return export_obj.save(context, **keywords)
    File "/Volumes/Blender/Blender.app/Contents/Resources/2.80/scripts/addons/io_scene_obj/export_obj.py", line 791, in save
        EXPORT_PATH_MODE=path_mode,
    File "/Volumes/Blender/Blender.app/Contents/Resources/2.80/scripts/addons/io_scene_obj/export_obj.py", line 733, in _write
        progress,
    File "/Volumes/Blender/Blender.app/Contents/Resources/2.80/scripts/addons/io_scene_obj/export_obj.py", line 389, in write_file
        bpy.data.meshes.remove(me)
    RuntimeError: Error: Mesh 'sphere' is outside of main database and can not be removed from it

The link to the files:

The STL mesh: https://gofile.io/?c=iycaiS

Blender file:https://gofile.io/?c=yLi0Pp


texts: X dimension of text object reported inconsistently

texts:
I'm running Blender 2.79 on Windows 10 and came across what seems to be an inconsistency in the bpy library behavior. I run the code from a Text Editor screen. The code prints to the system console, so you'll have to open ("toggle") it from the top Windows menu.

import bpy
bpy.ops.object.text_add(radius=7, location=(0, 0, 0), rotation=(0, 0, 0))
obj = bpy.data.objects['Text']
obj.data.body = 'Xxxxxxxxxxxxxxxxxxx'

#bpy.ops.object.text_add(radius=7, location=(0, -20, 0), rotation=(0, 0, 0))
#bpy.ops.mesh.primitive_cylinder_add(vertices=32, radius=10,
#    depth=10, location=(0, 0, 0), rotation=(0, 0, 0))

print(str(bpy.data.objects['Text'].dimensions.x))

When running the code as is, the value printed to the console - the "length" of the text object - is 13.28. Change the content of the text object to something much shorter (for example 'I') and something much longer ('HERE GOES OUR TOP TEXT') and run the code sample again for each scenario. The value printed to the console is still 13.28. In fact, it will be the same regardless of the contents of the text object.

Now comment out the line that creates a second text object. The value printed to the console becomes 67.94, and it will vary (as expected) as you shorten or lengthen the contents of the (first) text object.
If you comment back the line creating the second text object then the value printed will revert to 13.28 regardless of the contents of the text object.

Since the behavior is puzzling, I tried some more. Comment out the line creating the second text object and un-comment the two lines that create a cylinder. The x dimension of the text object is now reported correctly.

It seems that if I create a single text object then I can't get an accurate measure of its x size ("length"), since it's always the same. But if I add any other arbitrary object after creating the text object then the text object's length is reported correctly.
Note: this happens only in the Text Editor screen (which is where I need to run my real, much-larger script from) - in the Python console the x dimension of any text object is reported correctly, but that doesn't really do much for me, since I can't run this script one line at a time.

Can anyone shed some light on this issue? Is this a bug that needs to be reported? Or is it caused by my misunderstanding of some mysterious behavior of the four simple lines of code?
(This is not a theoretical issue - I'm trying to automate a process that is very sensitive to the length of various text objects, and not being able to measure them at all means pretty much game over for this exercise.)


texts: Missing Faces when importing to Ue4 and Unity

texts:
So I just finished modelling my Scar H but I noticed this it has some blue and white parts in it and when I import it to UE4 and Unity half of the blue parts was gone am I doing something wrong?

In UE4 when I import it it says "the model has degenerate tangent which may cause incorrect shading"


texts: python detecting mouse over navigation widget

texts:
I want to be able to detect when the mouse is over any of these icons and the navigation widgets so I can pass through events through my modal operator.  I know how to get mouse position, detect if it's in a particular area/region etc.

I don't know all the preferences and settings that can allow me to calculate their width, height and locations.

Here is all the digging I have done.

I can detect if the navigation gizmo is there or not

https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/space_view3d/view3d_gizmo_navigate.c$45

/* Offset from screen edge. */
#define GIZMO_OFFSET_FAC 1.2f
/* Size of main icon. */
#define GIZMO_SIZE 80
/* Factor for size of smaller button. */
#define GIZMO_MINI_FAC 0.35f
/* How much mini buttons offset from the primary. */
#define GIZMO_MINI_OFFSET_FAC 0.38f

enum {
  GZ_INDEX_MOVE = 0,
  GZ_INDEX_ROTATE = 1,
  GZ_INDEX_ZOOM = 2,

  /* just buttons */
  /* overlaps GZ_INDEX_ORTHO (switch between) */
  GZ_INDEX_PERSP = 3,
  GZ_INDEX_ORTHO = 4,
  GZ_INDEX_CAMERA = 5,

  GZ_INDEX_TOTAL = 6,
};

To me this says there is a 1.2 pixel offset from the screen edge
the rotation gizmo is 80 pixels
the smaller gizmos are .35 the size of the rotation gizmo (28 pixels
I don't know what the .38f offset is, perhaps a vertical offset?

There are some clues in the drawing
https://developer.blender.org/diffusion/B/browse/master/source/blender/editors/space_view3d/view3d_draw.c$1469

#Sample with code
def should_pass_through(self, context, event):
    if context.area.type != "VIEW_3D":
        return False

    #first, check outside of area
    if event.mouse_x < context.area.x: return False
    if event.mouse_y < context.area.y: return False
    if event.mouse_x > context.area.x + context.area.width: return False
    if event.mouse_y > context.area.y + context.area.height: return False

    #make sure we are in the window region, not the header, tools or UI
    for reg in context.area.regions:
        if in_region(reg, event.mouse_x, event.mouse_y) and reg.type != "WINDOW":
            return False

    #check panel open
    #check visibility preferences for gizmos
    #get icon and button width and height
    #do math to figure out if we are over them
    #if so allow pass through and flag


texts: Is there a way to store the transformation of an object and recall it later?  I have an object which is rotated at a specific angle, and I need to set the rotation to zero for some operations and then rotate it back at that particular angle.  The mesh is not rigged.


texts: Blender 2.82 crash when rendering a specific frame in Cycles

texts:
Still learning the ins and outs of Blender, but this one has me confused. I have a simple text animation that I'm trying to render. Frame 35 renders in Eevee, but crashes every time in Cycles. Additionally, a few frames on either side of frame 35 either render completely blank or only render fragments of the geometry. I don't believe that camera clipping is the reason for this as the camera is only moving slightly. There are no particle systems or any other complex parts of this file.

Anyone have something similar happen? If I had to recreate the entire sequence from scratch in a new file I could, but I'd kinda like to know what would be causing this.

Thanks in advance to anyone for help or tips.


texts: How to export OBJ files in .X files (direct X) from Blender 2.91.2?

texts:
How do I export OBJ files in .X files (direct X) format from Blender ver.2.91.2?  The game object editor that I'm working with only imports files in the .X (directx format).  There appears to be no add on available to activate under the edit/preferences/import-export tab.
The 2 answers I found by searching are from 2013 and 2014 and don't cover the latest version of Blender. The tabs and UI have changed between the two versions. link to answers  It appears that it was possible with an older version (2.7X) of Blender, but not the current one.


texts: Is there a way to bake a model's normal map in chunks?

texts: I'm very new to texturing in Blender. When baking the normal map of my model, it is unable to render correctly because my model has too many varied spacing lengths between geometry to have a "ray distance" setting that bakes cleanly. Is there a way for me to bake the model in chunks, so that I can avoid this problem? If I have to go as far as breaking my model into smaller objects, how should I go about piecing the resulting renders into a single normal map?


texts:
Working on a project, and for some reason the viewport jerks around, sometimes to the point of being nearly unusable.  When it's rendered, there are some weird distortions of models as well.  At first I thought it was because the view clip was really big, but shrinking it didn't fix it.  Does anyone have any ideas what could be causing this?

Here's a video of what I mean:
https://youtu.be/Xg1NvfckjRo


texts: In Python how can I name the active selection Low Poly, join the others and name them High Poly?

texts:
In a Blender 2.8 script I want to bake multiple high poly objects on one low poly.

I want to create a script in Blender 2.8 that bakes in selected to active mode. The active selection must be named "low poly", the other selections are joined and are named "high poly".


texts: Export Blender 2.79 PBR shader to Unreal Physical based material

texts:
this is my first question on stack exchange :)

If I've created and applied a material to an object using Blender's PBR shader. How do I bake out the nodes I have textures assigned to?
For example I have textures assigned to the metallic, roughness Transmission and Normal nodes.
I was expecting to see Bake options that correspond to my PBR nodes, which I could select, bake out and plug into Unreal's PB material shader.
Assuming that I should indeed be baking out my PBR material what bake options should I be using? Is my workflow incorrect?

Thanks :)


texts:
I am developing an addon where I need store segments curve data.

I store that info in a curve propertie as a dictionary where the keys are the segments and the value are the data that I need to retrieve.
The problem comes when some operation that adds or removes segments is done on the curve because my dictionary for segments info is not updated.

I have thought to develop a modal that 'listen' every time some of that operations are done and then update the data. But I don't think is a clean solution.
I need something like the vertex groups with data meshes but Blender doesn't have it for curve points.

Have anyone any Idea how can I solve it?
Thanks!


texts:
Hi I have imported an engine model in blender, I want to explode the complete engine part wise(PFA).there are so-many parts i cant keep moving all of them it will take lot of time. so is there any trick or option to do it quickly?
(This explode is not similar to the cube explode, here i want all the parts to be moved away)[the image shown is from different software but i want to achieve similar output from blender][https://i.stack.imgur.com/KEGDt.png]

Thank you


texts: I don't know why My Final Render is all black

texts:
I make an emission shader and a principled shader make all with extrude and model it.

I pressed render to watch the final result but is all black.


texts: Know when edit-mode is entered by script? (python)

texts:
How would I know through a script when the switch to edit mode happens? I need it for modal operator.

I was thinking on listening for 'TAB' event and checking obj.mode, but I hope there is a better way, for reasons like changed edit-mode shortcut or switching to edit-mode by script.


texts: highlighting the edge created by overlaping meshes

texts:
id like to highlight the edge, created by a plane while moving through an 3d funktion. I cant figure out, how i could create an special material for this line or create an Spline wich i could bevel. Im a bit stuck.

any ideas? thx


texts:
Im a blender newbie and using blender for 3D modelmaking for printing.
I have an issue sometimes when I join two objects. Initially I was using the JOIN operation but now I use the Boolean Union. the 3D Slicers (Cura in my case) doesn't like join. However, I do have a new problem.
Sometimes, not always, when I Boolean Modify and union two objects, the face of one or both objects becomes kind of shaded. In these cases, the slicer always fails.
I've looked at the mesh and duplicate vertices and non of that seems tobe the case.
Can some explain to me:

what is going on?
how to fix this?
is there a better way of doing this?

I have included a pic of a cone and a cube. The cube is affected.


texts: programmatically generate road with moving car

texts:
I am a Direct2D/C++ programmer and I want to experiment the procedural 3D animation of a street based on a text file. In the text file, I would be having something like this,

Length (in meters)  Curvature(Angle)     Uphill (Angle)       Downhill(Angle)

1000                     -                   -                      20°

300                      20° (left)          -                       -

500                      5° (right)          30°                     -

This means, for 1 kilometre the street is straight with 20° downhill. The next 300 meters the street has 20° curve (no uphill and no downhill). After that for the next 500 meters the street has 5° towards right direction with 30° uphill. So, programmatically I need to generate road details (terrain).

As for beginning, the street does not have any landscape (no trees, no buildings, no traffic signs, etc.) and only one car is moving inside the lane in a variable speed. I need to see the car movement using chase cam view.

Is it possible to implement my requirement using Blender (if needed, with some add-ons)? Or, am I better off with some other tool?


texts: Is there a way to displace or randomize shape of metaballs? Achieve effect like this?

texts:
Ok, Im trying to create a cartoonish effect in eevee somewhat like the fire and the energy ball by Violet here -

Specifically what Ive tried so far (to mimic specifically the distortion on the energy ball by Violet) is a particle system emitting metaballs of various sizes and at various velocities, so they merge together to create an oddly shaped blob:

Issue from here is, I want the sharp edges/additional distortion that the above example incorporates. Mine is pretty uniform just spitting out meta balls.

How can I distort a meta ball particle system or achieve this effect otherwise? I cant apply a displace modifier to the meta ball so I dont know where to go next.


texts:
New to Blender.  Took Lynda’s class on Blender Essentials, but still have some questions.

My question/trouble is:
I imported into Blender a .obj that has 660K faces.  It’s a small part that goes over a cup.  When I setup up a ‘product shot’ the part renders with many facets showing.  How do I get rid of all of these facets?

Have done these things:
Under shading - I selected Smooth - this smooths things out, however the edges get deformed and no longer looks real.
 I selected the object and selected Add Modifier, then Subdivision Surface.  Anytime I went above 2 for View, the computer would crash (Subdivide UVs was selected).  And render was set for 2, sometimes I selected 3.  But - this did nothing to improve the surface finish.

Please note - when I bring this .obj into Adobe After Effects with the Element 3D plugin, the object is extremely smooth.  I would really like to animate in Blender, but may have to do this in After Effects.

Too bad Blender isn’t more like Fusion 360 where you can scale and bend/rotate the edges of a face, or am I wrong?  I would think you could greatly reduce the amount of faces needed and the size of this file.


texts: How to speed up applying decimate modifier?

texts:
I have a dense mesh with uniform density. Each polygon is of about the same size. Details are varying, so I can reduce the mesh and still keep most of the shapes. So I add a decimate modifier.
When I set the level of decimation, it takes time as there is a lot of calculations. Sometimes minutes.
But when those calculations are done, I apply the modifier, it takes the same time again.
I am guessing that the first calculation is discarded and done again for some reason. Is there a way to work around it. I think it is this way for all modifiers but mainly noticed it for decimate (also booleans).


texts: how to make selected vertices rotate/scale/transform around themselves, not the cursor

texts: this happens whenever I use the "cursor to selected" thing in a project and then the transformation point is linked with the cursor and it drives me nuts


texts:
I have a mixture of polygonal chains, quite dense. These chains represent mixture of polymers (~5000 chains). I want to render it photorealistic (without using VMD or similar special software) so they look like smooth curves.
Chains are stored, for now, just as sequence of coordinates of the vertices. Is there a format which supports such data so I can import chains into blender?
Or shall I convert every chain into concatenated cylinders? Do you know some tools which do it with smoothing the chain with splines?


texts:
I'm using Blender 2.8 and I have a stack of sicks that I'm trying to compress evenly. I thought I'd be able to use the proportional edit feature to do this but I feel like I'm doing something wrong:

When I try to move these proportionally they all move together up the Z axis. Am I missing something?

It does work for scaling, but that's not what I'm after. I can position this manually, but I would love to be able to spread these quickly.


texts: How do I use an ambient occlusion map in the BGE?

texts: There is probably a really simple answer, but I can't figure it out. I usually add them to the albedo maps, but when I'm just testing to see how they look this isn't very efficient and it doesn't allow me to change them around easily. Is there a way to blend just the dark colors of the AO map into the texture?


texts: I want to apply an additional texture to my cup on the faces selected in the top screenshot. But the Normal UV map currently takes up all space

texts:
The cup is from Blender Guru's tutorial: https://www.youtube.com/watch?v=BIUDZZMfGNI&list=PLjEaoINr3zgEq0u2MzVgAaHEBt--xLB6U&index=18
Now I want to add a new texture on the side of the cup just to see if I can, it will be a transparent logo I made in photoshop, so it's not water droplets.
I figured adding a new material slot would work to then apply a new texture - but it quickly gets lost when I try to select the face on the cup, maybe I am doing something wrong in setting up the new material, if at all that is what I need to do.
Do I add a new UV map somehow, if so how do I plug it in?
I am quite new to Blender (2.92.0)


texts: NLA editor issue. Whenever I move another object, the character goes crazy

texts:
Multiple people have been facing this problem like Janae Dotson.
My situation is that I have a running animation for a character. I turned this into an action and pushed it down in the NLA editor I also combined this action (interpolation for both actions is combine) with another action that made the character move in a horizontal direction.
My problem is that whenever I move another object the character goes crazy and is flying 10ft above where it is supposed to be. By moving another object I mean pressing crtl alt zero to position my camera.
An important detail is that the character does its running animation but it just does it in the wrong place and is upside down.
Janae's question is the 3rd question for the tag nla

https://drive.google.com/file/d/1C8aC1AKvSa170UYaL-O_EuDn6UM-W8fq/view Here is the link to the file.


texts: When I open Blender this is what happens when I start a new project. How do I fix this issue? I also tried to add a Mesh, just as a circle and it did what the second picture shows. I don't even know how this happened.


texts: Why am I unable to color my volumetric clouds white?

texts:
I am trying to render a cover of white clouds as seen from above. I am using the Principled Volume shader, using gradient and noise textures. It now looks as follows:

However, the clouds are very dark (even though I set the color to white), and I don't know how to change this. I put a purple sun light with maximum strength right above, but it only colors some contours. I've also tried HDR environment maps. How can I get the clouds to be white, just like real life clouds on a sunny day?


texts: Mass removal of materials with active F option

texts: In my projects I have plenty of materials with active F option (bpy.data.materials["name"].use_fake_user). Manually removing them one by one is horrible. What is the quick way?


texts: How do i add a certain amount of objects without lowering the frame rate?

texts: I am making a combat animation and it involves a character fighting a large number of people. however the only problem is if i add too many the framerate drops drastically how do i fix this


texts: How do I only select vertices which are visible from my perspective in 3D View?

texts:
I'm trying to retopologize a high poly mesh and create a low poly version out of the existing sculpt. While selecting some vertices of my low poly mesh in order to edit them, other non-visible vertices are always getting selected automatically, which is tedious to work with:

Q: How do I only select the vertices which are visible from my perspective in 3D View?
Higher Resolution video showing the issue: https://imgur.com/a/UkLViJP


texts: How can I put particle fur of Blender to Maya export animation (abc)?

texts: I have a problem in my production: I made a particle system in Blender to generate fur on a character, then I animated it in Maya. Now I want to forward these particles on my character animated. I don't know how I can make it...can you help me?


texts: I am very new to blender, and I have created a complex spaceship with multiple turrets that are parented to swivel on the correct axis. I want to be able to combine the entire thing under one file so that I can easily sort and animate it in a fleet formation. So far the only way I can find is to join all parts together, but this leaves me unable to move the turrets. As seen in the picture, the parts add up fast, yet I can't seem to find a way to join them into a 'folder' I guess so that I easily access other ships without having to sift through all of the duplicates parts


texts: Material showing up differently depending on face

texts:
I've got a gun, and i applied a material on it, but on some faces, the same material shows up darker than everywhere else. I checked the normals, and they are okay. What is happening?
Image (note: the landscape is here to provide hdri lighting):

EDIT: The problem affects the faces under the barrel, those which aren't emissive.

The Blend File:


texts:
These meshes need to be scaled up or moved along their normals.

ZZ works pretty well but they, obviously, go straight on their directions...

Any way to deform these normals to follow a circular path around the current 3D-cursor? or origin as well..

update:
I solved this way:

pivot to 3D-cursor
trasformation orientation to normal
extruded meshes
rotated meshes


texts: HDRI background image won't show behind glass and artificial area light

texts:
i have an interior scene replicated from photo reference as a way to practise blender.

this scene has sun, artificial area lights to help lighting the interior. and a HDR image to get something as a background and not to light the scene.

i don't know how these work up in Blender and Cycles.

as in SketchUp with other render engines, the background would still show up and visible to the camera. even with rectangular lights added behind the window's glasses to help the interior lighting from the exterior.

Edit:

for now i've come to conclusion that the problem is the glass shader i used. adopted from blenderguru tutorial on kitchen modelling. checked out the Material-Preview and got almost diffused shader. then, i look for different approach for the glass.

i've come to these pages/queries;

How to illuminate the darkness inside glass objects in Cycles?

Which glass shader is physically correct?

How can I make a more realistic glass shader?

which suggested "tricky glass" nodes setup material and got strange look at the window in the corner.


texts: Modeling vs photogrammetry for 3d printing a mechanical part?

texts:
I want to automate my blinders with a motor.
Image added for the motions required.
I somehow need to make the "horn" that attaches the motor to the handle.
Have been thinking of a few possibilities such as 3d printing or using clay.
The problem with 3d printing might be the constant printing to readjust sizes etc which can be troublesome if you 3d print in a local business your pieces, plus the learning curve and dedicated time...
Wonder if photometry could be a feasible answer to the original handle that I could "bool subtract" from the rotatory part.
Has anybody tried photometry for this? Any recommendations in general for what I am trying to achieve?


texts: I added an HDRI image (or also I tried, with Jpeg) but when I apply it, it only appears a single color. I think it could be from the image, but it doesn't appear completely as it should be.


texts: How to increase glare strength of just emission map?

texts:
I am trying to create a bloom effect around my emission map using the glare node in compositing. The problem is that my emission map isn't bright enough for this to work. I don't want to increase the emission map's strength, because it washes out the detail.

What I've done is to multiply the value of the emission map, run that through the glare node, subtracted the brightened emission map from the result, and max/lightened the result over the result. The problem is that the subtraction isn't perfect, and it results in this black edge:

Is there a better way to go about doing this? I'm hoping for a way that doesn't require separating the emissive part of the mesh as a different object, because often the emissive parts won't be on isolated geometry from the non-emissive parts, if that makes sense.

Here is the blend file:


texts: How can I cut a complex Blender object in half?

texts:
As the title suggests, I have modeled an object, and I want to cut it perfectly in half, or close to perfectly.

But as the object is quite complex, nothing I've found on google worked that well and/or I didn't know how to apply some of the methods properly.
I tried using the bisect tool, but you can't quite make a perfectly straight cut and split the object almost perfectly in half, which is needed in my situation as I am planning on 3D printing this to full scale and I need a perfectly straight face the object can lay on while printing.


texts: Weird big triangles appear when I select an object

texts:
I am having some default,I guess, problem with some weird triangles appear while I'm moving an object.That also happens even when I am choosing the object.
This is what it looks like before I choose the cube:

This is what it looks like after:


texts:
Im trying to get a sponge type material. like this

Uptill now i have tried this.

But my result not near to it.

I know its lot missing anybody help me how to get that material.


texts: How can I make this render more realistic

texts:
I'm having this project with a company that I have to make an animation for them, I've started learning Blender for this project and I'm still consider myself very noob in Blender, specially in terms of texturing and UV mapping.
I've rendered this shot just now, and I still think it's not exactly what I wanted.

Note 1: I'm using texture and bump for the ocean because the Blender ocean simulator is just killing RAM, and I can't get it done for the big scale ocean like this, is there anyway (or other ways) to make the ocean look real?

I have an underwater scene which I don't exactly know how i should make it look real, but I'm still trying. I'm having a very hard time getting the volume texture for underwater scene!

The other issue I have is the boat trails, currently I'm using an static image that looks like a trail, but it's an animation and the trail is static which makes no sense. What are the other options to create this trail?

I accept any comments, suggestions & criticism so please shoot!


texts: Can't attach material to imported SVG in python

texts:
If I import an SVG curve by python, always is working except of assign material. Manually I can assign any material, but by python nothing works. There is part of my code:

mat = bpy.data.materials.get("Z")
for emboss in embosses:
    emb_name = emboss[:-4]
    loadedSVG = bpy.ops.import_curve.svg(filepath = embossDir + emboss, filter_glob=".svg")
    for obj in bpy.data.objects:
        if obj.tag == False:
            obj.name = emb_name
            obj.tag = True
            x, y, z = obj.dimensions
            if x >= y:
                needRatio = maxSize / x
            if y > x:
                needRatio = maxSize / y
            bpy.ops.object.select_pattern(pattern = emb_name)
            bpy.data.objects[emb_name].scale = (needRatio, needRatio, needRatio)

            #two from my attempts, nothing works, material is correct
            bpy.data.objects[emb_name].materials = [mat]
            bpy.data.objects[emb_name].setMaterials([mat])
            #end of not-working code

            bpy.data.objects[emb_name].rotation_euler = (0, 0, math.radians(90))
            bpy.data.objects[emb_name].location = (-0.06864 + (maxSize - y * needRatio)/2, 1.18165 + (maxSize - x * needRatio)/2, 0.02419)
            bpy.ops.object.select_all(action='DESELECT')

Only message "AttributeError: 'Object' object has no attribute 'materials'" in the system console.

I know that I'm doing some mistake, but I can't find anything three days in code but through the web too. Thanks for correcting my code.


texts: Why is light being reflected off of one side?

texts: I'm trying to set up a scene with lighting. But, for some reason, the lights seem to be reflecting off of one side. It does this for both eevee renders and cycles renders. Does anyone know how to fix this?


texts:
Id like to be able to use markers to render multiple video files.
This would be handy when binding markers to camera switches so each camera gets its own video file, is this possible?

Had a request for this, thought it worth making an SE question


texts:
Is it possible to save the 3D view in the Rendered shading (or render preview) in HQ (defined resolution)? Because when I do Render preview I like the way looks, I like to save it directly, instead of to click the Render button (or F12), since else I must wait again for the same picture.

This question How to save print-quality screenshots of the 3D view? only works for Solid, Texture, Material, Wireframe and Bounding Box, but not for Rendered. Thanks :)

For example (the rendered preview):

After clicking the 3D view render button:


texts: Hi guys I am just facing with big problem I was working on my computer and of course I was in the blender suddenly electricity switched off and it happened again then my project turned into default file it shows true size of my project below of the icon but when i open it shows default project how can i recover it please help i just need to recover my project


texts: Why is there a color difference between cycles and Evee in grease pencil?

texts:
I imported an svg (man illustration) and a png(lamp) from inkscape in blender.
And then I rendered it.
This is rendered using cycles
This is rendered using Evee
The colors in the cycles are accurate and just like inkscape but the colors in evee look washed out.
My problem is not the overlapping faces in cycles , I knew that this is going to happen but the colors in the evee are desaturated and not accurate.


texts: Looking for Blender .exe or source that works with windows 10

texts:
I used to be able to use Blender and build it a few years back. I am experiencing that any version available from blender.org does not react appropriately.

I am wondering if you have the correct git c/c++ source repository. Then I will just build it. I have tried this too and don't know who got the stuff man!!! LOL.

Can anyone provide me a download link, ftp or another get method of the sources?


texts: System shuts down while rendering on blender

texts: I am civil engineer currently working with sketchup and lumion for my drawings and rendering. I recently started using blender for modeling furniture and buildings. But while rendering on eevee and cycles shut my computer down. Currently have 8gb ram ,nvidea gt730 graphics, amd fx 8320. Should i stop using blender until my system is upgraded.or is there any other way i can finish my rendering even it took time.


texts:
I accidentially found out that if you press the key "w" multiple times it toggles through selection types "Box-select, Circle-select, Lasso-select..."

I opened the preferences and wanted to find that behavior in the keymap. So I changed the filter-method to keybindng, typed in the letter "w" and in the result there was nothing that matched.

I have no clue where to find this behavior. Can anybody help me out?

thanks in advance
daniel


texts: Single image texture is not rendering correctly

texts:
The problem is that when I render the image, the single image view texture seems like it getting scaled on the Z axis. It looks fine in the Cycles render preview. I UV unwrapped the cup and it seems to work fine up until the final render.

I am not sure what I am doing wrong.


texts: I'm trying to get a Shadow map for some armor pieces I made and I've been watching this tutorial on how to do it. But some of the options that I need to use to get a good shadow map aren't showing up in my Blender Program. This also includes the Bake tab in Render. Which I need to for the Shadow mapping process. I've done the UV map already but I can't do the shadow map until I know whats wrong.


texts: I want to make my text looks like an inflatable object, I have seen much artworks like that but it's mostly on C4D, was wondering is there a way to make something like that in blender. thank you


texts: Can You use custom shapes in Cell fracture

texts:
Is there a way to make custom fractures in cell fracture, like specific shapes to fracture with?  I dont have much experience with cell fracture.

What I am looking todo is to take a sphere, and have it crack into a ying yang symbol.  So the only fracture I would be looking todo, I the 1 crack that splits the sphere into each half.  That way I can seperarate the 2 pieces


texts: Can't get mesh to move properly with armature

texts:
Currently I am trying to attach a character mesh to an armature but when I go into pose mode the whole mesh just won't move, not even when I move the rootbone.

If I take certain clothes of the mesh such as the pants, jacket and scarf it works somewhat but it still won't move certain mesh parts or it will move them incorrectly.

I have absolutely no idea how to go about this problem, all of the solutions I have tried to look up don't seem to apply in my case.
I am using blender 2.83.
Here is the file I am working with.
Note: I do join all the meshes to one mesh (Object > Convert to > Mesh from Curve/Meta/Surf/Text) and then use CTRL + P to attach the mesh to the armature and use automatic weights.


texts: Eevee shader to cut a section through a model

texts:
It is possible to achieve a "section cut" "clipping plane" shader as shown below - solved on this thread on the bA forums.

However, it doesn't quite solve the ability to create a cap. When two section planes are applied, it is quite obvious that it is just showing the backface and not a true cut.

I am looking for two potential ways to mitigate this issue:

Try to improve this shader such that a cap is shown in the simplest way possible for Eevee.
Modify the shader such that a thick line can be shown where the cut is made, to help visualise the cut position, similar to how SketchUp does it:

Really really appreciate if somebody can crack this - I've tried without success!


texts:
I have this version of Blender

What is the difference between the two Material modes in the Shading panel ?

On my PC  GLSL   seems to work, instead Multitexture  seems doesn't work.


texts: Tiling large numbers of images onto sphere

texts:
I want to be able to tile a large number of images onto a sphere to create an effect like the posters where each pixel is a small image of the appropriate colour.
I'm thinking the way to do this would be to define a point on the sphere where each tile is centred so that if any given tile is viewed directly it will look nearly normal and have blender distort each tile as appropriate for the viewing angle.

Is there any way of doing this?

Ideally I'd like to keep the tiles as separate images so they can be easily exchanged. but if there is a simple script/ app to automatically merge them that would be fine

I thought someone might have done it with the planet tiles created by the space agencies, but I can't find anything.


texts: Why is my (fluid sim) geometry different after rendering (2.78a + cycles)?

texts: I have a fluid sim I am using to create a splash over 10 frames. The desired look is on the 2nd frame, as pictured below. So why if it shows up in both previews, is the geometry (not to mention the camera perspective) rendering so radically different? Note the droplets in the geometry do not appear in the rendering, for example. I saw in another question that keyframing might have something to do with it, but auto keyframes are off, and it was just the fluid simulation that took care of it all. And yes, there is only one camera, and in case it is relevant I am using cycles and nodes.


texts: How to set visibility on view layers via python?

texts:
What was obj.hide in Blender 2.79 is now obj.hide_viewport in 2.80.

This is different from the newly introduced visibility on view layers, which describes visibility on different viewlayers, and is what the default show/hide ops or the eye icons in the outliner describe.

Using obj.visible_get() you can return the the visibility state on the active view layer.

There is no visible_set() method, as far as I can tell.  So how can you set the visibility on the active or other view layers?


texts: Linking a rig with actions and animating more

texts: So I created a character, rigged it using rigify and created a simple walk action. Next I linked it to my scene blender file and created a proxy to work on it. In the scene, I saw the walk action and I added it to the NLA strip. Now, when I try to do anything else, like make him stand, bend, it replaces the walk strip. I tried changing the blend mode to add, but that completely messes up the mesh. How do i go about adding more actions to a linked character with an action of its own.


texts: Render image rendering incorrectly with a checkered pattern

texts:
I am learning Blender and following some Udemy courses. I added some materials to the model and in the render viewport, it looks completely fine in that nothing looks broken.

When I add a camera to the scene and try take a render image, it's almost like the materials are missing and it comes out all spotted and checkered looking.

Does anyone have an idea what might be causing that to happen?


texts: Is there a way to write images from render process in batch mode

texts:
I want to save pictures from a rendering startet from command line in background mode. To save the final picture is not the problem, my question is, how to get pictures from the render process.

In gui mode I can view the iterations while blender cycles renders my scene. In background mode I only get the final result. I want to get these unsharp images, You know? Sure, I can save all these steps with growing cycles settings, but with this, the render time will grow also.

Do You have any ideas to solve this "problem" without multiplying the rendertime?

Thx for Your time,
Peter.


texts: Blender crashed and now when I try to open the file still crash!

texts:
I was duplicate a simple mesh with just edges and Blender crashed tried to reopen but recrash, tried to restart computer and still crash and now I have any auto save files showed, also the automatic backup file .blend1 crash.
I've tried to open the file with the 2.79 blender version but still crash.
I can append all object to a new file but is tedious.
Is there any other thing that I can try?
I have a backup but it's 3 days older!!! I can append new object on that file but still a little bit tedious remember and find the new objects
Blender Version 2.90.0 (2.90.0 2020-08-31)
Mac os 0.15.6 Catalina
Mac book pro 16""
here is the file blender2.9 crash


texts: Is it bad to use the same Topologies/edge loops as reference images?

texts: Is it alright to try and replicate the topology of other models for making things like faces and bodys? Do I need to think up my own edge loops to avoid plagiarism?


texts: Snap entire selection to the 3d cursor in edit mode

texts:
Is there any way to snap an entire selection to the 3d cursor in edit mode?

Shift+S > Selection to Cursor snaps each individual vertex to the cursor, so the shape is lost:


texts: How will multiple GPUs improve Cycles' rendering performance?

texts:
I have an NVIDIA Titan GPU and I'm able to add another card, but I wonder whether  Blender will benefit from more than one GPUs?

Should I do it as SLI or should I just do it as an added card? I just need some help in understanding how Blender will use either SLI or a second GPU.

Note that I only use Cycles.


texts:
I'm looking for a way to have a dynamic amount of string properties.
currently I have setup an array which appends a bunch of string properties to a list, this is all fine and well except i can't place the property in the layout due to it not having an identifier (well not that i know of).
    for _ in self.MATERIAL_LIST:
        self.TEXTURE_PROPERTIES.append(props.StringProperty(name=_, description='{} texture'.format(_)))
        imageBox.prop(self.properties, 'TEXTURE_PROPERTIES')

above you can see I have a Material list which is a list of all the names of the materials
I wish to place each elemt of the array in a UIlayout box called 'imageBox'
any help is appreciated and even alternative or more efficent ideas would be appreciated.
EDIT:imageBox.prop(self.properties, 'TEXTURE_PROPERTIES')
causes an error as TEXTURE_PROPERTIES property cannot be found


texts:
I have read a lot of treads with the same problem. And I think I have tried to make everything. But Can't still get it to work.
I'm new to Blender.
Working in Blender 2.90.1
I have made a character and pressed Ctrl + J. So it's only one mesh.
Added the Armature
Parented with auto weight so the Armature is pareting the Mesh.
And when I go in to Pose-mode and click on a armature och moves it, the mesh don't follow.
Blendfile:
https://easyupload.io/ofledn
What am I doing wrong?


texts: Bounding Box (how to make it and how to use it for auto holes)?

texts:
Hello, its been a long time since i was here... I kinda don't remember how to ask a question here (properly)

So I will just ask, I would like to create a bounding box that would be used as a auto cutting of an object in Blender 2.8, a permanent cut (like with a knife) but done automatically, unless you think I should do it differently. That could be good too but some tutorial would be nice.

My issue is I have 5 doors on each side in a hallway and I want to keep it as simple as its possible, at least for now. Later I will want to make walls that will be imported to a game engine but for now I just want to make something simple and then go from there


texts:
I am currently writing a thesis and for the practical part I use blender to simulate something with the Blender IK Solver ( and iTaSC).
Are there books etc about the implementation or the usage of the Blender IK Solver/iTAsC available?

I could only find the Blender documentation.


texts: How to select even/odd keyframes with python?

texts:
I want to automate the process of selecting only even/odd keyframes from dopesheet/action editor using python, anyone here can help me?

I also want to delete it after selecting only even/odd keyframes. Thanks to anyone who would share the knowledge of blender python.


texts: Is there a way to call the Modifier menu with a keyboard shortcut?

texts:
I was thinking it would be nice to be able to call the Modifier menu as a contextual menu using a keyboard shortcut. However, the drop-down button doesn't have any Python name listed in its Tool Tip. It just says "Add a Modifier to the Active Object".

Is there a Python name and it's just not listed, or can this menu not be brought up contextually? Thanks.


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I'm trying to import a scene from Daz Studio 4.10 . I'm using the diffeomorphic addon and have installed the addon according to the manual:  https://diffeomorphic.blogspot.com/p/daz-importer-version-14.html. However, when I import my daz file, the characters loose their original position. Also, the morphs I applied are lost: the 'children' are quite grown up again. Furthermore, in the rendered viewport, I see nothing but a black contour.
If someone has some advise, please share!

Many thanks in advance.


texts: Blender doesn't open after Windows 10 creators update

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As the title says, ever since I updated to the latest version of Windows 10, Blender won't open. I haven't done anything that could have broke it. After installing the update I tried opening it on Steam, it just opened the console type window which gets closed and then nothing happens.

I tried to re-install the Steam version - Result = Same problem
Tried installing non-steam version - Result = Same problem.

Anyone else has this issue?

I really want to carry on with my project but can't carry on :/


texts: How can I make the effect of moving an object in a very high speed?

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I've been planning to make an animation of moving a quad-copter and I was ready to model it and to animate it but I didn't know how do I animate the fans of the quad-copter so that it appears moving in a very high speed as in real life like this Photo :

In this image the fans are out of focus or something like that.
I want this also in my animation So how can I  make it ?


texts: How can I select obects one by one on Array


texts: How To Fix Pixelated Cycles 3D Viewport Editor

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When I use Cycles in the Viewport editor, the model is super pixelated. When watching tutorials, other people don't have that. My computer is high end enough to be able to handle it. What other settings could  I be missing?

My Computer Specs:

GeForce GTX1070
Intel Core i7-3770K CPU @ 3.5GHz
16GB RAM

My Blender Settings:

Edit > Preferences > System > CUDA > GeForce GTX1070 CHECKED
Edit > Preferences > System > CUDA > Intel Core i7-3770K CPU @ 3.5GHz UNCHECKED
Edit > Preferences > System > Video Sequencer > Memory Cache Limit > 10,000
Edit > Preferences > System > Video Sequencer > Cache Limit > 3,000
Editor > Render Properties > Render Engine > Cycles
Editor > Render Properties > Feature Set > Supported
Editor > Render Properties > Device > GPU Compute
Editor > Render Properties > Sampling > Viewport > 8 (Samples)
Editor > Render Properties > Light Paths > Max Bounces > Total > 6


texts: Is there a template or something similar to draw any node in the ui panel?

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I state that I am able to draw a UI panel with default_value etc. input nodes
But seeing that there is a widget called template_color_ramp
I can draw my node in this example from the UI panel
cr_node= C.object.active_material.node_tree.nodes['MyColRamp']
layout.template_color_ramp(cr_node, "color_ramp", expand=True)

Is there a widget / template to draw any node instead? For example the node of type "TEX_IMAGE" has operators to add or change images, or the Noise node has an enumproperty, Wave Texture has 3 enumproperty.
I guess I could create a proper function to determine what to show in the panel (Although I'm a bit struggling about it at the moment), I was wondering if there was something simpler in the blender API?
By the way, the nice thing about this template is that if the socket "Fac" input is connected it is not shown in the panel, nothing special, but I find it very convenient


texts: How to select all the vertexes with border select?

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Hi guys I'm new to Blender, and have this question about selecting vertexes.

I tried to select all vertexes within a rectangle region by drawing the rectangle with mouse after pressing B in Top View, but I actually ended up with only selecting the vertexes that are closer to me.

Here are my steps:

After pressing B I selected multiple vertexes with drawing a rectangle:

I deleted them with X, but I see some in that region actually still exist:

You can see I actually only selected the upper 2 which were closer to me:

So is there a way to really do this? I'm using Blender 2.71, but I saw Jonathan could do it in this video (but he must be using an older version): CGCookie tutorial: Modeling a Shipping Container


texts: ı tried to bake texture but all faces gonna be black. I tried to create a new UV map, flip the merge but not working anyone. How can ı fix this?


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I am doing a zooming in and out animation for symbols.
And it suppose to have an edge glow, like in the example photo.

Is it possible to achieve without volumetric lighting because the lighting of the symbol should not be affected. I also get a grainy effect for some reason and I want the background to be completely black.

p.s. The symbol is floating in the air and has no objects around it, so emission on the sides wont be visible.


texts: Can you control Explosions/ Smoke by frames?

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It looks like I have little influence on what the smoke/ explosion does. Sadly it goes directly from Frame 50 to 700.
What i want:

Frame 50 to 250 smoke/ explosion reach the half of the final expansion
Frame 250 to 450 smoke/ explosion should hold position but still smoking.
Frame 450 to 550 smoke/ explosion reach now very fast the final expansion
Frame 550 to 700 smoke/ explosion dissapear.

Is this somehow possible? Or do i have only influence on the speed with force fields?
I have a sphere which explode, should stop short, because its some futuristic stuff, and then finish the explosion


texts: How to cast object shadow only and mask the shadow of the object with the object?

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I have an object sitting (clipping a bit) on the plane. I can achieve the shadow only via the node tree. But I want the object itself to mask the shadow. I mocked up what I want in photoshop for clarity. The holdout cuts an alpha hole through everything so that doesn't work. I'm guessing there's some light path and transparency node arrangement possible or maybe it's doable in compositing? Thanks for any help!

I have this:
I can do this:

I want this:


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Anyone know how detect what vertex are in the edges of a mesh?

I want math code, not a user interface procedure.

Really, I want the same function that Blender has when you select an object and you can see a small "focus" color around all the silhouette of the mesh.

Any idea, or advice (including where is defined the focus in C code) will be welcome.