texts:
So like I said in the title I have an issue with metaballs disappearing when renamed, only leaving the outline visible. For renaming I followed this guide https://youtu.be/Y7R2_F-ZukQ?t=330 and I do not get the same result. When I rename them back to Mball, they reappear. When I try this process in a new clean file it works without any problems. Does anyone possibly know what might be causing this to happen?
This is the new name, it still follows the naming guidelines:

But I get this:


texts: How do I stop Blender from adding numbers to end of object names?

texts:
I'm not sure how this happened (as its been working fine up till now) but just tonight Blender has started adding numbers to the end of object names.

If I manually remove them, and then export FBX, Blender will throw them back on.

Any clues how I can disable this behaviour?


texts:
I'm on Win10 and when I try to select an edge loop using Alt+LMB (or Alt+RMB) while in edge select mode, nothing happens.
What am I doing wrong? I'm following this tutorial by Blender Guru, and want to select the bottom edge loop of the icing. In his video, he does this just fine, but it doesn't seem to work for me; nothing gets selected.


texts: Polygon count standards for low poly indie games?

texts: What are the polygon count standards for game assets? I'm thinking about games that are lower poly but aim for the best graphics possible, I'm thinking like L4D / L4D2 or Insurgency level of detail.


texts: Newbie Question: in Blender 2.8 Adding Armature options missing?

texts:
I did try searching for this but didn't find anything.

I've been following some tutorials for Rigging and have seen a lot of videos showing  Armature Templates available from the Armature sub option see attached.
On the version of blender I'm using 2.8 Beta Win 10 64 bit (23 April 19) I have no options to select anything.
Only the Armature menu heading is from the ADD option  which when selected provides a single bone.

Have these other options gone now or do I need to configure something within blender?

Thanks


texts:
Hello!

This is my very first post on this site, so please excuse me if something is not clear or the structure is bad.

Anyways, I am making a very detailed model of an engine, and I am having trouble with making this little niche or how to call it (highlighted - red color). As you can see in the picture, it's coming out of "top" part and smoothly joining the rounded tube.

Any ideas on how to make that? Your help would be so much appreciated!

Best regards,
-T


texts: Directional gravity for irregular shapes

texts:
I saw the gravity demo video by @GoranMilovanovic and it was pretty cool. Unfortunately, it didn't help with my specific situation for two reasons.

I'm mainly trying to do my game with just logic bricks
my "planet" is a torus, not a sphere.

I need a workflow that will allow me to have an object always point toward the nearest portion of the torus (may need some code for that one), and then fall toward it. Unfortunately, linear velocity doesn't seem to be working, and neither does track to. is there a better way to do this?


texts: Corner Pin Blender Screen Output (2.7 and/or 2.8)

texts:
I have several games made in BGE in 2.7 and some interactives I've made in 2.8 that are OSC controlled. These games/interactives typically are run into a projector and blown big on a building for the audience to play them. I want to be able to do a simple corner-pin on the output somehow so that I can do some slight correction on-site to fit "the building of the day".
Is there a way to do this all inside Blender?
I have in the past done a window-grab in VDMX with a little cropping and simply cornerpinned the result, but this increases latency, resource usage, but mostly feels to be massive overkill.
thanks for any pointers/solutions you might have (2.7 and/or 2.8)
jd

Thanks Ray, yes more info on the goal is needed...
After thinking thru how this would be done in Blender its very different to how I was originally thinking about it...  "under the hood" it would be a bit like applying 4x5 lens tilting attributes to a Blender camera
https://en.wikipedia.org/wiki/View_camera
This post might better be read as a feature request for Blender add-on makers....
The workflow I envision - Standard Main view window
This screen is currently mirrored to a projector that is beaming on a building.
I would have overscanning on to cut off any Blender interface
(Cornerpin_a.jpg)

Enable "Cornerpin Mode" (possibly a pane in the sidebar)
This would function just like a quad in any video mapping software.
Adjust the camera distortion to taste.
(For my uses this would be matching the the shape of the current window to the building that is being live projected onto. (sort of reverse keystoning)
(Cornerpin_b.jpg)

"Lock" Cornerpin Mode - the current distortion is locked and the red line around the passepartout changes to indicate we are in "CornerPin Mode"
Cornerpin_c.jpg

I hope this makes more sense...
"The big picture" is to be able to very quickly setup an interactive beaming on a building and be able to "adjust to taste" live on the scene.
Anybody have ideas on how to achieve this kind of effect?
thanks!
jd


texts: I can't make a particle system in cycles render! :(

texts: Please help! I'm using cycles render, version 1.79. When I try to make a particle system, I can't. I tried using blender render then changing, but then some options are grayed out and I need to change those. For example, I can't use emissions when changing render options.


texts: Armature not following path for animation

texts:
I'm very new to blender - i've basically made "the doughnut" and a bunch of apples. I'm doing first solo lego project and blagging my way through.
I've created an armature and mesh and animated it so it basically runs on the spot. I then thought i could get it (either armature or meshes) to follow a Path so it could actually move.
On setting it all up, a blue dashed line does follow the curve and is stuck to my armature, but the armature itself does not move.  any ideas?
Also, i kept my different meshes separate as i thought this might be useful later on. should i parent them or join them or does it not make a difference?
Any help would be great as i've just had one of those "1.5 hours of bashing my head against a wall sessions"
Thanks


texts: When i apply the solidify modifier to curves (created by importing a svg file), it creates some weird artifacts. Any idea on how to fix it?


texts: Is there a way to render a wireframe independent of its topology?

texts:
Lets say I have an object and I want to render it in squarish wireframe in orthographic view. Here is what I mean -

I am not looking for a specific topology in the 3d view, but what ever the topology of a model is, is it possible to render it in this way? I know that there are tricks to do this, for example by using chroma key, but as you can see in the image it is not acurate because it has picked up information from the original black background. Is there any way to do this in blender without the usage of chroma key?

Update - Basically, to render an object independent of its topology with a checkered wireframe


texts: (Internal) Depth of Field Not Getting Right Spot

texts:
So basically I've been using this format of creating focus for a while now:

I would make the focus object a plain axis, and well right now I have this shot with the plain axis so small and right at Godzilla's head, meant to cover only his head, but it covers everything around him and his whole body.

Is there a way I can actually get it to focus on a specific spot I want it to? Thanks!


texts: Odd occurrence when setting interpolation to constant (with python)

texts:
I have this python code that creates and object sets 2 keyframes and then sets the interpolation between them to constant however instead of doing his properly it seems move the objects smoothly to a different location and then move then instantly to the location I want them to be. Here's a simple example of what it roughly looks like:

import bpy
scn = bpy.context.scene

verts = [(0,0,0), (0,5,0), (0,5,5), (0,0,5)]
faces = [(0,1,2,3)]

examplemsh = bpy.data.meshes.new("example")
exampleobj = bpy.data.objects.new("example", examplemsh)
exampleobj.location = (0,0,0)
scn.objects.link(exampleobj)
examplemsh.from_pydata(verts,[],faces)
examplemsh.update(calc_edges = True)

exampleobj.keyframe_insert("location", frame=0, group="Location")
exampleobj.location = (5,5,5)
exampleobj.keyframe_insert("location", frame=5, group="Location")

kf = exampleobj.animation_data.action.fcurves[0].keyframe_points[0]
kf.interpolation = 'CONSTANT'

The constant interpolation seems to work but not after an very odd curving motion. Does ayone know what's going on?


texts: Trace visualisation in 3D - how to wrap curves onto a 3D mesh

texts:
Dear Stack Exchange Community,

i'm trying to achieve the following effect with curves:

Source of this image is here:

https://www.behance.net/gallery/57143191/Visualizing-Concepts-in-Houdini-Personal-Practice

I tried to achieve this effect by following this question:

How to achieve this spline and particle effect

i tried to achieve the desired result using the animation nodes setup from the thread listed above, doing the changes marked "A" and "B":

But the curves do not wrap around the suzanne object ("C").

The Blend file with the animation node setup is here

What is the mistake? some advice would be fine. Thank you!

EDIT 1.1 - Final Node Setups for AN 2.0 with Blend files

Here are the final node setups for AN 2.0, created on the discussion listed below.

General Curl

Implicite Form

Mesh Surface Curl


texts: Blender VSE videos and pictures are to dark

texts:
enter image description hereI´m new to this forum and have a very special question. I use the Blender Video Sequence Editor to edit my videos for at least 2 years now. I never had any problem, until 2 days ago. Since then the videos as well as the pictures shown in the preview are way too dark. I saw this the first time when just checking something within a project what I already finished ( fortunately ). I tried it with uninstalling and reinstalling Blender all possible ways, nothing changed. I even tried different versions of Blender to check: always the same result. The problem is: I see this even when I render out the named scene. As an example I have 2 pictures of one scene: One in Blender, which is too dark and the other one shown in kdenlive, which has the right Brightness. I really hope somebody out there has an idea.
Thorsten

Sorry I still have problems with the forum interface. Never used it before. I´m trying to add the photos.


texts: How can I prevent grease pencil transparency?

texts:
I'm basically doing a scene where there are dancing jeans walking by themselves( Don't Ask!lol) I want a situation whereby as it is moving one leg will overlap the other.

As I tried doing this, it became transparent when I tried to do so

It's all in the same layer, as using different layers for the same object would be tasking. I was wondering if there is a way for it no to be transparent so that the leg will cover the other.


texts: Convert a 3d model into a simple 2d model

texts:
I have a complex 3d model and I want to have a 2d model of it's front view.

This is my complex model:

I want to have a 2d model out of it to look like this but with minimum number of vertices, what I did below is that I set the scale of the model in y-axis to 0 but I don't think this is the right way especially that the number of vertices are still the same and still considered as a complex model:

I need it to still have simple faces as I will assign some vertex groups and different materials to each vertex group as shown below:


texts: subdivision surface modifier wrinkles mesh

texts:
I'm using quads for an object, but when I use the subdivision surface modifier or even select "shade smooth" it gives these weird stripes. I have no clue how to make my object smooth now. I've checked all my normals, I've tried converting to tris and back, no luck there either.

Will upload blend file for inspection.


texts: I had some problems with both Eevee and Cycles rendering. I tried to fix the problem with cycles, but it looks like the Cycles problem is way harder to fix than the problem I face with Eevee. The problem can be seen below. Whenever I render an image with Eevee, the bottom portion doesn't fully render. The render process has ended, which is indicated by the render timer that stopped increasing. What could be causing this and how would I go about fixing the problem?


texts: Is Blender able to make complex night skies with stars and galaxies?

texts:
I am really interested in making night skies full of beautiful stars as in this image

or even this

But the best Blender tutorial I found about making such a thing ended up looking like this

Is Blender able to make such a thing, or do I need to learn Photoshop to make stars and galaxies?


texts:
I have bound multiple cameras in multiple keyframes but whenever I hit numpad 0
it only ignores the previous keyframed cameras. I can't seem to figure out the solution. PLease help.


texts: Where can I find the number of vertices, edges, and faces in my scene in Blender 2.8?

texts: In Blender 2.79b, you could see the number of vertices, edges, and faces in your scene on the bar at the top. Is there a way you can access this information in Blender 2.8?


texts: Hooked bezier curve differen position in edit & object mode

texts:
I have a drawing for a moving machine with some wires.
The wires are made by an bezier curve, and hooks to annimate it.
Hooks as I needed better control over it than cloth-sim based rope tricks.
The strange thing is that in Edit mode the curve is not the same shape as in object mode, despite the hooks.
There is a small but notable difference in position of the wire as a result.

What can cause that ?

I dont use bones, only parent child combinations and hooks in this drawing.

(i cannot show the drawing because of NDA contract)


texts:
Says it right in the title. I'm trying to render particles in cycles, I have everything visible and the particles are assigned as objects. I'm sure I'm doing everything right, but obviously I'm not. Any help?

https://www.dropbox.com/s/v9cqpgo47n7qe4x/Dyson%20Sphere.blend?dl=0


texts:
I have a problem with displacement on edge.
How can i solve this problem?

I use this setting for the cube.
Thanks


texts: I have a 6 sided polygon and I'm adding loop cuts to one of the sides not even with either the X or the Y axis. I was wondering, is there a way to scale it along the edge that the loop cut is on?


texts: How do I get rid of the pixelation that occurs when I render on Cycles?

texts:
The pixelation gets worse if I rotate my view around the object in question.
I've tried increasing the viewport frames, changing the resolution, and playing around with the quality.


texts:
Im not THAT experienced in Blender Python but i think this is something confusing.c
I want to use multiple files for an addon and im not able to.
I dont understand what am i supposed to do
Am i supposed to just import the class in init and do nothing with it and register it in the same file as the class , or am i supposed to register the classes in the init
even if i do one of them , the relative import doesnt work
if i do from .AddCube import *
it says ImportError: attempted relative import with no known parent package Error: Python script failed, check the message in the system console


texts: a hole keeps forming in my object and i don't know hwo to remove it

texts:
I'm very new to blender and I'm learning how to model a chair with blender guru's tutorial. All seem fine til I realized there's a tiny hole when I apply the subdivider surface and I have no idea how to remove it. I've tried creating loop cuts, removing the edge and some other stuff. Can someone help me? I'll be attaching pictures. Thanks
The rest of the screenshots are here https://imgur.com/a/Rw6JtpQ


texts: I'm making an animation that uses a muzzle flare/flash. Obviously using cycles' emission shader is good but doesn't have the proper halo around the mesh. If I were to use the compositor to add the halo, would I have to do it for every frame?


texts:
I am trying to modify a little bit the source code of blender to fit it to my needs. Does anybody know which function is responsible for saving a rendered image to file?
Thanks in advance.

What I would be interested in is how to invoke the whole 'saving image' procedure, which is called for example after every frame in rendering an animation. I just want to call such a function in the process of rendering.


texts: How to disable loop playback of animation?

texts: Is there a way to stop looping playback in the timeline? I want to avoid sending additional animation data from blender by stopping the animation at the end frame and in another case to prevent recording of animation from the end to start frame.


texts:
I have to store the current region 3d for an object in a Python addon.

context.space_data.region_3d

But I have to create a copy of this, I dont want to store a reference, is this possible?

I need the location and rotation of the viewport when this object is created, so that I can manipulate it with the data of this, even when the user changes the current view zoom or rotation.


texts: Cycles node editor - Map gray scale value map to extremes

texts:
I have a value map that is black and white, but it covers a very small range of that spectrum, having the brightest value at 90% grey, and the darkest somewhere around 80% grey. What I need to do is stretch these values, using nodes, from fully black to fully white, well maintaining their relative brightness. For example, if it spans between 80-90% grey, something at 81% grey would become 10% grey and something 85% grey would be 50% grey, etc.

If possible I would like to do this entirely proceduraly, so that any entered map would work.


texts: Keeping a mesh flush against another surface without ruining geometry (Non-Spherical Eyes)

texts:
I am working on a cartoon style animated character who has unrealistic non-spherical eyes.
Warning, it looks really dumb from this angle.

The problem is that because the eyes of my character are not spherical, attempting to move the iris and pupil simply by rotating the eye is not possible. I am now trying to figure out a way to manipulate the iris & pupil separately. However, when moving the eyes it is almost impossible to keep the surfaces together, but shrink wrapping causes the geometry to warp.

I would really appreciate some help and suggestions on how to get this to work. Thank you.


texts: How can we move meshes for dental occlusion?

texts:
Hello Blender community!
After getting help in an earlier post "How can put a mesh into a different position?", I'm stuck again...

I'm trying to find, with the CT facial scan of a patient, the good position for his lower jaw, using his teeth. If I find his dental occlusion (when all teeth are in contact), I find the position.

The problem in blender is that teeth of the lower jaw go through the teeth of the upper jaw If I'm trying to do it manually.... There is always a spot where meshes are overlapping each other.

Before:

After manual repositioning, you can see the top of the front teeth overlapping...

The idea is to find the position where there is the highest number of meshes from the lower and the upper jaw in contact at the top of the teeth,  but which don't join or overlap each other.

So is it possible to use a tool (like grease pencil to mark the meshes?) or an add-on (and precise Align add-on isn't working) to say to blender to find this good position?

Thank you so much for your precious help!

Edit:


texts: Eevee. Volumetric Lighting doesn't appear. Regardless of settings

texts:
Kinda Feel like I'm going crazy, I've tried everything from coping node setups 1 to 1 to outright downloading files with volumetric fog  already set up. Even in the files I downloaded(Which indeed DO have volumetric fog in them) It still doesn't show up. I did check multiple times and volumetric lighting and shadows IS enabled in the render settings.

This is the file I downloaded and here is out it appears when it is rendering properly https://youtu.be/HZYWRso8iAk?t=213

And here is how it looks on my system:


texts: I've been having this issue for a good day or two. Whenever I import obj files to blender the textures are black. The version of blender I'm currently using is v2.74. I was wondering if someone could assist me on this because I'm trying to finish something for Garry's Mod.


texts: How to pull up the selected edge and scale to the center at the same time?

texts:
in this video, after putting 3 loop cuts and making them wider and then deleting their faces, he/she will select the topper edge of each part, and pull it up and scale towards center so that the edge will go under the upper surface all at the same time. I mean the part of the video which some yellow lines appear. I wanna know how he/she will pull up the edge and scale it to the center at the same time.
Thanks in advance.


texts: When moving faces, some sides stay in their original place. Everything is selected, but sometimes when I go to move a face one of the sides moves, but it makes a 2D face of where it was to where it is. Images won’t upload for some reason, so hopefully someone understands my weird description. Thanks!!!


texts:
I'm planning an animation in Blender to be released on my birthday.

One of the scenes features something coming out of... let's call it 'a gap in reality.' It's a humanoid shape, and it's curved.

But I wonder... Is there any way to make a "portal" object that can show an entirely different texture on the inside, or even something semi-dynamic as this Minecraft redstone hax here: https://youtu.be/xewQL6CkMWI

Is it possible for an object to create the illusion of another dimension when looked into, but if viewed from the side, seem perfectly normal?

Thanks, Nefer. (Best answer gets to be put in the credits!)


texts:
I made a stone cabin in blender but I forgot to set materials to different parts of it and I joined it all together.

Is there a way to set materials to loose parts or do I have to separate it (which would give me about 300 loose parts)?

If there isn't, can I somehow separate loose parts one by one (so that I can separate for example all parts of roof and rejoin them separately)?


texts:
I am wondering whether it would be possible to use Blender to add a simulated rolling shutter motion blur to a video sequence.

I have a video sequence, taken at 240 FPS with a global shutter camera. I would like to use this video to generate a 30 FPS video with a realistic rolling shutter motion blur.

Can Blender help with this?


texts: How to make the cube follow the nurbs path

texts:
I am newbie to blender. I have modified the default cube and added a NURBS path and slightly changed its curve. Now I would like the cube to follow along the NURBS path. For this I used the Curve modifier. But no matter what I tried, the cube does not follow along the curve!

I saw the following post but it did not help!

https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Deforming_Meshes_using_the_Curve_Modifier
 -

How to get a flexible tube to follow a curved path?

Screenshot

Also attached is the .Blend file.


texts: how can I move a vertex towards the origin?

texts:
Good evening,
Can anyone explain me how to move the selected point towards zero through that axis?
(That point is not the object center point)
Thank you very much.


texts: How do I separate objects using the mirror modifier in Blender 2.82?

texts:
I looked up the question already but they posts are from 6 years ago and the steps are outdated. The problem is that I added a mirror modifier to the shins and feet of my character. The question i how do I make the mirrored part an individual object. I have tried adding an empty axis but it didn't work the way I expected it to. When I select one, both are selected. Thanks]1

I put the bender file
https://blend-exchange.giantcowfilms.com/b/vzkE2NsZ


texts: What does blender 2.83 message cannot write image no error mean?

texts: Trying to save a new AO baked image to my Win10 desktop and get the message: Cannot write image no error. Any idea why?


texts: How can I show an animated action which happens only with triggered precondition?

texts:
I am new to Blender and its been almost 3 months, using it. I have a big presentation coming up and I want to show my Manager my animated CAD Design.
So Basically I Want to show a Door Open (Sliding), only when we push a button. Is it possible to do this in Blender? (Just like a Train DOOR)
I know the normal animation method of sliding the DOOR, but I am looking for something where an action needs to happen for the next action to take place.
Can somebody please give me a reference or a video where I can see how it can be done?


texts: Texture made in cycles doesn't show on blender render

texts: it shows on cycle render but not on blender render.. what to do? here are the screen shots


texts: I animated my spaceship but not all objects follow the same path. I don't want to join all the objects

texts: I want the object circled to follow the same path as the rest of the ship.


texts:
I am 3D printing models that I have created in Blender to an exact scale (1:30).  Quite often, the edges I have created in Blender are not quite square (not that I would notice in the Blender world), with the result that the 3D printer performs a few "rasters" rather than one continuous horizontal surface.  You can see that it has worked out OK in the first image below (printed with a 0.15 mm layer height)) but when I increase the resolution of the print to a 0.10 mm and then a 0.05 mm layer height the problem appears.

These can have quite a significant adverse effect at my scale, so I was wondering/hoping if Blender offers a mechanism to "squarize" selected edges?


texts:
I tried to link object data when creating a new scene so that I could render an explosion exclusively with the same nodes as the original scene.  Then in the new scene, I deleted all the objects from the first scene that I didn't need.  I saved the file and closed it.  Now when I opened it again and looked at the first scene, all of my objects were gone!  They must be somewhere though because the file is 198mb.

I've worked on this for weeks...is there any solution??


texts:
While working in maya for a long time, i'm slowly start to explore blender and adore it tools, but when i start using knife tool i couldn't find an option that been used all the time in work, and it's making 90 degrees cuts without switching into ortho views or align view to the face or an edge T_T. There are couple of old threads about it, and it's really bugging me why this simple and very handy option still not implemented? Is there an addon for it?
update: i have added a gif for a better representation of what i'm looking for

[![enter image description here][2]][2]


texts:
I am working on a game-engine and the time has come to model a simple map. I thought, since i already use blender for models, why not for the map, since creating a world-editor can be time-consuming. The problem is, my engine expects the world to be in quadratic chunks of equal size. I'd like to model the map as a big plane with structures on-top in Blender and afterwards, cut the whole scene with plane and structures in equal quads to export them individually. Is this possible?

Example:

I'd need the whole terrain-plane to get split at the red lines and the little house, so every part of the house is in the corresponding chunk when i export the chunks.

Alternatively, when i create multiple equal-sized quadratic planes, to somehow glue one edge of one plane to another edge of another plane, so i neither get holes in between, nor get overlapping faces?


texts: How to enable all in viewports? Collection manager right hand side

texts: At the right hand side of the Blender UI there is a collection manager that lists all objects, lights, cameras, etc in the scene with their respective collections. Every single object is disabled, how do I re-enable them all at once?


texts:
I've been creating UV maps for my recently modelled dragon creature. I've got plenty of questions associated with creating UV maps for my model.

How large should my UV maps be? I want to export my model into UE4 game engine. I also want to add that my model is separated into three objects - head parts (eyelids, eyeball, pupil, headbones), the body and the wings.

Should I add all the parts of my model to same UV map?

Here are the pictures of my model and then the UV map of the part of my model.

HERE'S THE OVERALL MODEL

THE BODY

THE WINGS

THE HEAD PARTS


texts: How come when I play rendered animations all of my old animations play too?

texts:
Okay so I'm in a new project and I've animated a heartbeat, when I go to play that animation I see it, then after that all my other animations from old projects start player after it in the same window, why is this happening?

I cannot find an answer anywhere, it's really annoying!


texts: My model shows dimensions of 1.35, 3.9, and 100000000000000000.000000. It looks perfectly fine in my viewport though. The z size is very similar to the other dimensions. I have applied all transformations in object mode. I am clueless what else to do. It is causing me to be unable to import into unreal. Any suggestion how to fix?


texts: I'm so frustrated with uv image/editor. I can't get my decal to show in render after editing the decal in gimp

texts:
All I did was edit the texture in GIMP and now the decal texture won't show in my render.  I tried renaming... no go.  I spent half a day now trying to get it back.

Any help would be greatly appreciated.  Here is my blend....

https://drive.google.com/open?id=1T8I2Y8ZTdtWhvcV6k1s5m96fAVsQl4Nt

EDIT:  I'm an idiot.  I was working on an alternate node setup in the node editor that wasn't connected to a material output.  I didn't realize until I zoomed out and saw the real node setup.  It works as expected now.


texts: Destroyed geometry of objects with high location values

texts:
I'm trying to create an outline of a building on top of a point cloud that is georeferenced.
Because it's georeferenced, the object needs to be far away from the world origin (about 500000m). There, weird stuff begins happening. The mesh gets a "ghost" effect and the exported mesh is completely ruined in the sense that faces appear and disappear seemingly at random. This also appears once the object is exported. For example, I exported some geometry in FBX format and opened it in Maya and in MeshLab to find the same errors with the mesh as in Blender (the only difference is that there's no ghosting in other software packages).

Here is an example of a cube with a wireframe modifier with this problem. Notice the uneven edges and lack of visible faces.
Any help would be greatly appreciated.


texts:
I am trying to make the camera in Blender follow a direct path. I want it to rotate around a piece of text. I'm not really sure how to describe it, so bear with me:

My text is in the center of the grid, where the blue, red, and green bars meet. I have placed the start of the path up above the text a few units, and far over to the left of it. I wish I could give you exact coordinates, but Blender doesn't always seem to read the same values for whatever reason (x=0, y=0, and z=0 doesn't always show up at the center of the grid). I have the path curving gradually down and on a curve, ending so that the camera is aimed directly at the text, a full front on view. The problem is, I can't get the camera to stay consistently aimed at the text. It either ends askew (which I thought I could remedy by changing the rotation values to 0, but somehow, that made it even less level!) or it cuts out part of the text on its journey. Can anyone give me a hand with this? Thank you in advance!

Ethan


texts:
I'm having troubles to display metal through glass in EEVE:
Here are the two options I found:

Option 1: put Reflection Cubemap probe (supposed to have higher quality). The problem is that metal is replaced by black. Even if I try to make it slightly non metallic (0.9), the color is still far from the expected color:

Option 2: use Screen Space Reflection (to enable also in material). It changes the color of the whole scene, and adds some bluring effect (to compare with the first picture).

Is there a solution to these problems, for instance to:

display pure metal in Reflection Cubemap
disable Screen Space Reflection for some objects (I guess it may be possible to use compositor to obtain two versions, one with reflection and one without, and combining the two... but I'm not sure if it works well in video mode, it may not be trivial to do, and it won't be visible in live.


texts: VSE: Shrink and overlay one video over another

texts:
I have two videos, one is 1920x1080 and the other is 640x480.  I would like to scale the 640x480 one even smaller and overlay it in the corner of the larger one.

How can I do this in the VSE?


texts:
I have extruded a floorplan. To stay relatively close to the elements that I need to extrude, I have chosen a certain grid scale.

However, the model size is not what I intended.

I wanted to make the front wall like 6 metres.

Is there a relatively easy way to change the mesh size so that the front wall becomes like 6 metres while keeping the grid element size?

Thank you.


texts: how can i make one object copy form of another object?

texts: i'm new to blender so i'm hoping there's an easy solution for this)) i have these two objects with different vertex count. can i make the one with fewer vertices repeat the form of the one with more vertices without changing the vertex count of the first one? so basically i need one to mimic the other without combining anything.. thanks!


texts: Blender crashes when decimating hi-poly mesh

texts:
I just recieved a terrain mesh with over 16M polys.
I can open it and mess around the scene quite well since I'm on a really decent PC.
But I'm trying to decimate it (using the modifier itself) and my PC just crashes. It gets stuck for a while and then the sound and signal dies and PC freezes forever.
I haven't tried letting it frozen for more than 10min but since the sound on the PC dies I'm assuming it won't get out of the dead lock.

I don't think I'm recieving a less hi-poly version of that mesh, so I don't know what to do.

Thanks.


texts: How to stop smooth shading/sub surface distorting render

texts: Im using blender 2.8 and modelling a Pokeball, however, whenever I try to smother out the flat edges with a subsurf or smooth shader it creates weird artefacts. Any suggestions would be greatly appreciated.


texts: select multiple bones from different armatures

texts: Is there a way to select multiple bones not belonging to the same armature? And to create selection sets with bones from different armatures?


texts: How to make separate Lips control the mouth (Cavity) animation?

texts:
I've create the lips using bezier curve and assigned bezier circle in the bevel object. There's a simple body with a cavity, I want the cavity boundary to follow the animation of lips, because Lips are made of bezier curve they are easier to animate, makes sense?

Any other suggestions?


texts: Why does my material loose translucency as I increase Samples

texts:
I have a scene where I have a glass sliding door, which should be a rough greeny glass but not to rough, but what I noticed is that when I rendered the scene at 2000 samples the glass appeared to be less transparent then before, when I've viewed it at 10 samples.

Have a look:

If you look carefuly you will be able to see that the right picture is slightly more translucent then the left one, and where the change can't be easily spotted it can still make a difference.

If you zoom in you should be able see it more clearly


texts: What are the best graphics cards for cycles?

texts: I'm considering having a system build solely for rendering for cycles (as kind of a single PC renderfarm). Since the GPUs would be most important here, I plan on having it build around those. I was wondering what would be the best GPU to go for? As far as I can find, 2 gtx 580's seem to be the best option, while two 560 ti's give more bang for the buck. Any chance newer videocards work as well? (600+series?)


texts: geting bone heat error when trying to parent to mesh

texts:
So I am new to all of this and at my wits end. I can't seem to get a rig to parent to the model mesh it gives me an error every time. I have tried everything that i have been able to find out about. i appended rig to other mesh so rig is fine.

Things I Have tried.

remove doubles
recalculate outside
remove all modifiers,vertex groups,shape keys,and UV data
corrected non manifold
applied decimate modifier
removed all model acc (ie clothes)
symmetrize model

Like I said I am new so maybe I overlooked something simple.


texts: How to create a flare lighting up the background

texts:
Hello! I am a Blender 2.8 beginner. I want that little sphere at the back to act like a Sun and light up some of the background, kind of like this:

But I have no idea how to achieve that. Can somebody please help me?
Also, any other advice or criticism is welcome.
Thank you


texts: Can't use "Selection Popup Menu" Alt + Right Click (v2.76)

texts:
I read this topic: "11 Useful Blender Tricks You May Not Know"

http://www.blenderguru.com/articles/11-useful-blender-tricks-you-may-not-know/

And got trouble with number #11: Selection Popup Menu, Hotkey: Alt+Right Click

I try to Alt+Right Click on Object Mode and Edit Mode but nothing happen, did i do wrong or miss something, i use blender 2.76, please help !!


texts: Mantaflow Alembic export for compositing

texts:
I m new in bender and use it for flow simulation, I m trying to export a composition did with mantaflow to get the animation fusion 17.
i only have the domain's cube and not the simulation. Do you know if there is a possibility to save Alembic file of the simulation itself?
Thanks.


texts: What's The Best Way To Create These Objects And Match Them To Another Object (References Inside)

texts:
Primary

I have created some beams that are next to each other.  I have not been able line them up exactly to my standards.

How can I match the shape to the size of the vertical post and have it rest against the post without it clipping? How can I match the shape to the size of the vertical post and have it rest against the post without it clipping?

Secondary

I'm currently following a Stylized Well Tutorial and the homework before part 2 is to create the wooden structure that goes around the well, not including the rope, roof tile, or the ground below.

It looks like I can get it all done with just using cubes, but I started with the roof supports and I'm having a bit of trouble.

I will post photos below to supplement my explanation. So I started by stretching my cube (G) and adding a slight bevel. I then inserted a loop cut in the middle and pulled it down to bend the shape. I then lined it up with the vertical posts and grabbed the corners of the face up against the post to match the width. I then rotated the shape downward and moved it back against the post, rotating the face to sit flat with the vertical post. However, I can't seem to line them up perfectly as they look crooked and keep clipping into the vertical posts.

Am I creating these shapes in the most efficient way? How can I match the shape to the size of the vertical post and have it rest against the post without it clipping?

Photos


texts:
I work with windows 10 pro. From Blender version 2.76 and also in later (also 2.78c) is the opening of file browser very long. A workflow is not possible.
Is a solution to the problem known?


texts: Creating a driver on a constraint with python?

texts:
I have the following code and want to add a driver to the rest length of the stretch to constraint (bone constraint), but the console says that the property path is invalid. What am I doing wrong?

armature = Name of my armature
str(GrpName)+"_bone" = Name of the armatures bone

BaseLenghtDrv = bpy.data.objects[armature].pose.bones[str(GrpName)+"_bone"].driver_add('pose.bones["'+str(GrpName)+'_bone"].constraints["Stretch To"].rest_length').driver

The code before the driver_add parentheses is definitely correct, I tested it with the rotation quaternion of the bone and it worked. But it doesn't work with the bone constraint.


texts: the problem fog rendering has broken surface

texts:
I create a smoke fluid container in the scene. After a good simulation cache to disk, I use the container as a Particle emitter.
1. Because too many particles are emitted, the container is interspersed. Such as:

When there is interspersed there will be broken surface. Preview of the rendering in blender will not appear as:
But in the final output into the picture there will be problems such as:

4.I also set the maximum transparency of the light path inside the rendering set to 300, such as:

Then I added to the maximum 1024, it does not work. I do not know if you have a good solution to this problem? Thank you!


texts: Missing bone rotation when exporting FBX animation to Unity

texts:
I've been trying to fix an issue i've been having when exporting a viewport animation to unity,
basically the knife is parented to two bones that controll it, one of the bones controls the knife and the hand that is parented to the knife, the other one only controls the knife, so I use that one for rotation only but when I export it to unity as an FBX the animations from the rotating bone are missing

as you can see when it gets exported to unity the knife doesn't rotate and stays in it's original position


texts: How do I composite render layers in 2.69 using Cycles?

texts:
I'm using 2.69 Cycles and I have a plane on one render layer and a cube on a second render layer. Also, under Render -> Film, I have Transparent selected so both layers have no background color.

I want the final image to be the cube and the plane, but I can't figure out which nodes to use to do that.

If I use a Mix node with Factor set to 0.5, the composited image only shows where the plane and cube visually overlap.

How can I get the final composite to show the full cube and the full plane?

Here is the link to the blend file:
https://drive.google.com/file/d/0B_yQeQQ8ImENSmZaOGJMaGhxczQ/edit?usp=sharing

And here is my Compositing screen:


texts: Problem with the size of object in the blender interface after changing to a bigger monitor

texts: I recently changed my monitor with a bigger one. Windows normally controls the zoom of the apps, but I found some problems in blender. In edit mode for example the cross of the pointer is so small that I can't see it. I tried to increase the dpi from settings and the problem is partially resolved. Anyways, the arrow and other things are really small, so I can't work as well as I would in edit mode and so on. How can I solve this problem?


texts: I am trying to create a scene where a paper gets shredded up when it hits the bottom of an escalator. Still at the 'learning Blender' phase where I have to use tutorials for almost everything, and I'm having trouble finding a good solution to this type of chaotic paper shredding. Especially since when you search, you mostly get real blenders shredding, if you know what I mean. I've looked into the fracture modifier but it seems to create particles rather than confetti-like slivers. Do I need to manually create the shreds? Or does anyone have a good method for paper shredding? Thank you!


texts: In blender internal render, in material nodes, there is a "texture" node by which you can select a previously created texture. But in cycles there is no such node for material nodes, all the nodes are to create new texture. How do you apply an already created texture?


texts:
How can to do the inverse of explode modifier in Blender
like the text "CHRIS MACARI" at the beginning in this video

Here is a GIF of this section


texts: Why does Boolean difference add material to this mesh?

texts:
In Blender 2.76b and 2.79b, in a mesh, I have added a Boolean subtract modifier. The subtracting mesh was made from text. I have another mesh from text which subtracts correctly. However, on this one, instead of only subtracting the volume, it also adds an outline where the modifying mesh (from text) exceeds the modified mesh.

Here is a screenshot showing the modified mesh in edit mode:

Here is a screenshot showing the modified mesh, in which you can see that the subtracted mesh (from text) somehow also adds:

I mirrored some of the vertices in making the modified mesh, because the shape I am making is symmetric. Mesh from text subtracts correctly on the first side which I modeled by hand. However, mesh from text (whether I duplicate the first text or create new text) adds as well as subtracting on the mirrored side.

Does the mirroring have anything to do with this? How can the issue be resolved?

Here is the .blend file.

Thank you!


texts: How to project the lines of a basketball ball on an ancient greek head for 3D printing?

texts:
Hi people of BlenderStack !
I'm Ben and im looking for help.
i'd Like to recreate this idea on Blender for a 3D print :

i thought about boolean but it goes too deep or not at all in the head

If someone understand my problem and have a solution pls help a desperate art french student
bye

Update :
with  retopo - multires- shrinkwrap- Sphere Unwrapp - and displacement im here now
with this normal map :

i now have to find a way to make it less stretch and in good position


texts: How to improve this rendering so it looks more like the target image? (Disaster)

texts:
I'm trying to replicate the following image using Blender:

the image http://dl.dropboxusercontent.com/u/62862049/Screenshots/03k.png

For this, I've used MakeHuman to generate a similar-looking human, an ortographic camera and a Lattice to deform the mesh (to give that specific distorted projection). I've set the render size to 64x64 (the original image is 32x32) and used FreeStyle for outlines. I'm also using a Sun Lamp and I've deactivated anti-aliasing. This is what I got:

blender http://dl.dropboxusercontent.com/u/62862049/Screenshots/03o.png

But rendering results are terrible:

results http://dl.dropboxusercontent.com/u/62862049/Screenshots/03l.png

I have that feeling that I've done everything I could to get close to it but somehow it still fails miserably. The color is pale, the image is blurry, the outline is wrong in hands and face. I don't know what else to do.

Link to the .blend

Original 32x32 target image


texts: How make equal cuts regardless of orientation

texts: I'm modelling the bridge of a spaceship and I want it to look as if it was engineered. How would I make sure all these cuts are equal? I just loop cut it and eyeballed it (3 on the front, 4 on the side) but I am also concerned about the diagonals. Is there any way to cut around a mesh in equal parts?


texts: How to add audio strip for specific action

texts:
I am making a lightsaber in Blender 2.80. I have rigged it and made 2 actions to go with it already- one for opening and one for closing. I also want to add audio to the animations. I have tried to do so in the video sequencer but I am unable to add audio strips which are specific to a single action.

How can I add an audio strip so that it plays only when a particular action is played?


texts: Can I reuse a character to multiple characters in one scene with the link feature?

texts:
I want to link each character to a scene several times, as shown in the image above, and give them different animations.
We also adopted a link function to flexibly respond to character design changes.

However, as shown in the GIF below, the most recently created armature proxy controls all characters. I want each character to have its own proxy armature.

Is there a solution for this?

Thank you in advance.


texts: Video clip only imports first image in sequence

texts:
When using the Movie Clip Editor and trying to import a sequence of images only the first image is included.

In image 1 you can see I have selected all the images

In image 2 you see I only have Frame 1 of 1   (1/1)
There should have been 81 images imported

Why am I not getting the rest


texts:
I have a strange issue rendering with Cycles.
These are some rendered images:

As you can see there is a change in color/light around smoke and expand with smoke.
Based on similar problems I've read, I've tried:

with different Blender versions
set "Empty space" to 0 in smoke domain settings
set "Step Size" to 0.1 in World/Volume settings
different domain Resolution Divisions
adaptive vs not adaptive domain

but the result is always the same...
And re-baking the simulation each time is very time consuming.
The only clue so far is this image:

As you can see the artifacts correspond to denoising depth image, but I cannot relate this to final image since I'm not using denoiser...


texts: How do I make spiraling loop cuts around a cylinder?

texts:
How would you make these spiraling cuts around a cylinder?

Things I've already tried:

Simple Deform modifier with Twist. This warped the cylinder too much. I could reduce the warping somewhat by putting a bunch of horizontal loop cuts in, but it'd still warp a little bit. Pretty sure this isn't the best way - the reference image above is a perfectly straight cylinder without any warping/deformation.
Poke Faces. This did make some diagonal cuts, but it also generated a lot of unwanted faces in the process (and didn't give me direct control over the angle of the diagonal cuts).


texts: I wanted to make this edges that defining the gaps between the screen and the phone body or even the body from the side of it. Should I make them 2 objects or can I make it in other way?


texts: Grease Pencil, drawing straight lines v 2.78

texts:
I am trying to find the focal length and camera position using the BLAM addon for the image below:

I try to draw the required lines in red (entering CTRLDLMB) but blender only draws horizontal lines and vertical lines. What did I forget to do ?


texts: How to adjust view clipping distance when using object as camera?

texts:
When using an object (like a spot light) as the camera for easier positioning (using Ctrl-Num0), it seems like the view distance is set to only 40 units, often making a lot of the scene invisible:

Adjusting either the Clip End in the 3D View panel or in the actual camera (not the light) settings doesn't help.


texts: How to install box cutter if it isn't found in add on?

texts: I have installed blender latest version 2.90.1 and I need box cutter application but it is not available in add on. Now I am helpless because I have no idea to get the box cutter in blender. I have searched for it many times on YouTube but not a single video exactly matches with my problem.


texts:
I have played with different lighting options, turned the power down to 50W and placed the light far from the object and it still renders bright even when ambient occlusion is turned off.
I have no idea why.
I have attached an image below


texts:
I have a really strange issue happening in Blender. I have some simple low poly objects where I'm trying to build some RTS style buildings. The walls of my buildings are just some simple planes with a texture on top of them. If I duplicate them, for some reason it slows down my entire blender really hard, that you can't even use it anymore. Camera rotation or zooming in lags really hard. I thought at first that maybe it's a poly issue so I deleted my plane copies and then just created a bunch of monkey heads to see if I'd get the same thing and nothing. I then copied the material from one of my other objects to the monkey heads and applied the same texture atlas and still no issues. So 4-5 copies of a simple plane that has a texture on it makes my Blender lag, but 4-5 copies of monkey heads using the same texture does not. I'm using the Blender Renderer with Texture View.

Any thoughts on what could be going on?
Thanks!

P.S. - I also thought that maybe it's due to having too many groups. All the duplicates would create a new group. Still didn't help.


texts: How can I separate a text object into meshes?

texts:
What I need Is to find a way to separate a text object in letters, like the Animation Nodes's Separate text object node would do.
All of this should be doable with a code.

I could convert the text into a mesh and separate by loose parts but this would create two different meshes for letters that are made up by two or more pieces, like for example the "i".

Some images to explain what I'm trying to achieve:

This is the text:

Using the way eplained above:

  As you can see, the I letter is made up by two pieces instead of one.

Using this node (Animation Nodes by Jacques Lucke):

I got this results:

  As you can see the letter "i" is only one letter

Is there a way to do this with a script?


texts:
I'm probably doing this very wrong, but I used to just be able to map the textures with uv and everything would work in the BGE player as it did in the viewer. what is causing everything to just turn white? Thank youu

Blend file - http://www.filedropper.com/apartment_1


texts: How to generate a cylinder with a hole except by knife tool and Boolean methods

texts:
This is a shape I want to generate. I know it is a very easy to generate by a knife tool and boolean method. But I want to use the extrude method to generate. a unfinished work is shown as following figure. So anyone can help me generate the two faces at the top and bottom.
I have tried many methods. all fails.
Please help me, many thanks


texts: How Do I Subdivide A Bezier Curve using Python?

texts:
I'm using Python to create a Bezier curve programmatically.
bpy.ops.curve.primitive_bezier_curve_add()
bpy.ops.curve.subdivide(number_cuts=4)

The code above works fine in the console, but not in my script. I get the error message: bpy.ops.curve.subdivide.poll() failed, context is incorrect
I've tried both primitive_bezier_curve_add(), and ...add(enter_editmode=True). Same result.
Using Blender 2.83.2
NOTE: I am able to use this as a workaround:
bpy.context.scene.objects["BezierCurve"].data.splines[0].bezier_points.add(count = 4)


texts: Hair Dynamics throwing hair all over the place in Blender 2.8

texts:
Hair particles are bouncing all over the place with Hair Dynamics turned on. I have seen other forums where they all had different solutions. Such as turning up the quality steps and others that I tried. None of these solutions worked for me. I am trying to simulate the hair that would follow a horses hair path with maybe a light breeze as he is walking. I came closer to the tail than I did with the mane. The tail I turned down the gravity settings in the field weights to .68 and increased the density target in the hair dynamics settings to 6.0 and the density strength up to one. Then increased the stiffness to 3.0 and the mass to 1kg. However by about frame 6 it starts dancing all over the place. These settings did not work at all on the mane. I uploaded the scene file and a screen shot in case anyone can have a look.

https://www.dropbox.com/s/ijdrtszrcsgifbf/hair_test.blend?dl=0


texts: Baking Procedural Material into Texture to upload to Sketchfab

texts:
I want to upload a model to Sketchfab from Blender but I am not sure how to bake procedural material into texture.

Specifically, I have a model of a snake with procedural materials and the upper scale and body scale are two different procedural materials. In Blender, they are all part of one big mesh but the two materials are in different material slots (and they are also part of a bigger mesh, a manticore). So how can I bake the procedural materials just for the two scales?

Similarly, how do I bake procedural materials for eyes?

And lastly, how about the particles systems? I made this beautiful mane for the manticore but how can i bake it into texture to upload?

Here is the link for the model of the manticore:

https://imgur.com/rsFLsMF


texts:
and thank you for taking a moment to help me out.

Over the last few days I have been trying hard to bind an armature to a character model, but in vain, as no matter what options I have googled has not managed to help me get past this issue:

"Could not generate weights for all vertices."

"Your Mesh probably contains multiple overlaping sub meshes."

I have also tried taking on the 'Alternatives' that appears with the message but not been able to figure it all out. And out of options, I wonder if anyone is familiar with this issue and if so, have any solutions or tips. Any assistance is greatly appreciated.


texts: Video Sequence Editor: playback lag after stripchange

texts:
I got some footage from a band who played playback on a stage for a music video. Now I am putting it all together in VSE with the audiofile (studio recording) they used for playback.

My machine is usually quite capable of handling FullHD video (GTX 970, 32 GB Ram, i7 4790K), but this time the video playback during editing starts to lag as hell when the current frame enters a new strip. That's quite annoying, since these transitions are the parts I am most interested in.

Here an example - to the left of the green marker: smooth 25 FPS playback. Once entering the second stip - image stops for more than 1 second and continues stuttering (not very helpful) playback afterwards. It basically skips the middle strip completely during playback.

Some notes, which may help encircle the problem:

I remember a "Prefetch Frames" setting, which should preload a certain number of frames into memory. For some reason, this has vanished in 2.79.
The Memory Cache Limit in User Preferences -> System is set to 16000, so I don't expect this to be a problem.
I guessed that blender is trying to load something from harddisk - but when I look at the Windows Resource Monitor and filter for "blender.exe", it shows no hard disk activities.
The files I am working with are quite long (4-5 Min), and I only am interested in sub-sequences in the second half. Maybe this is some codec-video seeking issue!?
Speaking of codecs: I have files with .mov and .mp4 endings. According to the tool MediaInfo, the .mov is a MPEG-4 (Quicktime) Container with an AVC (High@L4.1)(CABAC/2 Ref Frames) video stream and the .mp4 files are MPEG-4 (Base Media) containers with AVC (High@L5.1)(CABAC/16 Ref Frames) video streams.
I am using soft cuts (K and not shift-K).
In the movie clip editor, there is a purple stipe at the bottom of the screen, which shows how much frames are loaded already. At least I understood it like that. Example below. Probably this is what's happening in the VSE in my case - not loaded frames. But there is no similar visual feedback for the user in the VSE. Right?!

Any suggestions to ensure smooth playback WITHOUT using proxies are highly appreciated. I would like to avoid the overhead of generating temporary files or re-converting the footage to other codecs.


texts: Baking Multiple Materials into one Object

texts:
I've searched around the forums here and found multiple solutions for this problem, however they appear to be unique to those individuals. Their solutions do not work with this particular scenario.

I'm trying to bake multiple materials (nodes), with Cycles Render, into one UV Unwrapped Map. I've followed several tutorials on the process as well, none of them seem to change the outcome. The end product seems to be only one material, no matter how I select the material, the UV Map, or whatever, it'll always bake the Connector Material only. I cant get the other material to show up in the final render.

The Blender File: Located Here

After Render:


texts: When I render my video, the resulting file is only 30 seconds and not the minute and a half its supposed to be

texts:
The video is in 1080p and starts at frame 300 and ends at frame 1202. The video itself is in 29.97 fps. Anti-Aliasing is at 8 and the video is saved as a Xvid. It is using RGB. The bit rate is set to 7992.
My computer has a Geforce 1060 6gb Graphics card and an i5 Processor.

Thanks,
-Austin


texts:
As the title suggest I can't seem to render my project. I'm really new to this and I already tried the answers already posted. I'm guessing it's probably a very basic answer, but can't seem to figure it out.

 Here is the file


texts: How to normalize all vectors of vertices

texts:
I am searching for a tool that allows me to normalize all vertices, so for example, if I have a subdivided cube and then normalize all vertices I should get something like a sphere.

Thanks in advance for any answer.


texts: Stabilize a video using only one tracking piont

texts: I have a video that I want to stabilize, tho the video itself is very stable the subject is moving. I want to keep the subject in the centre. and there is only one tracking point that is visible in every frame, Blender asks for 8 tracking points.


texts: How to inset an extrusion with the rest of the shape?

texts: Hi I have extruded part of a block but now when I try to inset the top face of that block with the extrusion it insets the top face of the extrusion separately rather than doing it with the rest of the block. How do I inset the whole thing as one object?


texts: alpha channel in image when compositing in cycles

texts: I have two images that i'd like to overlay, the picture that is above is a point density picture that i saved in png so that it would support alpha channel,when saving it i could see that in color view it had managed to have the point density, but turned black when i saved it,but i think it still has the alpha channel in it. What node settings should i make to the alpha/transparency to be seen. this is how far i have come with my settings but i don´t know what else i should do.


texts: How to Convert GPencil strokes to Bsurface Mesh without errors?

texts:
The idea was to use this script below from Convert Curves to Grease Pencil? to generate gpencil strokes from curves (poly spline type) and use them with a Bsurfaces addon (ver 1.5) to make a mesh in Blender 2.74.

import bpy
from mathutils import Vector
def convert_curve_to_gp(obj):
    #---- CHANGED ----
    scene = bpy.context.scene
    mesh = obj.data
    layer = scene.grease_pencil.layers.new("layer", set_active=True)
    frame = layer.frames.new(scene.frame_current)
    #---- /CHANGED ----
    mesh = obj.to_mesh(scene, apply_modifiers=False, settings='PREVIEW')
    for edge in mesh.edges:
        stroke = frame.strokes.new()
        stroke.draw_mode = '3DSPACE'
        stroke.points.add(2)
        stroke.points[0].co = obj.matrix_world * Vector(mesh.vertices[edge.vertices[0]].co)
        stroke.points[1].co = obj.matrix_world * Vector(mesh.vertices[edge.vertices[1]].co)
    bpy.data.meshes.remove(mesh)

obj = bpy.context.object
convert_curve_to_gp(obj)

When Bsurfaces is used by clicking on its Add surface button it generates an error:

  AttributeError: 'GPENCIL_OT_SURFSK_add_surface' object has no attribute 'original_curve'

and it creates a new curve object.


texts: Why texturing in game engine looks different than in render mode?

texts:
I am learning Blender, and at the moment I am trying to create very simple game. The point I am stuck at is texturing problem. I have created a simple maze and added two different materials for floors and walls. Walls are supposed to be white, and floors a bit blue with cloud texture. The look I got in render mode is:

And in game mode it is:

Why is that? Are only UV textures available in Blender game engine? I am using a procedural texture.


texts: How to reduce the amount of noise in the rendered image?

texts:
The following image was rendered using 2000 samples.
The render takes about 3 mins and the image looks pretty noisy still, especially the wall of the building. I'm gonna have to render a really long animation so I would prefer to keep the samples less than 2000 so it doesn't take forever to render the whole animation.

I searched online for a solution and tried everything that was suggested in this post:
How To Reduce Noise In Cycles Render.

It helped some but the noise is still present in the image. I was wondering if there are any other ways to reduce the noise without increasing the sample number (through lighting or maybe using compositor)? Any suggestions are appreciated. Thanks in advance.


texts: Fire vfx (by route of Quick Smoke) won't work: not matter what I do nothing appears

texts:
Following along with BlenderGuru's tutorials. I got smoke to work using QuickSmoke and making sure domain was selected, not flow, and baked it. Works perfectly! Only roadbump was oddly bake material didn't appear as a button entirely until restarting.

But then when I try to make fire and all comments say to just go to flow and switch to fire or fire and smoke and press play, it doesn't work. It doesn't do anything. It also then breaks the smoke fx. If I duplicate the first object and smoke domain to see if I can have the practice on fire object and the finished smoking object, it breaks both quicksmoke binding objects

Also having an issue with solids (just primatives, nothing big, just the starter cube, monkey head, donut to scale) will flash like a strobe light when I try to use hotkeys. They work fine moving, rotating, etc without hotkeys though this is unpractical, but the second I use any hotkey I get such insane flickering it can't be worked with.

So far everything's just on defaults and I'm using the most recent v 2.82a on a pretty high powered gaming pc


texts:
I am trying to make a laser beam (glowing cylinder) that stretches to a target empty. My problem is that the stretch to constraint stretches in my local Y-Axis instead of my local Z-Axis (how i need it). How can i tell the constraint to use this axis?

download the blender file


texts: Cycles - How to transfer information from a shader to another non-destructively ? (no baking)

texts:
How can we non-destructively (witouth baking anything into vertex color nor bitmap) transfer information from one shader to another within cycles ?
Here's an example :
Here is a simple proximity shader on my plane. and below are a bunch of instanced trees.
I'd like to use the black and white information from my plane to drive transparency on from my instanced trees location, how am i supposed to do that, non destructively (no baking)


texts: Video and audio strips of imported file out of sync?

texts:
I have captured some 1080p video game footage with Open Broadcaster. Now I would like to edit it using the Blender video editor. First of all, if I understand this correctly, I have to set the frame rate with which I want to render the video but I am not sure what to set it to, after all games don't run at constant frame rates.

Secondly I have tried dragging and dropping the clip I want to edit into the video sequence editor. Once I do that the video clip and the audio track that belongs to it show up, however they don't seem to be synced up and the video clip is far too short.

Maybe this information is of any use: the original video is 04:12 minutes long. The audio track displays as being of exactly that length in minutes and 30412 in frames. The video clip is displayed as being two seconds long with 254 frames.

I assume this has something to do with the end frame that can be specified but changing this to something higher has not solved the problem. Any suggestions are welcome!


texts: How to redirect to a specific scene on start-up, but allow redirection afterwards in BGE?

texts:
I have a game with multiple scenes. I'd like it to always redirect the user to the scene "Opening Scene" on startup, no matter what scene is currently open.

I could use an always sensor hooked up to a scene actuator, but this means that I can't switch back to any of the scenes after startup, because they will automatically redirect back to "Opening Scene".

Is there any way to do this so that the scene gets redirected at startup, but after that allows redirecting to other scenes?


texts: How can I change the default render directory to a relative directory?

texts:
By default, Blender renders into /temp.
How I can I make it render into a a subdirectory of wherever my .blend is, like //rendered_video\


texts: Blender 2.81 crashes when trying to save a new file

texts: I have an issue in Blender 2.81 in which it crashes whenever I try to open a file, save a new file, or try to edit the file paths in preferences, however, I can still drag and drop a file to open it and press ctrl+s to save an already existing file. Also, autosave is working and saving in the tmp folder. I'm using Ubuntu 18.04.2 LTS


texts: Question, regarding modeling as a process

texts:
I've been using blender to do small projects as a hobby, and i have one question, which i haven't been able to find around the internet, so i figured it's a good decision to ask here.

I've seen many videos of people modeling firearms, cars and other models, with a lot of detail. I've noticed, that they have their own ways of modeling and that's fine, but i've seen 1 thing that i can't really figure out. People, making a singular model out of multiple meshes, which are just intersecting, or perfectly aligned. But then, i've seen people model from 1 mesh by extruding, making loop cuts and using various add-on features to make a model out of 1 single mesh.

My question is: Is modeling out of multiple meshes good and perfectly functional for all needs, CGI, 3D printing, games and animation ? Or is modeling from 1 mesh the "better" option, or is there even a golden rule about how you should make your model ?

Thanks for all answers in advance!


texts: Replacing the "recover last session" button with a "recover auto save..." button

texts:
Okay, so not long ago, I experienced a crash with blender that made me lose serious progress on something I was working on.
When I booted up Blender again in a bit of what was a mix of frustration and panic, I noticed the "recover last session" button on the splash screen. Having very little experiences with crashes prior to this incident, this attractive little button made me think that this would recover my last auto save, when in fact it did NOT do such, and by the time I figured out how to actually recover my last auto save, it was too late as my auto save was written over by then, with this misleading button being a good chunk of why.

What I want to do is get rid of this button, as I feel it's a completely pointless button (If I'm not mistaken, clicking the top file in the "recent" column does literally the same thing), and replace it with the "recover auto save..." function that can be found in the "file" drop down menu, something that would have actually helped me in my time of need.
I feel it should be mentioned that I have no experience in interface editing, so I honestly don't know if this is something that's even possible to do. Additionally, if it helps, I am using the 2.75 version of Blender.


texts: Automatic texture atlas with separated object UVs

texts: Using the bundled texture atlas plugin I can automatically unwrap multiple objects onto one atlas. However, when I do so, faces from one object land all over the map and are mingled with faces from other objects. What I would prefer to have is to have each object occupy its own box inside the atlas - as if I had unwrapped each object by itself and then scaled and moved each of the UVs of the object manually so that they fit next to each other on the atlas. Is there a way to automate this process other than writing code?


texts: How to use API to get an object's constrained position?

texts:
I'm using Blender 2.8 but this question probably applies to older versions as well.

Scenario:

I have an Empty located at the origin.
I have a Bezier Curve.
The Empty has a Follow Path constraint targeting the Bezier Curve. This
successfully causes the Empty to move along the path.

What I need is a way to access the modified location of the Empty after the constraint is applied. I only seem to be able to get to the original unconstrained location (0, 0, 0). E.g.

>>> D.objects['Empty'].location
Vector((0.0, 0.0, 0.0))

Help is appreciated.


texts:
I'm trying to stretch my uvs so they fit within the texture, however, I can't find a way to do it... i can only resize my uvs
i could stretch them manually but I'm trying to find an easier way

This is what I'm getting after resizing the image and re-importing it to blender

This is what i want to achieve by stretching my uvs, i just don't know how .
( yes I'm quite new to blender )


texts:
When I render my image, my particles system won't render, instead it just shows a black background.

I have search for answers and followed them.

I made sure that the render icon was on
I unchecked the emitter box that is in the "particles system" tab
I made a vertex group
I also added a mask modifier

I just have no idea what to do for my particles to render.


texts: Normal Map baking gives different results than 2.79

texts:
I bake normals on a regular basis and have noticed a considerable change in the result of baking normal maps from 2.79 to 2.8. Does anyone know why? The node setup and groups are exactly the same as in 2.79 yet the result is very different.

2.79

2.8

2.8 Object Space Displacement Node
This is the result when running everything through a displacement node before going into the output node

2.8 World Space Displacement Node

2.8 Bump Node
This is the result when running everything through a bump node before going into the output node. It's obviously not the way to go but I included it just in case.


texts: How Do I Shrink/Fatten Selected Along The X Axis?

texts: I would have to select the shrink/fatten tool in tools or press Alt+S. I did, but it only shrink/fattens along the Y axis, but not the X axis and it is really peeving me off.


texts: How do you solve the issue with an object with subdivision and multiple materials on it?

texts:
I was making a charger and I have given it some subdivision as usual. Now one side of the charger has a bit different texture (less glossier to be specific) so I tried that in blender, but that material looks shrunk.

I have faced this problem earlier also but that was an object with higher geometry. So I used inset and extrude tools to solve that. But here I cannot do that as it is only 1 large face.

This is what my geometry looks like, with the face selected that I want to edit.

Any solutions?


texts: why do i get those weird black spots on a baked roughness map?

texts:
i was trying to bake the roughness map.
but for some reason it got those weird black marking on it. that were not originaly there.
i have no idea why it happens.
any idea how to solve it?


texts: Can we parse "string" as Driver Variable?

texts:
I am using scripted driver to changes image texture.

import bpy

def change_image_baby( val,min,max):
    if (min <= val <= max):
        filePath = "//baby_eyes\\eye_0%d.png" % val
        bpy.data.images["Minu Child eyes.001"].filepath = filePath
    return val

bpy.app.driver_namespace['change_image_baby'] = change_image_baby

On bone Movement by using above function as driver I am able to change the images.

Now i want to use same driver function on many other characters.

So I defined "filePath" and "image" name as object property of each character

New driver function

import bpy

def change_image(n,min,max,img,file):
    val = int(n*10)
    # img is image to be replaced and "file" is the file path
    return val
    if (min <= val <= max):
        filePath = file % val # as all my images are in sequence i replacing numbers see above code
        bpy.data.images[img].filepath = filePath

bpy.app.driver_namespace['change_image'] = change_image

and use in driver UI to parse it to custom driver

I am not able to parse string it has to be either int or float. What is the workaround to parse string as Driver Variable?


texts: How can I make sure that the particles in my fluid simulation get rendered?

texts: I am using the new blender 2.83 fluid simulation and am trying to use the particles such as foam, spray, and bubbles by rendering them as a collection. However, when I go to render the simulation, the particles don't show up. They show up in the viewport and I have selected all the objects to be rendered but its not working for me. I am using cycles.


texts:
I'm close to super beginner with Blender.

Context: I'm trying to create a 3D floor map of my apartment. So far so good, but I have a problem with textures.

Let's say I want to create the floor for the kitchen. The shape is not a perfect rectangle so I overlap 2 planes, then join them, and I get a single flat shape. Fine.

When I then try to add the chosen texture, a seamless tile textures, it gets warped and stretched in funky ways.
I just want the texture to fill the shape I create (whatever the flat shape) and be forever seamless whatever the size of the shape. Like a bucket filling so to say.

Any easy way to do that? What am I missing?

Thanks.


texts:
Is it possible to add a button outside of a panel, e.g. in the user-preferences?
Say I want to add a new addon category in the addon list, via an addon:

Is this possible? How?


texts: How can I do extreme squash and stretch of a character animation?

texts:
Example: A character is about to jump, his body is almost completely round then the jump now he's long and thin.

I'm hoping I can do this in Blender and this is the idea I have.

I know you can't do this with great exaggeration with a bone rig so I have to delete the bones.

Transforming the bones deformations into shape keys for each frame then disable the armature.

Then making a new armature with a single bone with a constraint that keeps volume, place it at the base of the character and that bone is weight painted to the entire character. Now I can add an additional animation step on top of the existing animation.

That is the only way I can see this happening. Is that the way to do it or is there something better to get this effect? Is this method the only way I can do this in Blender?


texts: Getting blender camera fov or focal length from the unity3d camera fov

texts:
I'm trying to match the fov of blender camera with unity 3d camera fov.
Basically i want to calculate blender's camera FOV or focal length, given the fov of unity3d camera.
Please help.


texts: Create a self creating box like in this video

texts:
I'd like to create a simple line box that draws itself that I can import in Blender's VSE.

This can be done in after effects like in this video tutorial: https://youtu.be/YLNmtk67unY

What methods would be best to recreate this and could I use such methods to creat other simple self revealing shapes a simple well?

Many thanks for any help!


texts: How do I turn an imported SVG into a sphere?

texts:
I am very new to blender and am making some models for use with Three.js.

The model I have created is a logo, as show below. I am quite happy with this but was curious if I could take it further.

How can i make this a sphere, instead of a disc? The resulting sphere would still have the white regions 'indented'.

The source shapes are SVG files. One file per colour region of the model.

Import SVG from Inkscape
Add materials.
Extrude all regions
Undo last extrude on white region.

Please see the example SVG file for the dark gray region.

Again, I am a bit of a noob, so please be as verbose as possible. Links to similar tutorials are most welcome.


texts: I have used blender for around 4 hours and after around 2 hours paning and orbiting with Scroll wheel and Scroll wheel + LShift became very laggy and jittery. If i try to orbit, it will take often several seconds before the viewport actually starts to move. Also, this problem seems to anly occur in certain modes and in some zoom lengths(?). Any other people having a similar issue and does someone have a fix? I am on Windows 10.


texts: Cycles Baking Problem - Material all black. What might be wrong with my bake? Troubleshooting

texts:
Cycles materials and the rendered image look good.
Then I baked the materials.
It worked fine for the wood. The baked image texture works well.
But for the metal, a procedural texture, the bake did not work at all.
I tried reset the normals, did not help.

Possibly the UV's are quite bad.  It was imported from a CAD program, and UV's were made automatically.  I'm new to UV's, not very good with them.  Maybe they need to be re-unwrapped?

Sorry I never did baking before, so I don't even know what might be wrong.
Maybe UV's?

How can I fix this problem, and in general, if baking does not work, what should we try to fix?

Rendered:

Baked:

Normals:

Blend file here:  http://pasteall.org/blend/index.php?id=43341


texts: Is there an easy way to prevent particles from clipping into objects?

texts:
I'm very new to particles and am still figuring out how to use them properly. This is something that came up multiple times and I wonder whether there is an easy way to prevent this from happening:

I have two objects adjacent to each other. As you can see in the picture, the particles of the underlying object are clipping through the above object.

How can I prevent this from happening?

My goal isn't necessarily photo-realism at this point, but rather to create somewhat believable concept models, so unless there's no way around this, we don't have to go all in on particle physics, collisions and so on.

TIA


texts: How do I temporarily change the axis of rotation of an object in blender?

texts: I'm trying to rotate an array of objects (disconnected from each other) that rotate about some other axis initially


texts: My image stays pixelated when rendered, any clues on what I can do? (Cycles render)

texts:
I have a problem to which I have not found the solution yet. I designed a logo, which I must deliver in different resolutions.
No matter how high I set the resolution and the sample amount (I even tried rediculously high 11000x11000 pixels and 4096 samples), when zooming in the image looks pixelated (in similar question I found on the net, upping the resolution and samples are usually given as the solution but this doesn't work for me). This is a problem for use in example instagram or facebook profile pic.

The strange thing is that when I'm in rendered mode (with 128 samples), I can zoom in maximally, and still have a sharp image!?

Some tips apart from upping resolution and sample size would be greatly apreciated.
Here is the blend file:
https://www.dropbox.com/s/7v33alz6h95jhqn/LOGO_OPGEPOETST_11052020.blend?dl=0

And here is an example of the rendered image on 1100x1100 pixels and 2048 samples:
https://www.dropbox.com/s/iqj1qeb5lq3zzl4/LOGO1100x1100.png?dl=0

Thanks in advance!
Elvin


texts: How to make an object not receive light from world?

texts:
I have a project of a character laying on a plane and the world is full of stars. Problem is the colors of the world are reflecting on the character whereas i want him to be free from all reflections. Is there any way for the stars to be only reflected in the plane and not on the character?
Any help is appreciated.


texts: How does one obtain the file path of the current .blend in the bge?

texts: Specifically, how does one obtain the path to the current .blend when the blender game engine is running?


texts: How can I fix a distorted character mesh?

texts:
I changed the origin of my skeleton, and nothing happened at first so I positioned the character as I wanted. But when I advanced the keyframes, it completely messed up the character's mesh and I can't go back far enough to fix it. changing the origin back didn't help. I made some progress trying to manually position the character inside the armature, but it would be very tedious to get it just right. The last time I saved a backup was before I started animating, so I would prefer if this could be fixed.

Blend file:
https://drive.google.com/open?id=0B4I_BosOIxr1aDhucmh1aVRCaWs


texts: Why can't I seem to remove that red part in weight painting?

texts: I can remove the other parts but not that area. Why?


texts: Blender 2.9 scripting, how to get the name of the driven property

texts:
I'm trying to get the name of the property that's been affected by a driver for a certain object, what I did so far:
for d in bpy.context.object.animation_data.drivers:
    print(d.driver.id_data.name)

However, that's returning the name of the object, not the driven property. My question is, let's say there's a drive controlling the Z Scale, how do I get that information "Z Scale" or a similar equivalent, in scripting?


texts: Is it possible, to render a single video file, with more than one pc?


texts:
I try to apply a baked normal map. I use 'blender render', load the obj mesh, create a material (default option), then load a normal map as texture (linked to this material) and in the 'influence tab' I uncheck 'color' and check 'normal', while in the 'image sampling' tab I check 'normal map' and choose tangent in the drop-down menu.

I render with a camera and a few lights and initially the result looks great when the camera is on one side. However when I position the camera to look at the other side, rendering is completely dark. The normals however look perfectly fine. Very few seem to be pointing inwards, but this is not the case as at the webbing between the fingers some normals penetrate the opposite triangle during visualization. However just for the sake of it I recalculated the normals and the problem still remains.

Any idea why this may be happening?

I attach below a few screenshots to better showcase what I describe above.


texts:
I am trying to reproduce a grungy photo print slideshow in Blender that was originally created with After Effects. Despite much searching and experimenting, I can't make my Blender grungy photo prints to look as the example below complete with all the blemishes. There are two .mov  files used by After Effects to create the effect. Can someone please give me some ideas how to replicate this effect in Blender.
Base files
Grungy background
<img src="https://i.stack.imgur.com/ukytN.png" alt="Result I am looking for
" />


texts: What is the best way to make these wire wraps around a mesh?

texts:
i'm trying to re-create this type of effect on a body mesh i have modeled
basically lots of metal curves wrapped around the mesh, most of them starting from the chest area (the center, core in the image)
the legs are more complex but i'm not doing that, just want the upper body to be shown.
is there a workflow i could use? i'm not too experienced in blender, i was thinking of curves or maybe particle system like hair, but i'm lost...

btw, it's just the model i want for now, if it's possible to animate it growing out it would also be cool, but i have a way of animating an already modeled mesh


texts: Import Image with Drag and Drop as Plane

texts: I will import a lot of images to my project. Drag and drop is easiest way to do that for me. But if I drag and drop any image to my screen it been importing as background reference by default. How can I change this setting to "drag and drop image as plane that visible to render"? I don't want change visibility setting for each image every time. I want drag, drop and render.


texts: Where is the fSPY .py script to add to Blender addons on Mac?

texts:
I'm trying to import a scene into blender using the Mac version of fSPY. I don't see anything in package contents or the download page to import to Blender itself so that I can import fSPY files.
I've tried using the .dmg file, zipping it, zipping the windows file, digging through package contents for a .py file.
Edit: The answer referenced does not help. I am on a Mac, the answers are for Windows and Linux. Zipped .dmg files do not install into the addons folder of Blender. Installing blender addons on a Mac usually requires a .py file that you manually drag over to the addons folder inside of package contents inside the blender application.


texts: Moving trail of Particles forming rings when the emitter is constrained to "Follow Path"

texts:
EDIT:
The answers found in this previously asked question didn't help: Particles are clumping on each frame

I'm trying to use particles, which are moving along a path,by following an animated emitter. Basically it's supposed to look like sparks coming out of a firework's propeler.

PROBLEM
My particles are forming rings/clusters while moving. They used to look random (as it should be) but it starts to form clusters when you constrain the emitter to "Follow Path".

Only way to not get clustering is by manually building the animation (not an option on the long run)


texts:
I want to create a keyboard shortcut to quickly label a selected node.

The ideal shortcut would bring up a text box to show input, and then pressing Enter would assign the text as a Custom Label.


texts:
I am trying to create surfaces in Blender using data from ArcScene. Using BlenderGIS I have imported my shapefile, exploded the polygons and lofted the ones I want together and smoothed them. I have tried exporting this as a collada file back into ArcScene but the result is just a mash of polygons that the software cannot interpret even though it thinks it can.

I guess the question here is how do I export a model from Blender back into ArcScene, preferably rectified if possible. I have attached an example of the file I am trying to put into ArcScene here

Thanks in advance for any help,

Josh


texts:
I have a high resolution texture with only seven colors that I apply to a makehuman model and I want in my rendered result also just those seven colors (plus a black background).

So far I have tried to to deactivate MIP Map and Interpolation, and different filters with small filter sizes in the Image Sampling panel. However, the result is as depicted in the following image:

Further, I tried to deactivate the Anti-Aliasing in the Render options, but still I do not get the desired result:

You see that the color fades, especially on color borders. The rendered image is rather small (160x120), but also if I increase the dimension, the problem remains.


texts: How do you work with low-res footage and render with high-res footage in the video editor?

texts:
It is choppy using 1080p footage on my computer. I would like to downscale everything beforehand to even 320 x 180, do filters and picture in picture and have it applied later to the big files for rendering.

How to do that?


texts: Silly question? How do I see data-blocks menu in 2.80?

texts:
As subject.  The docs mention what to do when you find the menu - but I am unable to find it!

Thanks.


texts:
I need to run a BGE executable off of a network drive. I can not install or run any problems off of the computer. The network drive is also quite slow.

My Questions:

Does the blender executable depend on any DLLs or any thing that isn't already included in the folder below?

Can anyone confirm that the files in the folder below are all that the simulator.exe should need to run? (These files were created when I exported as a BGE executable)

Is there any reason that a Blender executable wouldn't like being run off of a network drive? The program runs well off of a USB.

This is the error I get when I try to run the above simulator.exe file


texts: Using a series of Text objects in an array

texts: I've been trying to use an of array text objects for equidistant placement around an empty, but I could never accomplish this.  Is there a way as shown in this photo (the speedometer numbers).  I know that the values are different and an array would have the same text values.


texts: Ambient occlusion bake crashes blender (cycles)

texts:
I can't get an ambient occlusion bake to work with my file; every time I try to bake, Blender crashes. I'm using cycles render, and my object is pretty low-poly. There might be some weird geometry in it, but the UV unwrap worked alright.

I'm using Blender 2.78 on a MacBook.

I've tried having the image texture node selected, both edit mode and object mode, checking and unchecking "clear", and creating a blank texture image to put the UV onto.

I'm absolutely new to Blender, so please let me know what other info is necessary! Here's the .blend:


texts: Sensors and actuators to mimic 3D view behavior?

texts: I'd like to make an application using the game engine which has similar interaction to Blender's normal 3D view. Is there a ready-made set of sensors and actuators available to do this? I could do it manually, just don't want to re-invent the wheel here.


texts:
I want to do something similar to this

https://youtu.be/R-I2l1G8CaI?t=2m17s

I'm trying to grab the back of the "head" but what I get is something like this

My sculpt is mirrored along the x-axis and so is the one in the YouTube video. But when I try to grab the back of the head, it looks like a butt while that in the video does not. Please help.


texts: array dublicate rotated individually along curve

texts:
How can I make an array follow a curve AND control a tilt or rotation of the individual duplicates along the curve? I've tried out including a lattice modifier in the stack but controlling it precisely appears a bit of a struggle.
Any ideas of how to do?


texts: Hide part of one object's mesh while manipulating another object

texts:
I have a character head, with all the face skin on one object and the inner mouth lining on another object. Is it possible to hide all skin vertices except the lips area while I'm working on the inner mouth object? (I know I can split or duplicate the lips mesh off the face and just hide the full-face object, but I want to know if I can avoid having to delete another object later.)
For instance, I would like something like this:

... while I'm working on the inner mouth (pink object).
If I attempt to work on the mouth without doing something about the face skin (clip mask is imprecise), I get this:


texts:
I need to make this head smoother. I am already using subdivion surface 3 on whole object.

I found here and try select head and use shade smooth.

Head stil had that visible lines and just not look smooth.

Here is file, I hope I upload it right.


texts:
https://www.instagram.com/p/Ba0fhHGAXxn/?taken-by=dkpatel25

As seen in above video I made the man using "control" property from Fluid simulation.
How can I make the man walk or animate in any kind with the fluid still inside him???


texts:
I have an older system that I am using blender 2.81 on, as it will not run 2.8 and shuts off.  I am wondering what should I do for best viewport performance with a 24gb ram, hex core x5675, desktop, 2gb nvidia gf100 quadro 4000.

It is a bit slow at viewport cycles rendering in cpu mode, eevee seems fine to render. viewport is a bit laggy in general compared to a laptop quad core,6.942gb ram, integrated Radeon R5 graphics, AMD. The laptop seems just as quick? Though I may change to 2.81 as eevee won't render on the laptop, but runs blender?

Is there any way to increase viewport efficiency in some way? This is the main point...

Thanks.


texts:
I want to convert my text object to mesh. In 2.79 it was Alt-C, are the keys changed for 2.80?

I browsed it externally and I got some thing like this image as answer..

but any shortcut-keys will be easy to work!
If you know one, you can comment below.


texts: Reference an object or data from a Python-defined property

texts:
Many built-in properties, such as Object.parent, reference scene data. In the UI, they are represented with pretty menu widgets and in certain cases also with a picker tool:

Is it possible to create these 'reference properties' from Python? For example, to create a custom property Object.step_parent.

To some extent, it can be emulated by a props.StringProperty -- but the real reference does not break when objects are renamed, and provides a better user experience in general.


texts:
I've puchased a big interior scene from a 3d marketplace.

To optimize it in Unity (using Occlusion culling), I need to break the meshes into pieces, without modifying the structure.

Is there any blender command to do this?


texts: How can you make a hole in a wall with archimesh?

texts:
I am wondering what the best way to model the entire interior of a home would be. Here is a floorplan of what I am trying to model in Blender.

Areas Highlighted in yellow have a carpet texture and areas bordered or colored in red have stone/marble. I tried using Archimesh, but the room tool proved to be finicky as it would not allow me to have a hole in the wall which could make the hallway and kitchen entrance How can I make a hole in the wall with archimesh?
Thanks


texts: How can i find the python triggered by the GUI?

texts:
I want to fully automatize some of my blender processes, an i run into a lot of problems not finding the correct commands, not using the correct args...

Can i just "see" in a log somewhere what were the commands blender ran ?

To be very precise, i want to load a gltf file, and export it to stl.

No problem through the gui, but i'm stuck with that bit of code :

import bpy
import sys
import os

file = open(r"C:\Users\theo1\Documents\GitHub\Hackathon2020\map&mapdata\mini.gltf")

bpy.ops.import_scene.gltf(file)
bpy.ops.export_mesh.stl(filePath=r"C:\Users\theo1\Documents\GitHub\Hackathon2020\map&mapdata\mini.stl")

Which gives me this :

Traceback (most recent call last):
  File "<string>", line 1, in <module>
  File "C:\Users\theo1\Desktop\impExp.py", line 7, in <module>
    bpy.ops.import_scene.gltf(file)
  File "C:\Program Files\Blender Foundation\Blender 2.81\2.81\scripts\modules\bpy\ops.py", line 198, in __call__
    C_dict, C_exec, C_undo = BPyOpsSubModOp._parse_args(args)
  File "C:\Program Files\Blender Foundation\Blender 2.81\2.81\scripts\modules\bpy\ops.py", line 151, in _parse_args
    raise ValueError("1-3 args execution context is supported")
ValueError: 1-3 args execution context is supported

thanks.