texts: What's the difference between shader editor and compositor

texts:
I started learning blender about a year ago and I started learning nodes this month. Does anybody know what is the difference between the Shader Editor and the Compositor? I've seen tutorials about using the shader editor and sometimes the compositor but I mostly use the shader editor. I currently don't understand what the compositor is used for.
thanks to anyone who can help


texts: Where is the "Bake from multires" option for normal map baking in Cycles (Blender 2.78)?

texts: I have sculpted detail into my mesh using a Multires modifier and now I want to bake that detail to a normal map, but I cannot find the option to bake from multires.


texts: What is the sensor width of an iPhone 11? I need it for motion tracking

texts:
I recently filmed a video with the iPhone 11 and I'm having trouble finding the sensor width needed for motion tracking.
I have found online it uses a 1/2.55 sensor width which blender actually offers a preset for 1/2.5 widths but what if want it more accurate? Will it affect my motion track results?
I have found the focal length: 13mm (Correct me if I'm wrong)
Thanks for any help :))


texts: Is there a way to use custom procedural textures in Cycles?

texts:
Is there support for generating procedural textures in Cycles using, say, Python scripting?

The built in procedural textures are very limited.


texts: Blender Freestyle - some edges are partially missing even after marking for Freestyle edges

texts: I am trying to render some simple geometric form using freestyle in Blender. But  parts of some edges are missing - even though I have marked freestyle edges. Does anyone know how to fix this?


texts: Copy animation to another armature with same rig but different names

texts:
I have two  models armateurs, both with the exact same rig structure overall, but the bones have different names. How can I copy the animation from the first rig to the second without having to rename everything?
The first rig has a large number of animations I need to port over to the other.


texts:
I wanted to animate this rope using the cloth simulation. The end result I was looking for, was to just have a rope fall and curl on the floor. What I got instead after baking for an eternity, was a string that just smashes and folds like thin paper into the floor and explodes into a bunch of tiny balls. What the heck?

This first image, rope looks fine.

Here, as I zoom in after playing a few frames, the rope breaks into sections and starts deforming for some reason.

And here, all the balls start to fly out and just makes absolutely no sense.

The method I used to create this rope using an extruded circle, then aligning an extruded circle with a curve using the curve modifier, and had applied an array modifier (hence the broken up sections). I ended up removing the curve as I just wanted the mesh.
Any ideas why my method of creating a rope isn't working properly?


texts: I have Mesh Check Addon which says that I have a bad polygon (red vertex). How can I fix it? When I triangulate all faces and set Shading: smooth,  black shadows appear on the model.


texts: Use volume float vector velocity field for motion blur in Vector pass

texts:
I simulated a pyro sim in houdini that generated three vector field (vel.x, vel.y, vel.z) and then merged them into one velocity field that I exported to a vdb.

I applied a basic shader to the volume and enabled the vector render pass:

But for some reason, the Vector Blur node in the compositor does only blur the cube and not the volume. Do I have to pass the velocity field to the renderer? Is there something that I have to do in the shader?

Thank you for your help.


texts: I'm trying to navigate in Blender, but I can't pan around the scene.


texts:
Inside the barrel of the gun is an object emitting a gradient (purple - teal) light.  You can see the light is being emitted, but the object itself is black.  How do I get the object to render with the material I've applied to it?

Things I've tried:

Clicked on the camera icon right of 'UVMap_final' to activate it as the UV map for rendering.
Disabled auto smooth under Object Data -> UV Maps
Checked to make sure the layer is set to be rendered and isn't masked.
Added a hemi light above the object (although this shouldn't matter, the only object rendering black is one that I have set to emit light).

I feel as though this could have something to do with my node cycle settings (or lack thereof):

Here are close-ups of the object in "Materials" view and also in rendered view so you can see more clearly what I mean when I say the object is black:

Per request below is a screenshot of what the Gun.001 materials node setup looks like:


texts: I'm making a fighting game in the game engine, and I have 2 action actuators. One is always playing an idle animation on layer 1, and the other plays the attack animation when I press w on layer 0. As I can't always be sure the idle animation will be on frame 1 when the attack starts, I have it blend in to the attack animation, and it looks fine.  However, when the attack ends, it snaps back to whatever frame the idle animation was on. Is there a way to blend back to the idle animation or assure it will be on frame 1 when the animation ends? Thanks.


texts: Animated visibility of an object in render mode is different on rendered image

texts:
I was following a tutorial and everything was perfect until I saw the final render animation.
The render view shows what I want

But then when I render the file the letters don't disappear.

I have no idea what the issue is. Any help?

This is the link for the file https://www.dropbox.com/s/ect1165odmlwtnu/Firma.blend?dl=0


texts:
Pie menus work sorting / placing the buttons as it seems via
82467913

but this is not idea specifically when you have less buttons than 8.

Is there a way to create invisible place holder buttons so for example slot 1 and 3 are not used but only 4 7 8 9 6  and 2

In the image below I split show and hide mesh up into two sections.
I would prefer Show Mesh to be just empty.


texts: Blender 2.81 doesn't seem to be importing vertex color for .ply

texts:
So people have had similar problems showing colors on .ply files here and here  but I don't think this is the same case.  I've exported a .ply file from a program called paraview with color info on it.  I've uploaded the file here and as you can see, the color info came with it.

But for whatever reason when I import it into blender and go look for the per-vertex color info where I would expect to find it, its empty:

Am I doing something wrong?  It seems like there had been a problem with importing .ply color for a bit in 2.80, but this is 2.81.  I would assume it was fixed?


texts: How can i design games in a more interactive and in efficient. What steps are required to design a game. What tools are used in designing games?


texts: Can anyone tell me what the white triangles are in the image on the left after a UV Unwrap please?


texts: Group Instancing: How do animations behave?

texts:
I've yet to delve into animations with Blender, but something I'm curious about is what happens if one were to create a couple of basic meshes joined with bones, then animated. If another object is made from the instance, would it also have the same animation? If so, can the animation be different, or not be animated at all?

I'm mostly curious as I'm not sure whether to create a group instance for several identical objects that would be separately animated in the future.


texts: How can I create objects like in 3ds Max?  Like creating a cube, the first click and drag defining the start of the cube, the release of the drag giving the size of the base and the third click giving the height.  I prefur this over just being given a default size cube.


texts:
So I found this coloued map from some game files, It appears to be for highlights or refelction in some way. As the yellow/red areas would be shiny and the lighter blue areas should reflect more light than the darker blue. Other option is that its a height map in some way,but I doubt that as the blue cross on the button would be higher than the button itself.
I am wondering:

What type of map is this?

How to use this map or at least a point in the right direction.


texts:
I have some strange issues with my model's skin highlights, not sure what I'm doing wrong. the areas that should be the brightest gets dulled down. how do I fix this?

roughness map:

displacement map:


texts: My brush tool is not working (not even the grab one). I even tried the clip end solution, changing the values of clip start and clip end. Does anyone here have idea about what´s happening and how to fix this?


texts: No ambient occlusion in render output with eevee, whether it is displayed in the rendering preview. What is the reason and how to solve this?

texts:
As you see in the image, there is no ambient occlusion in the rendering output, whether it was displayed in the rendering preview. What is wrong in my settings?

I don see any AO in the AO pass
It seems that I destroying something using the following script.
Moreover, I have the feeling that blender uses for the rendering preview different rendering settings as with F12 or in the script.
import os
import bpy
import csv
from math import radians
import math

dims=[['BBX','BBY','BBZ']]
mdl_fpath="C:\\blender_test_folder\\7406527\\7406527.stl"
output_fpath="C:\\blender_test_folder\\7406527"

#bpy.ops.object.select_all(action="SELECT")
#bpy.ops.object.delete(use_global=True)
print('TEST')

def normtrans_to_center(mdl):
    #mdl = bpy.context.object
    mdl_dims = [mdl.dimensions[0],mdl.dimensions[1],mdl.dimensions[2]]
    max_dim = max(mdl_dims)
    mdl.scale[0]=2/max_dim
    mdl.scale[1]=2/max_dim
    mdl.scale[2]=2/max_dim
    #bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY') with attribute center = 'BOUNDS' better results.
    bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')
    mdl.location=[0,0,0]
    return mdl_dims

bpy.data.scenes["Scene"].render.engine='BLENDER_EEVEE'
bpy.data.scenes["Scene"].render.resolution_percentage=100
bpy.data.scenes["Scene"].eevee.use_gtao = True
bpy.data.scenes["Scene"].eevee.gtao_distance=50
bpy.data.scenes["Scene"].eevee.gtao_factor=30

#try:
   # bpy.data.scenes["Scene"].cycles.device='GPU'
#except:
#    pass

res = 512
bpy.context.scene.render.resolution_x = res
bpy.context.scene.render.resolution_y = res
bpy.data.scenes["Scene"].render.tile_x = res/2
bpy.data.scenes["Scene"].render.tile_y = res

bpy.data.scenes['Scene'].render.image_settings.file_format = 'JPEG'
bpy.data.scenes['Scene'].render.image_settings.color_mode = 'BW'
bpy.context.scene.render.image_settings.compression = 0

file = os.path.join(output_fpath, 'test_1')
bpy.context.scene.render.filepath = file

#bpy.ops.object.camera_add(enter_editmode=False, align='WORLD',location=(0.0,0.0,5.0), rotation=(0, 0, 0))
#bpy.context.object.data.lens=50
#bpy.context.object.data.clip_end = 300
#bpy.context.object.data.clip_start = 0.001

bpy.ops.import_mesh.stl(filepath=mdl_fpath,axis_forward='Y', axis_up='Z', filter_glob="*.stl", files=[], directory="", global_scale=1, use_scene_unit=False, use_facet_normal=False)
mdl_name = bpy.context.object.name
mdl_object = bpy.context.object
print(mdl_object.type)
print(mdl_name)
dims.append(normtrans_to_center(bpy.context.object))
bpy.context.object.location=[0,0,0]

for obj in bpy.context.scene.objects:
    if obj.type == 'CAMERA':
        #bpy.context.space_data.show_only_render = True
        bpy.context.scene.camera = obj
        bpy.ops.render.render(animation=False,write_still=True)
```


texts: My 3D modeling skills are limited to SketchUp, so forgive my lack of experience. I don't understand how to model something, in programs like Blender, with precision when it comes to measurements. How can I make something exactly 1/4 inches thick, or extrude a face by 2.38 inches, or 25 mm?


texts: Visual glitch in rendered mode in Blender 2.91

texts:
I installed latest version of Blender (blender-2.91.0-windows64) and when I'm working in rendering mode it is displaying blurry and after sometime it is not responding.

Is there any way where I can change display settings or apply customization for to avoid this issue.
My laptop specs is 16gb RAM & Intel i7 processor with Windows 10


texts: Animate a face rig based on data from an external source

texts:
I would like to know if it's possible to use Blender to make a 3D animation of a person that simulates the spoken dynamic information working with the API of DialogFlow, for an intelligent robot?

I want to animate a face  with facial expressions that will animate the information that the other person want to listen, like a real conversation between two people, like the head of the robot. But I don't have any idea if blender can do that and how.


texts:
I've modeled a dragon and I now want to texture it.

I'm stuck in thinking where I should start and how I should proceed. I already have done the UV-mapping of my creature. As I want my dragon to have scales, I've been wondering whether I should create a normal map in blender (by drawing each scale on my own) or create some kind of procedural texture (in Substance Designer 5).

Here's an image of my creature:


texts:
I try to make this building, which has 10 pillars. So every pillar has to be connected with another at an angle of 36°. With the normal mirror modifier I would only be able to create 4 pillars.
Also I have no idea how to do this cupola in a proper way. If you have suggestions I would be very grateful.


texts: How can I add another animation to what I've already done?

texts: I made a simple animation of a mesh crumpling (while not as good looking as a piece of paper, it'll do) and I want to set it on fire when it reaches the end of the animation (crumpled ball). I tried looking up explosions but that seems to have a similar effect with vastly more difficult results. I don't want to have it on fire the whole time, just when it reaches the crumpled ball phase. I am a beginner. I've watched some videos and tried to add the fire+smoke to my mesh but it turned it to a wire frame and I'm not even seeing the Fire+smoke.


texts: Randomize Rotation, Scale, and Location for a smooth loop animation?

texts:
Tried looking this up and I had no idea what to type for it. So let me explain what I plan on doing: For the chains surrounding the subject, I have Axis Empties that are hooking a curve that will alter the chains when moved. I plan on turning this into an animation and put this into After Effects to do my VFX magic on. So how should I set random rotations, locations and scales for those Axis Empties to make my work flow a bit easier, rather than keying each empty manually (doing it manually is not a problem, but doesn't look that great)
Currently I have a 160 frame animation going on, with 24FPS set. Since I have done some chains manual, I have made the empties return to their original form in order to create a seamless loop, though, when the animation is coming to it's end, all the empties slow down into their original form. I figured that setting the key interpolation to Linear would make this more seamless but it doesn't feel that smooth. Any tips?
Please consider taking a look at the clip shown to get a better idea.
https://gyazo.com/d0f4090a242e9b1ffb148289c63be93f


texts: Can I map blender with a MIDI controller?

texts:
Can I use a MIDI controller to map blender's interface so that it becomes faster?

I tried with some MIDI translator, but I'd like to not have to use external software.


texts: Adding objects in a different scene than controller's

texts:
I have a number of scenes in my game; main, overlay, and underlay. I am currently attempting to use scene.addObject() to add an object in the underlay scene.

Both the argument objects, the object to be added, and the object to be used as position reference, are located in the main scene, along with the controller object which is running my python module.

What I have tried:

I have attempted calling [underlay].addObject() which does not work.
It tells me that the blender objects are not in an inactive layer.

    empty = self.scene.addObject('Empty', 'Origin')
ValueError: scene.addObject(object, other, time): KX_Scene (first argument): object must be in an inactive layer

the output of calling scene.objectsInactive on the main scene immediatly before calling addObject is

[Empty, Origin, Placeholder, Lamp, Camera, PHolderCam, Lamp, Camera, StarSphere1]

likewise for the underlay scene it is

[]

I have also tried locating one and both of the objects to be added in an inactive layer of the underlay scene, however this gives me a different error;

ValueError: scene.addObject(object, other, time): KX_Scene (first argument), requested name "pri_underlayEmpty" did not match any KX_GameObject in this scene

I am looking for either a solution to this problem or alternate means to be able to add objects into that other scene, from the controller in main. Help is appreciated, thanks in advance to any answerers.


texts:
Unable to set camera to view
I'm not sure if related to updating blender to 2.92, though I'm suddendly unable to set the camera to the view anymore:
I store the view:

Creating a new camera based on the view creates this:

Tried Alt+Ctrl+0(Num) as well only to get the same useless view


texts: Blender 2.8, Viewport objects visibility

texts:
I was making a tunnel model for animation, but somewhere I may have done something wrong and now the objects in the viewport are displaying with the background and foreground flipped. The objects which should be hidden from view are visible and the foreground objects are hidden

From "background"  I do not mean background images but objects


texts: Preview rendering the current view from the viewport?

texts: How can the current viewport view be rendered as a preview?


texts: .Svg files are not scaling into full color

texts: I am using Blender to decal something that I'm working on, and the SVG files I am importing are not scaling, and not in full color. I am able to scale independent curves, but not the whole thing, and it's all in black color, not the original I need it in.  Is this something I can fix?


texts: I'm new to blender and trying to model the blade of my helicopter and can't figure out how to make an edge curved (for the red tip and selected edge). The object is a plane, with one loop cut. I attempted making a bevel Ctrl B, but nothing happens (A dotted line appears attached to the cursor, moving does nothing, left-clicking does nothing).  also I cant add a curve modifier, just says its disabled. What is the correct way to model this?


texts:
I downloaded fresh Blender 2.80 for Linux64, but it is crashing on my Debian Linux (with Nvidia card), see below. Any help, please ?

milias@lxg1213.gsi.de:~/Work/software/blender/../blender
Color management: using fallback mode for management
Color management: Error could not find role data role.
BLT_lang_init: 'locale' data path for translations not found, continuing
Color management: scene view "Filmic" not found, setting default "Standard".
Received X11 Error:
        error code:   8
        request code: 155
        minor code:   34
        error text:   BadMatch (invalid parameter attributes)
Received X11 Error:
        error code:   8
        request code: 155
        minor code:   34
        error text:   BadMatch (invalid parameter attributes)
Fatal Python error: initfsencoding: unable to load the file system codec
ModuleNotFoundError: No module named 'encodings'

Current thread 0x00007f0859b59fc0 (most recent call first):
Aborted
milias@lxg1213.gsi.de:~/Work/software/blender/.uname -a
Linux lxg1213 3.16.0-9-amd64 #1 SMP Debian 3.16.68-2 (2019-06-17) x86_64 GNU/Linux


texts: When I render on cloud, there is error that cant read files of addon

texts:
When I render on cloud like Concierge or Colaboratory of google, there is error like this
(↓ These errors are on colaboratory, but other services are also same)
Warning: Unable to open '/gdrive/My Drive/blender/assets/models/coffee_carafe_blend_36b7b8a3-b48b-4e33-ac02-1407636a9131.blend': No such file or directory

Warning: LIB: Collection: 'Pepper Mill' missing from '/gdrive/My Drive/blender/assets/models/pepper_mill_blend_3dd521be-371e-4f3a-a0d1-38fd5be72417.blend', parent '<direct>'

These files are appended by addon "chocofur", "asset management".
I know the reason, it's just because there is no these files on cloud. So if I set them on cloud, maybe no problem.
But it's not only troublesome, and also makes no sense. So I wanna know how can I avoid these errors.


texts: Why this simple polygon-to-star does not work in a particular document

texts:
I am trying to repeat this: https://www.youtube.com/watch?v=-1RPYlTl_uI&t=45s
In a certain document, the "s for scale" does nothing in case of a polygon:

In case of a cylinder, it shortens the edges instead of moving them to the center. Can it be, there is some switch on in this document, which prevents the scaling?


texts: Adding a vertex onto an angled edge in precise X position

texts:
I'm designing a part for 3D printing, but I do not know how to cut an angled edge at a precise absolute X position. I marked in red the place where I would like to insert a vertex. It's exactly 2 units (millimeters) from the left. So far I was unable to achieve this with desired precision.

EDIT

First attempt. Using GG to move the vertex along the line and snapping to another vertex failed because apparently this tool uses local reference system.

Second attempt. using TinyCAD plugin. Worked perfectly!
I created a second edge that intersected the angled one, and used XALL to insert a vertex on the intersection.


texts: I want to make a hole in the street using blender. I've tracked my footage and set up a scene. I could cut a hole in a plane and put a cylinder under that, but then the plane would be visible, and it would obscure part of the street. My question is: how do I make it so that the hole looks like it's in the street (without showing anything below the street) without having a plane obscure part of the street?


texts: What is indirect lighting and why do I have to bake it in EEVEE?

texts: I have been using blender for a while .So I was wondering what indirect lighting in EEVEE was .Also I noticed that I can see the light produced by a lamp in rendered view without  even baking it.What does baking indirect lighting do?.It is better to understand things and use it .I guess it has something to do with how eevee works.How is it different from cycles?


texts: I have a mesh I generated by converting a beveled curve to a mesh. The result is very useful, but I would like to make one curved part of it flat. Can this be done without selecting each face and moving it?


texts: Is there are a way to export asset to unity 3D or unreal engine with the applied shaders?

texts: In other words: can I use blender instead of substance painter or quixel in game development process, since blender support PBR materials, and the last version support PBR realtime render,and how?.


texts: I have been following a tutorial and they put a image from plane image on the side of the scene to add shadow from off camera, it says you have to click the diffuse plus transparency. I don't have that option anywhere. What can I do?


texts: Working with bezier curve, I need to fill the hole at the end

texts: I made a rope using a bezier curve.  I then proceeded to use the bevel option to have a rope like thing, but how can I make a real mesh so that I can fill the hole (see picture). Or maybe there's an option for that.


texts:
https://blenderartists.org/t/textures-dont-show-when-rendering/1151729/2

I've been having trouble getting the textures to show up while rendering a character I've been working on. It'll show up while on the texture view but when I go to render, it'll be completely black or transparent. How do I fix the textures not rendering.


texts:
Blender's remesh tool produces a mesh of quad faces, but the vertices range from 3 to 5 connected edges. For example:

I'd like to be able to remesh so that every vertex has 4 connected edges, so that the mesh is a simple grid. This would be an easier topology for me to work with.

Is there a way to do that? If so, why doesn't remesh do that by default? If it isn't possible, what's the difficulty?


texts: How to make video game style dialogue boxes (Paper Mario: Thousand Year Door style) for animated shorts (NOT games)?

texts:
I'm making an animated short heavily inspired by the look of Paper Mario: The Thousand Year Door, and I'd like to convey the dialogue through animated dialogue boxes where the text appears from left to right, or where it appears through animated text effects like the type you see here: https://www.youtube.com/watch?v=Ep3tsI-MWIw.
I'd like to make it so that all I would have to do is input the text and the dialogue box can display and animate it automatically, instead of me having to animate a new dialogue box each time.  Is there a way to do this in Blender or through some combination of Blender and Godot or some other (free, open source) software?


texts:
I created my first character in Blender but I feel like the topology isn't right. Can you please give me suggestions for improvement?

Thanks.


texts: IK Bone setup , pole bones targets the bone wrong direction

texts:
Hey guys I have imported a character from CC and I tried to add IK bones. After added the pole bones I have a issue something like that . I feel like it cause of bone rotations but I could not fix that.
Thanks for any help.
Here is blend file : Download


texts: Is it possible to wrap the original textures into the new mesh without distortion?

texts:
I've been working on this mod for Fallout 4 where I intend to "restore" the damaged piece of clothing. The meshes are good but the textures within that region are all over the place:

I've searched everywhere but couldn't find an answer to this. Any way I can fix that without having to create an entirely new texture set?

And I've been using Blender for only 2 days with no previous experience whatsoever, so please bear with me.


texts: Animation Nodes: How do I make text hiccup?

texts:
Whether this might be challenging or not, I'm keen to study AN nodes for future uses as in motion graphics. Any assistance is appreciated. Thanks in advance.
I am not too fussy on font types or choices of words.

Below is one example that I wish to mimic with AN.

Another example is curving the words with hiccups.


texts: Is it possible to refresh strips in the VSE

texts:
I have been using an external editor to cut between image sequences created with Blender, but decided to move to the VSE for efficiency.

With the externa editor (Kdenlive), when I made changes to an image sequences, it automatically updated it, or, failing that, there was an update command.

However, with the VSE, the only way I could find to update a strip was to delete it, add it again an recrop it.

Is there an easier way?


texts: Odd crease using mirror modifier without subsurf

texts: Currently creating a wall that's going to be used in a game, and I decided to use the mirror modifier. But after unwrapping the UV and applying the uv texture to the model, an odd crease appeared. I'm not sure how this happened, but when I don't render the object and I'm in edit mode, the crease disappears. Any idea on how this is happening?


texts: The 3d manipulator widget just isn't there. Enabling/Disabling it does nothing

texts:
Yeah, it just vanished. I pressed the "enable/disable" button, but it still doesn't show up.

Where could it possibly be? What even happened to it?


texts:
I am having an issue with rotating objects to the 3D cursor.
The lock to 3D cursor is selected, but when I set my 3D cursor on any object it seems as if the 3D cursor is snapped to an object but when I rotate the object its seems as the cursor is no where near where I snapped it on. For some reason Blender is not allowing me to snap the 3D cursor straight on object, I keep on having to reset my settings to fix this issue.
Does anyone know how to fix this? I tried all sort of snapping methods and this still did not work.


texts: Transparent Image As Plane While In Sculpting Mode

texts:
I want to use images as planes to assist with sculpting. Sometimes images that I have to use are not straight on and having a plane allows me to align the mesh to the angle the image is in.

So far...

1. I've imported the image using the import image as plane add on.

Now I want the image plane to be transparent.

2. I hit 'n' key and change image plane shading from textured to GLSL.

3. I change the viewport shading to texture.

4. Under the materials tab for the image plane, I've changed the transparency.

All it good at this point because the image is now transparent.

The problem is when I...

5. go to sculpt mode...

the image is no longer transparent. How do I keep it transparent in sculpt mode so I can use it as a reference image?


texts: How to save an image without antialiasing in cycles?

texts:
I think this question has been raised numerous of times, but I have yet not found an answer that works.

I'm rendering game graphics with cycles and I need them to be saved in RGB, without any alpha information what so ever.

Setup:

I want to save this picture, exactly as it appears here, with no alpha. But it always saves an antialiased version of it against black.

How can I save the image without antialiased result?


texts:
I have this complex shape.

I need to grow the bottom face downward such that the top geometry stays the same, and all the edges along the sides maintain the same vectors that they have right now. (In addition, the top needs to also remain exactly where it is.)

Put in other terms, picture a pyramid. Then chop off the top and remove the base. I have the top of the pyramid and need to create the base again.

I need to create the base (highlighted) and place it in the exact correct spot).

Anyone know how to do this simply? If I could figure how to grow (only one side) an edge along its vector that would work great. Or simply transform the vertices along that same vector.


texts: Is it possible to render only keyframes from Dope-sheet?

texts:
I want to render only keyframes from Dope-sheet without the in-between frames. Effectively creating hold of last keyframe till there is new keyframe by re-saving (not re-rendering) the previously rendered keyframe as next frame till I hit next keyframe.

I am Aware of OpenGL render for quick test. But I am talking of final test.

I want to do this so that I can block out poses without interpolation. With Final render result it will help check lighting, materials and mesh deformations.

Is this possible?


texts: Python: Get the "stop" value of an UI element that's currently used

texts:
So I have a simple UI like this:

import bpy
from bpy.props import *
from bpy.app.handlers import persistent

bpy.types.Scene.intNumber = IntProperty(name="intNumber", description="Enter int number between 1 and 100", default=1, min=1, max=100)
bpy.types.Scene.previousNumber = IntProperty(name="prevNumber", description="the previous value", default=1, min=1, max=100)

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

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

        obj = context.object

        row = layout.row()
        row.prop(context.scene, "intNumber")

@persistent
def scene_update(scene):
    if bpy.context.scene.intNumber != bpy.types.Scene.previousNumber :
        print(bpy.context.scene.intNumber)
        bpy.types.Scene.previousNumber = bpy.context.scene.intNumber

def register():
    bpy.utils.register_class(HelloWorldPanel)
    bpy.app.handlers.scene_update_post.append(scene_update)

def unregister():
    bpy.utils.unregister_class(HelloWorldPanel)
    bpy.app.handlers.scene_update_post.remove(scene_update)

if __name__ == "__main__":
    register()

This creates a UI element, a number dial to be specific, on the object panel.
When I'm using the UI element, so clicking and dragging, it will print the number to the console. But the problem is it also prints numbers while I'm dialing.

Output of this when dragging the UI element from 1 to 40:

1
6
14
17
20
25
29
31
34
36
40

I want to get the numbers like this:

1
40

I only want to get the number where the user stops dragging / dialing, or releases the mouse button.
Of course it should work in both directions (dragging up / down)

Update:
Although CoDEmanX approaches are flawless and working, it's still not exactly what I was searching for. I realized that this "stop value" is actually there, in the console there appears a

ED_undo_push: intNumber: 40

once I let go of the UI element. Could another solution lie in getting hold of that value?


texts: Blender 2.79b Error when trying to Smart UV Project

texts:
I try using Smart UV Project in Blender after selecting the whole mesh and going into edit mode, but I get the following error message which is totally inexplicable to me.

What should I do? I'm simply trying to texture a text logo.


texts: How to prevent my operators changes to a scene from being saved to file

texts:
My export operator modifies part of the scene before exporting, e. g. apply modifiers, fill holes in meshes. I have to be very careful to only save the scene before exporting. I'd like to prevent myself from accidencally saving the scene after the export.
Is there a way to undo everything the operator did?
Or another way, e. g. rename the scene? Mark it as un-saveable?


texts: AN: how to get update event from sockets?

texts:
I'm trying to understand the many features AN has developed over normal node api and by reading the code I realize that if you need to be notified of a property change with the classical update hooked to a function call it needs to be declared as normal blender property and there is no way to get update notification with sockets data? For example:

import bpy
from bpy.props import *
from ... base_types.node import AnimationNode

class TestNode(bpy.types.Node, AnimationNode):
    bl_idname = "an_TestNode"
    bl_label = "Test node"

    def runUpdate(self, context): #this never get's called by run2 update
        print("update ", self.run1)
        #print("update ", self.run2 ) #<---- this error not sure how to get it

    def draw(self, layout):
        layout.prop(self, "run1")

    run1 = BoolProperty(name = "run1", default = False, update = runUpdate)

    def create(self):
        self.newInput("Boolean", "run2", "run2", update=self.runUpdate, value = False)

    def execute(self,run2):
        if run2:
            print("RUN 1 ", self.run1)
            print("RUN 2 ", run2)

In this example the only way (I know) to get run2 value is with the main execute function and update=self.runUpdate never get called.

Also I noticed all the time blender props get hooked to events.propertyChanged / executionCodeChanged etc and/or the function calls createSockets() with @keepNodeState decorator and inside this function the sockets get declared. can someone tell me if I got it right and how is supposed to work to get notified if a value in the socket change and in general what is the correct way to take advantage of these events?


texts: Can you retime mocap animation without moving keyframes?

texts: I would like to retime some mocap animation in the graph editor using curves.  However, I have a 2D face attached to the head that should be running at its original frame rate.  Is there any way to do this without doing surgery on the original mocap keyframes?  Thanks in advance.


texts: When I render this image, there are these black lines on the arms that only appear when it's finished rendering. Anyone know what can cause this?


texts:
I've had an issue with this render where every time I render the scene, there is always blurriness in the areas of shadow/transparency.

To combat this, I've previously attempted to increase the render resolution, the sample size, and I have confirmed I am using the Cycles Render Engine with GPU Computing.

I have also applied denoising with default denoising settings to this render, but I am still running into this issue. Does anyone have recommendations to fix this?


texts: Is there a way to see more physics setting for an object?

texts: I was following a tutorial oh how to make a basic water simulation then I got to the part where I enable the domain's mesh and couldn't find the "mesh" checkbox anywhere. I seem to be missing a few other settings in the physics tab. Is there some advanced settings or something?


texts: Numerical value of keyframe in the Graph Editor

texts:
I'm manipulating animation keyframes in the Graph Editor in Blender and although my keys are clearly marked "Value", I can't see exactly what the value of this key is ; I can only eyeball its location by manually moving the keyframe up and down the Y axis in on the graph.

I would like to manually set the height of the keyframe in the Graph Editor by inputting a numeric value. How do I do this?


texts: Map Brick Procedure Texture onto Correctly Scaled Models

texts:
I have modeled a floor plane. My setting uses metric, so all
units are in meters. In blender, 1 unit is equal to 1 metre.
I need to now create a tile texture for it which is
300 X 300 millimeters, using the brick procedure texture node
on the Node editor.

How can I make sure that the brick procedure texture will match
the 300 millimeter tile on my scaled model?


texts: Can anyone suggest a strategy of getting this look that I attached in the image (from Eevee), into a realtime web environment, if I use sketchfab or GLTF im not getting the same look as the shader is a mix shader with SS and PBR texture sets.


texts: I can't make a sphere blend, with transparency, with another (Earth - Clouds)

texts:
sorry for the noob question, but I'm following this tutorial and when comes the part to make the Earth appear "behind" the clouds, it doesn't work. I'm stuck at this for a while and I can use some help. Thank you! :)

Images:


texts: "Unsubdivide" = Reduce vertices in loops

texts: I have several strands of a ponytail shown in the image below (project file here). I made these by applying Curve modifiers to several Bezier curves. As you can see, each loop in the strands has way too many vertices inside (I must've incorrectly applied Subdivide and gotten myself more points in the loop as well as more loops). What is the safest way to reduce the number of vertices per loop while preserving the overall shape? Decimate and Limited Dissolve seem to get me messy results (e.g. incomplete loops that go, say, 50-75% of the way around), and Unsubdivide gets me a spiky-looking mesh. Thanks!


texts: Python code for Transform panel content in edit mode?

texts:
I'm at redoing the Transform panel. I want to put the Item content into it too to save some space. And want to put it at another location.

Most things are working. What i cannot access is the panel content in Edit mode for Mesh, Curve and Surface. These menu items are C code.

Items like Bevel Weigth and Crease are part of the Python API though. And so i hope that there is a way this way around. How do i rebuild those props and access items like Bevel Weight here to have an equal result like in the offical Transform panel?


texts:
How do I lock the scale snap increment to +/- a specific value?

While scaling a object using snap to increment, the increment is 10% of the current scale. For example, with a object with scale [0.1, 1.0, 1.0], while scaling in the x-direction the snap will be +/- 0.01 (first picture) and while scaling in the y-direction the snap will be +/- 0.1 (second picture). Instead, I want it to always be +/- the same value.

I will note: Holding shift only changes the scale increment to 1% of the current scale, it doesn't lock it to a value. I've already set the display grid's subdivisions (View -> Properties -> Display) to 1, so that's not the issue. I could scale and snap the object's vertices while in edit mode, but I specifically want to change it's scale value, not its vertices.


texts: the mesh is still snapped even i turned off snapping

texts:
i have been following YanSculpts' tutorials and had issuses making eyelash.
after i made vertex snapped on the face mesh with snapping on face mode, and then tried to extrude the edge. but when ive done it, the face itself was still snapped on the face.


texts: Using Python to select Inner loop in my mesh is producing unexpected results. Any suggestions? Blender 2.8

texts:
I have many 2d meshes that have many edge loops created with the Inset Straight Skeleton Tool and I'm hoping I can clean up some of the unwanted edge loops in an automated way.

So far I've found:

import bpy
import bmesh
context = bpy.context

obj = context.edit_object
me = obj.data
bm = bmesh.from_edit_mesh(me)
bm.select_mode |= {'EDGE'}
for e in bm.edges:
    e.select = e.is_boundary
bm.select_flush_mode()
me.update()

Or potentially more simply done with bpy.ops.mesh.region_to_loop()

This will let me select the outer edge loop, but I am struggling to find anything that will let me select the innermost edge loop properly. If I can select both of these then I can just perform an inverse selection and delete the unwanted edges inbetween them. Does anyone know why my inner loop selection would not be selecting the innermost loop?

Using Select Loop Inner-Region from the Select menu produces an unexpexted result. (or bpy.ops.mesh.loop_to_region() in Python)


texts:
Is there a way to distinguish empties from effectors ?

If I have one empty and one force field, this :

for obj in bpy.context.scene.objects:
    print(obj.type)

will return :

  Empty
  Empty


texts: What is the best approach to modeling a non-human character with an obscure/disproportionate anatomy?

texts:
I have a character/creature I am attempting to model whose anatomy is quite obscure and disproportionate.  Very long tentacle-like structures protruding from a mushroom-like torso just to name a few characteristics.  My initial idea was to start with a base mesh object like a cylinder and just transform/scale/rotate/subdivide that cylinder until voilà: my creature has been modeled.

Now, I'm thinking I will need to tackle each limb/tentacle/section separately and build the entire creature out of many base mesh objects.  Perhaps, a cylinder for the torso, some cones for the tentacles, etc.  However, this approach will leave me with a bunch of disconnected body parts that I will somehow need to "fuse" together.

What approach is most efficient?  If neither of my approaches sound like the right thing to do, I would greatly appreciate a detailed explanation of an alternative approach.  Examples would be nice too.

For now, I'm going with creating and/or duplicating objects and linking/unlinking them as necessary.


texts: My 3D cursor's xyz is all messed up and doesn't align with the grid, how do I fix this?

texts: for some of the vertices I select it's even upside down sometimes. This wasn't a problem until I pressed some random keys by mistake. Can anyone help?


texts: Export Animation From Blender To Lumberyard Or Unity For Rendering

texts: I would like to export my full animation to lumberyard or unity for rendering. The rendering in these programs seems to be realistic and fast enough for my animation. As far as I have managed to learn, there is no official support for exporting animations from blender to lumberyard, so if someone can help me and many others that would be great.


texts: Controlling polygons by index value, from list of vertices (sverchok addon)

texts:
I am trying to display multiple polygons, from a list of vertices, in blender using the sverchok addon. For this project, the polygons are Madagascar and the rest of Africa. Here are the project files, which include the blend file, list of vertices (csv file), and screenshot of node setup: https://drive.google.com/file/d/116p-ee0Kfepi6Bimn28tdLYf-3kKryQD/view?usp=sharing
The csv file has the following columns (relevant columns are bold):

fid = index of all the vertices in the list (ranges from 1 to 405 for the 405 total vertices in the list)
CONTINENT = ignore this column, was generated earlier in GIS, should not be relevant now
Geom2 = ignore this column, was generated earlier in GIS, should not be relevant now
vertex_index = index of the vertices unique to each polygon (ranges from 0 to 355 for the 356 vertices making up mainland Africa, then ranges from 0 to 48 for the 49 vertices making up Madagascar)
vertex_part = index of the polygons, 0 = Africa (mainland), 1 = Madagascar
vertex_part_ring = ignore this column, was generated earlier in GIS, should not be relevant now
vertex_part_index = same as the vertex_index column
distance = ignore this column, was generated earlier in GIS, should not be relevant now
angle = ignore this column, was generated earlier in GIS, should not be relevant now
x = x-coordinate of vertex (longitude, in decimal degrees)
y = y-coordinate of vertex (latitude, in decimal degrees)

Using the sverchok addon, I was able to get a working node setup:

Where the vertices are filtered by the vertex_part value. However, in order to display both polygons I had to duplicate the node setup, and change the vertex_part value for the second node setup (i.e. the only difference between the Africa and Madagascar frames is the Y value in the "Equal" logic node).
So, my question is, is there a way to filter/display/list the vertices so that I do not have to duplicate the node setup for every new polygon?
Although duplicating this node setup isn't much trouble for only a few polygons, I would like to work with larger datasets with many more polygons. For instance, duplicating the node setup would not be feasible if I were working with world-wide country data.
Thanks,


texts: Cycles SSS not working on AMD Radeon GPU

texts:
From my google fu I leanred that SSS has been implemented on GPU for Cycles since 2.72 in the experimental kernel.  I'm on 2.78b and I'm just getting a black shader like when it doesn't work.  I installed 2.78c, and it's still not working.  Any guesses as to what setting may be borking me here?  Any ideas where I should focus my troubleshooting?

Blender 2.78c
OS:  Windows 10 64bit
GPU: AMD Radeon R9 390
CPU: Intel i5-6500 3.2 GHz

P.S. I can't create an SSS tag for this post till I have 300 reputation.  If anyone else agrees with me that SSS would be a good tag and has 300 reputation, feel free to tag it :)


texts: Particle System Won't Appear in Final Render

texts:
Hope you're doing well.
I'm trying to create a scene that features 'fireflies' using a very basic particle system. Everything looks fine in rendered view, but I cannot see them in my final rendered video.
I have tried the different view settings, and nothing has worked.
Any suggestions?


texts: I'm using Hair Particles to spawn grass on hills. Unfortunately I cannot convert more than 10 000 grass particles to mesh because every single particle gets converted into a separate object. Any  more than 10-20k and blender will crash or take extremely long. Is there way to Convert all the Particles into a single Object or just somehow reduce the Object count? The Poly count is not high at all.


texts:
I am new to Blender.

I am making a character using the mirror technique, however there is a hole in his head.

I understand that there is a single vertex that needs to be aligned in the middle to fix it, however if I do it by hand it will not be perfect.

How do I align this vertex so it creates a solid head?

In this case, I imagine it is quite simple as it is perpendicular to the X axis, however if it was not, how would I fix it?

Many thanks


texts:
I just started using blender. When I start using a new software / tool, I usually hide panels that I don't need and I show them back when I need them. In that case, I saw a panel at the top right (Hierarchy) which I wanted to keep. I have no idea what i did but i have like 7 duplicated panels...

Here it is...:

The top right panel is really weird and i have no idea how to remove them...


texts: Graph Editor & F-Curve Modifiers for Material animation

texts: How does one access animation data in Materials in the Graph Editor, so as to better observe Interpolations and use F-Curve Modifiers ?


texts: So, I made a mesh with a lot of cubes ( I've created a cube, and copied it, pasted it to make figures ), And, when I've done it, I tried to smooth it, but it looks wierd because it's made with a lot of cubes, so a lot of faces, I already tried Ctrl + J, but faces remain, Is there anyway to fuse those lot of faces in one?


texts: Strange black artifacts in ambient occlusion map

texts:
I've been trying to create an AO map for my dragon model. However, I've been struggling with this one quite long time already as the baking process takes quite much time aswell. I searched a solution for my problem in the Internet, but it seems I can' t find solution for my problem.

That's why I'm here to ask your help. Maybe you could tell me what I'm doing wrong. The model part I'm trying to bake AO map from is here and the AO map with artifacts is also provided below.

I also don' t know whether I should bake my AO map with cycles render engine or Blender render engine. What is the difference?

THE OBJECT I'M BAKING AO MAP FROM

THE AO MAP

THE AO BAKING OPTIONS OF MY CYCLES RENDER


texts: Blender animation with static hair particle system, single-frame render anomaly

texts:
I was following Blender Guru's Introduction Tutorial, everything went fine for creating the desired static image.

I'm using Blender 2.79b on Windows 8.1.

It uses a Hair particle system for the donut sprinkles.  I wanted to do a 3-second animation with a small amount of camera movement, like a smooth slider, and it generally worked, but with two glitches at frame 22 and frame 27.  Here's the 3-second video, 5.5 MBytes:
Donut_001.mp4
It looks as though the seed for the particle system jumps to a new value on those frames and then jumps back on the next frame.  So, it's a strange one-frame anomaly.  It's strange, the ViewPort Render View looks different from the Final Render, with regard to the sprinkles on the pink donut.  It looks to me like a strange Blender bug.  But I am a total beginner, so I'm not sure about that.  I've looked to see if I have accidentally added keyframes on frame 22 and frame 79 and done something strange to the sprinkles particle system, but I don't see anything like that.  This screenshot shows the keyframes at frame 0 and 90 for moving the camera.

There aren't any other keyframes on the sprinkles particle system.

I searched for bug reports like this; Here is the closest one I found:
https://developer.blender.org/T53045
But it's not quite describing my problem.

Here are the files to reproduce the problem:

BlenderGuruTutorial011.blend

ChristmasTreeJacked.jpg

wood.jpg

wood_normal.jpg

Any comments or suggestions would be most welcome!

Thank you,

Lloyd


texts: How to control the visibility of many planes with a single material and different images

texts:
I am rather new in blender - (max and maya before) And I would like to create lets say a 50 planes with the same material but with a different image source file. And then, joint every plane´s "visibility" to controller.

So, if I set 1 on slider then i will see only first plane, 2 - second etc.

My problem is I dont fully understand, where can I find some kind of this "visibility" for objects - or whole opacity. (where I would like to set some expressions). And Of course best is some kind of material solution, where i only change number of input - but as I said, i dond know what I can ask to uncle google.

Ps: The source image files are very big - like 5000x5000px so I cant only moving uvs with one big image.

Thank you very much.


texts: the emission of the lamp isn't working at all

texts:
I am beginner in blender.

according to my toturial (grant abbit) I have to create an emission lamp in my project.I did what he had said. (make emission white and assign it...) .but it didn't work.what's wrong?

here is the blend file:

and this is the result (with light)


texts:
I'm new to Blender.
I'm wondering if it's possible to turn a plane into a solid figure by transforming it to a prism with the plane as its base? Pretty much like that, with the difference that this is a cube shrinked to a height of 0 and I want to achieve this with a plane:


texts: What did I do that caused the face of the mesh to glitch out like this? And how do I remove/fix it? I'm not sure if it is two faces ontop of each other?


texts:
I have a ground tile for which I use a normal map, it reacts good when facing light, but looking in the Sun lamp direction kills the lightning. I'm using nodes, have a look at the pictures.
Can somebody tell me what's wrong with my setup ?
(connecting the texture normal output straight to the material gives the same result)


texts: Python: How to know how many objects are inside of the selection ?

texts:
in this code

import bpy

def find_collection(context, item):
    collections = item.users_collection
    if len(collections) > 0:
        return collections[0]
    return context.scene.collection

def make_collection(collection_name, parent_collection):
    if collection_name in bpy.data.collections:
        return bpy.data.collections[collection_name]
    else:
        new_collection = bpy.data.collections.new(collection_name)
        parent_collection.children.link(new_collection)
        return new_collection

for o in bpy.context.selected_objects:
    P = bpy.context.selected_objects[4]
    P_collection = find_collection(bpy.context, P)
    new_collection = make_collection("Quick Particle 01", P_collection)
    new_collection.objects.link(P)
    P_collection.objects.unlink(P)

im trying to move the whole selection to a new collection
i only have a single little problem, for it to work, i need the number at the end of this code

    P = bpy.context.selected_objects[4]

to be the exact number of the number of objects inside of my selection -5..
so if i have 5 objects, i need [4]
if its more it dont work,if it less it doesnt work, and if its nothing witouth any braquet
like this

    P = bpy.context.selected_objects

i get an error message

so im searching to do something like that

    P = bpy.context.selected_objects[***   bpy.context.numberofselected_objects"   ***]


texts:
I'm following this tutorial https://www.youtube.com/watch?v=n0r0UnaIK_Y&t=27s
on how to make an eyeball, I'm using blender 2.8 but the guy in the video is not, and even though my texture nodes looks exactly like his, my eye looks dried up and his is shiny. I'm not sure where the problem is, but I think it's the nodes.
here are mine (top img) vs. his, hopefully someone can help me out.  thanks!


texts:
Has anyone had problems like this?
just previously the modifier works fine but just take look at this

:(


texts: Multiples animations in a single blend file

texts:
For a University project I need to make a fish (guppy), create bones, add them to the mesh, create some "realistic" animations on the timeline, and finally redo the last point to be able to set multiples different animations on the fish to call them when needed from Unity Engine.

The fish and bones are almost okay. I linked them to the mesh and made animation on the timeline too.

However, I am not sure about how to manage the part when E need to make multiple animations. I have read that can be done with the NLA-Editor, but I do not understand how to do this. Can anybody explain me (an example is okay too) how the NLA-Editor works?

And for the bonus question, if some of you are Unity users, is it easy to call one of the different animations at will ?


texts: There is a hotkey mentioned by Gleb in the Blender Guru podcast that allows the camera view to be flipped on the x/y axis, I can't remember it for the world, nor find it anywhere in google.  The episode is like 3hs long so I'd prefer not to go through it again trying to find the moment he mentions it.  What is this hotkey?


texts: I Can't Figure Out How to Build This Chair

texts:
I'm currently learning Blender through a book called "Blender 3D By Example". Right now I am on a section about creating chairs.
I can't figure out how to make the first chair by following the instructions. It uses almost entirely modifiers rather than box modeling. If any one could explain or show how to make this chair it would be a great help.
Here is the finished file provided with the book: Finished File


texts: Is there a way to add a socket of a specific type to group nodes? Currently, it seems that they default to grey scalar sockets, and I don't see any way to change their type.


texts: How do I use a image texture "on top" of a shader material on the same model?

texts:
So I've started using nodes to create basic toon-like shaders for my models. I used to only work with handdrawn UV textures before so this is a whole new world for me.
My goal is that I still want to use hand-drawn, UV-textures for facial features/animations. And so I went about it like I used to do.
I unwrap the faces where I want my texture to go.
Created a new material and texture, and load my image.
(I did this prior to setting up any shader nodes)
Everything looks fine and I continue setting up my shader nodes.
This is where I ran into problems.
When I assigned the "skin shader" to the head/face part of the model. The texture I used for a mouth disappeared or got overwritten I guess.
So I select the material with my texture in the list and re-assign it to the part of my model. And I can see the texture again, but since the texture has transparency, the part of my model that I had unwrapped became see-through. Basically like an opening or a hole in the mesh.
Like this

I'm guessing I am supposed to use some kind of node-setup in order to make this work properly, and I have been searching online for a while now, and I can't find anything that is of any help.
So basically I want to be able to use my mouth texture on top of my toon shader.
Sorry if this confusing, I had a hard time articulating my problem into a comprehensible text.
And I'm still on Blender 2.78, since I have a hard time getting used to the UI of 2.8


texts: How to reorder particle 'number' along a path?

texts: It there any way to reorder particle 'number' along the active path ?


texts: Where is fluid bake completion time reported?

texts: Where does Blender report on fluid simulation bake completion time?


texts: How to make hair particles not colliding each other

texts:
I am currently kinda need your help,
I am currently making a leaf on a stem for my Blend project.
To achieve that, I use particle system (hair) with leaf object as Render Object.  And I also want to do some hair dynamics.
Hi guys, I am currently kinda need your help,
I have two problems that I face right now:

When I do the hair dynamics, the object center will displace from the original vertex.
The hair (which is Leaf Object) will intersect each other.

My questions are:

How to prevent the hair particles to not misplaced from the original vertices spawn point?
How to make the leaf object not intersect each other?

Here are the video link to make clear my problem: https://youtu.be/GLmIo4B9vUA
Thanks in advance! :D


texts:
When I start rendering my animation (a cube rotating in front of a background), at some frames, my textures turn purple (not fully, mostly just the white parts). I know this is a sign of misisng textures, but in some frames they work.

Here's the finished render.
It looks like if a strong purple light has been added.
If anyone knows, what's the problem, please help me!
(I tried reopening the textures, didn't work.)


texts: How to add textures to a collada file imported from Fuse

texts: I purchased Fuse Character Creator and made a rigged model that I imported into Blender from Fuse. The model is a Collada File and it comes in fine, the model comes rigged and is fully poseable except that the textures aren't applied. I switch to texture view but still nothing. Here's how fuse works, you upload your model to their site, have it autorigged, and then choose the format that you want the model file in. I chose Collada. It then gives you the zip folder with the model and the textures in their own folder named "textures". I don't know what to do from here. The textures are all PNG's. When I exported to as an obj file the model came with the textures applied, but the obj doesn't come rigged. I included a picture of the textures if it helps.


texts: How may I establish a render farm over WAN?

texts:
I'm using the blender network render plugin in the official plugin list. I have a few computers throughout the internet(WAN) that I am able to render on. Assuming I can get network connectivity(forwarding ports and other considerations), what kind of bandwidth requirements are there?

I have mainly procedural materials of 40 or so nodes, and only one scene. The .blend file is approximately 9MB. Will this file need to be sent once for each render slave, and each frame sent back? Or will more communication be needed that is not negligible? (I'm not using baked or cached simulations)

I'm assuming bursts of high activity when sending and receiving frames. Would this be true in practice? Or would other bandwidth considerations need to be taken?


texts: How would you go about creating shards of glass?

texts:
I need to cover a large area with shards of glas
like in this picture.

The shards look like this:

My idea was to maybe sculpt the whole pile.
And then use a clever material, to create the individual pieces of glas and their reflections
.
But i have no idea how and if this would work.
Especially since the camera moves around the scene.

Any ideas on how to do this are well appreciated :)


texts: Trying to create fire - Settings disappear

texts:
I am trying to create my first fire following a tutorial, as to be seen here: https://www.youtube.com/watch?v=u-zK7Bu8cAI&t=?
And now I want to click on the right side to change from domain to flow but for any reason when I do that all settings disappear together with my fire and I would have to restart all over if I wouldn't be able to hit ctrl+Z to get everything back again.

Anybody got a solution?

Thanks for the attention.


texts: Mantaflow - creating smoke out of fluid particles

texts: im trying to implement mist in my water scene, to do it im trying to use spray particles as a way to generate gas, but yet didnt find a way for it to work. I know it is possible in FLIP Fluid addon but dont know how its done either. Any suggestions will be great, thanks


texts: Same UV map for whole and shattered versions of object

texts: I have 2 versions of the object: whole and shattered. How can I use the same UV map (same texture) for both so I won't have to draw same thing twice and so textures match when I break the object in game? I understand that the shattered one will have extra polygons, but still both versions will have most parts in common. What is the best practice for this? Do I have just to match them all manually or maybe there is some addon that automatically creates UV for shattered version using UV of whole or else?


texts: How to hide "gaps" between parts of my detail?

texts:
Blender 2.81
I created this detail from little several parts (see first pic.). Joined them with Ctrl+J. See one whole detail in Solid.
But in Render i see lines ("gaps") between all this parts (3rd pic.).
How to get rid of them?


texts: Sculpt mode type deformation through python scripting

texts: In interactive mode, deflation can be applied to mesh in sculpt mode. Can similar deformations be applied through python scripting


texts: Baking AO from High Poly to Low Poly gives weird result

texts:
So I have this High Poly altar that I want to make into a low poly.

I've created the lowpoly version.

I've already baked the normals and it worked perfectly but once I've wanted to bake the AO, it gave me this strange result.

You can see that in some places it gave me something that seems relatively right (for example at the right of the picture you can recognise some parts of the indents that I have) but overall it gives me all those incoherent areas.

Ive already looked at this topic that seemed to correspond to my problem (I have other hidden objects) but I had already checked "selected to active" and selected the right models but still have the same problem.

Does anyone have any idea what's happening ? (I'm using 2.80 btw)


texts: Can't figure out why my materials render out grey in cycles?

texts:
Just started blender - This is what the glass material part is rendering out to.
They're made to be transparent (like glass) in shader which shows up in render view, but when I go to render image it's a blocky gray - sorry stupid question can't figure it out!!


texts: Text objects are messed up when using Offset

texts:
Sometimes when using the Offset  parameter in Text object data > Geometry > Modification to shrink or fatten characters, some characters will get incorrectly displayed:

The default Bfont is more immune to this then most other fonts I tried, where this starts happening even with an Offset factor of .001.

What causes this and how can I correct it?


texts: Scaling an object up and down in an animation?

texts:
i'm trying to make a very easy animation rotating an object (pretty much a plane) while making it grow and shrink. i know there must be an easy way to do it as i've done something similar before but my brain's done a fart and can't seem to get it right.
at the moment when i try to scale the object down in a keyframe it scales to that size permanently, affecting the size in all other keyframes. does anyone have any helpful tips and tricks? thanks in advance!


texts: What does surface thickness do in Liquid Physics and how to calculate it?

texts:
So I want to create a simulation simulating liquid splashing onto an Effector and rolling off. The problem is that when the surface thickness is too low, the liquid just phases through the Effector. How do I get the required surface thickness?
Please elaborate using images/gifs/videos because I don't read words as fast as I get what images mean.


texts: How to extract DEM (Digital Elevation Model) from 3D model

texts: How can I extract a Digital Elevation Model from a 3D model of a building, made with SketchUp, using Blender or any other software?


texts: Origin of individual faces don't show up

texts:
I have a cool model I'm making, but I want to move faces of my model outward along the normals of the faces, so I set the pivot point to individual origins and the transform orientation to normals, but this doesn't work and I can't actually see the individual origins, but when I watch videos on youtube about it they do have the individual origins showing up. Does anybody know how to fix this?
Thanks in advance.
https://imgur.com/qzCkNOD (I'm moving the faces in this picture)


texts: Ideas on covering a whole mesh with (irregular) tiles, following the shape of the mesh?

texts:
I realise this might be quite a complex thing to accomplish and that it might ideally be done with some scripting - but perhaps there are already solutions that can simplify this task, or just simply good ideas... so please bear with me, and let me know if you have any ideas regarding this:
I am working on a spaceship design and I intend to cover most of the ship with tiles similar to those used on the Space Shuttle orbiters.

I might be facing two challenges:

Generating tens of thousands of relatively irregular tiles as dynamically as possible as individual objects - based on the mesh of my ship. The concept you see in the picture of the orbiter (above) is pretty much what I want: Larger segments made up of mostly rectangular tiles meeting other segments at odd angles. Having them as individual objects is important because the animation requires for most or all of them to come off individually.
While being individual objects, the tiles need to share a painted texture as they should show decolouring of larger areas and streaks caused by reentry as seen on the orbiter in the image.

I obviously don't expect anyone to solve my problems for me, but any input, hints, pointers etc. from more experienced users are very welcome!
The current mesh is made up of individual metal sheets that are sculpted into shape as seen below.
My first guess would be to model another mesh of the ship where every tile is represented by one polygon. I think that would generally be an okay approach despite the significant time it will probably take. More procedural/dynamic ways of doing this would be appreciated!
But, assuming the above approach:

I'd assume there is a tool to turn each face into an individual object - are there any things to consider for maintaining the orientation of the texture I will have painted on the entire mesh before separating?
Every tile will need to be rounded in accordance with the ship. That could be accomplished with a subdivide before separating (not afterwards), but then I'd separate my mesh into groups of faces rather than individual faces. Does anybody have ideas on how to accelerate/automate that? Or perhaps much better approaches to begin with?


texts: I have download the file from some website and when im rotating the file some faces hide and only edges is visible. Is the file corrupted or is there setting done to the cube when rotated the faces hide.


texts: the speed of camera rotations when using the numbers of the numpad?

texts: is there a way to lower the speed of the rotation when pressing 2 4 6 8 in the numpad for a quick camera rotation around an object ?  A way without scripting. Maybe changing the start up file or something like that ?


texts: Jagged edges from joining with boolean modifier

texts: I am sculpting a mesh and joined the head to the body with a boolean modifier and every time I join any meshes together they form these edges that I can't sculpt away. Both meshes have had all modifiers applied and the only difference is that the head was not sculpted and contained a different number of vertices from where I joined it to the body.


texts: 2.79 Baking normal maps with procedural texture doesn't work

texts:
(Blender v. 2.79)
Hey Blender community!
I am not completely new to Blender but not really experienced either. I wanted to model a container and use a procedural material to get some rusty spots on the container. But everytime i try to bake my normal map it gets weird and displays a darker version, not really how it's supposed to look.
I used the method desribed in another thread and baked out the color of the emission. That way (at least in that thread) i should get the color of the normal map and then be able to plug that into a normal map. But everytime I do that i get a weird texture that doesn't look how it should.
Down below I'll post some screenshots of how it looks.

Here is the general setup. I just took the normal map inputs and fed them into emission and into the output and then baked out the emission. End result looks weird.

If I plug in that normal map it looks very weird and not how its supposed to be.

The whole normal setup from my procedural texture.

How it's supposed to look (This is with the procedural material)

How it looks with the baked out normal map

I do not know what I'm doing wrong. Maybe you guys can help me out.

I even tried to just bake out the normal map on a flat plane but even that did not work.

Plane with procedural material

How its supposed to look (procedural material)

With normal map: It just adds a darker color to it, even though its set to non-color data.

Before you ask: Yes, both models (plane and container) are UV unwrapped. I wanted to test the plane to see if i made something wrong in the UVs but even the plane doesn't display the normal map properly.


texts: How to get the worldspace location of a rendered pixel from Python

texts:
I need a way to find the underlying 3D coordinates for each pixel of the camera in Python.

I to create a function like:

GetCoordinatesForPixel(xPixel, yPixel)

which returns a (X, Y, Z) vector.

I found the following threads:

How to get world coordinates of pixels?
which is supposed to be a duplicate of this one:
How to render world position pass

The latter solution works in that it procudes a render. However, I do not see a way to access those values in Python.


texts: Texture in edit and object view is a jumbled mess, in cycles render it looks correct

texts:
As title states, so far cross fingers my model looks ok with texture applied in cycles render view. However it recently became a mess of texture, all mixed around, scaled wrong, parts missing in object 3d view or edit 3d view! The uv editor space, the texture and UV map are fine and unchanged. I haven't changed the UVs since working on the texture.
I previously was working with the same image size in photoshop that I exported UVs png from Blender. I was saving back to that same png file name, until most recently I decided to work on an enlarged psd file for adding more texture detail. I than saved a flattened version of that to the same png file name as before, but went with a larger image size for that png. Then when I tried to load the image into UV editor and the node as well under image texture node, the object view became the mess I'm describing. What's worse is all the previous files have the same scrambled mess texture in object mode even though they are calling back to older png files that worked fine before! I opened them up and without making any changes, the textures also are a mess. Is this a graphics card issue or some setting in Blender I have to reset in nodes or something? I'm using cycles render and nodes.


texts: How can I reference a shader output to any object color?

texts:
I've added text mesh to my scene and I want it to automatically get the negative color of the background object in order to be in contrast.
Example : you can see that the text for the kitchen cabinet is visible and for the island it is less (on the right side).
I'm making many renders with different kitchen cabinet color selections and i want the text to be changed automatically.
Thanks in advanced


texts: How to line up armature and mesh after deleting the armature modifier?

texts:
So I accidentally deleted the armature modifier and when I go to make another one, my object warps. When I try un-checking vertex groups, the armature will line up with the object again but I cant use it for animation. So how do I line up the armature and mesh with keeping vertex groups checked?

Before adding armature modifier

After adding armature modifier


texts: move an object in custom direction using blender API

texts:
My greetings to the community.
I have a specific task which i have managed to perform using python. I need to do the same task faster and i believe i found a way but i need some help with that. My problem is the lack of understanding of the problem in 3d-space and more specifically the matrix transformations in local/global coordinates.
I have an object which i need to move in a specific direction by 1cm in local coordinates.
the lower object in the figure is the original position and the upper is the target position. therefoer the movement is towards Z in local coordinates.

What i do is:
new_location = Vector((0, 0, 1)) # move by 1cm in the Z-direction
trans = Matrix.Translation(new_location)  # create transformation matrix
object.matrix_world @= trans
mat = object.matrix_world
verts = [mat @ v.co for v in object.data.vertices]

This works just fine but it is slow due to the translation of each vertice in the last loop.
I think i can do the same (correct me if i'm wrong) using bpy.ops.transform.translate. something like this:
bpy.ops.transform.translate(value=(0, 0, 1), orient_type='LOCAL',
                            orient_matrix=((1, 0, 0), (0, 1, 0), (0, 1, 0)), orient_matrix_type='LOCAL',
                            mirror=True, use_proportional_edit=False, proportional_edit_falloff='SMOOTH',
                            proportional_size=1, use_proportional_connected=False,
                            use_proportional_projected=False, release_confirm=True)

but what i can't figure out the correct values of "value" and "orient_matrix".
thanks in advance


texts: Why doesnt the color not show on my character model?

texts: Im new to blender and I first want to clarify that, because I wont be able to describe somethings properly, anyways heres the problem, I was trying to add one basic color to my character model using uv mapping just to start things off, I press "ALT Z" but the color wont show.


texts: How can I make ceramic material like this?


texts:
Did knife cut tool change its behavior from 2.5 to 2.76?

I noticed, that in Blender tutorial, the behavior of Knife Cut tool is described differently, than I see.

Particularly, in "exact cut mode" (left) Neal Hirsig demonstrates that triangular faces created at the sides of selected edges. Also he demonstrates, how "midpoint mode" works (right).

At my Blender I have

that K mode does not create triangular faces, while Shift+K mode does not work at all.

Did behavior actually changed? Or I am just in different mode?


texts: How can I change the buttons text position?

texts:
I'm messing around with python for the first time.

I'm making my own changes to the interface, just because..

How can I move the text inside the buttons down and to the left?
The left image is what I have now and the right one it's what I want to do..

Please have in mind that I have zero python knowledge. But I'm willing to learn..


texts: How to completely remove an Animation Node tree from a blender file?

texts: I do not want to keep the animation node trees in the blender file, however, even when I remove the fake user from them, save, and restart the file, the animation node trees are still there. They won't go away no matter what I've tried.


texts: I'm trying to reach a flat cartoony look for my character but when I use any sort of option for cel shading it will never outline the hair particles, is it even possible? Could I somehow make a special shader to achieve that? The shadows are part of the texture.


texts: Blender Objects are rendered streched on the Z-Axis

texts: When I'm rendering my scene, my sun in the background is being stretched on the Z-Axis when being rendered. But when I'm in 3D view and I'm turning the viewport shading to rendered, I'm not having this problem. Please help, It's important to me.


texts: i was doing a project of making drone parts which i want to 3D print but i don't know how the measurements in blender are going to be the same as the ones in real life so can anyone help me


texts: Hair Particles go straight thought the head

texts:
I've been modeling a character in blender, but when I try to use the hair particle system all the hairs extrude from the front and the back of the head instead of radiating outwards. The hairs going out the front and back are practically immobile, and the one or two that can be manipulated well aren't completely in line with their normals either.
I checked to make sure the normals were consistent and that that were facing outwards, but that doesn't seem to be the problem.
In addition to that it looks like it's only adding hair to one side of the head.

Help would be appreciated.

Update:

My mods are ordered, from top to bottom: mirror, subdivision surface, paticles

Moving around and disabling/re-enabling the subdivision modifier only seems to change the location of the already applied particles, only making the hair somewhat even by moving what I have applied and letting me add particles in the recently vacated space.
The mirror modifier [without any other mods applied] doesn't seem to properly mirror the particles: when it's applied first it only switches the side the particles when I toggle it off then on again. When I apply the mirror mod second it only applies to the skullcap, with no variation.


texts:
I have planned to use the glare as a simple light flash, kind of camera flare.
I noticed the glares are quite dark:

It looks nice with dark background, but on the main animation, it pretty much vanishes.
Question: Is there a possibility to made these brighter? I tried to use "Bright/Contrast", but that impact to the full area. I did not manage to impact only to the glares.


texts: How can I make an object follow a path exactly

texts: I want to make this sphere follow a path, but everything I try creates a giant distance from the actual path. I guess what I'm asking is how do I get the blue line extending from the path to the sphere to be basically 0 at all times?


texts: Spherical emitter does not illuminate very well?

texts:
I remember when I was recreating my bathroom and I modeled the lamp and gave it a glass material, but when I came to the lighting it got confusing. I modeled a sphere in the lamp because in real life the lighting comes from the lamp obviously. And then when I render the scene, no matter how strong the sphere light is I always get a pretty low light.

Is Cycles a realistic or close to realistic render engine? Or what lamps should I use? Do I have to fake the light? How can I replicate the lighting as in real life?

Edit: I'm not sure if the spherical emitter will light up the room better if it is not inside a glass material


texts: I'd like to be able to tell where—and by how much—a highlight is blowing out without having to render, go into Photoshop, back into Blender, turn my lamp down, render etc etc. So I'm wondering, is there a way to do this within Blender, or even better, without the need to render first?


texts:
I want to enable GPU rendering, but there is no option in User Preferences > System:

Why is this? How can I get cycles to render using my GPU?


texts: What are the human bone rotation limits for fingers?

texts:
Pose tool to aid in teaching animation using a non-traditional technique. Also to be used to speed up animations and walk cycles. I'm not blessed with wealth to give but I offer the gift of knowledge. Please learn, teach, and enjoy.

Does anybody know the human bone rotation limits for fingers?


texts: I have a set of obj exports comprising of a million files(each file between 100-200kb). Is there are a way to pick up files from a folder and export them to glTF? What I am talking about is batch importing obj files to batch export to glTF. I am new to blender and would really appreciate if anybody can guide me on this.


texts: Cannot apply modifier via script despite object being active?

texts:
I can't apply the modifier programmatically via Python, but clicking the GUI button works.

Some answers on this site say bpy.ops commands usually demand the current active object be proper.

>>> bpy.context.scene.objects.active
bpy.data.objects['Icosphere']

tells me my active object is proper.

But still, I get

>>> bpy.ops.object.modifier_apply(apply_as='DATA')
{'CANCELLED'}

Again, clicking the GUI button works without problems. How may I do it via script?


texts: sending Data or Values to linked Objects in Blender 2.80 / 2.81

texts:
I work a lot with linked data and library objects or linked collections.

Is it possible to send values or variables between the different hierachical structures ?

So for example:

SCENEFILE (var = 1234)
---> Linked object 1 (pass_index + var)
---> Linked object 2 (locationX + var)

or to add a bit and be more precise:
If I have a gamma node for example inside a material in a linked Collection, how do I access these gamma node value and Control it from the MainStage ? can i use a Driver from the MainStage to Control these values inside linked objects?

OK - > I got a step further and can control a  value inside the linked Object.

linked objects can accessed via python as seen here in this Video
https://www.youtube.com/watch?v=5M6cdhn4YCE

so

bpy.data.objects['Name_of_the_linked_obj'].pass_index

gives Access to the pass_index for example and can be set via python

bpy.data.objects['Name_of_the_linked_obj'].pass_index = 3

this is nice but not very comfortable or usable.
Now it would be great to have a way to control this datapath via Driver or Custom Property from the mainfile.

as you can see in the picture we can access this property in a Driver.
so I created a controller object that can drive this value and can override it.
but the data in the linked object does not change and

bpy.data.objects['Name_of_the_linked_obj'].pass_index = 3

is not evaluated

but when I use

bpy.data.objects['myCube'].pass_index = bpy.data.objects['Controller']['my_new_index']

it works immediatly...

here is the setup image


texts:
I would like to know which are the benefits of using this program in relation with the architecture. I would like to know if it is a tool from the architects to know something about lights or something like that.

I'm Adrián from Spain, and I'm discovering Blender now because I'm doing a kind of tesis about this program.

Thanks :)


texts: How to overlay a 3d animation over a movie with proper depth of field effect

texts:
I searched the Internet for hours without success. I am able to create an Animation and to add the depth of field to the rendered Scene.

To overlay it with a real Video I created a plane which texture is the Video. When I blur now by using the depth of field effect, the edges of the 3d object are not blurry beyond the edges and do not appear to be mixed with the Image in the Background. The sharp Image of the Video is displayed till the edges of the object before the dof effect.

The plane is touching the TM letters and the Focus is put on the plane.

When I put the Focus on the letters, the Background is mixed properly with the 3D object.

Somewhere it was written that blurring of textures does only work with UV mapped Images but UV mapping the Video on a plane does not Display the Video in once but subdivided into the 2 triangles which are forming the plane.

Any expert here? ;)


texts: Rendering with compositor only renders single image

texts:
I am currently trying to render out an image sequence that I imported into Blender's compositor and put a denoise node to. I set the start frame to 1 and the correct amount of frame length and offset. When I render the animation, it re-renders over the original image sequence which is fine, but it only renders the last frame of the sequence over each image. I then have to re-render the image sequence since it basically replaced my image sequence with a single image.
Does anyone know how to help?
Here are my compositor settings:

The offset is set to 116 because thats when the image sequence and animation begin.


texts:
I modeled curtains for an arcitectural scene now I want to add an edge of small tassels to the curtains. I tried selecting the edge of the curtain, converting it to a curve and arraying the tassel and using a curve modifier. But it doesn't look right since the tassels stick right out and doesn't hang. is there another way to do this?  ... this is the method I used to make the curtains https://www.youtube.com/watch?v=CUGg5inojss

and this is the look I'm going for:


texts: Zoom In/Out with mousewheel in compositor

texts: There are a few keymap entries for scrolling in the 2D view section. How do I override these specifically for the compositor to be able to zoom in/out with the mousewheel while leaving scrolling behavior alone in other panels?


texts:
I have one mesh, a tapered cylinder, that I wish to realign so that it is in the direct center of the world with it's length and middle on the Y axis. It is a duplicate of an object that was previously rotated, but for this iteration I need it dead center for future mirroring. Thank you.

I'm fairly new so please keep it simple :s


texts: Particle movement attached to emitter object rotation

texts:
Here's an inline link with a screen gif of the topic Gfycat.

Hi there,

how can i do that: rotating an emitter object around z-axis, and the particles do also rotate with the emitter object? The goal would be an animation with a sun emitting sun protuberances and following the sun rotation.

The animated gif is from a Youtube Tutorial i found and i have it made twice meanwhile just to be sure following all the necessary steps.

The Sun is turning on its z-axle, but the Particles doesnt follow the Suns rotation.

I was trying several things, but when the emitter object is turning on its z-axle, the particles doesnt follow the rotation.

This is the Preview Video of the final Sun from the Tutorial from Sardi Pax https://www.youtube.com/watch?v=q7qDZKfjoi4 and it looks awsome.

What do i am wrong?

Thanks

Bruno


texts: Animating an Object to Appear / Disappear

texts: I need to animate an object's visibility from opaque to fully transparent in a scene, and this object has many materials that are shared by other objects in the scene.  As I understand it, my only option is to create a single user copy of each of the materials for the object I need to 'disappear', then add a transparency shader to each of these materials and then keyframe that shader's strength (for each material) in order to achieve this.  This seems very complex for such a simple objective.  Anyone know of a better way?


texts:
I have created 4 tracks for the decal but am unable to 'create plane track'
Keeps showing me the error below


texts: Surface not casting any reflections Cycles

texts:
When I go into render preview, the materials from the car are not reflecting anything and are only very dark, although they should.
When going into the material preview everything seems to be okay.
I will add some pictures, so that you can see what I mean.


texts: How to set 'Dynamic' property of Rigidbody in script for keyframing?

texts: I'm making a simulation with 600+ cell-fractured objects, and I want to make a delay before the Rigidbodies are activated. I figured that I should make a script to control their 'Dynamic' properties, but I don't know how to access it in the script.


texts: How do I scale volumetric clouds in Eevee so it looks like the camera is falling through the sky?

texts: Camera is pointed up towards sky, and I cannot seem to get the clouds to scale down enough to make the camera look like it's falling. Here are shots of where the volumetric box starts and stops, in addition to the cameras pov. Node setup is also included, keyframed to move from left to right and change cloud shape. I've played around with scale in mapping, but it doesn't help. enter image description here


texts: Blender crashes when entering viewport rendered mode

texts:
My scene takes up roughly 7GB of ram and I am rendering on CPU with 16GB of ram. It crashes only when entering viewport rendered mode right after updating BVH. The problem started seemingly out of nowhere and deleting objects does not help. Here is the file:
https://drive.google.com/file/d/1SDqj8NAKyphgUGygXorehxREl9c55P4d/view?usp=sharing


texts: I'm getting the skin/cloth overlap. What i'm doing wrong?

texts:
I'm making a GTA style game (I KNOW IS IMPOSSIBLE TO MAKE A GTA BY MYSELF, BUT HEY, I'M YOUNG, HAVE NO FRIENDS, NO GIRLFRINED, WHY NOT SPEND MY FREE TIME DOING WHAT I LIKE THE MOST? :D) and i have a character that constantly change clothes via Menu, what i want is to attach a police uniform (SWAT like) to my character, all animations are done perfectly, until is time to make the Aiming animation, when i do AIMING animationS the skin overlaps the SWAT uniform as you can see on the screenshot

This is the normal aim, frankly, you don't want to see the Top aim animation LOL

I tried everything, weight transfer, data transfer modifier, automatic weight (instead, this is the best i can get, automatic weighting) and i don't want to use alfa mask, becasue the character will be changing clothes during the game and believe me, THERE IS NO TUTORIAL ON HOW TO CHANGE ALPHAS FOR DIFFERENT CLOTHES FOR UNREAL ENGINE 4, ALL INTERNET, NO LUCK, so, alpha is not an option, i ask on all Unreal forums, no answer, search on youtube, no tutorial. How does game modelers animate a clothed character (with changeable clothes)??

I don't know where else to ask, hope you guys can give me a hand, i'll name you on the game credits as helpers!!! I just attached the .BLEND so you guys can check what's wrong with my model.

Here's the blend file
https://mega.nz/#!WFNG0ICY!caklH2v5fP4gSYQNiz-MWpTLibcXXanng2nUMGP90Qs


texts:
I have two objects that I want to fully merge into one object. I have gone through the steps of about 10 posts online and all of them leave the former shared edges visible (when I can get them to work at all). In all cases, the former shared edges are still visible. The program still thinks they are two joined objects instead of one, as can be seen if I delete one of the vertices.
How do I get rid of these visible intermediate vertices/edges?
Two objects (before)
Results of joining faces (with dividing line)
Thanks in advance (since I can't write comments).


texts: Error when Adding a Python Script to a Driver

texts:
I seem to have a bit of a problem that I was wondering if someone could help me with.  As the title says, for some reason I keep getting an error when I try to add my script to the driver, and I can’t seem to figure out why at all. Here is the screenshot of how I’m applying it to the driver:

and here is the code:

import bpy
import math

def ShiftMoonMonth(objectName):
    obj = bpy.data.objects[objectName]
    sourceRotation = obj.rotation_euler.z
    finalRotation = (math.floor(sourceRotation/389.10)*29.10564039280042)
    return finalRotation

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

I have auto-run python scripts turned on, and when I look through the available namespaces in the blender console, ShiftMoonMonth is one of the options I can use.  So I’m pretty sure that the code is linked to the driver, but for some reason it’s still giving this error.

The place I got the code template from was this tutorial here: https://youtu.be/rfEFU0Mdq3Q?t=21m50s at 21:50, where he is trying to solve a very similar problem to what I’m solving.  As far as I can tell, it seems to be the same as what I have, although it is quite old, so there may be something else you have to do. I also don’t understand the language, so I may have missed something.

Anyway, any help would be very appreciated!


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