texts: I use very often meshes and curves, because I know what they are used for (meshes for renders and curves for follow curves). But I actually don't use surfaces and metaballs. What are surfaces and metaballs used for?


texts: Outliner -> vertex group select, not yet implemented: is it a bug?


texts: How do I bevel this object if subdivision surface modiefier is already applied?

texts:
I have made this shape in blender, as you can see I have used subdivision surface modifier.
I want to bevel the right corners of this model.

But when I try to apply this bevel to my model bevel doesn't work.

How do I bevel the right hand side corners and apply subdivision surface at the same time ?

Can anyone tell me what should be my approach ?

Regards
Prachu


texts:
When I try to select an island in a uv map it says "Cannot select linked when sync selection is enabled".

I know I have to disable it with this button:

But it is not here:

So where is it?


texts:
Background image is not on the final result. These are my nodes:

And even though it is visible on the editor, when I render it the background is black and only the furniture is shown.


texts: Creating a driver for a tank on a circular path

texts:
I've created a driver for a tank tread using this tutorial:
https://www.youtube.com/watch?v=LovMyPoW6Ko

The driver being used is rotation X of my wheel is determined by the global Y transform of an empty, plus the rotation of the empty to account for the turning of corners.

The expression for the wheel rotation is: var*-.5+var_001*-2

The issue is that this does not work for following a circular path, as the world coordinate-based math keeps messing up when my tank turns the corner and returns to the beginning of its path.

Is there an expression for just "distance traveled" or something similar that I could use to animate the treads?


texts: Is there a way to fit the viewport to the current field of view?

texts:
Since there seems to be no direct way to get the camera's projection matrix, I'm hoping that it's possible to fit the viewport to the current field of view (the area encompassed by passepartout), because then the viewport projection matrix would in effect be the camera projection matrix, and that matrix can be retrieved via region_3d.perspective_matrix.

So, in pictures, I'm looking to do the following via Python:

Before:

After:

Is that possible?

I'm looking to export the projection matrix for an external application, so that my view there matches blender's camera view.

For that purpose, this is a roundabout way to ask, but my previous question was (in my view, incorrectly) marked as a duplicate.


texts: How to apply the same texture to multiple faces?

texts:
If I have a mesh with multiple faces like that, with different shapes as follows:

How can I apply a texture to every single face like the one below and hide the fact that is a texture repeated for many times (i.e. between faces there is a method to smooth the transition between two equal texture)?

I'm very sorry if my question may be confusing but I can't explain it better. I hope someone can help me


texts: Cloth simulation stuck at frame #20 for a while before moving to the next frame

texts:
I set cloth simulation and hit the play button, but the timeframe indicator goes from frame #0 to #19 in the speed 1f / 0.5s. And when it is at #20, it stops there. If I leave it and come back 30 minutes of 1 hour later, the cloth simulation will be done. But why it happens? Anyhow to fix it?

I use Ryzen 7 3700x and RTX 2080ti.


texts:
I have a script that needs to get an object's cache name. Basically this:

I have tried with
bpy.context.object.modifiers["Fluid"].domain_settings.cache_directory

It works inside Blender's UI, even with the Python Console, but when executing the script it retrieves this error:
AttributeError: 'NoneType' object has no attribute 'modifiers'

Does anyone know how to make the script actually get the correct object, so it is possible to access the fluid modifier's cache name?


texts: Setting up a metallic foil overlay with transparency using materials and textures

texts:
I'm trying to setup a label for a supplement bottle.
I want to have 2 materials, one that is the "main label" (.jpg image) and another that overlays that label with a metallic foil (which is a .png image with transparent knockouts around the metallic areas).
Attaching some screenshots of what I've been able to accomplish so far (screenshot 2 is just to show what the underlying "main label" should look like), but can't seem to get both the main label and the metallic overlay to show up at the same time. Here's some questions I have:

Should these be setup as 2 distinct materials, or should the main
label be the material and the foil overlay a texture?
I have read a bit about "UV unwrapping," but felt it doesn't apply
here, is that what I'm missing?
In screenshot 1, you can see I have 2 image nodes - the one
connected is the foil overlay, which seems to be working with
transparency, but how can I add in the "main label" image underneath
that? Am I missing something there? Every time I add it in it
doesn't show up.

Metallic foil overlay

Underlying image needed


texts: Is it possible to interpolate between two different meshes?

texts:
Lets say that mesh 1 is Suzanne
And mesh 2 is also suzanne but the vertices are moved around alot

Can I tell blender to make Suzanne 1 to morph into suzanne 2?

Edit:

I heard I can do it with shapekeys if I "model it" in edit mode.
But the thing is, its already modeled, its just a different mesh.

Seems like a waste of effort to remodel what is already modeled.

Is it possible to do it without manually re-modeling mesh number one?


texts: Tab key sometimes switches between Object/Edit mode, but sometimes between Weight Paint/Edit

texts:
Normally, when I hit Tab while in Edit mode, I switch to Object mode, and vice versa.

However, at seemingly-random times, I will hit Tab in Edit mode and instead switch to Weight Paint. Hitting Tab again does not return me to Edit mode.

I cannot figure out any reason for this. Is there something I don't know about Blender's hotkey system?


texts: Compositor setting in Blender Internal: How to properly make a split RGB effect on further objects using Z?

texts:
I'm a blender amateur, I've learned it by myself, and I was trying to make a split RGB effect on the objects that are the further away from the camera.
I tested it out with this simple scene:

In the compositor, I tried to shift the R and B layers depending on the Z value. For example, Z=4 on the closest cube and Z=14 on the furthest one. I thought then that I could multiply it by 5 so the R channel could move 20 or 70 pixels to the left. But it didn't give me the result I expected.

Here a screenshot of my node setting:

And this is what I get:

This is what I'm trying to have:

Here, the focus is on the woman face and everything that is before or after is not blurry but splitted. I'd to do this but with the R and B layers.

First of all, is it even possible and if so, how can I ^^?
Thank you in advance for your help! :)


texts: How to mix 2 keying nodes in the compositor to keep the alpha channel from both?

texts:
How do I mix two keys in the compositor to form an image that uses both the keyed out parts?  Movie Clip node > Keying node > Viewer = green screen removed; then same Movie Clip node > different Keying node > Viewer = blue markers removed.  How do I combine these?  I am trying to remove the background, and isolate the people in the foreground and have an alpha channel background.

edit: I don't really know what to search for, can anyone maybe share a link or just tell me the words to search for in Google?

Do I need to render out 1, then go back and re-render out the second?  I feel like there is a way, similar to render layers, but with images/movies, sorry if this doesn't make sense, I will edit it when I can.


texts: Assign metaballs to trails form a particle system

texts:
currently switching from C4d to Blender, I try to reproduce some classic motion graphic effects in blender.

To illustrate my question, here's a link to watch (6min 45s): https://mattrunks.com/fr/formations/cinema-4d/eclaboussures-2d-x-particles
I am stuck when I want to assign metaballs to my trails. I could render my particles as object with a meta ball as reference, but the look will be some spheres and I want more a stroke look. Like this ...

Is there a way to achieve this?


texts: How change the Pie Menu Radius with python?

texts:
I want to change the pie menu radius using python,
after some search I can access to that propertie using:

bpy.types.UserPreferencesView.bl_rna.properties['pie_menu_radius'].

but I can't change it

some help please! :D


texts: Unable to automate Dynamic Paint baking through Blender's API

texts:
I am not new to python, but I am to the Blender API and I am attempting to write a small script to automate the baking process for groups of canvases. I started with a test group called Panels, using the API I find the correct collection, then iterate over the objects to set as active and bake them.
Initially it would start each bake then immediately move to the next one causing crashes so I implemented a check with os.listdir(), to see if the output directory had the proper amount of frames, and a cautionary time.sleep() since bpy.ops.dpaint.bake() doesn't return anything. Now I can get through the first one just fine, but when it comes to the second bake it fails to start, Blender hangs, and the console just spits out '0/xxx', Ctrl+C just crashes blender.
The Dynamic Paint documentation have only gotten me so far as they are pretty bare and I cant find anyone else with this issue. Using this iteration method I had no problem performing other actions such as translating, scaling, and material changes.
Any ideas on why this code not working would be greatly appreciated!
import bpy
import time
import os

collectionName = 'Panels'

for collection in bpy.data.collections:

    #check if we have the right collection
    if collection.name == collectionName:

        for object in collection.objects:

            # test
            print(object)

            # set object as active for baking
            bpy.context.view_layer.objects.active = object

            # shorthand the modifier
            DPaintMod = object.modifiers[0].canvas_settings.canvas_surfaces[0]

            # set sim length
            simLen = DPaintMod.frame_end - DPaintMod.frame_start

            # set folder to check
            absPath = bpy.path.abspath(DPaintMod.image_output_path[:-1])

            # test
            print(absPath)

            # makedir if none
            if not os.path.exists(absPath):
                os.mkdir(absPath)

            # clean the directory first
            if len(os.listdir(absPath)) > 0:
                for img in os.listdir(absPath):
                    os.remove(absPath+"/"+img)

            # do the bake
            bpy.ops.dpaint.bake()

            # maybe helpful?
            time.sleep(1)

            # check for bake completion
            while len(os.listdir(absPath)) < simLen+1:
                print(len(os.listdir(absPath)),"/",simLen+1)

            print("finished")

            # maybe helpful?
            time.sleep(2)


texts: Python Custom Node Interface Tutorials (Similar to Animation Nodes)

texts:
I am looking at how nice Animation Nodes is and the various GUI representations. Some examples being the GUI representation resulting from "Add->Number->Integer" or "Add->Vector->List". I'm not doing very well at figuring out how this is done just from reading Animation Nodes (I'm not so good with either Python or Blender, I'm a C++ guy) and am looking for tutorials which might show me how to create similar GUI elements in Nodes.

A big advantage of Blender would be all of the documentation on so many topics. A big disadvantage of Blender is...you probably guessed I would say this...all of the documentation on so many topics. I have had some partial success, e.g., I can create add-ons and learned about context.window_manager.invoke_props_dialog(). I am having trouble figuring out how to actually do simple things like save the values from pop-ups (such as if I have an interactive integer value) which were defined in the class. I see this in the Python output when I change a value to 1 there, but cannot yet save or use that value in my class:

bpy.data.window_managers["WinMan"].(null) = 1

I've not yet figured out how to copy that "1" into the variable it should represent. I'm finding many related tutorials, but I'm afraid I'm going to be spending months to find one little detail.

Are there any recommended tutorials which go into depth in making an interface similar to the nodes of Animation Nodes?


texts: I have written up a script for my model. But there is a bit of a problem with it. As in I have to run the script every time I open the file. I want the script to run automatically when I open the blender File.


texts: Why does the transparent glass material not allow the emission to pass through?

texts:
I have light bulb. There is filament inside and it have emission 60000.
MATERIAL of filament:

MATERIAL of bulb:

PROBLEM:

BUT if i turn off bulb i have this:


texts: Why do my materials always look washed out?

texts:
It seems that whenever I setup materials in the node editor it becomes washed out and pale and gutless compared to the image in the texture viewport. It's happening so often that I am always adding either a Mix Shader or MixRGB Darken node and even then the colour is not saturated or dark enough.

Please help I am losing my mind.

Texture on the left, material view on the right (same as in render view):

Something must be fundamentally wrong with my simple node setup or some setting. Node setup uses albedo colour map, roughness map and Normal map:


texts: How to make an image sequence run from beginning as particles

texts:
I am trying to make a rocket emit smoke particles.
I have created a material with image sequence: https://gyazo.com/99c1bc6073b4f97c26569dd180a4af1c
And I want each particle to play this sequence from the beginning.
Right now, they all play the animation together: https://gyazo.com/74bb21a78b3440a53e0912faebd39092
I basically want that every new particle that is created will play this sequence from the beginning.
Hope that's understandable. Thanks.


texts: Rendered animation plays faster than not rendered

texts: I just rendered the animation of my project and saw it for the first time. The problem is that the rendered animation plays faster than not rendered. Do you have any suggestions?


texts: Pixelated render in cycle when camera clipping higher

texts:
i try build up our solar system with accurate proportions.

And for a better view of the scene i increased the clipping range of the viewport to 100000

But now when i texturing my saturn, some strange pixelated effects appear

and when i decrease the clipping to 1000 back it looks normal

So i am a bit confused. What do i am wrong?


texts: Unable to install add-ons to Blender 2.82a and Blender 2.9 on a Mac

texts:
I am at total loss and YouTube/Google offer nothing to solve this issue.

I downloaded the .zip file for Edge-Flow Master from Github and there is no way to actually install the files.

I've opened up Blender 2.82a and 2.9a) and go through the usual route of opening

Edit>Preferences>Add-ons ensuring Official/Community/Testing are active then click on Install an addon.

I then navigate to the folder in my Downloads but all that is there is; Pyhthon scripts, a doc folder containing jpg and psd files, a License text file and a Readme Text File (neither of the latter will open on my iMac 2011)

I've gone through clicking on each possible python script and clicking install and nothing happens.  So I searched YouTube and there are very few helpful videos or websites going through the process, but I did find one very very annoying video that eventually got to opening Blender in a finder window using Show Package Content then navigating to the addon via Contents>Resources>2.82>Scripts>Addons and then I copied the files to this location rebooted Blender and yet still nothing when I search for the addon proving it's not installed.

So just how am I to install addons to Blender without a .zip file to install from (Apparently it just dumped the files to my download folder I assume it unzipped itself in doing that)?

I don't know enough about addons or python to know how to properly get Blender to recognise these files there's no installer and no .zip file and directly coping the files to the addon folder does nothing.

So I am at a lost.  I've used Blender years ago but I don't remember if I ever came across this issue before, or maybe I did but have forgotten.

I'd like to purchase some modelling addons but I'm not laying down hard cash until I can resolve this addon installation propblem. This isn't the first addon Ive had this problem with I also downlaoded WrappingTools - same issue, no way to install it.


texts: Vertex, edge, face select shortcut on Mac

texts: For Blender 2.8x on Mac.  In edit mode, Windows shortcuts 1,2,3 to select vertex, edge,face are not the default and select preset viewpoints instead.  Are there default shortcuts to select them on a Mac, without remapping the keyboard.  Selecting from top menu is slow.


texts: Rendering matcap with ambient occlusion using blender internal render and cycles

texts:
I'm using matcaps as materials most of time, using blender internal render and cycles with nodes or without, by making the material shadeless and setting the mapping coordinates to normal.
I want ambient occlusion to affect the final render.


texts: Copying logic bricks causes acts strange in the logic editor

texts:
I copied some logic bricks from object 1 to object 2.

Now everytime I pick only object 1 or only object 2, both their SCAs appear on the logic brick menu. It is exhausting since they are many. Why is this happening and how do I stop it?


texts:
I have been banging my on this for a whole week trying to figure it out. But everything I try is giving me the same results.

I created an animation on a windshield and landing hears with track constraints on different objects. The results look really good, and I did not think I would have this much trouble to export to unity.

Here is what the results look like:

I was actually really proud of the results and then decided to see what they looked like in unity.

Here are the results... :(

The last two gifs are kind of fast because they had to be small enough to be uploaded, so the frames are not too many.

But you are still able to see the difference between the first pictures and last.

I know some one might have encountered this before. I need your help please. I don't know what else to try.
Is this kind of animation not translatable to unity? do I need to be using another program instead.?

I don't really know what info would be helpful to give you guys, but I don't think I'm doing anything too complicated here.

I know you guys rock and you will be able to help. Please again, ask if you need more info and I will give as much as I can.


texts: Move and rotate armature so that a bone ends up in specified position?

texts:
I am trying to make root-motion animation for a simple character. I had already made a forward walking animation and thought I would just alter it to make the turning walk animation. So after rotating an repositioning the first key-frame of the animation I wanted to move the entirety of the armature of the next key-frame so that the foot-IK-bone of my character would end up in the exact same position and rotation as it was in the previous key-frame. But I couldn't find a way to do this. I only managed to set the exact position of just the foot-IK but I wanted the rest of the armature to move with it.
Is it possible to do this or will I just have to reposition the rest of the armature to the best of my abilities if there is no better way to do it?


texts: How to manage file sharing with dependencies across team members?

texts:
I just joined a team where previously only one person worked to create models. Now we have two, and soon more. My question is somewhat two parts.

1) As part of my on-boarding, I'm working with models and scenes already created by the first guy. However, all of the files he shares with me are missing materials and textures. Yes, he could separately share all of the texture image files and I could re-build the links, but that is super time consuming. Is there a way to ensure that texture files are packaged up with the .blend and can be shared together?

2) Are there services which simplify file sharing among team members specifically tailored for blender? Are there any existing blender plugins which can connect with github and pull and sync files there? How do most people manage sharing lots of blender resources between multiple people? I've seen the blender sync options, but that seems mostly geared towards one person who works on multiple computers and wants to sync preferences and settings. (If this question is too "discussion" based, feel free to ignore it, or point me to a discussion board or article or something?)


texts: How to make my glass completely transparent

texts: So I am trying to make a jar of fireflies. Currently in this picture I only have 1 sphere that is emitting green light, however as you can see the refraction of the glass is causing it to look as though there are a couple and making the others look pixelized. IS  there any way that I can fix this?


texts: Export animated mesh for Unreal Engine 4

texts: is it possible to export an animated mesh, such as a displaced sphere with animated texture coordinates, as fbx and import it to unreal engine?


texts: Render an animation with 2 different cameras but at the same time

texts: I have two different cameras covering my animation. Is there any way that I can make them both render at the same time so that I don't have to render each view out manually?


texts:
Is it possible to create an oblique fence-like structure with modifiers?
I tried to create one with array then curve modifier and this is what happens


texts: I would like tips or tutorials for how to paint good looking textures. I don’t own Photoshop and aren’t planning to buy it yet. So are there any free software that works good for painting textures or are there more simple ways to do it in Blender? Right now I’ve painted them in Blender, but in case there is’nt some workflow I don’t know about I would say it is’nt effective or easy. Especially when it comes to details. I have used either texture paint to paint straight on the object or image editor and painted on the image. It seems most convenient to paint on the image rather than on the object, however it can be hard to know where it will end up on the object. I aint experienced with creating textures, so any help is appreciated. Also, I am using 2.8 beta


texts: I have a box that moves from point A to point B, by keyframes inserted. the same object has a AN applied for the rotation. I have conected the Combine Euler to a Time Info. I need help to find a way to start and stop the rotation on certain keyframes that i can choose. How do i do that?


texts: I've parented some objects to an empty (to make a TV set) and at a certain point in the animation, the objects must fall to the ground.  Is there a way to make the empty itself fall?


texts:
I want to animate the following arrow in Blender so that the left and right triangle can flip, like a bird (ignore the white line in the background), but I have no experience with Blender before. So how can I approach this problem?

I want to use this animation in Unity if this makes any difference.


texts:
I've been having a lot of fun rigging, but I've run into a problem. I have knowingly created a Dependency cycle, thinking it wouldn't be problem. It kinda works, but weird bugs appear sometimes, and my system console gets spammed with Dependency cycle detections :/
In this excample I have two bones. One the parent of another. (The parent is on the right)

now, using a transformation constraint, the parent bone is supposed to rotate and move upwards when the child bone gets rotated to the left:

This is obviously the cause of the dependancy loop, but I don't see any way to resolve it.
The child bone has to follow the rotation of the parent, even if that rotation is indirectly caused by the child itself.
edit:
let's say I'm making a mailbox. The child is the door, and the parent is the rest.

When the door opens, the entire mailbox should rise up slightly:

So, the child bone is what I use to control the door, and I can't simply use the paerent bone :(. Hope that makes it more clear.. thanks :)


texts: Total newby question - How to either close the rendering window or return to the main scene window?

texts:
First post, version 2.77 -
I'll just apologize now.

I have a simple scene with a cube and a camera.
I rendered it as shown below.
How do I either close this/these rendering windows, or return to the main scene window to change things?

Thanks,

Joe


texts: Is it possible to get data of curve modified or wrap modified curve

texts:
I've tried to loft between curves and it's works but without modifier data.
Example: one curve has curve modifier, other no one. Loft gives plane between "unmodified" control points.


texts: Is it possible to remove this effect from the Toon BSDF, Diffuse?


texts: Why does cloth simulation not work on a NURBS sphere which has been converted to a mesh?

texts:
I have created two spheres:

A UV sphere with 48 segments and 24 rings
A NURBS sphere, which I converted to a mesh using Object -> Apply -> Visual Geometry to Mesh

I then enabled cloth simulation, with the default options, to both meshes.  I placed a plane beneath them with collision enabled.

When I play the animation, only the UV sphere animates.  In fact, the converted NURBS sphere doesn't even fall, as shown in the image below.  Why is the cloth animation not working?

To clarify, although the spheres clearly have different geometry, it doesn't appear that the NURBS sphere has anything preventing it from deforming:

In addition, I can force some very strange behaviour if I place a cube with collision enabled intersecting the spheres.  The UV sphere simply pops up above the cube, while the converted NURBS sphere goes INSANE and explodes!

I would be very grateful to anyone who could explain this behaviour and how I can use a converted NURBS object with a cloth simulation.


texts:
I've rigged a model and why I try to change the pose, the mesh deforms badly on the legs.

The model has a mirror modifier (on X and has Vertex Groups option checked) and the armature has X-Axis Mirror. Automatic weights was used and after that I've cleaned a bit the vertex groups (mainly in the head and arms).

But I cannot find what's happening with the legs.


texts:
I am trying to create a really worn-out stone texture. Here are some images similar to what I'm looking for:

I'm looking for something that looks like the first image. Dirty and greyish-black. But I want it cracked like the second image. What kind of procedural texture nodes can/should I use for this? Here's what I got so far:


texts: Override final pixel color in a Cycles/OSL shader?

texts:
In the Renderman Shading Language, the whole purpose of a shader is to determine the final pixel color for each fragment. You have complete control over what the shader does and what the final color is. If you have a scene with a mountain covered in snow, with trees in the foreground and a lake, if you want the whole image to be completely red--like (255, 0, 0) red in every single pixel--you can do that by setting the final color at the end of each shader. It can completely disregard the lights, image textures and geometry.

Is this possible in Cycles or OSL? I realize that the REYES algorithm is a very different beast than OSL closures in a unidirectional path tracer. But, can I override the physically-based-ness of Cycles in a shader?


texts: How to simulate glass dispersion with only one Principled BSDF node

texts:
Searching on the internet, I realized that Blender does not calculate the dispersion of the glass, in any case I have found a compromise, which is not precise, but let's say it does the "Dirty trick"
Personally, I'm taking a different way, and I like to create materials, always as much as possible without mixing "Shader" type nodes. In most cases, I can get all my materials, with the help of the Principled BSDF node, always connected directly to the Output node. In short, I like to work before the BSDF Principled node.
I was wondering if it was possible to do this trick using some math, or something similar linked to just one Principled BSDF, with no other shader nodes.


texts:
I am making a ball falling in a ping pong fashion animation. The final part of my animation is the ball falling inside a cone. I added the cone mesh, deleted the top face in edit mode and added the "rigid body", passive and friction settings. But the ball doesn't fall inside the cone. Instead it just sits on top of it.
Some help would massively appreciated.
Thank you.


texts:
From what I've seen, to bake physics you have a rigid body object in the scene and go the the "Blender Game Renderer" and press P. When I do this, physics fall and everything properly. However, when I press Esc to go back to editing or whatever, the physics aren't there (when scrubbing through keyframes). Here's a video for help: https://youtu.be/I2S8cX7LVDY

Here's one of the cell fractures rigid body settings:


texts: Macbook trackpad very slow scrolling/panning (disable acceleration?)

texts:
I'm having issues scrolling in any toolbar or view in Blender on my Macbook Pro 15" (Late 2016).

If I use two fingers, and move them rather slow over the trackpad, almost nothing happens. I need to scroll at a rather high speed, and thus losing precision.

MacOS doesn't work at all like this normally, so it seems to be something with Blender.

Is it possible to completely disable acceleration, so it's 100% linear? That would help a lot!

I made a short GIF to show what it looks like, but it's hard to see how I move my fingers on the track pad, but in the beginning I move them slowly, across the entire pad:
http://i.giphy.com/l3q2GD57N6muCHh3W.gif


texts: how to use "Mirror Vertex Location & Weight" script?

texts:
I would like to know how to mirror skin weight from left to right.

I have prepared symmetrical bones and did paint weight only left side,

.

And run the script called "Mirror Vertex Location & Weight" in edit mode as selecting all the left vertices.
Then I got syntax error in picture below...

I would like to get advice about how you do mirroring all the weight at once..

like "mirror skin weight" in maya.

thank you


texts: How can I rotate an object's coordinate system without rotating the object?

texts:
I have the following situation with a chimney on a roof:

I'd like to slide the chimney around on the plane parallel to the roof. One way I could accomplish this would be if I could somehow rotate the chimney's coordinate axes to be parallel to the slope of the roof, however I don't know how to perform this rotation without also rotating the chimney.

Is there a quick and easy way to do this type of coordinate transform?


texts:
Here is part of my bipedal dinosaur character, I want to select two objects in order to connect the hand to the arm, but so far it's only allowing me to edit one object. (I am also using a mirror modifier)

How could I select the two objects so I can attach the hand to the arm? I want to be able to connect vertices and faces together, if anyone could offer tips to do this it would also be a great help. Thanks for your responses in advance.


texts: Having problems with python int types specifying mesh faces again

texts:
Last year I discovered here that blender is sensitive to the type of integer used to create faces. Now I want to do this with NumPy and I am at a loss for how to do this. I CAN NOT use the previous answer face = (int(iv1),int(iv2),int(iv3),int(iv4)), since my faces will not have a fixed number of vertices, and the source of integers may be other NumPy methods as well.

Question: how in general can I make my vertex list generated by np.arange or other NumPy integer type arrays the "right kind of int" for me.from_pydata(verts, [], faces)?

(Optional question: Is this sensitivity to the type of integer protective - for example, does it make sure the integers aren't too big or something like that?)

If dtype is not specified:

  TypeError: bpy_struct: item.attr = val:
  expected sequence items of type int, not numpy.int64

If dtype = int:

  TypeError: bpy_struct: item.attr = val: expected
  sequence items of type int, not numpy.int64

If dtype = int8:

  TypeError: bpy_struct: item.attr = val: expected sequence items of type int, not numpy.int8

import bpy
import numpy as np

def make_7_seg(hw, hl, gapxy, slant_factor):

    xnom = np.array([-hl, -hl+hw, hl-hw, hl, hl-hw, -hl+hw])
    ynom = np.array([0.0, -hw, -hw, 0.0, hw, hw])
    znom = np.array([0.0, 0.0, 0.0, 0.0, 0.0, 0.0])

    xoffs = (hl+gapxy) * np.array([0, 1, 1, 0, -1, -1, 0])
    yoffs = (hl+gapxy) * np.array([2, 1, -1, -2, -1, 1, 0])
    rots  = 0.5 * np.pi * np.array([0, 1, 1, 0, 1, 1, 0])
    sinrot, cosrot = np.sin(rots), np.cos(rots)

    X = cosrot[:,None]*xnom[None,:] - sinrot[:,None]*ynom[None,:] + xoffs[:,None]
    Y = sinrot[:,None]*xnom[None,:] + cosrot[:,None]*ynom[None,:] + yoffs[:,None]
    Z = np.zeros_like(X, dtype='float')

    X = X + slant_factor*Y

    a = np.arange(7*6).reshape(7,6)
    b = np.arange(7*6,dtype='int').reshape(7,6)    # try some stuff
    c = np.arange(7*6,dtype='int8').reshape(7,6)
    d = np.arange(7*6,dtype='int16').reshape(7,6)

    faces = [tuple(thing) for thing in a]

    verts = [tuple(thing) for thing in zip(X.flatten(), Y.flatten(), Z.flatten())]

    me = bpy.data.meshes.new('digit')
    ob = bpy.data.objects.new('digit', me)
    bpy.context.scene.objects.link(ob)
    me.from_pydata(verts, [], faces)

    return ob

digity = make_7_seg(0.5, 2.0, 0.1, 0.15)
#
#  ---A---
# |       |
# F       B
# |       |
#  ---G---
# |       |
# E       C
# |       |
#  ---D---
#
#      A  B  C  D  E  F  G
# "0"  X  X  X  X  X  X  -
# "1"  -  X  X  -  -  -  -
# "2"  X  X  -  X  X  -  X
# "3"  X  X  X  X  -  -  X
# "4"  -  X  X  -  -  X  X
# "5"  X  -  X  X  -  X  X
# "6"  X  -  X  X  X  X  X
# "7"  X  X  X  -  -  -  -
# "8"  X  X  X  X  X  X  X
# "9"  X  X  X  X  -  X  X


texts: What are the advantages of material nodes?

texts: Applying materials and textures to a particular model, what are the relative advantages and disadvantages of applying materials and textures without nodes, and with nodes?


texts: Baking indirect illumination from emissive material to texture (Cycles)

texts:
I make models for video games, and bake most of the details to textures that are used in a separate engine (Unreal, Unity, etc). I've tried out baking in Blender, and while stuff like normal maps and ao works fine, I have an issue with the emit bake type. When baking a map from an object that has a material with an emission (simply set to white in this example), resulting map only has the silhouette of the object, but it doesn't have any indirect illumination from it on adjacent objects.
Normally I use Vray in 3ds Max to bake out this sort of lightmap from a highpoly to lowpoly. It greatly improves the look of assets with small lights that would be too expensive to do in-engine. So it would be great if Blender's Cycles could achieve the same result. Is it possible and I'm missing some settings, or this functionality is not supported?
Screenshots for clarity. Some test objects are projected to a plane. The small box has a simple BSDF material with emission. When rendered with Emit bake type, only the silhouette is baked. Third screenshot is the desired result - rendered using Vray in 3ds Max for illustration purposes.


texts: What is a way to sculpt/model clothes that aren't stuck to the body?

texts:
So I know how to sculpt tight clothes onto the body (plane > merge at center >modifiers like shrinkwrap > make verteces) and I know how to make wider clothes that are stuck on the body (sculpt them and then retopologize).
But how do I make thinks like e.g. capes or hoods? Or what's the method called so I can search it up? :)


texts: How to export duplicate bone instances as an FBX?

texts:
I'm trying to get this model I'm working on to export properly into Unity with no luck. Everything is exporting properly except the actual bones of the model, which aren't exporting at all (I have 'armature' checked on export settings.)

After a lot of failed attemps at exporting and re-exporting the model, I read a tooltip on the export settings menu that said I can't export 'duplicate instances' of armatures, which I am fairly certain is exactly what I have.

See, I was trying to make a model for my 3D game that looks 2D (like in Paper Mario) out of planes, so I took individual bones and attached them to each part I wanted to animate (arm, leg, hand, ect.) rather than applying a traditional armature.

This is also why I can't use a program like Rigify to rig my model: the parts each need to move individually of one another, and a regular humanoid rig won't cut the job.

Do you have any suggestions for what I should do? When I import the .blend file into Unity, it looks like this:

And she still has all of her bones in the model.

But when I export the FBX, it looks like it should, with all of her limbs connected to her body, but the bones aren't there and I can't animate her.

Do you have any advice? I've been fiddling with this for days and have made very little progress; this is the first time I've animated a moving, human model.

Thanks so much.


texts: Animation Nodes - Control several objects of a group

texts:
I have six objects that would like to control the Location, Rotation, and Scale of each sequentially.  An Effector would be perfectly suitable for this.  When I place the Objects in a group, I can Control Loc/Rot/Sca on all simultaneously.
There are several tutorials on how to what I want with text or arrays of elements. None of the examples manipulate different objects that have been grouped together.  I came accross a post in this forum "Animation Nodes - Have an effector control the rotation of many objects" that looked promising; unfortunately when I use "Loop Input" the Matrix Input goes transparent on the "Object Matrix Output".

Thank you for your help!


texts: Blender VSE slow regarding PC Capabilities

texts:
I am quite a newbie at Blender (v2.79b) and I noticed something disturbing while generating videos.
I have 8C/16T, all the raw materials are on SSD and I can only see 1 core working on my machine with a 10% load on my CPU. I can see in the Task Manager that Blender has 40 threads but it seems only one is really working.
I make FullHD H264 lossless videos with Blender, compression is done with Handbrake in a second time.
I followed mostly video tutorials made by Mickeycal on YT to make the effects (cuts, speed, cross....). I use Blender Render.
Do you have clues to speed up Blender's performance ?
KR,
OLM


texts:
I'm doing a few tests on Eevee because I'm migrating from Cycles to Eevee. In this particular test, I realized that the edge of my texture is being rendered differently (and inaccurately) with Eevee.

I used these two textures, they are exactly the same except for their colors:

And this is my node setup:

The idea is to use second image texture's alpha to allow me to change the color of the cube without affecting the text's color (Yes, I know there are easier ways to do it, I just want to test out the difference).

So these are the differences:

I noticed that for eevee the text's tiny grey edge became bigger when the camera is further away from the object. As for cycles, it is rendered correctly because the edges are small and "disappeared" when the camera is further away.

Looks like the edges were pixelated and enlarged in Eevee. Any idea on what is happening and what should be tweaked so that it would render similar to Cycles?

Thank you!

This is the blender file if you wish to try it out:
EEVEE_ImageTextureEdgeTest.blend


texts: Objects disappear when zooming in in perspective view?

texts: When I am in my camera view, I can see my scene objects fine. But when I go to the user perspective and zoom in on those objects, they disappear. How can I fix this?


texts: I am using Blender for some scientific-related visualization. As such I guess my needs are much more modest than those of the average animator, and the decoupling of the visibility and renderability of objects (i.e., the fact I can set some object to rendered although it is not visible in preview) only causes problems for me, when I change what is visible but forget to also set it to be rendered, only to come back 15 minutes later and see that I had rendered the wrong scene. Is there some way to "couple" visibility and renderability, i.e. only whatever is set as visible is also set as renderable?


texts: How to smooth or blur a procedural texture?

texts:
I am looking for a way to smooth/blur the edges of a crunched procedural texture using nodes. (for example a noise texture)
The way I want to do this is by placing 'the solution node setup' between nodes for full control.
Also, is it possible to have the scaling of the blur always match the input size?
(so that the image won't get blurred more or less when aplied to a different model.)

I want to achieve a result like the image shown below:

PS: feel free to edit the question if my english confuses you :)


texts:
I'm working on a simple 2D motion graphics project and I'm trying to use a circle mesh for part of it. However, the circle isn't being rendered:

The circle should be appearing right where the cursor is, but it's not. Obviously some objects are being rendered, as evidenced by those two planes.

I've set up the circle in regards to material exactly the same as I did the two planes, Emission, RGBA 1.0/1.0/1.0/1.0, Strength 2.0, but it's not being rendered. I also noticed that it only shows up as an outline when in the Material Viewport Shading mode.

I've tried googling this, but I haven't found anything yet.

What's causing this and how can I get the circle to render, or do I need to go with something else?


texts: boolean modifier leaves cutting edge on face

texts:
I have 2 cylinders where I make a difference with boolean modifier.
After applying, I see in the Edit mode that there are 2 edges connecting the outsite with the inside. Is there a way to avoid this or to join the separate faces?

thanks


texts: Is there any way to erase very thin lines in blender 2d?

texts: I note that when I make very thin lines in blender 2d they become almost unerasable by the eraser tool. I have tried point and stroke erase they dont erase it immediately.


texts: Filling a hole in a face with loop cuts forming a 2-way intersection?

texts: I have a mesh that forms a plane with loop cuts running in both directions. Part of this area is cut out and I need to fill it back up, maintaining the loop cuts in both directions. Is there an automated way of doing this? If not, what's the easiest method?


texts:
Every time I think I have the curve modifier mastered, it throws me a another curve ball (no pun intended).

Why in this blend file can I not get the lights to follow the spiral curve? When the modifier is activated, the lights are stretched and distorted along the curve.

I created the curve by converting it from a mesh (string of verts). Why does it not display like a normal Bezier? Is that related to my problem?

I am following all the "rules" that I am aware of, as detailed here: Understanding the Curve Modifier. The curve seems to run in the correct direction. The origin point is at the first point of the curve. The curve modifier on the lights is set to -Y which is the local orientation of the curve's direction.

What am I missing?


texts: Is that normal to have larger render time with GPU?

texts:
I am using Blender 2.79 on Ubuntu 16.04.2. I have gtx610M(closed source drivers installed) and Intel(R) Core(TM) i5-3210M CPU  2.50GHz processor

I have a very simple scene. A cube placed on a plane.

I've rendered this scene with 128 samples. 32x32 tiles. With CPU I got it rendered in 25.56 seconds. But when I switch it to GPU I get it rendered in 1 minutes and 7 seconds. I tried increasing the tile size to 256x256 and then I got it in 54 seconds.

Can that be natural? 1 minutes of GPU rendering time for this scene is obviously larger than normal, how about the CPU? Is 25 seconds ideal?


texts:
After I enable an addon to add objects (for instance a gear from Extra Objects addon) the interface shows up in the toolbar menu. Is there any way to get the interface back after it has disappeared?

Edit: Thanks. That was not the answer I was looking for but I suppose that I will have to live with it.

Stephen


texts:
Thanks in advance for any help on this.  Just playing around with Rigid Body behavior based off/extended from this tutorial, https://www.youtube.com/watch?v=-4uFt0m5I-U

I keep tweaking and tweaking the Rigid Body properties of the 'earths' and the sandbox and just can't seem to get them right, I assume because I really don't understand what each control does.

I want to simply drop these 'earths' into the sandbox and have them bounce around a bit, roll around a little and settle into the low spots, in a natural looking way, perhaps what you would expect if god were playing marbles with planets.

But they either immediately explode outward in all directions too quickly escaping the sandbox OR they descend very slowly and settle too quickly.  I've made my test blend smaller and simpler for faster bakes and retries but the iterative process of struggling to find the right settings is time consuming and frustrating.  I assume that if I understand the Rigid Body Controls better I can make better decisions -but how to learn them?
I think that Friction and Bounciness are probably obvious and while I think I understand margin, I suspect I don't.  I keep playing with Friction, Bounciness, Margin, Damping Translation and Rotation, mostly on the earths but also on the sandbox but I just never can get what I am trying for.

In this case I am not looking for help on the right settings, I am looking for help to understand the settings so I can reduce the amount of experimentation/iterations required to find settings I am happy with and when parts of the sim start working as desired I will understand what to change next and what to leave alone.  Right now it's all just a crap shoot.

Start Image
 -

Initial separation

Sandbox Physics


texts: How can I select a point without selecting its reflected side

texts: I have on the mirror modifier and I only need to select a point one side without deleting the mirror modifier.  How does one accomplish such a task?


texts:
Blender No0b

I imported some geometry from Rhino into Blender via .FBX which I would like to animate.

I can't however seem to get the array modifier to work. After playing around with it I can get a relative offset;

but no 'polar array'

Hope its something simple due to me not knowing blender so good, but is it an issue with the imported geometry?

Thanks! much appreciation.


texts:
I have an OBJ mesh with UV coordinates ranging from 0 to 2 along both U, V dimensions.  I have four textures associated with this mesh.

The expected behavior is that the offset of the UV coordinates determines the specific texture to use.  For example, the UV coordinate (0.5, 0.5) refers to a coordinate in the first texture, (0.5, 1.5) is a UV coordinate in the second texture, (1.5, 0.5) is a coordinate in the third texture, and (1.5, 1.5) is a coordinate in the last texture.

However, I don't know if this is standard behavior, as many of the programs that I have tried using only texture UVs in the range (0, 0) < (u, v) < (1, 1), i.e. only the first texture is applied.


texts: How to change the current action on dope sheet editor with script?

texts:
I am trying to load multiple animations, I use dope sheet editor to manage the animations. I have a couple of matrices, what I want to use bone by bone, then insert keyframe one by one. My problem is that I found no way to select the actual animation I would like to set the keyframe.

I am pretty tired of googling since I found only outdated 2.5x stuff.

So my question is: how to change current action on dope sheet with script?


texts: Why is my edited video not rendering all as one?

texts:
I have had two different issues for rendering not as a playable whole video.
a) If I pick FFmpeg, The videos are titled WarriorHunters_0000001-61167, WarriorHunters_0010001-61167, WarriorHunters_0020001-61167 and it is three different videos, but for instance WH_002 has a "ghost" 00:00 - 25:00 and only has video there for 25:00 - 37:00.
b) If I pick AVI raw, it is a 430 GB (!!!) file that also launches and only plays the first 15 seconds before stopping.
It is worth noting, a lot of the seams in the FFmpeg version are near where I do long pan-and-zooms with keyframes.


texts: Export Mixamo Rigged Model to unity have rotation issues

texts:
Im trying to export correctly some rigged models from Blender to Unity, but im facing rotation issues, that cause bones are not correctly set.

First I download the *.fbx from Mixamo, then import into Blender setting "Force Connect Childrens" and "Automatic Bone Orientation", this import the model with the bones correctly.

Now I add some clothes to the model, and add bones and bones, then I add vertex groups following this howto: How to rig clothes?

Now I have correct model with the correct cloth.

The I export to FBX, using default properties (I tink I try all options here) then in Unity I drag and drop the FBX to the resources folder, and then drag and drop the model in the scene.

When I do this, using the original Mixamo fbx file, the model animate correctly, and works, but when I do this with the generated fbx from blender, the model appear deformed when I run some animations, and the cloth same, like the model "xplode" and the poligons go mad.

What I notice, is the Skinned Mesh renderere in Unity, have incorrect rotattion like show this image:

I search the origin of the rotation because the transform of the element is set correctly to 0,0,0, and I found that the rotated object is the root bone of the Mesh renderer, is rotates like -158º

I try to fix manually but this rotate the model, and all animations deform completly the model. I think all bones ans skinned mesh render have incorrect rotations, but I dont find how to fix, because in blender all appear correctly, but when I import into Unity are broken.

some idea? thanks.


texts: How to properly model the Volute on a Capital of an Ancient Greek Column?

texts:
I'm trying to figure out how to properly model the top part of the Ancient Greek Column. Can someone explain the easiest way to do so?

This is the base I did:

You can download it here: https://ufile.io/1eb83


texts:
I am importing a 16 bit PCM microsoft wave file into blender video sequence editor.

When I do so, the audio playback does not match the visual length of the audio clip in the sequence editor. When I play the audio clip will be completed, but the green position marker is only half way through the clip. I know there is no dead space at the end of the clip either.

So this essentially makes it impossible to edit audio into my video because I have no clue where audio clips end....

Changing the position of the marker results in all sorts of anomalous behavior. If I move the marker to 50% of the clip, it will play the audio position of maybe 40% of clip length. If I move the mark to 75% it might play position 45% of audio.

If I start from the beginning of the clip, the audio completes before it even gets to the 50% mark of the visual clip.

It seems like the visual representation of the audio clip and the actual audio clip are totally out of whack...

EDIT: This is not related to the common problem of importing a video clip with associated audio at different framerate. My video files and audio files are separate and imported separately. The video is confirmed to by 30fps and project is set accordingly.


texts: Copy Keyframes From One Channel to Another?

texts: Is it possible to copy the keyframes from the X Location channel in the Graph Editor and paste them into the Default Value (Strength) channel? The second channel pertains to a keyframed Emission shader's Strength: value.


texts: Inverse Kinematics leg/arm rig bending the wrong way

texts:
I have a character who is rigged using 'Rigify'. I've put inverse kinematics on his two forearms and his two shins, and this problem is mainly a problem on his shins. I want his legs to be able to bend only like following:

But it can also bend this way, which I want to make impossible.

So basically - is there a way for an inverse kinematics rig to allow only bending in a certain direction?


texts:
Below is the type of texture I wish to generate using Blender's node system.

Thus far, I have tried using a mixture of Blender's base textures, noise, magic, voronoi etc. I have attempted to combine them, modifying with various math operations, colour ramps, distorting them with vector inputs (is it possible to distort a voronoi texture like the wave textures distortion slider?), yet, can't seem to get close to what I desire.

I would greatly appreciate a node setup that would enable me to achieve said looking texture. Cheers.

EDIT

Since posting this question, I experimented with the voronoi cracks node (Space between Voronoi shapes) to try and reproduce my desired texture, it was also ever so kindly suggested to me by, Duarte Farrajota Ramos.

Granted, this is close, but not the same as what I am hoping to achieve. The voronoi cracks produces an image with pointed corners, for lack of a better word, whereas in what I want to produce has rounded edges. Additionally, the Voronoi cracks produces shapes of vastly different sizes, my desired outcome, however; produces shapes that are roughly the same size as one another, with minimal differences in size.


texts: This crank linkage works, except I need to constrain the larger bone to the bone labeled "crank" so they behave as a solid link. When I add rigging to the tail of the larger bone, the larger bone is able to pivot at the juncture of the three bones. Parenting (Ctrl-P) doesn't seem to help...


texts: How to color code strips in blender VSE?

texts:
I created a button for the operator that I'm trying to create, but know I'm trying to figure out how to tell the operator to combine a color strip with MOVIE, IMAGE, and SOUND strips to change the color and therefore serve as a highlighter(for organization and categorizing). I intend to do this with blend_type(Method for controlling how the strip combines with other strips according to blender) but even with edit source code i cant find examples of how to use blend_type, any ideas or research tips?
class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context): #combine color strip and strips
        #bend_type [CROSS] #COLOR,VALUE, HUE
        #type [] #'IMAGE’, ‘META’, ‘SCENE’, ‘MOVIE’, ‘MOVIECLIP’, ‘MASK’, ‘SOUND’,

        strip = act_strip(context)
        if strip.type = 'SOUND','IMAGE','AUDIO','MOVIE'
        blend_type = 'HUE'

        return {'FINISHED'}

     #def invoke(self, context, event):
        #return self.execute(context)

    # test call
    #bpy.ops.object.simple_operator()


texts: Every time I resize an object it resizes on both sides so mirrored resizing and I can't find why in the settings. This is a nightmare to deal with since I can't resize normally and I am forced to resize by moving the face which doesn't work for certain modifiers .


texts:
I make a bus model in blender a month ago. Now when I import this file in blender and then export it without any change its size changed from 2 Mb to 17.7 MB and the file is in fbx format and I export it in fbx also. I am using blender version 2.79.
kindly guide me in this,


texts:
I am incorporating still into a video using the VSE. When I put an image into the video and preview it the images is way deformed to fit into the output of the video settings. Is there a way to ask Blender to automatically fit the image into the video to match the output of say 1080 or 720? The stills I am using are of various sizes.

Thank you


texts:
I'm a newbie here. I have a 3d building model (with many objects when loading into blender). I want to divide the model into equal parts, for example, into eight parts (as a octree structure).

The aim is to ease the burden of 3d visualization on web by using 3d-tiles.
(https://github.com/AnalyticalGraphicsInc/3d-tiles)

That means I need to divide small objects (such as furniture and openings) into 8 cubes. And cut the large meshes (such as wall and floor) into 8 cubes as well.

It's a really tough work. But I wonder:

Is there any automatic way to divide a model into equal parts?
Is there any method to cut meshes into the range of a cube?


texts: can't use different materials in one object (blender 2.82a)

texts:
I am beginner in blender, I want to use different materials in an object.in order to do it , I have to select the face I want and assign the color but the result I see is different!

I want to create some green faces but when I assign the new material,the face gets disapeared!

I am using blender2.82a . is it a bug?

here is the file :


texts:
I was about to animate a humanoid character after rigging it but encountered an issue when copy and pasting flipped pose in Pose View. When I paste the flipped pose the leg and arm bones basically are inverted(in painful ways). I read up online and basically found that this is due to the way my bones are rolled. I tried fixing it, but having no luck figuring out which way the bones would be rolled. In Edit mode the model looks okay, but once I switch to Pose mode the legs become rotated.

Which way should the axis of each bone be pointing(x, y, z)?


texts: Texture is not clear enough nor sharp ,i need help for a project

texts:
I was trying every trick I know to make the texture show up sharp and crisp, the picture in the UV map viewport is not the same as the render, i must have missed something.

the result I am looking for is this .....

and this is my problem here, i am sure it's something simple and easy, but i cant seem to figure it out


texts: How to separate joined objects in Blender?

texts:
I thought this would be a common question, but I can't find any answers to it past 2009 (The answers from then seem to be outdated, it tells me to do Ctrl+P but it opens up a tab called 'Set Parent To"?).

I joined three objects using Ctrl+J, how do I "un-join" these objects?

Sorry if this is a duplicate, I couldn't find any clear answers to this.
Thanks!


texts: Why did my physics start working up after adding a face mask?

texts: I am making a ninja, I added a hoodie and put a cloth modifier on it.  I put a collision modifier on the body and everything was working great.  I moved on to the next step and made a face mask, put the cloth modifier on it to, and now I am having problems.  The face mask wants to fall through the body even though it has a collision modifier on it.  It also goes through the hoodie. The hoodie has also started acting up, as in the ends of the sleeves want to get all twisted and spiky when I start the simulation. I have pinned the hoodie and the mask.


texts: How to Get only Shadows from a Collection in 2.8 EEVEE?

texts:
I want to know is there a way to render Shadows only in Blender's new EEVEE Render Engine.
I want my objects in a separate collection and a ground plane on a separate collection(to receive shadows from the objects collection).I want to render the shadows only and not the objects.


texts: Can I change the display color of names of grouped objects in the viewport?

texts:
After adding object names to the viewport (using Object.show_name = True), it looks something like this:

Ball 2 and Ball 3 are identical to Ball 1 except for the fact that they have been added to an arbitrary group. As a result, their names appear in a green color instead of the default black. Is there any way to prevent this behaviour? I wish to keep all names black independent of their grouping.


texts: How i can remove transparent ball from model?

texts:
How i can remove that transparent ball?
https://imgur.com/a/UapILfq
there no way to select her and delete like rest objects.


texts:
I can add a Text strip with the following code:

    effName = "eff" + tCStr[-3:]
    effName = sequences.new_effect(
        name=tField,
        type="TEXT",
        channel=tChan,
        frame_start=fStart,
        frame_end=fEnd)

I can also specify the location, size, color, and text content in my Python script, but I have not been able to change the font.

Can some kind soul please give me a clue how to do this?

I know the following don't work:

fnt = bpy.data.fonts.load(tFont)

bpy.ops.font.open(tFont)

bpy.context.scene.sequence_editor.sequences_all[tField].font = tFont

Note: tFont has the full path to the font.


texts: How do i fit those eyes into my character mesh?

texts:
I've created a mesh that doesn't work with round eyes, i tried using the lattice method to make the pupil rotates without moving the eye mesh, but it doesn't worked, even with this modifier the mesh behind the pupil someties moves out of the face mesh. I tried using the vertex thing at the lattice modifier to try to attach the mesh to the eyeballs, but it messed up the model, and didn't attached.
Is there a way to fit a eye into this kind of mesh? here is the file for download: https://www.mediafire.com/file/bdycrc8hqrfajlb/File.blend/file


texts: How can faces be added to a manifold mesh without losing the manifold property?

texts:
The space marked by the selected vertices should be solid, but when faces are added the mesh becomes non-manifold. The manifold property is important for printing.

The faces should be here:

and also at the outer edge ring.


texts: I need some help to understand the input nodes

texts:
I have some general questions about the input nodes that i just cant find the answer.

From where do they get the information? (i always thought that through nodes you give information, but the input nodes hold information without first declaration. I know some programming and from there i have the mindset that u don't get information from nothing, you have to give it.)

Is there a way to see what information or at least what kind of information is being put out?


texts: Why are all my edges darker when using texture paint

texts: when using texture paint I can colour the whole object (in this case its a lightsaber) but when I go in to add detail with a black or any colour the edges become darker all over the object and I don't know why. I first thought it might have been the UV unwrap and when selecting another UV unwrap option like Cylinder Projection it doesn't happen but the texture doesn't go on correctly as in it goes through the other side or something else. I am wanting to do a very basic texture paint with just black in the gaps and I can't figure out how to fix it. If you have any ideas on how to fix it please can you let me know, I have played around with different UV unwrapping but that doesn't seem to take away the problems? Thanks


texts: How to know which layer is active in a certain 3d view

texts:
I have couple of 3d views in my file, where all of them has layer 0 as the active layer and only one of them has layer 1 as the active layer. I wonder how I can check which layer is active in a 3d view, like in my case I want to know which 3dview has layer 1 active in it.

This is what I did so far:

import bpy

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
        if area.spaces.active.layers_used[1] == True: # <-- not working if other 3d views has layer 1 even if it's not active in this 3dview

            #do something

like the one shown below:


texts: How to move head of bone to 0,0,0 and have the other selected bones and mesh move equally with it?

texts:
My apologies if I have worded this poorly. I would like to move everything I have selected in this image, and I would like to move it all by the bone joint that I have the cursor set to. Is there a way to move this all with setting the bone joint to 0,0,0 and it all shift at once?
I have a feeling there is a button or option I am missing somewhere and I just don't know what it is called. Thank you

This is when attempting Fjoersteller's recommendation in Edit Mode, only the bone moves but it's positioning looks correct, I just need the mesh to move with it now. (When having both selected in Object Mode and 'Selected to Cursor' nothing happens)


texts:
I have produced a short video but I'm not really enjoyed of it. Images are quite blurry and it is not nice to watch. When the camera move, we can kind of sparkles.

Would you have advise to improve it ? Would you have reasons for this poor quality ?

This is the video  : https://youtu.be/NQD0zOMuNmY

This the parameter of the animation :


texts: Denoise node causing object to turn black?

texts:
I have a log cabin scene, and the windows have a curtain object behind it that is see-through, and behind the curtain is an emission plane. I notice that when i render and use the denoise node in the compositor, the curtain turns black, and so does my HDRI. Here is without Denoiser:

With denoiser (i also added snow but I'm certain that it is not the cause of it:

Oddly enough though, the light shows up in the reflections of the river:

I'm not sure whats up, anyone have any ideas?


texts: Removing overlapping objects, made with particles

texts:
I have some "bricks" that I put on an object with the particle system, but many of them are overlapping.
I could use "random size" in the particle menu, but i want to keep the bricks somewhat uniform size.

Is there a way to avoid this with any of the options in the particle menu? Or, maybe after converting the particles to meshes, would it be possible to remove the overlapping ones ?

It is a static scene, no physics are involved.


texts: If you duplicate an object in edit mode with Shift+D, and then hit P to make it its own object, it deselects and remains in place over/with the original object. What’s the keyboard move to determine/select the duplicate object from the original one (not using the outline)? Andrew Price does this too fast to figure out.


texts: Why is my render not showing quick fire/smoke

texts:
I'm trying to render my fire/smoke but it seems that it renders a gray smoke domain instead of my fire/smoke.
Any idea?
I used the quick smoke effect.

Update: here is my file:


texts: Tracking in video: Offset an entire track?

texts: I'm tracking a clear object in my video for stabilization that is moving in the direction I want it to, however I want the actual video to not stabilize on this location, but rather at a point that is underneath this object at all times. I know I can offset individual track points, but is it possible to offset the entire track once it is finished?


texts: I'm modelling a chair in Blender from a reference photo. The problem is that the stitches on the chair are not the right shape. I beveled the edges that represent the stitchings and extruded twice, first inward and then outward. But after applying the subsurf modifier, it doesn't look like the reference photo. Please suggest any way to do this. I'm just a beginner to Blender.


texts: Plane is backward on right Orthographic view

texts: I keep rotation it but my place is alway backward on Right O view. It is front on the left and I do not know how to fix this... I am using blender 2.8


texts:
I'm a beginner to Blender and 3D authoring in general. I would like to mimic a text intro animation sequence as depicted in the first 5 seconds of this video: https://youtu.be/kzyFBlNRohs.

I have tried rendering 2D text with a glossy material. I added and animated streaks using a glare node as described in this video tutorial: https://youtu.be/-LuPck9FJ4Y. I changed the angle offset from 0 to 180, but the streak rotation is not what I would like.

I think what I need to do is, for each character:
1. Create a plane on top of the character
2. Somehow render streaks to this plane
3. Rotate the plane

Can you provide any help/assistance to a noob? Thanks.


texts: When i start blender it makes transparent all objects and i see only just yellow outline

texts:
This happens only in EEVEE cycles works fine.
I reinstalled Blender 2.8 and 2.9 but problem still appearing.


texts: import series of csv files as keyframe using handler

texts:
I try to import a series of csv files (name_0.csv,name_1.csv,name_2.csv ....) but reading only one file which is the current frame of the scene, if we are at frame 2 thus displaying only the name_2.csv file. My script is working but something is missing at the handler. I put append so it append all the data series but I would like a clean update when new frame.
Thank you
here the code:
import bpy, csv, os, sys

path="path...."
case_name = 'fensap'

def read_frame():
    current_frame=bpy.context.scene.frame_current
    end_frame = 10
    frame_s = bpy.context.scene.render.fps
    with open(os.path.join(path,'{}_{:01d}.csv'.format(case_name,current_frame))) as csvfile:
        content = csv.reader(csvfile, delimiter=',', dialect='excel')
        for i,row in enumerate(content):
            if i == 0: continue            # skip header
            x,y,z = row [4], row[5], row[6]#
            bpy.ops.mesh.primitive_uv_sphere_add(radius=0.05,location = (float(x), float(y) ,float(z)))
        print("Frame number=",current_frame,"number of particles=",i)

def my_handler(scene):
    read_frame()

def register():
     bpy.app.handlers.frame_change_post.append(my_handler)

def unregister():
     bpy.app.handlers.frame_change_post.remove(my_handler)

register()
#unregister()


texts: Exporting Object .obj with texture/ color

texts: I have made an object with color in shader editor and now need to export that. So that I have a png file with my textures and a obj file for my mesh. but i cant figure out how


texts: Motion Tracking: save tracks but change movie clip

texts: I've updated my underlying movie clip (actually an image sequence) and now I want to render a stabilized animation using the existing tracks that I've made. But when I click the folder icon on the movie clip and choose new files, the tracks disappear. Is there a way to restore the tracks to the new clip?


texts: how to make a perfect fit uv unwrap cube for skybox

texts:
I'm trying to make a skybox and here is the problem
when I'm unwrapping the cube with all edges marked seam
in 2.8 and 2.9 its not working ,it stretches squares and doesn't fit all the texture.
I want maximum space for 6 side cube faces in a (512 * 3) X (512 * 2) size texture
it didn't work with smart method and normal method with both angle base and conformal
how it should be done in 2.8 and above, what am I missing?
here is the results:
2.9:

2.8:

and it works perfectly in 2.7:


texts: I'd like to use Blender to prototype some levels for a platformer game I'm working on. Ideally, I'd do this with standardized cubes and heights and whatnot in order to have consistency. However, I'm not seeing any easy ways to do this—I'd preferably like to just click and drag to draw in these cubes, like one would do for a tilemap in a 2D game engine. Copy-pasting cubes with grid snapping is far too cumbersome. How might I do this?


texts:
Quick info.

I'm trying to get my character to walk along a road.
And turn around and sit down on a bench.

My problem is. Is that my character slips. and do not walk
I get the legs to move. but when "he" takes a step so slide one leg forward. It's like he standing on ice.
I can not think of what I might have done wrong.

You can look at this to see. https://drive.google.com/file/d/0BxaO0HtoK5UgcjJVQ3BXMGd6MDQ/view?usp=sharing

How do I post my Blender file here?
As you can see closer what is wrong.

//
Robin W


texts: Export an animated 3D model to Power Point

texts:
As you might have seen, it is now possible to insert an animated 3d object, like a walking T-Rex, into PowerPoint.

See for example: https://support.office.com/en-us/article/insert-animated-3d-graphics-6f08009a-3da5-400d-a706-8e23f304cd72

Now, I am wondering, how can I create custom 3d models for powerpoint that would also have embedded animations like the T-rex has?

I have not found anything on the web so far. Most of the topics discuss how to create static 3d models for PP, but not how to create 3D models with embedded "scenes" or pre-set animations. Any help would be highly appreciated.


texts: Keep part of mesh square when applying subdivision surface

texts:
I am applying a subsurface modifier to the body of my plane, I need to model the nose in such a way that it stays as sharp and square as possible. I don't see any vertex group option like in the displacement modifier, so I don't know how to achieve this.

Can this be done or should I separate the nose in to another piece without subsurf?

Non subsurf version

Subsurf version, I tried with mean crease 1.0 but still got rounded corners.


texts: How to use an instanced object on a second loop

texts:
I have this object (Cube) and is being intanced 10 times, I need to istantiate (instance_xxxxx_x) another loop to get info about its location, is it posible?
Blender 2.83.5
Animation nodes 2.1 (stable)[v2.1 for Blender 2.83 LTS]


texts:
I have read at different times in different tutes instructions for creating a floor, backstop, or other "scenery" object in a rigid body world;  some say "create object, add rigid body physics, then turn off Dynamic,"  while other say "create object etc, then change Active to Passive."  I have tried both, and for a simple floor I've seen little difference.  BUT...

recently I was building the Wrecking Ball demo from blenderguru, and out of habit I made the floor by turning off Dynamic, which has worked for me before.  it all worked fine until I changed the floor (by extruding one edge into a backstop);  then all of a sudden, cubes started falling right through it.  I could not figure it out, could not figure it out, much headbanging, then finally changed it to Dynamic+Passive rather than !Dynamic+Active (in other words, followed BG's instructions properly!).  then everything worked perfectly.

so, can someone enlighten me as to the -- subtle? -- diff between an RB object that is Not Dynamic but Active, and one that is Dynamic but Passive?  I'm guessing that the latter is the correct way to make immovable scenery objects.


texts: Join vertices or add vertices to fill empty space

texts: I did'nt even know what i had done to this , it's just ended up like this , how can i fix this issue?


texts:
I'm trying to follow the following answer from the site:
How to model the bottle threads?

I could do almost everything, but when I have to do the (spiral) loop cut the program doesn't allow me and I don't know why and in the answer there is no clarification of how it's done.

Additional info:
Before I remove the screw (even after doing the knife intersect) I can do the spiral loop ring as the picture shows.
When I delete it I cannot do the spiral loop cut nor select the linked objects all the spiral with CTRL+L and I have to do it manually.


texts: like in photography I would like to have a blurry foreground and the rest of my scene focused to infinity (including the world background), I was unable to get this effect using the Depth of Field feature. (using Blender v. 2.76)


texts:
So I have this strange bug where the Windows' Aero Desktop Theme gets switched on and off everytime I open and close Blender. It's not that much of a deal, except that some animations I'm used to get somehow laggy and the overall color is much brighter (I pick dark colors/transparency on Aero for eye health).

I never really had this kind of problem before, but this has been happening since I formatted my pc and reinstalled Windows 7 and Blender again.

All drivers and software versions are up to date. I'm using a GTX 750 ti with Windows 7 Ultimate 64bit and Blender 2.77a.


texts: Any chance anyone looking into evolutionary algorithms for Blender?

texts:
Something similar to Galapagos plugin in Grasshopper shown in link below:
https://yazdanistudioresearch.wordpress.com/2011/08/04/evolutionary-form-finding-with-grasshopper-galapagoes/


texts:
I've built my first 3D model using 2.71.  It consists of several meshes including cylinders a cube and a plane and I've animated one of the parts.  I'm ready to use the UV/Image Editor to export a texture map.

I've expanded the 2nd view panel, switched to UV/Image Editor mode.  Returned to the 3d view panel and tried to select all of the parts using the A key, then typed U and chose Smart UV Project.

Only one part is unwrapping and I'm stuck.  How do I get all of my parts to unwrap?


texts: Is there anyway to create n-sided polygons in Blender without having to set the user preferences to 'enter edit mode' when adding a mesh. I'm asking this because there are times when I want add a cylinder mesh with n-gons on the top or to initialize a mesh previous to adding it to a scene.


texts: Is "value" Blend mode same as "luminosity" Blending mode from Photoshop?

texts:
I tried for so long to look info for this problem and found basically nothing. I am trying to adopt a technique from Photoshop to Blender to match the colors of 2 different scenes, but end up in the problem, that in Blender we don't have "luminosity".

In photoshop the technique in a nutshell: You have 2 scenes with a mask mixed together. Then you add over them a 50% gray layer with luminosity. That way you will get a color map of all the colors you have in the scene.

If you now add saturation to that output, you can clearly see the color differences from the different scenes and it is very easy to fix the colors from the other scene to match it with the other one. Then you can delete the neutral and saturation layers.

So I tried to do this in Blender and found out that we don't have "luminosity", so I am trying to look something that works a similar way.

Here is the technique in Photoshop explained very clearly:

https://youtu.be/2SBgHDwt16s?t=57s


texts:
I have a particle system that just doesn't want to stay still. I turned off all physics for it (including gravity) and removed all force fields, but they still move. Here's a gif of how they move:

Frame 1:

Frame 500:

I've noticed that there's a pattern of movement: they appear to be separating on the Z axis. The only reason they're also moving left is because I put in a wind force field, but this unexpected effect still happened before the wind.


texts: I have two render layers. I want to change some properties, such as object visibility, material settings, etc between these layers. Is there any way for me to do this? I am not looking for a situation specific way to do this, I want a general way to change properties between layers.


texts: How to increase render preview bounces? (Cycles in viewport)

texts:
Even increasing the amount of bounces in Render > Light Paths > Max Bounces, the preview of the viewport does not increase light. When I render the image the scene is much more brighter.

My scene is clean, no hidden lights in the viewport. I also did not change the exposure in Film.

Why is there such a difference? How to have a more accurate preview?

Thank you.


texts: Sun Beams node. Where do the rays come from?

texts:
Creating Sun Rays is always a struggle.
Today, I am trying to create rays coming from below around silhouettes produced with transparent PNGs - reusing several tips I found on here.

And it seems that the rays are going down rather than up...

In this setup, the light comes from an emission plane, above which are silhouettes.

The World Compositing setup.

The Volumetric environment.

Unfortunately, when I render the rays seem to come from above and mask part of the silhouettes! On this render, it is obvious that the emission is way below the silhouettes.

How do I make the rays come from the Emission object?


texts:
I have a glasses model :

But, how I can make nosepad like this:

I tried Sculpt mode, but i cant.

Thanks


texts: How can I avoid colored light reflections?

texts:
so I'm sorta new to Blender and stumbled upon a problem which is probably easy to fix. So I realized that the color of the ground gets reflected onto other surfaces during the render, as seen on this picture:

How can I prevent the green color from appearing on other things than the ground?


texts: IK rigged elbows have unexpected "laggy" or "jumpy" behaviour when animated

texts:
To keep this both as short and as informative as I can:

The character I'm animating has bones in his arms set up like this:
The lower arm has a regular IK constraint with a hand controller as a target (chain length 2), and the upper arm has a  regular IK with an elbow controller as a target. Both targets are custom shaped helper bones.

(I didn't use the "pole target" function because it introduces undesired twisting, and doesn't fix this problem anyway)

The problem I have is that the elbow updates in a weird way during animation, as if the IK calculations were struggling to keep up.
When you go to any frame, the elbow first appears in a wrong position. And only after about a third of a second it snaps into correct place by itself.

Sometimes the difference is minimal, other times the elbow faces the other way completely.
Because it takes that short while for the bone to correct itself, mostly the wrong positions show instead of the good ones when the animation is played normally in viewport.

I've made 3 animated actions in total with this same armature, and 2 of them work perfectly fine. Only this one has this problem, which is why I have no idea what the cause could be.
So far I've tried to fix this by restricting bone rotations, re-rigging the arms to use the pole target function, changing position of the elbow targets, disabling animation of the elbow targets, and also baking all of the animation.
None of that has however solved the issue.

If anyone will be able to make any sense of this and tell me what's wrong, I will greatly appreciate it.
The blend file can be downloaded from here:
Blend file on Google Drive


texts: Viewport camera movement applies to all scenes - Any way to disable it?

texts: I'm kind of new and I'm not sure if this is normal behavior or I clicked something accidentally, but moving around with my camera in the viewport changes the viewing angle of all of my scenes. Is there any way to turn this off?


texts: How to model a vase with a hole through it?

texts:
I'm trying to model this vase on the left in this picture,

However, I'm still a beginner in Blender, and the furthest I could go is as depicted in the screenshot below:

As you can see, the beginning was promising, but applying the subdivider made it horrible.
I started from a cube building up, and used Boolean difference to subtract the hole inside.
I'm not looking for a full solution, I just need guidelines like how should I start? a plane? a cube?
shall I start from low model and then apply a subdivider? or I should start as smooth as possible?
EDIT:
I took @Simon approach, I started with a cylinder, squashed it at the bottom, and unsquashed at the top, after the boolean with another perpendicular cylinder, things got ugly and I had to cut faces to make them Quads instead of NGON.
This is the best I could do:

EDIT2:
More progress, this time, to do the boolean, I extracted the edge from the original body, and extrude it to create the boolean operand, this is the result before Subdivider modifier. Do I have to clean the body manually? like moving vertices, merging them, cut some faces? or there is a faster way (considering I have to repeat the process on four sides (unless I have to use Mirror))?

EDIT 3
I fixed the model after the boolean, and the results are better, but still can't get it perfect:

Especially these areas:

Edit 4:
I started over again, to follow @Simon instructions, the results? Amazing.
Check it out:


texts: How to accurately add sound effects on each rigid body collision?

texts: Emitting sounds with different intensity at rigid body collisions is what I want. I couldn't find a tutorial on it. Sorry I didn't post any reference image this time.


texts:
Can Blender take two video files and overlay them with transparency?

Essentially I want to have a video sequence playing while a 2nd sequence is overlayed and also playing, but that 2nd sequence is transparent (think alpha transparency) in order to see both both sequences.

This might have the effect of the classic film ghost to it, where you can see through the 'ghost' to the sequence it has been overlayed on.

Is this possible in Blender?


texts: Makeing rig Left/Right (*.L/*.R or *_L/*_R_) compatible

texts:
I'have got a visually symmentrical rig, but the bones have horrible names like
Hand_001, Hand_002 etc.
To make X-axis mirror and related stuff working I need to make the rig conform to
Blender nameing conventions.
I tried to rename Hand.001 and Hand.002 to Hand_L and Hand_R, saved the file, restart
Blender and tried moving the left hand while "x-axis mirror" was active...but it
does not work.
What else need to be changed or handled differently to get things like x-axis mirror while
posing the rig work again?


texts:
How to add voice during rendering? After rendering, there is no sound track in the video. I have to use ffmpeg to add the sound.
Is it possible to add voice during rendering?


texts:
I've tried to follow this tutorial to create a simple bouncing ball in Game Engine.

When I run the animation pressing P ("run" being different than "play" that we can find in Internal or Cycles rendering engines, and not related to a timeline), the animation plays fine.

But I can't seem to find any documentation anywhere as to whether or not I can export this as a video file, like I would with the "Animation" button from the Rendering panel in the other engines.

On this old page there's a script that seems obsolete, and people on the discussion board just seem to end up going with a screen capture tool, which is a limited solution in terms of resolution. Also a script is a little too far advanced for me at the moment with my knowledge of Blender.

So, can a Game Engine scene be rendered out in PNGs like in other engines?


texts: Blender 2.76 Cycles texture baking strange artifacts

texts:
I am trying to learn texture baking work flow using Cycles, I checked the manual and a few forum threads on the topic.

So, I have a lowpoly and a highpoly objects, both are UV-unwrapped.

I setup some material for highpoly object with color and displacement, both objects have the same location, I use "Selected to active" option, tried cage settings etc. Tried scaling hipoly object down, so that it is completely inside the target lowpoly object. But no matter what, I get these strange maps rendered. can anyone advise what am I doing wrong?

I also noticed that objects are rendered with flat shading whether or not I select "smooth" option.

Many thanks in advance.


texts: Assigning texture to material in Blender 2.9

texts:
I just downloaded Blender 2.9 and tried to create a material for an object.  I wanted to assign a texture to the Base Color slot of the default material, so I clicked on the dot on the right side in the property window.  However, instead of getting a drop down menu of material options like in older versions, the dot just changes to a diamond and back again.
I can't find anything in the docs explaining how to assign textures.  I did notice that the 2.9 docs are calling the textures 'legacy textures'.  What's going on?  Can I still assign a texture?  Do I have to set up a shading network if I want to use textures?


texts: The emission shaders in the view port cycles render look the way I want them but when I try to bake textures or render, the shaders are very dim. I can see that the emission is there for the light from the right and also the filament when I render near the bulb, but it's extremely dim. The model is to scale, so it's not a problem caused by over sizing. I have tried adjusting the render exposure which does not help. The light source is a world hdri image shining through a space to the right of the lamp and then the lamp light is from a filament-shaped mesh inside a lightbulb mesh. There are no problems with rendered objects in the scene being out of place or in front of the light, but for some reason the light is very dim. I have no idea how to change this so that it matches the 3D view port cycles render. Any guesses at my problem are appreciated.


texts:
When using Game Properties, you can change the value during the game.

Example: "prop" = 50     press r      then "prop" -= 5

After pressing "r", the property would subtract 5 from the original number, and then the new number becomes the "original" number.

Is it possible to do the same sort of thing with a python variable? So that i can have a variable in my code set to 50 when the game begins, get changed when "r" is pressed, but not revert back to 50 when the script is run in the next frame?

Example:

Start the game

prop = 50

Press R    (Just an example, not real code)

if keyboard.r = just_activated:
    prop -= 5

But when the script is run again, prop reverts back to 50


texts: How do I make a path animation last longer than 100 frames?

texts: I've got a simple animation that lasts 250 frames and I am trying to create another animation within it but the "Parenting the object to the curve with the Follow Path" option stops after 100 frames - I've seen a similar question being answered here: Cyclic orbit animation but I am using version 2.82a which is very different from the demonstration given in that answer - can anyone give an updated answer?


texts:
Stuck on making this a looped subprogram

Hi folks,
I'm new to this, so I hope I'm asking the correct way and in the correct place. I tried to scan this forum for answers, but couldn't find help. Basically, I'm trying to take the node tree shown below and make a simple loop to keep me from having to create another list element each time I add a text block.

Any suggestions?


texts: Animate collection instances respectively?

texts:
I'm trying to make a dynamic army using animation nodes now, and succeed in generating collection instances by nodes below. Now I want some variation on animation in these instances.

walking animation is set on the original collection and currently, the actions of all instances are synchronized.
I have struggled to make them move respectively but no avail so far. I'm pretty new to Animation Nodes.
I ask for your advice.
thanks


texts:
Before I start, YES, I have done my own research - I know how annoying a repeat question is. Yet each answer is so specific to others...

When I tried the beta 2.8 64 bit, it says "Blender requires a driver with at least OpenGL 3.3 support. The program will now close."

The question: I know that it is true that 2.8 requires OpenGL 3.3. But does my PC not have it, doesn't support it, or do I have it and blender won't detect it? I'm not sure what info to include or what to look for, so here's my PC's specs:

Windows 10 (64 bit)
Core -        Intel Core i5-2400 CPU @ 3.10GHz
RAM -         8GB (7.89GB usable)
System type - 64-bit Operating System, x64-based processor

Thanks!

EDIT:
Graphics properties:


texts:
Blender Newb here. Just downloaded the software today and I'm falling in love with it. However:

I'm trying to do an Intro / spinny thing (not the dubstep type) and I can't seem to figure out how.

What I have done:

-I have two seperate models (1 and 2 in image below) in Blender of the same object, but with different text on it. Since I'm a Noob I created the models in different Software and just "subtracted" (?) the text in tinkercad.

-I have animated the Object you see in the Bottom (Berufsmesse Zürich) to slowly rise up, spin around a couple times and then stop.

What I want to do:

-Once the spin stops, I want the text to say what the upper model says (Dienstag)

My questions:

-How can I get Object 2 (Dienstag) to replace Object 1 seamlessly?

-Would replacing Object 1 with Object 2 in a moment where the Object 1 is facing away from the camera work?

-Is there an easier way to do this?

-When does Blender stop being so frustrating? :D

Thank you in advance for your response!

Also yes, I have attempted to google this but didn't come up with anything.


texts:
Hello everyone,
How to fix this physics problem, the objects pass trough to wall.
I increased the Steps per second and Solver iterations in scene settings > Rigid body world. Also, I set the shape to Mesh in rigid body settings, but nothing happen...

Many thanks!


texts: Why there is a layer of transparancy on my uv map?

texts: When i take one of my objects and unwrap it onto the uv map area it will unwrap it like it should around the seams i make. but when i look at it the area on the faces is slightly white and when i export it to color behind it, any color behind it is a bit lighter then it should. another problem  i have is when i add an image to a node to add it to an object to color it, the object will turn while and not show any signs of any of the color at all even though the uv colored map was a color.


texts: How can I store and retrieve a custom list in a blend file?

texts:
I am trying to create a script that will allow me to generate a list and store it in the blend file. The list starts out blank and then strings get added to the list, resulting in:
["test1","test2","test3"]
I create a PropertyGroup Class for the enum, define a new scene property as a CollectionProperty type with access to that enum Class, before appending a new item into the enum:
import bpy

class item_set(bpy.types.PropertyGroup):
    myItems = []
    enums = bpy.props.EnumProperty(name="My Items", items=myItems)
bpy.utils.register_class(item_set)

bpy.types.Scene.myItemSet = bpy.props.CollectionProperty(type=item_set)

newItem = bpy.context.scene.myItemSet.add()
newItem.myItems.append("test")

I need to be able to add items to the list, save the blend file, re-open the file, run the script again and retrieve the list from the scene.
However, the documentation states:

One thing to keep in mind is that after saving and reloading your blend-file, your new property will have disappeared...

...To make the values you assigned in a previous session available again, you need to redefine the property. So after reopening the blend-file you need to rerun:
bpy.types.Object.myProperty = bpy.props.StringProperty()

I can do the appending into and retrieval of the property values absolutely fine upon an initial run, but as the documentation states, the property is unavailable when trying to view it's contents on a reload of the file (after having run the script, saved and re-opened the file), but I am unsure how to redefine it without clearing all it's values.
If I redefined the scene property, it would presumably also need the enum Class to be available, which would currently set myItems back to [] (empty).
Do I need to change the way I am initially setting the items in the class or am I on entirely the wrong track with all of this? All I need to do is store a list in the blend file, so if there is a better way please let me know.
Thanks.
(I would hope, eventually, to be able to store sub lists [["a","b"],["c","d"],["e","f"]], I'm just trying to get normal lists to work first.)


texts: Multiply and Add functions in Node editor

texts:
How do I bring up the Multiply and Add functions in the Node Editor?

Can't find them when I do Shift+A or click Add at bottom menu.


texts: Error while trying to use Curve Modifier - Cannot apply modifier for this object type

texts: I was trying to use a curve modifier on some text. Everything works fine until I try to apply the modifier. I'm not sure whether I'm doing something wrong. Can someone be kind enough and give it a quick look please.


texts: Geometry jitters while animated along path

texts: I'm having an issue with a path animation.  I have a root object, with a number of children, animated on the path.  My problem is, the further down the path I go, a jitter develops in the parented geometry.  I have linked a video of the problem.  http://sean.novak.us/vid/help/jittersAlongPath.mp4


texts: Why are there dark patches in my rendered drop diamonds?

texts:
Does anybody know why there are dark patches in the corners of the pear shaped diamonds in my renders?
I have attached the node set up of the diamonds (which i followed from a tutorial) incase there is anything wrong in there, and also the lighting setup for the same reasons.

I have tried spinning the ring and no matter which angle it is rendered at there is still darker patches, and i have also used a boolean to make sure there are no intersecting pieces of 'metal mesh' on the 'diamond mesh'.

Is it just a lack of light behind the claws and the shadows that are cast causing the diamond to reflect the darkness or are there other problems?


texts: Bone heat weighting problem, texture paint problem, blending model

texts:
Hello fellow Blenders...

I am attempting to make my first model ever, however I am having some difficulties. I hope you can help me with the following.

Question 1:

Here is the link to the blend file:
https://www.dropbox.com/s/cvh9ajtpoxewl6o/leprechaunnotconnecting01.blend?dl=0

I first selected the object, then selected the armature, I pressed CRTL P, Set parent to - armature deform - with automatic weights, however I get the message: bone heat weighting failed to find solution for 1 or more bones. The envelope method seems to work but it lacks precision. When I bow the elbow afterwards, pretty much the entire model moves a bit.

Question 2:
Is it possible to unselect bones for your armature connecting to your mesh? Or does it need to be the entire armature at all times?

Question 3:
As you might have seen my leprechaun has a line in the middle. This is also visible in the 3D rendering software in the game. I copied it's other half. Is it possible to blend out this effect from splitting? So yes, how do I do this?

Question 4: When I texture paint my mesh, it seems to paint on 4 sides at the same time. Is there any solution to this? (try it on the download)

Much appreciated in advantage! Please take into consideration I am very new to this.


texts:
My Splash screen and system-info.txt both confirm I have version 2.81 of Blender.

And yet, when I go to View Layer Properties and Passes I cannot find the sector Data underneath and therefore I also cannot find the Denoiser.