texts: "Hard Cutting" makes strips disappear randomly

texts:
Sometimes, when I hard cut a strip in the VSE, instead of simply cutting the strip in two, Blender will delete one of the two halves (afaict, there is no pattern as to which of the two halves will be deleted). Sometimes, also the other strip will "loose" a bit.

Question: Is this a bug or a feature, and how can I avoid it (besides using soft cut instead)?


texts: Changed GPU from AMD to RTX - color space issue

texts:
I changed GPU from Vega64 to RTX 2070SU, and clean installed Windows 10.
My issue is about different colors in Blender (screenshot shows my problem).

In other software I have untouched colors/gamma, I really have no idea where is the problem. :(
(Already tried to change some settings in Control Panel of NVIDIA with no results)

edit:
I forgot to add information about version of Blender - that is Blender 2.83 BETA. I tried to replicate it in Blender 2.82 - PROBLEM IS NOT THERE ANYMORE
edit2:  It's common problem of this experimental build.
https://developer.blender.org/T75750


texts: How can I see the result of an animated texture in the viewport?

texts: I am animating the textures of a model, but when I scrub through the frame timeline the texture is displayed as a still image. I am making an animation were the textures are of eyes and they keyframe different textures to perform a blinking animation, but the only way I can see it is when I render the animation. How do I see the texture keyframes while scrubbing through the timeline instead of them appearing as still images?


texts:
My issue is that my duplicated objects are not showing.

I've tried everything, visibility options are on, turning all restriction toggles on and off, one by one, everything but I just couldn't make them show in render.

If I hold Z and choose the Rendered, the objects are showing, but when I hit F12 , only the original model that I made shows.


texts: Is it possible to change the order of objects in a group?

texts:
Simply put, is it possible to change the order of objects in a group?

I would like to change it due to using  the Animation Nodes addon effecting objects in an undesired order.

In the provided GIF, you can see that one block in the bottom left scales up at the end instead of near the beginning or so.

The Blend File:


texts:
I want to edit a mesh with the sculpt tool, but I don't want to sculpt a specific part of the mesh. How can I overcome this? Is there an option in Blender to do it?
(I'm using Blender 2.90.1)


texts: Blender Zoom to Mouse Position Not Working

texts:
I'm a new user to Blender so sorry for the rookie question! I have the "Zoom to Mouse Position" checkbox checked under user preferences but for some reason it doesn't seem to be working. Any ideas as to why this might be? All feedback and help is greatly appreciated!
-Alec


texts: How to scale background images in COMPOSITOR?

texts: The background image does not look the same as it in 3D view port. It is scaled under camera background image setting. I wonder how to scale it in compositor? Thanks!


texts:
I try to make this as clear as possible:
Starting Point
I place an object at the center (0,0,0) of the scene. Then I place a camera given a fix radius on a hemisphere around the object (and use Constraints to make it always look at the object) and render the image. I export the object as .stl with y-up and minus-z-forward, in order to open it with another library that uses this different convention.
Problem
I would like to rotate the object in such a way that it would correspond to the view of the rendered image.
Approach
The angles for azimuth and elevation are known. So I calculate the rotation matrix given the two angles (I need a homogeneous rotation matrix, thus appending the 0s and 1).
def angles_to_matrix(phi, theta):
    # phi describes the azimuth
    azi = phi
    # theta describes the inclination angle, thus:
    ele = radians(90) - theta
    rol = 0

    e1 = cos(rol) * cos(azi) - sin(rol) * cos(ele) * sin(azi)
    e2 = sin(rol) * cos(azi) + cos(rol) * cos(ele) * sin(azi)
    e3 = sin(ele) * sin(azi)
    e4 = -cos(rol) * sin(azi) - sin(rol) * cos(ele) * cos(azi)
    e5 = -sin(rol) * sin(azi) + cos(rol) * cos(ele) * cos(azi)
    e6 = sin(ele) * cos(azi)
    e7 = sin(rol) * sin(ele)
    e8 = -cos(rol) * sin(ele)
    e9 = cos(ele)

    return np.array(((e1, e2, e3, 0), (e4, e5, e6, 0), (e7, e8, e9,0 ), (0, 0, 0, 1)))

The rotation does not look right. & I feel there could be several things going wrong:

Did I miss something concerning the change of axis orientation?
Is it even possible to use the same angles for calculating the sphere coordinates to calculate the rotation of the object?

Do you have any ideas?


texts: I started using blender some time ago and used the wiki book on blender to learn how to use it. So I want to test out putting an animation action in the game engine and I've downloaded a low poly human mesh, removed the vertex groups and made my own armature and made a simple walk animation. I did add the subdivision surface modifier but whether I place the armature modifier above the subdivision surface modifier or apply it the animation won't play. The game logic is sound I've added an action actuator in addition to a character motion actuator and I use the W key for movement to test if the animation would work. I've made the human mesh the character physics type and activated actor. Where am I going wrong?


texts: My mesh's automatically deformed in the viewport after aplying a new material to some faces of it

texts:
I'm new to Blender, and started practicing with Blender Guru's tutorials. I'm currently on the applying a texture part of it.

I've just finished UV unwrapping using the UV squares addon and just assigned a new, second material to some faces of the cup. Thing is, as soon as I apply the new material, my mesh's pierced everywhere with these 'faces' (sorry, I don't know how to call it). This is shown like this only in the solid viewport, while in Wireframe and Rendered it looks exactly as it is supposed to.

Does anyone know what's happening here? All I can think about is that I screwed up with the unwrapping, or that it may have to do with my PC, I run Blender in a pretty weak machine, though it's been working great up until now, but still, I'm at loss here. Thanks in advance, and sorry for my lack of language in the matter, I'm still a newbie.

I added an image to make it clearer.


texts: How to switch between UV maps on multiple objects?

texts:
How to switch between UV maps on multiple objects at once? Example -- you have 300 assets, 1st UV channel for diffuse texture and 2nd for light map. If you want to edit all UV shells of the 1st channel on several objects in multi edit mode, you have to switch to this channel manually on every single active object one by one. Is there a Python script for doing it at once?
I've checked StackExchange and other forums, but couldn't find the working solution.

This script seems fine, but it doesn't work for me:
https://pastebin.com/wNWdUJdC

An example image of two objects:


texts: I don't know how to put a color node with the chromatic gradient


texts:
I'm trying to keep the boid particles confined in between the double wall of the house (behold image) but they keep coming out above or next to the plane itself.

When I move the plane away from the house object they come directly out of the mesh just fine. I have Collision Physics on the house.

Why are the particles not coming directly out of the plane inside the house? does it have something to do with the Collision Physics and how can i change that?


texts: i am animating the one of the sniper gun "AWP SNIPER GUN" but the issue is that the reload has to be done with the right hand ,the right hand is attached to the gun means where the right hands goes ,the gun follows it,so how i can free this right arm ,i tried to remove the constraint"Child OF" but sniper position change any tips how this can be done


texts: Blender 2.8 : python code to switch shading mode (between wireframe and solid mode)

texts:
If i switch between solid and wireframe mode, i can see in the info window that these commands are invoked :

bpy.data.screens["Layout"].shading.type = 'WIREFRAME'
bpy.data.screens["Layout"].shading.type = 'SOLID'

Now i want to execute this command using python console. So i cut and paste the codes into python console but i got this error :

>>> bpy.data.screens["Layout"].shading.type = 'WIREFRAME'
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'Screen' object has no attribute 'shading'

>>> bpy.data.screens["Layout"].shading.type = 'SOLID'
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'Screen' object has no attribute 'shading'

Does anyone know why ? and what the correct script should i use in python console ?

Thanks


texts: Rigging Automatic Weight not working right

texts:
Hello everybody I have sculpted a Frog an already rigged him and posed him into a position, then I dumbly deleted the armeture becuase I thought its done.
Now I had to resculpt the left arm and now when I try to apply the rig with automatic weights its not working. Here are some Pictures as example.
I also wonder if I cant only rig one arm but why shouldn´t that work ?
There are no weights to the bones except one with just a little.I could paint them my self but the mesh is really high resulution so its almost impossible for me.
Please help, my scene is actually finished and that was the last detail i wanted to enhance. Thats bothering, are there any settings needs to be done ?
Thanks :)


texts: One render layer with background image and one with transparent background

texts:
I made an animation with an environment texture in the background and I would like to have one render layer with only the background image and another render layer with all the objects on a transparent background.

I tried to uncheck the "Use Environment" on the objects render layer, but this rendered the objects on a black background (not transparent). On the other side if I set the film to transparent in the render settings, then the objects are on a transparent background (as I want), but the background layer is empty.

I use Cycles for rendering.


texts:
I'm currently working on a project where I need to outline my objects one by one, to do an instruction montage sheet.
Thing is, for some reason, my freestyle outline contour looks a bit weird sometimes as it appears to "overflow" a little, instead of beeing perfectly rounded.
Do you guys know how I can fix this?

How it is:

How it should be:


texts:
I am doing water simulation.  I think I changed to cycles.  When I did, there was a notification that appeared at the upper left portion of the screen telling me to wait for a few minutes and it will start ... I forgot the rest.  After that the screen went blank.
Another notification appeared telling me that... something about a render kernel not being loaded.
What is that kernel that is to be loaded?  And why can it not be loaded?
How do I solve this?


texts: How to add panel into 3D view port (beside object 3D)

texts: I'm just trying to get my addon panel to show up into the 3D view port, but I can't figure out the correct 'bl_' combination to make it work.


texts: How to force multithread on video rendering?

texts:
I use Blender as a video montage software and the issue happens during rendering.

Blender doesn't use all the cores of the machine. In fact it uses only one. However, I set the threads value to fixed 8.

And I still have a single thread rendering.

I thought I could find the answer here but obviously it's not the same problem.

The GPU is unemployed too.

Who knows how to use the whole machine?

Edit: I precise that I use Linux and other softwares work fine with multithreading.


texts: Get current scene on Blender 2.74 using python

texts:
In this simple code below, named "example.py" I want to get the current scene and create a sphere.
I am using bge.logic.getCurrentScene() but there is an error named:

  name 'bge' is not defined.

I need to run this example on cmd, for example: "Blender Path" -P example.py

I have a blender big program, but there is a problem in this specific part, so I need be sure that this part will work.

import bpy
import bge

mej = bpy.ops.mesh.primitive_plane_add(1)
scj = bge.logic.getCurrentScene()
obj = scj.objects.new(mej,'sphere')


texts: Extra Faces showing up after I've exported project to .obj

texts:
This is my first post, so apologies if I'm missing some details or something similar.

I've been trying to work on an AR app recently, and been recommended Blender to make the 3D models to go into the scene. I found that XCode can convert .obj files to .usdz files (which is what I'm aiming for), so I tried to get blender to output my model in .obj files. Problem is...

this is what the 3D model looks like, and it outputs like this...

Has anyone got any ideas what I'm doing wrong and how I can get the file to output the same way it looks in the Viewport and when its been rendered?

Thank you :-)


texts: Depth of Field with object copies/instances

texts:
My scene has a 3D array of cubes, and the camera is looking at one of the corners:

I want to apply a depth of field such that the closest corner cube is in focus, while the cubes in the background are blurry. But the depth of field is not working; it seems like all of the cubes are changing their focus together:

I am using python scripting to create the cubes, and I suspect that each cube instance is behaving as if its location is at the origin (0, 0, 0).
Here is how I am creating the cubes:
size = 10
base_positions = [(2 * x, 2 * y, 2 * z) for z in range(size) for y in range(size) for x in range(size)]
base_cube = bpy.data.objects['base-cube']
for pos in base_positions:
    instance = bpy.data.objects.new('cube', base_cube.data)
    instance.location = pos
    instance.scale = (0.5, 0.5, 0.5)

I have also tried to create copies of the mesh data:
base_cube = bpy.data.objects['base-cube']
for pos in base_positions:
    instance = bpy.data.objects.new('cube', base_cube.data.copy())
    instance.location = pos
    instance.scale = (0.5, 0.5, 0.5)

and I have also tried to use low-level matrix operations:
base_cube = bpy.data.objects['base-cube']
for pos in base_positions:
    instance = bpy.data.objects.new('cube', base_cube.data.copy())
    translation = Matrix.Translation(pos)
    scale = Matrix.Scale(0.5, 4, (1, 0, 0)) @ Matrix.Scale(0.5, 4, (0, 1, 0)) @ Matrix.Scale(0.5, 4, (0, 0, 1))
    instance.matrix_world @= translation @ scale

What am I missing to make the depth of field work? (This is Blender 2.90.0)
Thank you
EDIT: camera settings:

F-stop: 0.3
focusing on an empty object 9m away
blades: 0
rotation: 0
ratio: 1.000
scene depth of field max size: 100.000 px

Edit:
Note: that the depth of field works as expected if I use the array modifier to create the array of cubes (but I want to solve this using python scripting):


texts: Trying to get light to follow object along z-axis, without rotation

texts:
I'm simply trying to get a Spot light to follow my animating character, the character moves along the z-axis, and I would like the spot light to follow the character at a constrained distance away, higher up on the same z-axis.

I've already tried the Track To constraint, but that's not what I'm looking for, as it simply rotates the light to face the character, rather than maintaining a specified distance away on the z-axis.

How could I go about doing this?


texts: How do i set a object with particles to the background and keep another object in front in composition?

texts:
Hello guys iv got a sphere that has particles (stars) and im putting some blur on them how do i set that image as a background? and keep the ship in front of it ?

the particle system is connected to the sphere the ship is inside of it and the camera is too. the particle system is on another layer. im rendering them separately and in the compositor view adding blur to the stars.
the ship is not a single object.
id like the stars not to be visible in front  of the ship. as seen in the render view (bottom left)

And my plans are going around the ship with the camera.


texts: Menu slider problems with Blender 2.9 on Mint Linux PC

texts: I have just downloaded Blender 2.9. I run Blender on a PC, running Mint Linux 19.3 using the 5.4.0-42 kernel. All of my menu sliders are cut off at the ends. The menus ALL show triangles or rhomboid sliders. I am including pictures as what I am trying to explain is much easier to show than to describe. Has anyone else seen this problem with a Mint Linux, or other install? Does anyone have suggestions re: How to troubleshoot the problem?


texts: How to move a bone and a separate object together

texts:
Is it possible to move a single bone from an armature in pose mode with a separate object in object mode at the same time?

I often need this functionality when creating a layout for an animation shot. After posing my character I might need to move the root bone or an IK controller a bit. But when my character interacts with the environment, for example sitting next to a table, I can't find a way to move both the character armature and the table at the same time. So I find myself moving the two elements separately which often leads to inaccurate positioning.
If I turn the armature to object mode I can move both objects but there are some use-cases where I want to move an object with only one particular bone.


texts:
From Cycles documentation about Light Paths:

The maximum number of transparent bounces is controlled separately
from other bounces. It is also possible to use probabilistic
termination of transparent bounces, which might help rendering many
layers of transparency.

What should I do to start using this probabilistic termination?


texts: How to create a distorted reflection glass?

texts: How to distort a glass reflection to make it look the same as pictured below?


texts: SL Skeleton, Avatar Workbench, MH Avatar import problem

texts:
When I import my MH mhx2 into Avatar Workbench for SL, the worbench.blend file is in right ortho, so it faces right. When I import my MHX2 avatar from MH, it faces to the front, so I can't rig it to the SL fitted mesh skeleton. In SL, there is a way to rotate the Av from side to front, but I can't seem to find that same axis control in Blender.

Because of the scale issue in MH, it only imports with the proper scale if I go from MH to Sculptris to Blender, and I have to use the avatarworkbench.blend file, but when I do that I get the problem I wrote about above.

If I just import the MHX2 file directly, it only shows up in 3D Full view, it is turned towards the left slightly, and I also can't scale or rotate it.

I just want to attach the fitted mesh SL Skeleton (with the additional collision bones for fitted mesh) to my MH avatar without so much fuss, and I need to find out how to "rotate" my MH Avatar to face front in avatar workbench.blend

P.S. Please don't answer this question by saying "get Avastar" or something to that effect, because I can't afford it right now.


texts: Save Cycles Materials as Open Shading Language file

texts:
we currently work on a project, where we want to use the Open Shading Language to reuse shaders and materials in other programs/renderers (who also support OSL like Arnold)
For that it would be great to write a osl-file out of a cycles material.

I found a plugin who creates an xml file from your cycles material containing osl
http://peter.cassetta.info/material-library/
but that's not platform independent.
Is there any posibility to save all cycles nodes from a material as an osl-file, without the need of scripting shaders?

Cheers Martin


texts: Blender Eevee reflection plane gives warped reflection

texts:
I want my ground to have a nice reflection, but the reflection plane is acting very strangely (See photo below). What's also weird is that the reflection plane works for most of the scene. When I add the plane I can click around the timeline and it seems like it is work, but when I play the animation through from start to finish the reflection breaks 2/3 through.

I've tried to solve it a few ways, which don't work:Restarting Blender; Downloading latest version of Blender; Deleting plane and creating a new one.


texts: Why are my low-poly models rendering smoothly?

texts:
Sorry about the probably silly question, in advance.
This is my first time using blender, and I want to get into low-poly stuff, which has been great so far! I managed to make a cat and that went pretty well.

I thought I'd make some trees next. However! Everything was going well until I rendered the models. The "rendered" viewport shading mode brought the result I was looking for (below).

Yet, when I properly rendered the models, they appeared rounded.

Did I click something accidentally? Thank you so much!


texts:
I have set to have 500 particles but blender only adds about 50. How do I add more? I know I can increase the number but why do I get like 10% of the amount I put in there? Why doesn't blender add 500 when I ask 500? How do I add say 2000 particles so it actually spawns 2000 in different places?

See the sample file:
https://www18.zippyshare.com/v/56ewtGPx/file.html

I am using a uvmapped texture to guide where I want particles. Texture should be included inside the blend.


texts:
I am working with a car model and getting all of the materials ready for use in my project. The side windows have a noticeable reflection issue where the reflection appears blocky. The headlight cover also has some strange artifacts. I have provided the blend file so you may be able to help me solve this issue.

Blender file download (google drive): http://bit.ly/2SFRp8n


texts:
I continue to play with the Wrecking Ball tutorial, and am now trying to impose some materials on the huge stack of cubes.  Obviously I should have done this in the beginning, before the first cube was array-duplicated and so on, but here I am with the stack all built, trying to colour them retroactively.  I separated one cube, applied a couple of Materials (darker brown for the sides, lighter brown for top and bottom), and now I would like to xerox those colours onto all the other cubes.

So.  Deselect the template cube, select the whole stack, then re-select the template cube last so that it is Active.  Then use the Special menu in Materials pane to Copy from Active to Others.  But this copies only the primary material, not the contrasting secondary material.  All the cubes are now solid dark brown, whereas I was hoping they would have light brown tops and bottoms.

Is there any way to copy Selection from Active to Others, as in "I have selected the top and bottom faces of this cube, and I want all the other cubes in the stack to have their top and bottom faces selected also, so I can Assign the contrasting colour to them"?  Or is this just a dead-end, and should I delete the lot and start over with a correctly-coloured cube as my master object for creating the stack?  I don't mind the practise in Array modifiers, but I would think that xeroxing a selection pattern from one to many identical objects might actually be useful... so am curious to know if it is do-able.


texts: How to convert a mesh model to a curve/surface?

texts:
So, I am modeling on a ship, and I wanted to know if there is a way, like I "think" I saw in Rhinoceros 3D. I basically want to convert my model from a mesh to a curve/surface/NURBS model or whatever it is called.

Is this possible in Blender? Without having to re-model the entire thing?

Kind Regards

Skull Kid


texts: Specific view difference between 2.79 and 2.8

texts:
I downloaded a .blend file that is a model of an eyeball.  When I first load it up in 2.79, right when it opens, before I do anything to it, it looks like this:

When I open the exact same file in 2.8, again before I touch it at all, it looks like this:

I figured it had something to do with the "method to display/shade objects in the 3d view" selection, but for instance I can put both 2.79 and 2.8 on "rendered" and the 2.79 eye will look fine, 2.8 will look weird.

The blend file is here if you'd like to mess with it: https://drive.google.com/open?id=1mdDOiJLUsz_H5Lsq2eK7vZLwRKuM2ak4

I'm sorry if this is an obvious question.


texts: How to integrate vehicle speed into wheel rotations?

texts:
I'm animating the rotation of wheels on a vehicle, and I'm planning to match the vehicle's behaviour to a table of MPH (miles per hour) that's sampled every second. This MPH data comes from a captured logfile from a real vehicle's progress on the road.

I'm not translating the vehicle in world space - just rotating the wheels.

I can easily enough create, say, an empty object with an MPH parameter which I can animate in the timeline. Is there an easy way to adjust the wheels' rotation rate to match? Currently, my wheels are rotated by animating the rotation angle, so angle of rotation will be an integration over time of MPH somehow.

Is there an easy way to do this in Blender? And built-in integrate-with-respect-to-time functions? Or a way to animate by rotation rate rather than angle?


texts: Why does EEVEE's Ambient Occlusion darken vertical surfaces seen obliquely in reflection planes? Is there a way to make it not do that?

texts:
I've been trying to get a reflection plane working in a scene, but something weird is going on when I enable Ambient Occlusion in the scene properties. Without AO, it looks okay...

...but if I enable AO, all reflected vertical surfaces that are oblique to the point of view darken significantly:

(The sides of the bookcase adjacent to the mirror, the right side of the cube, and the left side of the cylinder.) However, as I pan the camera to either side, the reflected surfaces lighten as they become less oblique:

(Similarly, surfaces that were more orthogonal to the camera direction darken as they become more oblique.) The weird thing is, it only seems to be vertical surfaces that darken in this way; horizontal surfaces look as expected even when they're nearly parallel to the camera direction:

Why does this happen, and is there a way I can prevent it from happening? I've tried altering the various Ambient Occlusion parameters, but the changes that get rid of the unwanted effect also get rid of the ambient occlusion that I do want.

(The darkening also occurs in full Eevee renders; it's not just in LookDev mode.)


texts: Got two connected BVerts, how to get the BEdge?

texts:
I've created a couple of BVerts:

v1 = self.bm.verts.new(vector1)
v2 = self.bm.verts.new(vector2)

I run some python functions on my mesh, and at sometime while doing python stuff on my mesh, a face is created that has these two BVerts as adjacent vertices. I don't have that face stored in a variable.

Based on that, I know there is an edge connecting the two vertices. Is there an easy way to get that Bedge only using v1 and v2? (I need to feed it into an operation that only takes edges).

Thanks!
Chris


texts: problems after reinstalling 2.8 in mac. weird acting, transparent panels, and crashes

texts:
Just reinstalled blender 2.8 cause my previous 2.8 had some issues with the parts of the bones in armature.

It´s the second try (yesterday it happened the same, but tried again today with newer update download), and similar results.

Now the panels look transparent, and the preference panel for example acts ver very weird with some diagonal lines in the middle.

Also wanted to ask if it is normal that when i reinstalled the updated version of blender after deleting the previous one it recognize already the previous shorcuts and preferences recorded in the deleted version.

Thanks in advance.

I´m noticing this issues running Blender blender-2.80.0-git20190604.d62a749fcf48-x86_64
in a MacBookPro 9,2, Processor Intel Core i7, Processor Speed:2,9 GHz

Thanks in advance


texts: Why is 'bpy.context.active_object.pose' of type 'NoneType'?

texts:
It might be my inexperience of reading too much technical documentation or little experience in python, but, I'm having a bit of trouble reading the documentation. The command that triggered this confusion is:

bpy.context.active_object.pose

What is the Type of the options in the bpy docs, like in here:

Up until now I assumed that it was the type of the associated variable accessed from the module or the type inherited from, but, for this particular case, I'm a bit confused, from the interactive console:

>>> type(bpy.context.active_object.pose)
<class 'NoneType'>

but, the documentation gives it's type as Pose, which in itself is a class. Please explain what is this?


texts: I got some output for my python script on the console. I would like to save the output in a separate file. can anyone have any idea?


texts: Operator Panel, values/tweek options don't show up

texts:
some issue is bothering me for a while now. I could manage to work around it but i realise that I'm missing some options.

What I usually see in tutorials is that the options/values of a specific options, lets say, the bevel tool in edit mode (ctrl+b), will show op in the operator field.

Most of the tools I execute, the tweakable values/options, don't show up, or in the bar below:

Thanks in advance]1


texts:
I'm trying to find any video or a website on making water flow (simple outflow from a sewage pipe as it is for a game, it then goes to a river or lake so i probably don't need any sink or ground for water to fall into) for Blender 2.83.
Anything is pre-2.83 and in that version baking is gone. I've found a tip in the comments here but that doesn't work either.
Anyone knows where to look for, or would that be better to go back to previous version? I don't suppose it would be back in 2.90, is it?
(and honestly - tags are more frustrating than helpful)


texts: OpenGL render doesnt render with the Panoramic Fisheye Lens?

texts:
I made a animation with a Panoramic Lens (Fisheye Equidistant) but i need to render it with the OpenGL render for preview purposes....
But how can i activate that type of camera? or is it impossible?
Thanks in regards.


texts: For some reason, the bump of bread only works in eevee, in cycles only displacment works. In other projects displacment works normally. I use procedural texture


texts: Transfer Weights does not affect one edge loop

texts:
I have a modular character with separated parts (for game) and different head variations. For some reason one head has differently weighted edge loop around neck, which causes problems when moving neck bone:

Both heads have vertices in the same place along this problematic edge loop and both are separated from torso. If Head nr 1 deforms correctly, then, after transfering weights, Head nr 2 should deform the same way, right? When i Transfer Weights from Head 1 to Head 2 it transfers the weights (i've tested it), but this problematic edge loop is still detaching when moving neck bone. How to solve this problem? Here's my .blend file ('Head2' mesh is hidden): http://www.pasteall.org/blend/35974


texts:
Before 2.79 I used a dialectric node setup outlined by Andrew Price for PBR materials.  This involved "reflectivity" maps among other maps, which I used, and many PBR texture maps include the reflectivity map.  But I see no "reflectivity" value in the new Principled Shader.  Where do I plug in this map?  I know it's not roughness, because that's its own thing, and I know that the "specular" value probably isn't it, because I've heard multiple people say that that value isn't for when you're trying to do physically accurate shading; that it's not a PBR-related setting.  I know there is some other PBR-related value I'm not using that affects reflections, because I plug in roughness and normal maps for very rough, dull materials, and they still look shiny.

Thanks for any help y'all can give!


texts: Rocket engine thrust. Point density node?

texts:
I'm trying to create a futuristic missile/rocket seen where a missile is flying with exhaust spewing from it's tail. I thought I figured out how to make a cool looking blue exhaust by using a particle system coupled with a point density -> emission -> volume node setup on a pyramid shaped domain, but I'm having some odd behavior.  When the missile is flying straight up it looks great:

However, when the missile continues to fly and turns to the side this exhaust/particle system setup looks funny.. almost like a cardboard cutout, and only takes up a portion of the needed volume:

My node setup for this material and particle system is as follows:

Has anyone stumbled across similar issues? I want this exhaust to be full and uniform across the entire domain instead of this half volume weirdness.  I have tried increasing the particles and messing around with other particle settings to no avail.


texts:
Is it possible to render my scene into a skydome?

I created a lowpoly game I want the sky with clouds and mountains in the back of the scene to be in a skydome (in Unity) and just the ground with the trees and that stuff to be actual mesh.

I'm developing VR for cardboard so trying to minimize the polys in scene but .. I need control over the background, cannot just go and download a texture.

PS: I've been told that for VR skybox is not adviced and skydome is the way to go. Correct me if I'm wrong.


texts: Using Dynamic Paint To Spawn Particles Through Vertex Groups

texts: What is causing the particle system to not follow the density group? Use modifier stack is enabled, both objects are well subdivided and the canvas object is an unmodified plane.


texts: Equivalent of Material.alpha and Material.use_transparency

texts:
I am working on upgrading a 2.79 plugin to 2.8.
The plugin was using the Material.use_transparency and Material.alpha fields, which got both removed in the 2.8 api change.
I am new to this, and I wonder what is the new equivalent of these fields, or if there is a new way to get these information.
Thanks a lot!


texts: Weird reflection on glass from specific angle

texts:
I am having a really hard time finding what could be wrong here. I need to have a basic transparent glass, with some light reflections but still transparent. Just how the glass is in the real world. It seems great to me finally but in some angles (from which I also need renders) there is a weird reflection that is not transparent at all so it looks like a mirror. I searched a lot, but I could not find anyone having a similar issue.
I tried glass materials from blenderkit/youtube/mine and it is a thing with every glass material so I guess there is a problem somewhere else. It is even weirdly deformed right where the reflection starts. I am not sure, how to attach the project here so I tried to screenshot everything.
I would really appreciate any help, thank you very much in advance.


texts:
The pencil in picture follows a path, and the hand bones connected with IK,
I want the last smallest bone to follow the pencil location.

when I add constrain in edit or pose mode, it parents the entire armature, so the entire arm follows.

How to parent only the last bone while other two follow IK?

Edit: the solution is in the IK target - an "empty" named handGrip, parented to pencil.


texts: VSE problem blurring license plate - mask is jumping all over video

texts:
I followed the Youtube tutorial by Mikey Cal Meyers on how to blur out an object in a strip. (All of his others have been so excellent). I followed his instructions to the tee, built the mask, got it all keyframed perfectly against my raw, never-cut strip. Then when I reviewed the mask playback over the video, it jumped all over the place, and did not follow the mask keyframes playing alongside in the identical video in the mask window. I went back and redid the steps from the tutorial, and got the same undesirable result.

I am running Blender 2.77 on a 64-bit laptop running Windows 8.

Anyone have experience overcoming this hurdle?


texts: Hi all first question here, I looked all over the internet but didn't see anything so I signed up here. Im baking a texture, at 400 samples and it took a day to get to 100%. Its been at the 100% done mark for about 6 hours now.Blender is still responding but my texture hasn't finished baking. Im afraid to touch anything. What should I do. The bar is there at 100% with the X. the image i was baking to is still black with the smart project laid out. I did a test bake which turned out fine and went for high quality next. I think blender is just being buggy. I don't know what to do besides hit the x and be disappointed I have to start over. I heard someone got stuck at 50%, reopened the file, and the bake appeared.Sounds to good to be true. Is there a cool recovery mode or save record of what has been done so I don't have to start over? Is there anything I can do besides start hitting x's and closing everything? WHY I was so close.


texts: How do I determine Shift+Left Click modal operator?

texts:
I would like to determine if Left Click + Shift pressed at the same time in event.type in a modal operator. I also want to treat Left Click itself as a separate event.type than one with the Shift.

I looked around and I can t seem to find an answer. I am wondering how this is done properly.


texts: Fastest way to move vertices with python

texts:
I'm still a python beginner and I'm writing a script/addon that moves vertices of a mesh following a "long" calcul every time frame changes. Something like :

import bpy

def MoveVertices(scene):
    obj = bpy.data.objects['Cube4']
    '''creating a copied mesh (.to_mesh) here to retrieve vertices positions later
    '+ setting some variables
    '''
    for v in obj.data.vertices:
        '''long calcul to find the vector
        ' like 20 lines of code some if statements and calculus
        '''
        v.co += vector
    ''' setting some variables + removing tmp mesh (.remove)'''
    return {'FINISHED'}

def register():
    bpy.app.handlers.frame_change_post.clear()
    bpy.app.handlers.frame_change_post.append(MoveVertices)

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

if __name__ == "__main__":
    register()

What happens of course is when there is a lot of vertices the system starts to slow down a lot. I know for performance sake I should write in C/C++ and do a custom blender build but I was wondering if there isn't a more efficient way to move bunch of vertices in "real time" with python.

Here are my questions :

does a straight loop through all vertices like I'm doing is the best
way to go concerning calcul speed?
would using bmesh help in that matter?
what about slicing the amount of vertices and launching the calcul
in parallel for each chunks (with a modal timer operator) ? Would that be an idea ?
is there something I'm missing in the python api that could help ?

Thx a lot for your help.


texts: I've just started to use blender to make car models using blueprints, I've run into this problem where i have dark and light areas on the panels for example the top half of the front wing is supposed to be all light and the bottom half is supposed to be all dark. I've already flipped the normals, can someone help me?


texts: How to turn my honeycomb pattern into the sphere?

texts: I'm new to bender and followed some tutorials. After following this one I'm trying to make the pattern I have into a ball. I can make the pattern follow a path, so it's probably not that hard to make it follow a sphere. However I'm stuck and I don't know if it's possible. Hope somebody can help. Thanks in advance.


texts: Image plane is blocking the one behind it despite transparency

texts:
The images have alpha channel checked on. In normal view the image looks fine but when I render the images cutoff the ones behind it.

There should be no gap between those 2 images but the one closer to the camera is cutting off the one behind it. I used the import images as planes addon. My goal is to export a png file that is transparent except for the colored areas. I'm gonna import this file into Unity so it needs to have a transparent background.


texts: Selecting an edge without vertices and deleting it

texts:
I want to select an edge that is hanging in mid-air, but can’t do it. A problem occurred while deleting the extra vertices, and now only an edge is left. Is there a way to only select an edge and delete it? This edge is a part of an icing object. This edge has no vertices connected.

That edge can't be selected as a whole in edit mode, but it can be selected in object mode.
You can see a thin strip here. How do I select it and delete it?


texts:
I have smooth shading, and it works in any mode except in render:

(left render mode, right material mode)
Im using cycles and blender 2.79.
I tried switching all faces/edges/vertices to smooth manually and not working.


texts: Error when using Deselect/Select All tool?

texts:
Whenever I try to use the Deselect/Select All tool I get this error:

What do I do so I can use the tool without getting this error?


texts:
I have this procedural texture which creates a little camouflage pattern, but it appears to be stretching on the hull of the plane.

Here is the node setup, super simple.

And here is the issue. You can see the texture looks good on the sphere and the wings, but not on the hull or the vertical stabilizer...

I did initially stretch a cube to start modelling the hull, but I have tried applying scale to no benefit. Am I missing a node or step here?


texts: Scaling the object makes it too big, can't seem to align with blueprints

texts:
I'm following this video tutorial for making a chair in Blender,.
When I scale up my chair leg like at the end of the tutorial at 18:41 I can't seem to get it right like he does, my chair leg ends up being way too big when it finally fits and it won't fit in the other blueprint's I have.
Does anyone know what might be going wrong?
https://imgur.com/a/qHXy2WH


texts:
Here is my model in normal state. No deformations.

The second I rotate at this point we get this deformation. No other part of my mesh has this problem.

Here is the same mesh but backwards.

Here is the weight paint. It's mirrored on the other side.

And the geometry if it will help.

It looks as if something is stuck there and is causing this problem. looked around the problem area and I can't find any out of place geometry. Any ideas?

Link to the .blend file.
http://pasteall.org/blend/32923


texts:
I am very new to blender, creating my first 3D model, the donut. When I view it with cycles render it appears very dark, almost non textured. When I view it in object mode or eevee render it looks just fine.
Here are some images of the renders:
Cycles:

Eevee:

I'm sure the solution is simple, I am just not very familiar with the software.
EDIT: Here are my nodes: https://imgur.com/a/bR0GRTM


texts: Parent light source to camera with specific distance and orientation

texts: I'm working on a task that requires me to render 2D images of a 3D object from various angles.I've managed to write a script to move the camera around and render the images along with that. What I wanted to add was that the light object should be a fixed distance from the camera and should have a similar orientation as that of the camera(i.e the direction should be the same as the camera's optical axis). Is there any way in Blender to do this?


texts: Orbit in Blender by holding SHIFT + Middle buttom

texts: Is it possible to change/customize the orbit command so that, orbit rotation can be done by holding shift and the middle buttom?


texts: Blender 2.82 Mantaflow will not fill volume

texts:
Using Mantaflow with the new Blender 2.82 release.

Trying to fill a 3 meter long tank with water, but the fluid sim only sloshes on the bottom of the tank without filling up, even after 800 frames @ 30fps… Inflow shoots from outside of the tank but within the Domain cube. Tried setting Liquid radius from 1.00 to 2.00, but still no fill. Tried resolutions at 64, 96, and 128 – no difference.

Tank is extra thick in order not to have FLIP voxel leak into the domain.

Do I need to up the Particle Sampling or the Narrow Band Width to get the tank to fill up?

TIA.


texts: Does gpu rendering support on gt 730 ddr3 or gt730v2 ddr5?

texts: I have an old pc core 2 duo E6550,Ram 4gb,i know this is not a power full pc.Does gpu rendering support these two graphic cards?


texts: When rendering, blender is only using 20-40m of my memory but i have 4gb of ram, is there a way to allow it to use more memory for rendering?


texts: Does image texture resolution impact rendering time?

texts: I'm trying to make a high-res bump map for human skin. I've seen many examples where there was quite a lot of detail on the texture, although it's mostly in portraits. I've downloaded and open the OpenEXR file that have the texture map included in it. The image resolution was at 8192 x 8192. Would such a size have an impact on rendering time, if so, does it vary by CPU/GPU? Also, will it affect the performance of the 'Texture Paint Mode' when the map is being painted directly on it?


texts: Using 2 Texture-Atlas for UV Mapping a Mesh , How do I setup same Configuration in Unreal Engine 4

texts:
I UV mapped My Level using 2-3 Texture-Atlases in blender , Now I have to export whole Mesh in Unreal Engine 4.
How do I setup Material-Mesh so that I read UV Map from Both Texture-Atlas.


texts: UV Unwrap - Object - Select Faces ONLY - and Paint UV

texts:
I have two part problem.

First:

I have a circle object, you can see the UV in black.
I selected the middle faces as you can see. I UV unwrapped on the selection.
I am paining those faces(selection), as you can see in the UV editor to the right of image.
BUT! There is the same painting over and over in each face on the entire object? That is an unwanted result.
I only want to paint on the selection in the UV editor. Is it a node setup I did wrong? I can't seem to find this particular circumstance.

Second:

Where are the paints? In the center I have stroke and fill, but they don't seem to do anything. No matter what color I choose, it only paints that white-wash/gray color.

I added this image below (edit): Seems I got the correct Tool-box open. I can paint.


texts:
I have a simple mesh. To the mesh i have mirror modifier and curve modifier. With the clipping option on. I want to extrude the gap between so that they attach to each other. But they do not.

Any suggestion or help why clipping option not working. Thanks


texts:
I do some low poly pixel art on blender, and usually I draw the shadows directly on the UV texture ( It allows me to have a total freedom on the choice of the colors and more) the problem is that the shadows are fixed, I thought about 2 ways to make it dynamic, but I do not know if it's possible to do that on blender, an idea ?

The kind of stuff I made ->

First idea - Using two textures ( the second texture is a copy of the first but with shaded face)
Second Idea - Using a color palette

Example with Aseprite shading tool ( it's how I'd like shadows works )


texts:
I want to create an animation where one end of a spiral tube (existing object) is attached to a fixed point and the other end is attached to a moving object.
How would I go about doing that in blender?


texts: Script for rendering a specific frame n-times

texts: is there a script or an addon that let me render a specific frame n-times and change "only" the position of the camera (f.e. path animation) after the frame is rendered.


texts: I'm trying to copy the first frame to the last frame by ctrl c and shift ctrl v but it doesn't work well.. how can I fix it?


texts: I am creating a simple animation with flame. I followed a tutorial and flame appears in viewport but is not present when creating an animation or image. I am using Blender Render (not Cycles and GPU which seems to be a common problem). What seems to be my issue?


texts: Can particles be different objects/shapes?

texts: Cell fracture on an object products rigid bodies with different shapes/meshes. I was wondering if it was possible to assign particles to have different objects, rather than a single object applied to all particles?


texts: Using new PointerProperty with custom property

texts:
I'm working on development of the appleseed plugin and I'm trying to wrap my head around using the new ability of the Pointer Property to be used with the custom properties we add with that exporter.

Specifically we use the node system with our materials.  Right now a material references it's node tree via a bpy.props.StringProperty.  While this works it has serious shortcomings for linking and appending.  From what I understand we should now be able to have a pointer property in that node tree reference that connects the actual node_group datablock to that property.  I'm still a bit green on Blender's Python API so I'm not sure how to set that up.


texts: issue with grease pencil and tablet pressure

texts:
After creating a new 2d animation project i started drawing with my tablet (xp-pen artist 12) and i noticed this:

as you can see the newer line is covered by the older path.
I don't know if this is just a default setting or a bug but i couldn't find anything about it.

This happens with the tablet pressure strength option enabled in the brush settings, without it the stroke has the same color and this isn't noticeable.

With the same tablet i don't get this using other drawing apps like photoshop.
How can i solve this?


texts:
I have recently started using EEVEE to render my images.  However, it is very noisy.  I have not seen an option for denoising, and have tried to use the denoise node in the Compositing tab.
Here is my render using Blender 2.9:

Can somebody please instruct me on how to denoise my EEVEE renders?
Thank you in advance


texts:
When I add a Cloth modifier to an FBX-imported mesh ("thread004"), the mesh suddenly jumps to a new location distant from its origin.   Is there a way to prevent this?   The "thread004" mesh was previously wound onto its parent ("spool002") and its therefore important to keep it exactly placed as spool002 will be a collision object.
Before adding Cloth:

If I switch to edit mode, the cloth returns to surrounding the spool.  blend is tiny over 30MB so here's a: public URL
After adding Cloth


texts: Script to store name of selected object / curve, so that I can select again

texts:
I'm looking for a way to store selected object / curve name so that I can reference it in a script.

The idea is to select a curve (with the mouse), then copy another object to its location(with a script). I would also need to reference the original object so I can fill in some modifiers. Problems I'm having now: In order to duplicate that "other" object, I need to select it... which causes me to lose focus from the currently selected original object.

rough code is...

bpy.context.selected_objects

bpy.data.objects['OBJ1'].select = True #select an already created object

bpy.ops.object.duplicate() #duplicate OBJ1

# move duplicated object to same place as originally selected.
# figure out a way to copy location info from original selection.
bpy.data.objects.new.location

bpy.ops.object.modifier_add(type='ARRAY')
bpy.context.object.modifiers["Array"].fit_type = 'FIT_CURVE'

#curvename would be the original thing selected
bpy.context.object.modifiers["Array"].curve = bpy.data.objects[curveName]

Thank you very much for your help.


texts: Objects losing their transformations in scene when re-opening saved file

texts:
A couple of imported objects (.fbx) always return to their original location (center of the scene) as they were imported when saving and re-opening a scene.

I tried to apply transform, scale and orientation using ctrl + A without any result.

What could be the issue? I feel like I'm running out of options here.


texts: Materials different in blender 2.8 than in 2.79

texts: so i just downloaded blender 2.8 and all my materials look different than what they did in 2.79 i know materials are different in 2.8 but i want them to look like they did in 2.79 first picture has different face but everything else is the same i want to make the second one in blender 2.8 look like the first one in blender 2.79


texts: How to enable animation of linked rigged object

texts:
I made a simple stickman with joints. Works fine. Saved it as stickman.blend. I grouped CTRL+G the stickman+armature.

I made a new scene.blend file. I linked the group from the stickman with ctrl+alt+O into the scene. It is visible with all joints. So far so good. But I can not get it into Posemode. I think this is because it is "hard" linked to the stickman.blend. So I need a tip, how I can animate this in a new scene.

I don't want to simply append it to the scene, because when I make changes to the stickman they should also appear in my scene.

So for such a low level question. But after google/youtube I was out of an idea.

thanks for your help in advance


texts:
I'm coming from (a long time ago) 3dsMax. It had this really handy ability to provide transform helpers and you could select parts of them. For example the translate helper was an XYZ "cross" with colors, and you could click and drag the XY plane for example to constrain movement there.

I've noticed that blender doesn't have these, so moving edges about when preparing to extrude can be quite difficult, is there a better way?


texts: I just wanted to ask how should I use the other denoising passes (except for the normal and albedo ones):variance, shadowing, denoising depth and intensity, because nobody talks about them and I don't know how they could be used.


texts: Shading problems,tris mesh with black marks

texts:
in Blender I tried to do this low poly beretta that I triangulated and applied normal, roughness albedo and specular maps but in some points I get those black shades.
may it be because of an unclean construction process?
I beveled it and perhaps it was the cause but I really don't know
here the pictures I made

Renders:

Topology screenshots:


texts: Light affect just one object of your model without using the compositor?

texts:
Is there a easy and fast way to make an area lamp for example affect just one part of your model
I got a model of a hardware with a display and I would like the display to be affected by the area light but not the hardware.


texts: Where is the Bake button in blender 2.9 (Fluid simulation)

texts:
Wheres the Bake button in Blender 2.9
I cant find it since theres no tutorials in 2.9 and the manual has no pictures.


texts: Control how much influenced by its vertices a mesh will be (how much tight / loose will be)

texts:
I created a number of meshes applying sveral modifiers. When creating in one of them o hole in the center I encountered an issue. I would like to make geometry of the vertices marked with red arrows to be influenced by their vertices as loose as those marked with the green arrows (the geometry is in -Edit Mode- in the big image). You can see why in the little image. When entering -Object Mode- the vertices of the hole creted in the mesh end up pinched. While the modifiers actions works as desired with the rest of the gemetry (The "loose" one). In other sofware like Maya, you can control per vertex how loose/tight a mesh will be to its vertex. I'm pretty much a newbie in blender. Any help will be much appreciated.
(I'm using Blender 2.83)


texts: How to set the parameters of a texture present in the shader editor to the rhythm of music

texts:
I wish I could create a texture that comes alive by lighting up and distorting to the rhythm of a song of my choice; for example by connecting parameters relating to the scale, rotations or precisely the emission intensity.
I have already created possible texture animations. Since background music is planned, I wanted to find a way to synchronize the animations in time with the music as if they were low or high pulses.


texts: Boolean difference makes all geometry disappear on a scaled, solidified half-cylinder

texts:
I have a half-cylinder that has been scaled in edit mode three times on the Y axis. It has a Solidify modifier with its thickness set to .7870 (arbitrary, but it shows my problem nicely). Even with Even Thickness enabled, the Solidify modifier does not handle the top of the cylinder very well:

When I try to cut a hole in the solidified cylinder with a cube and a Boolean modifier, depending on where I place the cube, sometimes all the geometry of the cylinder disappears (I didn't hide the cube here; there's really nothing left of the cylinder.),

sometimes it acts like I used Union instead of Difference (and it inverts part of the normals...),

and sometimes it even cuts a hole kind of like I wanted, although it still does a very poor job.

Inspecting the inside of the cylinder, I can see that the geometry of the cylinder is intersecting itself, and that is what I don't know how to fix. Here's my .blend file.

Edit: here's a screenshot of the actual model (side view):


texts: Glass - How to make visible light source behind (eevee)

texts:
I'm trying to build a simple metro train. My goal is to make the windows transparent so I can see from the inside the lights that are out of the train. I tried to play around with the settings that are within the Glass shader but I cannot do it. I get the effect only on the outer side. Im a newbie.
This is from the inside:

This is from the outside:

As you can see I get a reflection which I dont want. I want only the glass to be transparent from both sides.


texts: How do I attach a Hair piece to mesh so it moves with armature

texts: I have these hair pieces on my mesh and I want them to be stuck to the headmesh for when I move the armature. I tried joining with control-J but I lost the hair. Is there anything else I can do?


texts:
at first, I would like to say that I'm totally newbie at Blender. I have a few experiences with similar program but I'm still beginner.

I try to learn rigging from this source: https://vimeo.com/30078317
Everything goes well (to 14:30 min of video) until setting rotation to control multiple bones.

I attached picture of my problem.

At 14:28 - everything goes well as in tutorial until this time.
At 14:47 - the foot flipped in tutorial but in my blender the "shin.L" bone is flipped well, the "foot.L" and "foot_IK.L" are flipped wrong.
At 15:22 - after setting rotation and axes the foot returns to correct position in tutorial and same in my blender but moving with controlling bone and moving affected bones are different and inverted (15:24)

I'm trying to solve it for two days but with my basic knowledge I can't find solution.

Thank you for help.

EDIT: According to suggestions in comments I uploaded my foots_test_002.blend file.

The creation of foot controls are in state of time 14:28.
According to tutorial you need to set "Copy rotation" to "roll_back.L" with properties: target "metarig", bone "roll_main.L", "X" checked, "Invert" checked, Space "Local Space" and "Local Space", influence "1.00", others checkboxes unchecked. I left it undone because you will probably want to see what it do in each step of setting up.

Regards
Shalladan


texts: How can I change the "active image" of an object via python for baking?

texts:
I want to bake to an image via script.

Is there a way to set the "active image" of an object in python?
Alternatively, is there another way to use blender internal to bake to an image via python?


texts:
So I came across a problem : in the end of rendering my images smoothes out strangely. In material preview noises+fur are looking nice, but when I render it smudges all over. (My denoiser is not on)
What's the possible solution to this problem?


texts: while rendering animation the mirrored part by mirror modifier is not showing in the output(to MPEG)...help?

texts: title says it all.i made a simple mesh using mirror and animated it but while animating using defaults only the original half is showing up not the one which is mirrored by blender.help will be appreciated,thanks!


texts:
Hello,

I want to make head lights for the car, I've put them in Layer 1, only the ground is on Layer 2, Layer 2 catches shadows from Layer 1, But doesn't catch light.
How do I make it so that Layer 2 Catches Light, whilst not making the whole Layer 2 brighter, so only the part where light is being pointed at it.


texts: How to re-map the shortcut to remove a node connection (cutting tool)?

texts:
I use a graphics tablet because using a mouse starts to hurt my wrist. I need to either find the NAME of the "slashing" disconnect function between nodes that works identically like in Houdini FX (the name for the keybind Ctrl RMB, the wrangler doesn't list it, at least to my eyes across 2 days in the list), or I need to make a custom keybind of ShiftLMB because it's a dup for box select.

In the documentation in the blender addon, it says CtrlRMB is lazy connect, but it's showing me a cut tool icon, so that doesn't seem right at all... The documentation for it on the online Blender site is WRONG. CtrlRMB is the cutter tool, not Lazy Connect. Lazy Connect in the Addon keybind list is AltRMB.

Any help would be greatly appreciated, I don't want to wear out my right mouse button on my graphics pen!


texts: Text does not stay center aligned in game engine

texts:
My text is aligned at right in the game engine even if I aligned it at center.

Here is my text:

These are the properties:

And when the game is launched, it is aligned to right.


texts: How to store animation properties/values, and restore them on callback

texts:
I'm implementing a Python script that sets a start frame for multiple selected objects. The objects each have their own NLA strips with their respective values. I've been trying to 'group' these animations together, and shift them according to a user input value. For example, if a user inputs the start frame as 200, the offsets start from that frame.

Making each of the NLA strips move by +value works for adding to the NLA strips seems to work well, but when the value is changed to something lower, it would keep adding to the start frame value. Also, if the value is adjusted slightly higher, like from frame 241 to 242, the strip jumps 242 frames.

I've tried using conditional statements/expressions to control the values, but on user update, the results tend to vary or cause the animations to start on the wrong frame.

A solution I think would be to have the strips revert to their original values before each update, but I don't know how to achieve such a function. The code below is what I have so far. I have a Blend example with 3 cubes attached below

import os
import re
import bpy
from bpy.props import *
import bpy.utils.previews
from bpy.types import WindowManager
from bpy.props import StringProperty, BoolProperty, IntProperty, CollectionProperty
from bpy.types import WindowManager
from bpy.props import (StringProperty,
                       PointerProperty,
                       )
from bpy.types import (Panel,
                       Operator,
                       AddonPreferences,
                       PropertyGroup,
                       )

# Panel
class PreviewsPanel(bpy.types.Panel):
    # Create a Panel in the Tool Shelf
    bl_category = "My Panel"
    bl_label = "My Panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'

    # Draw
    def draw(self, context):
        layout = self.layout
        scn = context.scene
        layout.label("")
        row = layout.row(align=False)
        box = layout.box()
        row = box.row()
        row.prop(context.window_manager, "slide_1_start",text = "Start")
        box = layout.box()
        row = box.row()

def frame_slide(self, context):
    obj = bpy.context.selected_objects
    ob = bpy.context.object
    DEFAULT = 0
    STRINGVALUE = bpy.data.window_managers["WinMan"].slide_1_start
    START1 = 70

    for obj in bpy.context.selected_objects:
        obj.animation_data.nla_tracks[0].strips[0].frame_start += STRINGVALUE
        obj.animation_data.nla_tracks[0].strips[0].frame_end += STRINGVALUE
        obj.animation_data.nla_tracks[0].strips[0].frame_start += 0
        obj.animation_data.nla_tracks[0].strips[0].frame_end += 0
        obj.animation_data.nla_tracks[0].strips[0].scale = 1

    for obj in bpy.context.selected_objects:

        obj.animation_data.nla_tracks[0].strips[0].frame_start += 0
        obj.animation_data.nla_tracks[0].strips[0].frame_end += 0
        obj.animation_data.nla_tracks[0].strips[0].scale = 1
        return None

#####################################################################

# Register
def register():
    bpy.types.WindowManager.slide_1_start = bpy.props.IntProperty(name="Slide_1_SF", update=frame_slide,min=1,options={'SKIP_SAVE'})
    bpy.utils.register_module(__name__)

# Unregister
def unregister():
    bpy.utils.unregister_module(__name__)
    bpy.utils.unregister_module(__name__)

if __name__ == '__main__':
    register()

Blend file

So, I want to create a script so that the original NLA strip values will be stored. if a user sets the start frame to 24, the NLA strips shift by +24. If a user changes the start frame to 13, original NLA strips values are restored and then shifted +13.

An example of what I'm trying to achieve is basically similar to: if I have a scene of multiple objects (like dominoes or cubes), I want to set a start frame for the animation without altering their offsets from each other.


texts:
I am new to blender so I have very basic question.
I have made a contour of my desired shape, but there was some extra vertices i did not need so I deleted them, but after deleting them the plane i had there disappeared too. So how do I place the plane back in between my selected edges?
My second question is concerned about very similar problem of mine. How do I connect these selected edges to finish the shape of my shoe?


texts: Is it a problem to use triangles in a vehicle mesh for a game?

texts: Does a vehicle like a plane have problems if I use triangles for its mesh? The plane will be animated for a game.


texts: How to paint Weight Black to Weight Blue?

texts:
My question here is how can I get the part in black to blue. (see the images)
I don't know exactly what the weight black does but I think that it disturbing the natural weight paint.

When I paint with any value or even 0.05, the Vertex works like was painted with 1. And I think is because that are the black color on.

The Weight Tool "Clean" expands the black, and paint with Brush:Mix with Blend:Substract (and other combinations) turns black also.

Paint in the parts blue gets the good results with varied values. Diferent in the black 0.0/1.0

For any more clarification about it, ask me please.


texts: Very old GPU 2.82a blender viewport glitches. What version could work with hd4870? Is it really version problem? Has anyone seen anything like this?

texts:
Hello i am trying to use blender 2.82a on ubuntu however i ran into strange graphical glitches not present in any other 3d program. They happen after i exceed certain amount of subdivisions and look like broken edges, loose lines that aren't there.

This is after subdividing basic cube face ~4 times with no other transformations.
My specs: Ubuntu 20.04, Radeon hd4870, intel core 2 duo e8400


texts:
What is the best method to get a magnification effect within an image.

More specifically, I am interested in getting a portion of the image zoomed in, with a boundary and the zoom lines annotated, such as is done in this image:

The best solution I have found is to use emulate a magnifying glass directly, like here:

However, I don't like that it adds distortion around the edges, and it doesn't zoom enough - which is why I added the images above.  It would be great if the images above the glasses could be in a frame which was indicating the region from which they were being zoomed into, so that you could easily see two scales in the image.

Is there a way to add a frame with zoom lines to a region which is being drawn with another camera like this?


texts: How would I subdivide a triangular face?

texts:
I would like to subdivide a triangular face.

When I select the face in Edit Mode and click subdivide, I don't see any subdivisions. I have measurements visible and new numbers appear but no corresponding subdivisions.


texts:
I found several threads on this subject but could not distill a solution.  I am trying to delete .001, .002, etc.

The code should delete these, but every time I rerun my code it is as if nothing was ever deleted; the count is now >0.250 and is rising rapidly.

Full disclosure:  The solution below is inefficient; it is the culmination of several efforts to solve my problem and represents my final "brute force" approach.

Thanks in advance for your suggestions:

def delete_object_iteration(objname):
    for x in range(1, 999):
        xs=str(x)
        on2=objname+'.'+xs.zfill(3)
        try:
            bpy.data.objects.remove(bpy.context.scene.objects[on2], do_unlink = True)
        except:
            pass
        delete_object_instance(on2)

def delete_object_instance(objname):
    try:
        bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
    except:
        pass
    try:
        bpy.ops.object.select_all(action='DESELECT')
        bpy.data.objects[objname].select_set(True)
        bpy.ops.object.delete()
    except:
        pass
```


texts: Lattice deformation (bending) - not having any luck

texts:
I've looked at a few tutorials and done everything according to them but can't get the object in the lattice to deform.
- Created lattice, scaled, added additional area in lattice, and put object in center.
- Selected object, added lattice modifier and attached it to lattice.
- Subdivided object several different ways numerous times.

Each time I alter the lattice, it does nothing to the object. What am I doing wrong? Trying to get the mouthpiece to curve around the mask better.


texts: How to get Blender 2.8 windows to load on multiple monitors after closing and reopening Blender 2.8?

texts:
I have a dual display setup. I setup different windows on each, saved the default startup file.

When I reload Blender 2.8, the window for the secondary monitor appears on the primary monitor.

Is there a way to have that window for the secondary monitor permanently locked to the secondary monitor even after reloading Blender 2.8?

Thanks.


texts:
I have a series of images imported as an image texture. Is it possible to:

Use every Nth image?
Use each image or N rendered frames?

The first option results in a render using fewer frames than my image stack. The second creates a longer render by holding on images for more than one frames.

The specific goal is to do this before the compositor... applying these controls to image textures as they are applied to a material.


texts: Environment looks fine in rendered preview mode, but completely black in final render?

texts:
My environment and render settings all seem normal, and when I go into rendered mode(Shift+Z or preview mode dropdown menu) it looks fine and lights the scene normally, but when I do a test render of the final frame, the environment disappears and doesn't light the scene or show up in reflections. I thought it might be my compositing setup somehow, but it looks like that while it's still doing the initial render, and I tried just plugging the rendered image into the final image slot to test it and it still looks the same.

Screenshots:


texts:
I am new to blender and am trying to make a gemstone. I already have it modeled and am on to texturing but the tutorial I found uses a glass bsdf but I don't have one in my add node selection. I tried googleing it but all I found were more tutorials. Do I need to turn something on or download it?
Thanks in advance.


texts: How to move modifiers of multiple objects up or down?

texts:
I would like to move a modifier (which I have already identified) to the bottom of the list of existing modifiers. Unfortunately it does not work and I don't get why...? However, if the object is active, it moves perfectly to the bottom:

#ob = my object, not necessarily it must be selected, it is found by a function
#smooth = #my modifier (found through a function)
for m in ob.modifiers:
    bpy.ops.object.modifier_move_down(modifier = smooth.name)

This only works if the active object is ob. Do I have to override the context? There is a similar question to this but I have no idea how to apply this in my case.

It seems that I have solved my problem by overriding the context members:

for m in ob.modifiers:
    c = {}
    c["object"] = c["active_object"] = ob
    bpy.ops.object.modifier_move_down(c ,modifier = smooth.name)

Any thoughts? Is there a better way of doing that?


texts: particle sims don't render as either objects or collections, using cycles

texts:
i'm trying to render a particle sim as a collection in cycles but it won't render, not even in viewport.
i can get it to display as a halo in viewport, not in render though. it is cached and baked, and the file has been saved.


texts: Blender 2.82.7 - Animation sequence from images - how to reverse/backwards?

texts:
I know that I have created a video of images in Blender 2.8 beta and have been able to reverse the sequence of images with a checkbox called 'Reverse' or 'Backwards', now that I am at Blender 2.82.7 I simply cannot seem to figure out where this is.  I've checked all the different editor types, call menus, drop down menus etc - Did this feature get lost from the latest kit or has it moved or am I just a noob missing the obvious?

Thanks in advance


texts: I was following Derek Elliot's car racing tutorial [1]. I want to put a fence along the track. I have applied scale and rotation to the fence object and the array modifier is working fine but the curve modifier is not working. It generates the  fence array separate from the track and both sides of the fence seem to be drifting away from each other. I have also attached a screenshot from the tutorial video to give an idea of what I want to generate [2] and what is being generated in my case [3,4]. I have also attached the blender files [5] for reference.


texts:
Is it possible to bake an Animation Nodes animation that uses Trim Text and Text Object Output nodes?

I've been following this tutorial to create a typewriter text animation effect.

I eventually want to remove the node tree but keep the animation and have seen that Animation Nodes has a Bake to Keyframes option.

However, when I press this nothing happens. If I remove the node tree the text remains static. Is there any way to bake this animation? I have also tried exporting the file to an Alembic file but the output is only a few hundred bytes in size and doesn't work.


texts:
I have two different mesh (head and beard) on one bone and they don't move together. I have weight painted them, set parent (to bone or other meshes).
Image below shows how should look like mesh:

And how it looks when head (bone) is turned:

[Link to blend file]


texts: Mesh is having trouble following bones correctly

texts:
My Character has been plagued by several strange problems with its parenting to its bones.

First of all, his eyes are not moving with his head correctly. Every other solution I've looked up said it had something to do with the eyes not being weight painted correctly, but I've checked, double checked, triple checked, and heptoplole checked, and the head has them 100% red while no other bone has any red on them.

Also, the armature won't let me rename the bones. Each one reacts differently, but usually the mesh won't move with it fully anymore and it deforms to some degree. The head is the worst.

My blend file can be found here: http://pasteall.org/blend/index.php?id=43706
Thanks for any help!


texts:
I am trying to make a wine glass, exploiting its axial symmetry.

I have a bezier curve spine (a line) which I have bevelled using another bezier curve bevel (a bezier circle).

I then applied a wine glass shaped bezier curve outer as taper to spine.

However, spine only reflects the bevelling and not the taper. (looks like a right cylinder)

What's wrong?

fig1: On left the bevel curve, in the middle the spine and on right the taper curve

I have tried rescaling bevel and repositioning outer to no avail.


texts:
Is there a way to make a painted material from the picture below? All answers are welcome.

I know it. So, the image texture for the base colour is using a ColorRamp node, linked into a Principled BSDF node.

Here is a screen capture of the nodes:

and the preview photo:


texts: How to animate a colour change along a section of a cylinder?

texts:
I want to animate a section of a cylinder that changes colour and follows the path of the cylinder. Below, I've quickly illustrated what I'd like. I want the green section to move left-to-right and then following the path continuing towards the camera.
How can I achieve this? I note this answer, but it isn't quite what I'm after. It's only along one direction (X, Y or Z). I want the colour change to follow the cylinder regardless of what direction it's moving in.
I am following Maulik Sharma's suggestion and it works nicely. However, the way that I'm constructing my cylinder is causing issues with the UV unwrap. I generate the cylinder, scale it into the mirror and then difference bool the cylinder with the mirror to leave this face:

Now, I simply extrude this face along a direction:

The UV unwrap for an object like this is quite unruly and doesn't allow the 'colour' change to flow properly:

What's a better way to generate my cylinder so that this doesn't happen?


texts: Can I use Vertex paint with volume shaders?

texts:
Simple question: Can vertex paint be used with volume shading in Cycles?

When you plug the vertex-colors into any volumetric node (emission, scatter absorption) and plug the output of that node into the volume input of the material output node the material will not render.

Is this behaviour a bug or am I doing it wrong?


texts: I am working on a small  game project with a bunch of buds and would like to know how to add simple 2d character emotions onto a 3d model and have their be multiple expressions within that model. I'm not sure if i'm describing this right, but if you've ever played Goemons adventure or Kirby and the crystals shards on Nintendo 64, I believe they do this same thing. Basically to re-clarify, I want the character to have a default emotion drawn onto their face (eyes open, nose, smile) Then have that be changed to something else instantly whenever a new emotion is called for. Basically the emotions look like their drawn on rather than sculpted.


texts: Titan Black vs 2x970 rendering far too slow

texts:
Was wondering why my renderings at work were so slow, so I decided to compare the same file with my machine at home and was struck by the difference. ie at work I have a TitanBlack and it took 4 minutes to render

( http://i.imgur.com/oMbMtgf.jpg )

, while at home it took 40 seconds

( http://i.imgur.com/MPqobMB.jpg ).

I know there should be a difference of about double the time going off these benchmarks http://blenchmark.com/gpu-benchmarks but 40 seconds compared to 4 minutes is a big leap especially when rendering for animations.

Any reason why this is happening? The specs for both machines are below (sorry I'm not much of a hardware man)...

Work (Win7): Titan Black
http://i.imgur.com/DMlmNCg.jpg

Home (Win10): 970x2
http://i.imgur.com/LEHp3Vq.jpg


texts: Cinema4d R19's new viewport and Blender's EEVEE

texts:
Cinema4d R19 version has a nice viewport update.

Is there anything different from Blender's EEVEE?

Or are high-quality viewports now becoming mandatory for DCC software?

Thanks.


texts: Rendering animation as image sequence doesn't work

texts: I was just wondering if anyone can help with this problem. I have an animation as an image sequence but whenever I try to render it as a video file, it renders the default cube instead. Thanks for your help


texts: When I recalculate Bone Roll in Edit Mode the recalculation doesn't transfer over to pose mode

texts:
The bones in my characters right leg are misaligned in pose mode, but look just fine in Edit mode. Here are some pictures:

This makes it impossible to animate my character, as when I can't really move that leg forward without it skewing to the right...
Thank you in advance!


texts:
I've got a pretty simple object I'm trying to unwrap, hardly more than a sphere with some shapes cut out, yet the UV map I'm getting is, well, I'm frankly not even sure what to call that.

I've tried everything I could think of - applied scale, double, triple and quadruple checked both my normals and my seams, removed doubles and deleted loose elements - none of that has helped so far. Changing the method to conformal does nothing as well.

I've also got another similar element in the same scene and that one unwrapped exactly how I wanted it to.

Does anybody have any idea what's going on here? Any help would be greatly appreciated!


texts: Automatically setting the rendering frame range in compositing

texts:
Is there any way to set the frame rendering range based on the Movie Clip input node (using a script)?  I would like to automatically render different movie files, but in order to do that I need to correctly set the rendering range to cover the entire movies duration in number of frames. I tried looking for a parameter in Movie Clip node that would perhaps contain the clip duration, or frame count, but I wasn't able to find anything like that. Is there perhaps a different way this can be achieved?

My compositing workspace looks like this:


texts: I have a basic problem (I guess). I'm just using the default cube, I added a material then a texture I chose the default "marble" pattern. When I render it, it looks like it should. However, when I export the object (tried all different formats), then import the model back into blender, there is no marble pattern on the cube.


texts: Create a gradient effect, like for coffee?

texts:
I'm trying to create a nice little mug with some coffee in it:

I can't quite figure out how to describe the issue, but I guess the coffee looks too dense. There's usually a gradient falloff effect on the edges of the fluid, like in this screenshot:

How would I recreate this in Blender? Here's my node setup:

My guess is volumetrics, but I haven't dabbled with it before so I'm not quite sure. It's for a still-frame render, so I don't care about render times.


texts: Blender 2.8 API, python, set active object

texts:
I'm trying to amend an addon that I made for Blender 2.7X to work with Blender 2.80.
The problem is with

bpy.context.scene.objects.active = some_object

This is how I used to set an active object, the problem is, active property was removed in the new API!,reading other Q&As, I found 2 suggestions:

bpy.context.object

and

bpy.context.active_object

The problem is, both of these will return the already active object, but when I try to use them this way:

bpy.context.active_object = some_object

or

bpy.context.object = some_object

I'm getting an AttributeError: property is read-only!

I tried the documentation with no luck!

EDIT:

According to Blender 2.8 WIKI API changes:
https://wiki.blender.org/wiki/Dev:2.8/Source/LayersCollections/API-Changes

bpy.context.scene.objects.active

changed into

bpy.context.render_layer.objects.active

This doesn't work, AttributeError: 'Context' object has no attribute 'render_layer'


texts: list slicing seems disabled in python scripting

texts:
I'm writting a small script for the script Node of animation nodes, which I suppose uses python 3.7 like my version of Blender 2.82 does, but I'm hitting a NotImplementedError when I try to slice a list.

Here's an example code that shows this

import math

#recieve v1 from Blender

for i in range(len(v1) - 1):
    p1 = v1[i]
    p2 = v1[i + 1]

    if (p1 - p2).length > maxDist:
        middleNode = ((p1.x+p2.x)/2,(p1.y+p2.y)/2,(p1.z+p2.z)/2)

        # v1[:i] = v1[0..i] and v1[i:] = v1[i..]
        v1 = v1[:i] + middleNode + v1[i:]
        #v1.insert(i+1,middleNode)

    i = i + 1

v2 = v1

# send back v2 to Blender

I'm currently finding a workaround around this, but I didnt know where to ask about this.
I've only just started using python inside Blender and would be really disapointed if I couldnt use any kind of slicing.


texts: 2.8 Bone editing and pose problems, cant select single bones

texts:
I´ve built a rig in 2.8, however when I try to select a single bone in edit or pose mode, i can´t.
All i can do, is doubleclick the first bone i created to cycle through the other bones. I have tried in new files and rightclicking, but  the problem persists.
Help, i need to get an animation done soon and this is breaking my back.


texts: When can you no longer switch from Evee to Cycles render

texts:
It is a lot easier to work in Evee, but I'm trying to learn layers and collections.

Some actions are not compatible in both Evee and Cycles.
I see in some online tutorials the author will say we now have to switch to cycles because of this next action is not compatible

I would like to know what actions prevent you from changing rendering engines?  Specifically when can you no longer switch to Cycles from Evee.


texts:
I have been trying to export my model into FBX format to test in UE4 however I keep getting a traceback error (see first image below). I honestly have no idea what is causing this as I have no plugins installed. The rest of the objects that make up the building export fine.

I am relatively new to Blender and I'm using the Industry Compatible keymap.


texts: How to get the updated vertex coordinates of a cube when rotating?

texts:
I tried to use handlers to update the vertex coordinates but failed. Please have a look at below code:
bpy.ops.mesh.primitive_cube_add(size=1,location=(0,0,1))
current_scene = bpy.context.scene
#default_cube = current_scene.objects['Cube']
default_cube = bpy.context.object

degp = bpy.context.evaluated_depsgraph_get()

def update_scene(current_scene):
    cube_eval = default_cube.evaluated_get(degp)
    cube_mesh_eval = cube_eval.data
    current_frame_value = current_scene.frame_current
    default_cube.rotation_euler.z=180/120*current_frame_value
    print(current_frame_value)

    for v in  cube_mesh_eval.vertices:
        print(v.co)
#clear the post frame handler
bpy.app.handlers.frame_change_post.clear()
   bpy.app.handlers.frame_change_pre.append(update_scene)


texts: How to apply two materials+textures to the same object using UV Map

texts:
I have created a UV map and used Gimp to apply two different sets of textures on two different layers.

I've returned to Blender and created two materials, and assigned one layer of textures to each material.

I can apply them individually to the object, but I want to apply them both at the same time.  Is this possible?  How do I do so?

Ideally I'd like to be able to do it by overlayering the two I have, as they fill different parts of the mesh.  In other words, I don't want to have to select individual faces and apply the respective material, because it's a complicated shape with about 7k faces.

If relevant, ultimately I wish to be able to export the two materials into Unity for use there.  I want to be able to set different settings on them in Unity, which is why there's two of them.  i.e. I don't want to bake them in Blender.

Thanks.


texts:
I have a scene with some Glass BSDF Text and a rendered video as background.
Because the video is not in 360°, I'd like to add a HDRi Image as Environment, but still keep the video as background to get the right refraction.
Any idea on how to combine the two?

My World Shader as of now:


texts:
Add Header Bars to interface
Could a script add header bars to a UI?


texts: When I rigged my character the clothes were hidden. Would I need apply automatic weights again while the clothes are visible? Or would the clothes move with mesh?


texts: Baking normals from high to low poly mesh for game object

texts:
I modeled a high poly gun and uv unwrapped it. I then duplicated the object and removed a whole lot of edge loops to make it lower poly (3500 tris for the high poly gun to 350 tris for the low poly).

The question is how do I bake the normal map? I am in the blender render and have "selected to active" checked and the baked normals come out all strange with holes in some faces.

I think it might be because the uv unwrap for the low poly is different than for the high poly maybe? Any tips on how to correct this? The UVs and normals is the last thing I need to figure out...

EDIT

Folloed the guidelines and BAM these are my results: Normal Map and the loweres object with the normal texture node attached to the displacement output rendered.

Thank you so much!!


texts: Body part recognition inside of blender using a neural net

texts:
So I'm working on a project that's turning out to be monstrously difficult. I'm trying to automate the rigging process inside of blender using the addon "Auto-rig pro". This addon has a feature called smart rig that automatically places a skeleton into a mesh. Using this I've been able to automate everything but one step.

In order for the rig to be created automatically you have to manually place markers on the neck, chin, shoulders, wrists, ankles, and groin. If you've ever used mixamo's autorigger it's basically just that. So in order to fully automate the rigging process I've resorted to using a neural net.

I've been doing a lot of research on machine learning, but unfortunately it appears that I'm the first to attempt something like this (as far as I know). After significant effort I've managed to install Tensorflow and Keras into blender, but I start running into problems when I try to figure out how to feed the data to the neural net.

Normally a neural net is fed raw images, but I need to feed it the 3d view. The marker placement is done in a straight on orthographic view, so I only have to worry about 2 dimensions here which is nice. I could render each model as an image and input it into the neural network, then have the neural net output the appropriate marker coordinates, but rendering takes time and this method seems somewhat unreliable.

Honestly I'm feeling pretty damn overwhelmed by this whole process, I'd never written anything in python until a few days ago, and I've never tried to make a neural net do anything more sophisticated than recognizing simple number patterns.

If you have any suggestions or ideas at all I'd love to hear them and I'm happy to answer any questions you have. Just feeling like anyone other than myself is considering this problem would mean a lot to me.

Also I apologize for any typos/grammatical errors I may have made. After working on this whole neural net dilemma for 8 hours straight my brain is pretty much completely fried.


texts: Wierd Black things in solid view Blender 2.91.2

texts:
I just opened the project file from blender cloud (Rain v2) and this happened.
I tried to fix it for an hour, but I found nothing similar. I have an RX 580 and a Ryzen 5 1400 with the recommended drivers.


texts: How to find duplicate named vertex groups quickly

texts: I am trying to merge to rigged armatures but apparently there are some vertex groups that have the same name. I unfortunately have no idea which ones have the same name. Is there a quick way to find the duplicate named vertex groups so I don't have the waste my time changing all the vertex groups?


texts:
So Lately everytime I open Blender (2.76) it stops my windows Aero and changes my theme back ?

Wondering if there is a solution to this problem

Its really hard to work with the basic theme

Using windows 7

Nviada GTX 980


texts: Is it possible to Highlight all Animation keyframes in the dope sheet and make all frames stick to a specific location, all at once?

texts:
I downloaded two animations from Mixamo and imported it into blender. Both animations are an idle animation and a random action animation. The action animation starts at a completely different location when compared to idle animation that starts right in the middle location of x,y, and z.
This action animation has over 40 key frames and was wondering if its possible for me to highlight all keyframes of the animation and change all frames of the animation to be in the same location at once. This is so I don't have to change the location of every frame individually. Would appreciate any help.


texts: Make End of Rotation the Beginning Rotation of New Animation in Animation Nodes

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I would like to have an object animate between Start_1 and End_1. Every 50 frames the ending value is given a new random value, and the preceding end value becomes the new start value.

In other words, where the last euler animation ended is where the new euler animation starts. This continues on indefinitely.

I imagine re-assigned a variable in a loop is involved, but I haven't been able to get much further than that.


texts: Can I have Wireframe view + material preview At the Same Time

texts: I am currently watching a tutorial where the author goes in the wireframe view,but he is still in the materail preview.He uses a key f3 for wireframe which is by default in blender ,but when i do the same it shifts me to wireframe view but not in the material preview.Below i have attached the pics where the other guys mesh is in the wireframe preview but also in the material preview


texts: Define directly filepath of wm.append command?

texts: Is it possible to define the .blend path in the wm.append command to open directly in the selected blend file ?


texts: How could I animate a plane into a pipe and then a pipe into a torus?

texts: I need to create an animation demonstrating UV wrapping. I want a rectangular plane to smoothly roll into a pipe (open-ended cylinder), and then the pipe to bend into a torus. How should I approach it? I know I can use Curve Modifier for both transformations, but how do I animate this?


texts: Issues with boid particle system's movement and collision

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From some time ago I have a really annoying problem:
My boids particle system works super good with any objects but not with a plane with some sculpting changes. So, the main objective is to order my particles to move to some point (like a horde simulation) but the problem is that they don't want to act like this (just rotating)
First file is my main with all the stuff and this is the exact place where particles don't have normal behaviour
Second file is the test file where all objects have normal reaction  and predictible behaviour
I really hope someone can help me because tons of information on forums didn't help me
1 file:https://drive.google.com/file/d/1WZkHFwsZmBQWrx34siyOS3zd4mMtOAm8/view?usp=sharing
2 file:https://drive.google.com/file/d/18kwr4ajYEYnDuBieSrtunXOjCExXuyj1/view?usp=sharing
video:https://drive.google.com/file/d/1aKQYg99HWmSX2u7UPBJsfeBUFfM2s3pt/view?usp=sharing


texts: Why does this Cube look like a Rhombicuboctahedron trapped inside a cube?

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I am very new to blender, just been working on making a donut from the blender guru and messing around a bit on my own so far. This has happened to me a few times now where my cubes and planes will like- i dunno, subdivide(?) themselves inside their shape.
This is in Edit mode, object mode it just looks like the Rhombicuboctahedron (had to look that one up lol) on its own.

I tried to look up a solution on my own before posting here since I'm sure this a small thing I just don't know about yet, but couldn't seem to figure out the right search terms, so I apologize if this has been addressed already or anything but I just couldn't seem to get the answer on my own

If I haven't provided enough details please ask me for more, but be very specific as I likely won't have the foggiest what you mean if you just ask for a setting by name
♥


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I'm following this tutorial and at 32:45 he tests out the smoke emitter, and I've followed every step to that point, and it doesn't work for me. He starts explaining how to do it at 30:15. Here's a link to my .blend file, can someone please explain to me (very simply) what I'm doing wrong here?

p.s. sorry for asking so many questions!


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So I've almost finished a huge project that I have spent hours upon hours creating and now I don't know what to do, I've looked up so many things to try and fix it but none worked

as you can see here I have a toy train

and when I render it you can see the carriages and they are just black and you cant see anything else and you can see the wheels have put holes in it or something but I don't know what I've done.

and an all my other layers when I render it there is nothing. Please help


texts: I recently heard that it is a good idea to save the texture image not only in the textures panel...but also in a other panel as well, I think it was the uv mapping panel? Or image veiwer? And that if you didn't and closed it down then you may loose some of your work. If this sounds familiar to anyone, I was wondering why you hade to save it in essentially 2 different windows?  Does Maya or 3dm have these kind of ideosyncresies also in anyone's experiance?


texts: No "Final" option under Physics Properties > Cache > Type

texts: My question is pretty simple. In all the tutorials I've watched at some point the instructor says to set the option Physics Properties > Cache > Type to Final but my only options are Modular Replay and All.


texts: Mapping multi uvs textures to a character in blender? 3 separate textures for character

texts: I've been trying to convert a 3D model into the sims 4 as a decorative object "like action figure." I managed to pose him the way I wish but when it comes to mapping his 3 separate textures I can never seem to correctly do so that he looks the way he does in blender. Can someone give me some detailed help?


texts: cannot select vertex in vert select mode, and i also cannot make any transformations to an edge or face i have selected

texts: so as you can see, ive got this, and im in vert mode, and i cant select any verts. ive restarted blender, my pc. I also cant unwrap it, when i press unwrap, (if if were to have the seams, which i did before) it would simply not make islands for them, and also when i do any edit mode thing, i guess, it deselects the object and nothing happens. like if i do tris to quads, everything deselects and i get no difference, even though i applied a triangulate modifier and had it include the already made quads.


texts: Is there a cloud rendering service for baking in Cycles?

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Id like to cloud bake multiple 8K textures.
Is there an add on that allows me to do this on a render farm?


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im trying to do a smoke Sim but when i activate the noise, the smoke volume get clipped as it see on the pic. im using one domain, one animated mesh with Inflow and two meshes with particles as emmitters.
Im using Blender 2.83 (i test the same on 2.82a, and its the same)
Any idea?
Thanks!