texts: how to make new object from the duplicated part of other object in edit mode?

texts: i need to make new object from part i duplicated from other object.


texts: So I've been experimenting with the best what to rig this guy, I've re rigged him about five times already. So basically this guy is for a mobile game where you roll him around the world and if you don't keep him knocked out he will run away, so keep in mind his bones will have to be affected by physics later on. any good methods of rigging this much fat?


texts: Im following a tutorial online but im at a stand still in the video tutorial when he uploads a background image the measurement is 5.000 by default when I upload the same image my measurement is 32.8 were both using the imperial units for measure so I don't know what the problem is can someone help me get my default measurements to 5.000


texts: How to make a curved triangle with exact measurments

texts:
firstly, i would like to apologise for the title, it may not be on point.

secondly, i would like to thank all of you who always help and answer noob questions. I have learned a lot form you guys.

here is my question:

i am trying to make a small triangle box, to 3d print. And that box needs to have a sliding door.
the first problem i am facing is getting an homogenous rounded edge on the hypotenuse, which makes it difficult to model the sliding door.

what am i doing wrong?


texts: Shape On Animation Path Is Wobbly And Shape Not Facing The Right Direction

texts:
I have made an animation of a shape following a path 100 frames. The shape when following the path, doesnt seem to be too smooth, its a little bit wobbly from side to side. Also is there a way to see keyframes in the timeline although it's an animation path?
Also the face of the cube is not facing the right direction when turning along the path.
Thank you.

https://streamable.com/mmq44f


texts: Can I "mute" all f-curve drivers in a single click?

texts:
I often need to review the results of my face-rig's expression animation transitions. However while drivers are connected to the bones the animation data does not change the bone's transform when the playhead is scrubbed.
Instead I must manually either delete all drivers, or mute them one-by-one:
Is there a way to mute all drivers at once?

Here is a video which shows exactly my main issue (notice how bone animation is only seen when drivers are removed or muted)
[EDIT]
This is possible to do with Python. So now I can make a custom menu button for this in the future.
for driver in bpy.context.object.animation_data.drivers:
    driver.mute = True

[UPDATE]
And here's the custom menu button script so this can all done with a single click:
import bpy

class CustomDriverControls(bpy.types.Panel):
    bl_idname = "CUSTOM_DRIVER_CONTROLS"
    bl_label = "Custom Driver Controls"
    bl_space_type = 'GRAPH_EDITOR'
    bl_region_type = 'UI'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout
        row = layout.row(align=True)
        row.operator("my.button", text="Mute Drivers").number=1
        row.operator("my.button", text="Un-Mute Drivers").number=2

class OBJECT_OT_Button(bpy.types.Operator):
    bl_idname = "my.button"
    bl_label = "Button"
    bl_options = {'REGISTER', 'UNDO'}

    number = bpy.props.IntProperty()
    row = bpy.props.IntProperty()
    loc = bpy.props.StringProperty()

    def execute(self, context):
        if self.number is 1 or self.number is 2:
            for driver in bpy.context.object.animation_data.drivers:
                driver.mute = self.number is 1
        return{'FINISHED'}

def register():
    bpy.utils.register_module(__name__)

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

if __name__ == "__main__" :
    register()

Simply copy the above code into the texteditor of your project and press run. Then navigate to the driver panel and you should see two new buttons for muting and un-muting all driver.

It would still be very nice to find a more standard (portable) way to do this.
[UPDATE]
So I was just made aware that all of the above is not nescessary and Blender does in fact have a built in way to handle setting all selected to "mute"

Quote by Rich Sedman found here
"If you select
multiple channels you can then use the Toggle Channel Setting (in the
Channel menu or Shift-W) to toggle all the selected channel's 'Mute'
setting at once"


texts: Constraint on fixed distance between 2 objects not respected

texts:
[Blender 2.76b]

Hello, I'm trying to physically simulate a robot structure in BGE. Right now, I'm only trying to connect two servos together. The problem is, the rigid body constraint(generic 6dof) that is supposed to fix the upper servo to the frame does not seem to be working correctly, as proved by this video

Scalings are applied, the masses are 720 for the servo and 10 for the frame. I noticed setting more similar masses alleviates the problem but 1) it does not disappear completely, 2) I want the simulation to be realistic NOT feel realistic, so playing with the masses is out of question.

The physics sub steps are set to 5, the maximum allowed by blender's interface. What I don't understand is that in blender render, the same configuration behaves normally (I don't want to switch to it because blender game engine gives me some useful methods I want to use)

The file is available here


texts: How to add a panel and an operator to Blender file browser

texts:
I'd like to modify Blender file browser UI via Blender python sdk, adding directory and file groups caching and importing...

Is that possible? Thank you


texts: How to Render a Video as an .mp4 Format?

texts:
Yes, I've read other topics asking the same question, and changed all the output settings that I know someone will reply with. Keep in mind, I'm very new to using Blender as a video editor. However, when I render or save the video, it saves as a .png or a .blend. My settings are changed to:
File Format: FFmpeg,
Container: mp4,
Codec: mp4.
Where exactly do I go to render/save it as an mp4?


texts:
I know how to scale along local axis (hit x or y or z two times), but how to do it in blender 2.8? Thanks.

EDIT:
made question more accurate.


texts: The wing flaps are 2D planes that i applied a solidify mod on them. how do i remove these black marks/seams?


texts: 2.79VSE -Any way to add external Vfx plugins

texts: In other softwares like Premiere,Vegas etc it's possible to share the same external Vfx plugins like NewBlue , BorisFx etc across softwares  .Is there any way to add these plugins in the VSE ?


texts: How to add playing videos to the 3d viewport?

texts: Is it possible to add videos to the 3d viewport? I want to add multiple ones playing in a loop.


texts: Where can I download previous builds of Blender 2.8?

texts: I want to follow a tutorial that uses a build from July 13th, but the layout has changed a bit.


texts: What 3d file format should I use to import low poly shapes?

texts:
I'm a metal artist and think I can learn blender enough so I can create my sculpture ideas, render them and submit them to sculpture jobs.
Hoping I can shave off some time by importing 3d files that I can then modify and shape to fulfill my design ideas.
What 3d file should I be looking for if it's possible to import?
Will an .obj file work?


texts:
I have two action actuators, and I need to switch between the two immediately once a variable has changed.  I have tried multiple things such as logic bricking the set up and using this script:

import bge
cont = bge.logic.getCurrentController()
own = cont.owner
sens = cont.sensors['Move']
if sens.positive:
    if own['Y Axis'] == 1:
        cont.activate(cont.actuators['Y Axis'])
        cont.deactivate(cont.actuators['X Axis'])
    else:
        cont.activate(cont.actuators['X Axis'])
        cont.deactivate(cont.actuators['Y Axis'])

Where own['Y Axis'] is the variable that this is dependent on.  It works the first time the variable is switched, and then it doesn't work afterwards.  The actuators, Y Axis and X Axis are Action actuators with the Loop End playback type set.  How can I do this?  Thanks!


texts: Having problems with translating negative edges

texts:
(Ahead of time, I noticed that this seems to be a problem with negative translations. I will change the intro to show this.)

I am trying to create a wedge with angles on the lower end of the wedge, as shown in the pictures below. However, the left side translates correctly since it is a positive translation, while the right side creates a weird triangular edge due to the negative translation. Is there any way to have the right side of the wedge follow the same mechanics as the left side?

Lets say I want to change two of the vertices, specifically the top 2 on the lower half of the wedge. One will move correctly and will only be connected two its closest points.

EXAMPLE:

https://gyazo.com/b1e7b3a749a7b5b328f03166bd263c1a

But then when I do the other side It is connected to all points on the side plane.

EXAMPLE:

https://gyazo.com/3fb503ce3e24ad29baed76ad5112cf3a

Here is an example of both of them next to each other.

EXAMPLE:

https://gyazo.com/ce860346a5ac251920eafe7081f839d7

Is it possible to move the vertice on the right in the same way as the vertice on the left? I would like to make a nice angled wedge but its not possible with this happening! Would love some help!

Here is a Gif showing what I am having troubles with, in slightly more detail. Notice that the right side of the wedge creates an odd triangular edge while the left side is nice and flat.

EXAMPLE: https://gyazo.com/3f9ecc8a55b817a23314074f6a28512f


texts: Will it be possible to have this type of lightning in Blender?

texts: I am really curious to know that how will I light this scene in Blender it's my dream to make this scene.


texts: Some parents of a hair particle system go underneath faces

texts:
I've got a problem where some particles of my hair particle system go underneath certain faces.

The normals of those faces are faced correctly and the same way as all other faces.
Vertex paint is relatively smooth and does not have random faces not selected.
Changing the seed number does not make the problem go away/change to different faces.

Image description:
1 Showing (poorly drawn) faces with missing particles
2 Wireframe of image 1, showing me that there are indeed instances of the particle system there, just underneath the surface
3 Render of image 1
4 Shaded mode of different part of the image with the same issue, faces with the problem are indicated by green arrows
5 Vertex weight paint of the same part of the image as 4


texts: How can I turn this into a perfect cylinder

texts: During modeling, I often find myself having this problem. How can I turn the following face loop into a perfect cylinder?


texts: How to run the blender benchmark on windows?

texts:
I have downloaded the blender benchmark zip file but how do I install / run the benchmark in Windows ? In Mac OS this is all very simple but I really don't know what program I have to start on Windows.

By the way ....after 2,5 years not using Blender I am back again :)


texts: code under modal operator gets executed only when mouse is moved or a key is pressed

texts:
i have the following code to receive serial data from arduino and rotate the cube...

import bpy
from bpy import context
import serial
from time import sleep
from bpy.props import IntProperty, FloatProperty

value = 0
i=0
j=0
degree = 0
ser = serial.Serial("COM77", 9600)

class ModalOperator(bpy.types.Operator):
  bl_idname = "object.modal_operator"
  bl_label = "Simple Modal Operator"

x = IntProperty()

def modal(self, context, event):
   if ser.inWaiting()>0 :
        value = ser.read(2)
        print(value)
        self.x = int(value)
        print(self.x)
        self.x += 1000
        degree = self.x * 3.14/180
        print(degree)
        bpy.context.object.rotation_euler[0] = degree

   if event.type  == 'LEFTMOUSE':
       return {'FINISHED'}
       ser.close()

   return {'RUNNING_MODAL'}

def invoke(self, context, event):
    if context.object:

        print("hi")

        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}
    else:
        self.report({'WARNING'}, "No active object, could not finish")
        return {'CANCELLED'}

def register():
   bpy.utils.register_class(ModalOperator)

def unregister():
   bpy.utils.unregister_class(ModalOperator)

   register()

# test call

bpy.ops.object.modal_operator('INVOKE_DEFAULT')

the code under invoke function executes immediately when i run the script..but the statements under modal function executes only if i move the mouse or press any key...

I think it doesn't consider incoming serial data as an event...

i want the serial data to be read as and wen it comes...not only wen the mouse is moved..

Is there any way to check serial event....  like  'MOUSE_MOVE'  or 'LEFTMOUSE'....


texts:
I have a problem applying bones to my models.
When I select the option to add a bone or armature, it does not appear in any of the models in the working screen of the program.
I've already activated the addons, tried to uncheck the "hidden" option, activated the viewport display (in front), restarted the computer and reinstalled the program but nothing seems to solve it.


texts: XNA model's transparent textures are white Blender 2.8

texts:
I have no idea how to fix this problem, this is what I get every time I try to render with Cycles. I use Blender 2.8. I also added a picture of the nodes, if that helps.

Rendered:

Node setup:


texts:
The operator work correctly when I call it. But report error when I open a new file.
bl_info = {
"name" : "Test",
"author" : "Public",
"version" : (1, 0),
"blender" : (2, 90, 0),
"location" : "View3d > Tool",
"category" : "3D View",
}

import bpy, blf

class Test_operator(bpy.types.Operator):
    bl_idname = "object.test_operator"
    bl_label = "test"

    @staticmethod
    def draw_callback_px(self, context):
        blf.size(1, 12, 72)
        blf.position(1, 50, 50, 0)
        blf.draw(1, self.s)

    def modal(self, context, event):
        "some code..."
        return {'PASS_THROUGH'}

    def invoke(self, context, event):
        self.s = "hello world"

        args = (self, context)
        self._handle = bpy.types.SpaceView3D.draw_handler_add(
            Test_operator.draw_callback_px, args, 'WINDOW', 'POST_PIXEL'
        )
        context.window_manager.modal_handler_add(self)
        return {'RUNNING_MODAL'}

def register():
    bpy.utils.register_class(Test_operator)
def unregister():
    bpy.utils.unregister_class(Test_operator)

Traceback (most recent call last):
File "C:\Users\user\AppData\Roaming\Blender Foundation\Blender\2.90\scripts\addons\testcallback.py", line 20, in draw_callback_px
blf.draw(1, self.s)
File "C:\Program Files\Blender Foundation\Blender 2.90\2.90\scripts\modules\bpy_types.py", line 717, in getattribute
properties = StructRNA.path_resolve(self, "properties")
ReferenceError: StructRNA of type Test_operator has been removed
How can I fix it? Thank you very much.


texts: Where does Blender "connect" to NVIDIA drivers?

texts:
Using a NVIDIA GeForce 1060 with Blender 2.8 worked fine until upgrading recently to Debian 10 and Blender 2.9, but now Blender 2.9 does not recognize my NVIDIA GPU in Preferences -> System -> Cycles Render Devices.
Troubleshooting online says to "update drivers" [ cite1, cite2, cite3, cite4 ], so I updated the drivers, to no avail.
Steps taken:

I installed NVIDIA drivers manually following this tutorial from linuxconfig.com
Purged everything, next I tried this tutorial which helped previously when using Debian9
Purged everything, next I tried installing NVIDIA drivers from Debian's Manual
Purged everything, next I tried installing the "most recent" version from NVIDIA's website following this tutorial

All of these were able to get NVIDIA installed and CUDA working fine, no issues with nvidia-smi, but Blender would not recognize a GPU.
Thinking it a Blender issue, I removed Blender 2.92 and tried using Blender versions 2.91, 2.90, 2.83, and 2.79, none of them pick up my GPU anymore.
Thinking it a Debian issue, I did a fresh install of the OS system and installed all software, drivers, and headers, fresh.. to no avail.
At wits' end, curious to know if there's a way to manually "point" Blender's Cycle Render Devices to my GPU, and how to do that, if it's even possible. If not, what steps are left to be taken when the only advice is "update your headers" and the headers have been updated a dozen different times?


texts: How to create a fully linked duplicate object?

texts:
Hi this is my first question on this site so if I made a mistake, please advise me!

Q:
Im trying to create duplicate from a "template" cube (I created a cube and put it in the layer 2)
Now when Im making linked duplicate from this template cube I see that the rigid-body and force field that I applied on the "template" cube are missing...

I don't want to create a fully separate object for every instance of the template cube I will make...Because there will be a crap ton of them...


texts: BMesh: How to map vertex-based UV-coordinates to loops?

texts:
I have a game model format which stores the UV coordinates for each vertex. To implement seams in the UV mapping, a vertex just appears twice, each having a different UV coordinate (it solves the lighting issues introduced with that by using custom normals stored for each vertex, but sadly I can't teach Blender custom normals correctly yet as I learned... another story).

Basically, my vertex data looks like this (made-up data):

Index   X       Y       Z       U       V
0       1.4235  0.2434  -0.322  0.0     0.5
1       2.3242  0.231   0.323   0.5     0.0
2       1.2242  0.531   -0.323  0.5     0.5
...

So I started writing an importer for this format, and thought it's easy enough to just set an uv property of a BMVert instance - just to find out that BMVert does not have a property for UV mapping at all.

From looking at the samples, it (logically) looks like I have to set the UV coordinates by iterating through loops rather than the vertices. But I'm a little stumped for an answer on how to find out the index of the vertex having the required UV coordinate when iterating through the loops.

The answer here UV Vertex using Python? was suggested, but it does not show how to retrieve the corresponding index of a vertex.

My current code to import the XYZ vertex positions (and normals) is as follows:

# Get the vertices and indices of the most detailled LoD model.
vertices = get_vertices(...)
indices = get_indices(...)
# Create a mesh and a bmesh to represent the polygon.
mesh = bpy.data.meshes.new(fshp.header.name_offset.name)
bm = bmesh.new()
bm.from_mesh(mesh)
# Go through the vertices and add them to the bmesh.
for vertex in vertices:
    bm_vert = bm.verts.new(vertex.p0)
    #bm_vert.normal = vertex.n0 # TODO: Blender does not really support custom normals yet, and they look weird.
bm.verts.ensure_lookup_table() # Required after adding / removing vertices and before accessing them by index.
# Connect the faces, they are organized as a triangle list.
for i in range(0, len(indices), 3):
    bm.faces.new(bm.verts[j] for j in indices[i:i + 3])
# TODO: Set the UV coordinates??
uv_layer = bm.loops.layers.uv.active
for face in bm.faces:
    for loop in face.loops:
        loop[uv_layer].uv = #..?
# Write the bmesh data back to the mesh.
bm.to_mesh(mesh)
bm.free()
mesh_obj = bpy.data.objects.new(mesh.name, mesh)
bpy.context.scene.objects.link(mesh_obj)


texts: How do I close the User Preferences window when it is not opened by the window manager?

texts: I am running FreeBSD 10.2 64 bit with fvwm-crystal. In all other cases, just starting a program from an xterm opens a window with buttons. Blender does not open in a window with buttons, which in itself is not a problem. However, when I try to set user preferences, the new window does not have buttons, and I can not close the User Preferences window. I tried "dbus-launch blender" but no difference. I do not see any configuration options for recompiling blender that might make any difference. Any advice would be appreciated. Thanks.


texts: Duplicated object not showing when rendered

texts: So basically, duplicated items don't show in render. I've tried ticking all in filter, one by one, all, none and still doesn't work, I've also checked if if the visibility boxes are ticked, but still doesn't work. I am desperate, please help!


texts: How to make this thorny decimated effect?

texts:
I would like to use a modifier or something to quickly get something like the picture below without too much hand modeling.

Is this noise effect possible to apply such a remesh to a base mesh?


texts: Bmesh : how do I keep track of vertices in edited topology?

texts:
I'm trying to write a script to bisect Ngon rectangles, horizontally or vertically, at a given percentage of the distance along their sides. (The sides may consist of more than one edge).

Some of the script involves finding the right edges to cut, and moving the new vertices to the right place, but I hope this is a minimal expression of my problem:

ob = bpy.context.object
me = ob.data
bm = bmesh.new()
bm.from_mesh(me)

bm.edges.ensure_lookup_table()

e1 = bm.edges[4]
e2 = bm.edges[3]

ret = bmesh.ops.subdivide_edges(bm, edges=[e1], cuts=1)
v1 = ret['geom_inner'][0]

ret = bmesh.ops.subdivide_edges(bm, edges=[e2], cuts=1)
v2 = ret['geom_inner'][0]

bmesh.ops.connect_verts(bm, verts=[v1,v2])

bm.to_mesh(me)
me.update()

bm.free()

(Here, I've hard-coded the edge selections)

The  bmesh.ops.connect_verts(bm,verts = [v1,v2]) generates an error: '..BMVert has been removed..', which is perhaps understandable, but how would I keep track of v1,the vertex generated by the first cut? If I run this snippet without the connect, the vertices appear just fine in the updated mesh, so they are there, somewhere.

I'm in 2.79
The mesh starts in Object Mode (does that make a difference?)


texts: How to install import_3dm add-on properly?

texts:
I'm totally new to blender - mostly work in Rhino, but am wanting to use it to render models that I build in rhino so am trying to install the "import 3dm" addon.

I had blender 2.80 installed. Tried installing the addon from the .zip file on my desktop (import_3dm-master) it shows a message in blue in the bottom right of the screen stating that it has installed that addon but it doesn't show in the addon menu under any of the categories.

I tried extracting the file and copying it directly into the addon folder. Still nothing. Tried installing the import_3dm-v0.0.2 version. This shows up in the menu but has an error (shown in screenshot below). I even installed blender 2.82a in the hopes that this would somehow solve the problem but no luck... Here is the error message I get:

Q: How to install this add-on properly?


texts: Irregularly-shaped rigid bodies and molecular particles?

texts:
I'm using PyroEvil's molecular addon to have a bunch of particles collide with each other and the environment. However, I also have some other objects in the environment which I'd like to get to react with the particles (e.g. plates, cups, food)

I could create another few particle systems and make each object another particle, but Blender's particle system only supports spherical particles and the collision would look absurd.

So, how can I make molecular particles collide with irregularly-shaped objects and have them move about?


texts:
im Blender beginner and want so scale my cylinder in shape but i cant figuere out how to do it. I Tried to do it with the base cylinder and without mirror mode, in this case it work but i need to work in mirror mode.

i watch a video tutorial to do this lizard but in his video it stay in shape :(
have you any hint how i can do this ?


texts: How to fit an object generated by the Array modifier into a frame precisely?

texts:
I want to fit the blue pieces inside the white frame with an Array modifier.

How can I do that?


texts: Check overlap between objects, what is the "depsgraph" parameter?

texts:
Console says i need to put the "depsgraph" parameter when checking if 2 objects overlaps, what is that? since the API manual doesn't provide options what to put in.

import bpy
from mathutils.bvhtree import BVHTree
for obj in bpy.context.scene.objects:
    if obj.name.startswith("myobj_"):
        for obj2 in bpy.context.scene.objects:
            if obj2.name.startswith("target_"):
                isoverlap = BVHTree.FromObject(obj).overlap(BVHTree.FromObject(obj2))
                if isoverlap is not None:
                    print("overlapping")


texts: How to export a "sliced face" of an object into a dxf?

texts:
I know my question sounds weird but I will try to be specific as possible. Please be patient and please don't flag this question with another question: I would like to hear what everyone needs to say even if its a negative feedback, this is a serious project.
I am testing a feature called Variable Data Cutting (VDC) on the UI of a non-visible class 5 laser die-cutting machine designed to mass produce intricate folding cartons. ↓

Fun fact: Conventional die-cut manufacturing techniques cannot achieve this level of intricate cutting. This being said, this technology allows us to innovative widely.
As for Blender, this process is critical. Indeed Blender is a powerful tool and can be utilized in high-end production processes.
I use flat planes as a splitting tool to split an obj or stl object(s). After splitting the object, I would like to know how to export the "sliced face" as a dxf. The UI only reads dxf, dwg and even PDF. Below is an example of what I am depicting. ↓

Actual thickness would be .20 mm

I would like to know how to export the "sliced face" as a dxf.
Thank you for taking YOUR time to help me out, and if there is something anyone needs more explanation on please let me know so I can quickly revise anything.


texts:
On openshading the FAQ says:

OSL only works on the CPU for now. It would be possible to port the system to GPU, but it would require a lot of work. There are no immediate plans for it.

What does this mean? Does this affect only OSL script nodes? I noticed that a a OSL script wave_rot.osl is compiled in wave_rot.oso which looks like assembly source code (but not for ia64 so I guess it is code for CUDA).


texts: How to unattach an object and reattach it somewhere else in an animation?

texts:
I made this simple example u can see below to understand the problem.

The little cube is attached to the bigger one with a child of constraint. I want the little cube to be able to move with the bigger cube, like in the gif below, and unnattach it when it reaches the top, and make it move to the cilinder from that point (I also would like to rotate, move, etc.. the little cube while it's going to the cilinder) and then attach it there to follow the cilinder.

I have no idea how to do this and would be amazing if someone could help!


texts: How do I set specific parts of a mesh as outflow and have other parts just an effector?

texts: I'm trying to do a fluid sim and I want to have certain parts of a mesh/object as inflow, and others as outflow. I'm just trying to set some of the faces as inflow and the rest as effector or something like that. How could I do that? Is something like that possible?


texts: I have drawn a bunch of hairs on a mesh with the grooming tools, and was planning to use them as guide hairs, but when I add children hairs, it completely changes the distribution of the hairs across the mesh. It is putting much fewer hairs in the areas where the hair is shorter. Is there a way I can make the child hairs have the same density as the guide hairs? Here is an example:


texts:
I want to reduce the thickness of a letter but don't know how.
The dimensions of my letter are 7 cm x 7cm and the letter is roughly 5mm thick.
I want to reduce the thickness to 4mm but I want the letter to keep the dimensions 7cm x 7cm
Is it possible ?


texts: Where to escalate video support for Blender

texts:
Where may I escalate continuing video issues with Blender? I don't have the "status" to make a bug report.
Blender's continuing problems with video support is disqualifying. The latest release of Blender had already refused to work on three of my four machines. Only one laptop was able to run Blender at all, and then only after reverting to v2.81.
This laptop ran blender fine until last night. Today Blender wont boot and generates the all too familiar "Blender requires OGL 3.3 to run...". The last box to die has OGL4.0 and Direct X 11.
Yes, all of my boxes meet the stated video/hardware requirements, have current drivers, and OGL exceeding 3.3. It's a real problem that the only support for video problems is to parrot the OGL3.3/current drivers advice. While helpful for a few beginners, it is clear that Blender has video issues beyond currency.
Is there a contact available to deal with Blender's persistent video problems directly?
Thanks.


texts: I'm making a model for a person, and I need to do the upper/lower arm. I already extruded a bone from the spine for the upper arm, but when I extrude a bone from the upper arm, It also extrudes a bone from the spine. Can someone help?


texts:
I'm having a hard time grasping the logic behind how objects works in Blender. I have watched a lot of tutorials on it, but they all show the basics where everything seems to work as expected, but when I follow the tutorials something completely different happens and it seems like I can't undo it.
Is there anyone here who is kind of enough to tell me what I did wrong, how did I end up with this?

Here's what I did:

I started by adding a simple cylinder (Named Body) and played a bit around with sculpting it. Then went to the Material tab and created the ClothesPurple Material.
Then I created an Icon Sphere, moved it on top of the Body object and renamed it Head. Tried to to the same with material as before and added a SkinColor material, which didn't work. It kept having the material of the Body object.
At this point I realized something is wrong, but not sure what. So I tried to move the Head object away, but seems like no matter what I do (e.g. dragging it or go to Object> Parent> Clear> Clear Parent), it doesn't want to leave the parent

What I also noticed is that whenever I click on the Head object, it always goes into Edit mode for both objects. I can't select the Head object on it's own.

Now I know that at this point the objects are very simple and it would be quick to redo it, but if I don't know what I did wrong, I know I will end up with the same problem again.

I would expect to be able to still use the Head object like an individual object by selecting it, but for some reason I cannot understand those two objects are now seen as one single object in Blender


texts:
I'm new to Blender and I'll really appreciate it if anyone can give me advice on a project I'm working on right now.
I doing an assembly process video for a DIY product (step by step).
The product itself is a complex product with hundreds of parts (greenhouse) so I would need to have the parts appear only at the stage where they are supposed to be assembled. Unfortunately, I didn't find such an option in Blender, maybe someone know or can give me a tip that can help me with this project.
See reference:
https://youtu.be/rfA2q9Prstw
Thanks


texts: Menu list keeps on growing every time I debug my Operator script

texts:
This is a question about the process of developing an addon rather than a specific error in the script.
I'm creating an Operator that I want to show up in the UV Unwrap menu.  I'm editing the script in the Scripting tab and every time I want to try the latest version of my code, I press the little arrow button to run my script. Unfortunately, every time I do a new entry is added to my menu list, so over a programming session my menu quickly fills up with lots of identical entries to run my operator.  I just want a single menu entry.  I thought my operators unregister() method would take care of this, but it does not seem to.
What would be a better workflow to develop my addon?
import bpy
from bpy.props import FloatProperty

class UnwrapWorldUvOperator(bpy.types.Operator):
    bl_idname = "uv.unwrap_world_space"
    bl_label = "Unwrap World Space Operator"
    bl_options = {'REGISTER', 'UNDO'}

    scale: FloatProperty()

    @classmethod
    def poll(cls, context):
        obj = context.active_object
        return obj and obj.type == 'MESH' and obj.mode == 'EDIT'

    def execute(self, context):
        print (self.bl_idname)
        return {'FINISHED'}

def menu_func(self, context):
    self.layout.operator("uv.unwrap_world_space")

def register():
    bpy.utils.register_class(UnwrapWorldUvOperator)
    bpy.types.VIEW3D_MT_uv_map.prepend(menu_func)

def unregister():
    bpy.utils.unregister_class(UnwrapWorldUvOperator)
    bpy.types.VIEW3D_MT_uv_map.remove(menu_func)

if __name__ == "__main__":
    register()


texts: What's the name of the keystroke that the streamer uses?

texts:
it supports 2.90.1 version. it's not screencast key.
thank you for helping.


texts: I don't know how to add shadows to hide maps

texts: I have a spider and an hdri map. the spider is catching reflections but not making shadows on the ground. please help.


texts:
I have installed blender on manjaro xfce and when I try to run blender in terminal it shows this error:
blender: error while loading shared libraries: libpython3.7m.so.1.0: cannot open shared object file: No such file or directory
I have no idea how to fix this.


texts: Render Glass like materials with Alpha Channel to composite in external app

texts:
Hope you can help me with some issues I've been dealing these days.

As I'm rendering products, most of the time I need to render some transparent materials in order to do a post-pro in Photoshop, change the backgrounds, superpose images, etc.

I've been looking for an answer but yet I've couldn't get a solution for this problem.

I need to render materials with transparency and no background in Cycles.

I've found that there are two ways to do this:

Render with transparency in the materials.
Render and get two renders, the original and another one only with the alpha channel to edit in Photoshop.

For the first option, I've achieved to render a glass-like material, as PET plastic using this node tree:

For the second option, I haven't found a way to get the alpha channel in cycles that includes the object with transparency and, if possible, the shadows in the background| but without the background.


texts: Is it possible to use characters of Manuel Bastioni Lab with the rigify rig?

texts: I sometimes tried it. I used the existing rig of the character as MetaRig or I deleted it and  created a new on. It was no problem to create the rigify rig an the buttons but it was unpossible to skin this rig. When I tried to make the rigify rig parent of the character with automatic weights, I get the message: "Bone Heat Weighting failed...."


texts: How can I count objects that are in a collection instance using Python?

texts:
I have this script which should count all the selected objects in the scene, but it doesn't. It cannot count the 6 monkeys that are part of a collection instance.

Can you help me?

import bpy

sel = bpy.context.selected_objects

obj = []
for o in sel:
    obj.append(o)

tot = len(obj)
print("There are %s selected monkeys!" %(tot))


texts: player.applyForce Not Working with Character Physics [BGE Python]

texts:
EDIT (question is still valid though)
I discovered that the issue was not the code, it was the object. I had Character physics on my cube, and it needed to be Dynamic.

Still, I would like to know how to fix the issue, since I prefer Character physics.

So I'm going through a basic tutorial in which I need to apply forward momentum to a cube. Here's my Python script.

import bge

def main():

cont = bge.logic.getCurrentController()
player = cont.owner

# KEY EVENTS
key = bge.logic.keyboard
activekey = bge.logic.KX_INPUT_ACTIVE
releasedkey = bge.logic.KX_INPUT_JUST_RELEASED
_w = key.events[bge.events.WKEY]
_a = key.events[bge.events.AKEY]
_s = key.events[bge.events.SKEY]
_d = key.events[bge.events.DKEY]
_shft = key.events[bge.events.LEFTSHIFTKEY]
w = activekey == _w
a = activekey == _a
s = activekey == _s
d = activekey == _d
shft = activekey == _shft
wrel = releasedkey == _w
arel = releasedkey == _a
srel = releasedkey == _s
drel = releasedkey == _d
spd = .1
mmt = 100

if shft:
    spd = spd*2
if w:
    player.applyMovement((0, spd, 0), True)
if wrel:
        player.applyForce((10000,0,0), True)
if s:
    player.applyMovement((0, -spd, 0), True)
if a:
    player.applyMovement((-spd, 0, 0), True)
if d:
    player.applyMovement((spd, 0, 0), True)

main()

I'm focusing on this line:

if wrel:
    player.applyForce((10000, 0, 0), True)

Whenever I play this, my cube moves, but then stops instantly. I tested the wrel variable to make sure it worked by:

A. using a print function and checking the command line (successful)
B. using an applyMovement function (successful)

But when I change applyMovement to applyForce, it yields nothing.

What am I doing wrong?


texts:
I am currently working on a slime character splatting onto a branch using mantaflow fluid simulation. I am so close to my desired final look, but the last problem I have is that the lower half of the simulation had bizarre, jittery lighting. I am mostly confident that this comes from the automatically generated geometry from the fluid mesh, but I don't know how to fix the issue. I have tried increasing the Upres factor and Particle Radius, but while the smooth shaded model is a bit more refined, the lighting issues persist.
If anyone has done slow-moving liquids before and seen this issue, how did you fix it?
Here is the Vimeo link: https://vimeo.com/492565125


texts:
I have made a very simple scne to test Fluids where there are two containers and a moving tap. Basically, the tap moves to one contianer and fills it up, then it stops and moves to the other container and fills it up. I've managed to make the flow stop and start, but for some reason, the fluid doesn't follow the tap.

I parented the fluid origin object(Sphere) and it follows, but when it's time to release the fluid, it just doesn't follow.

How can I make everything follow the bone?

Here is the blend file: https://www.dropbox.com/s/ly2g8j6hipmeain/FLUID_TEST.blend1?dl=0


texts: My object appears jagged with shape keys and subsurf

texts:
So, I made a human face model and tried to animate some basic animations with it using shape keys. I was using subdivision surface to make it appear smooth as well.
(Also, if this could be the problem, I had just assigned everything to an armature)

In the middle of a blink animation, I noticed something strange about the eyelids as they were in mid blink, I paused the playback to see if I was right

And this is what I saw.

I turned off subsurf and I saw what it used to look like

Can I get an answer? I want this done soon, (tomorrow is best).

After doing a little exploration, it seems that the shape keys are only affecting one vertice at a time, and not vertices created by subdivision surface


texts: Combining parts to a single stl for cheaper printing

texts:
I am trying to compine parts for 3 raspberry pi cases so I can print them as a single image and avoid paying a setup fee for every single one
I have stl files
When I import them to blender they float around in different sizes and locations
I'm just trying to get them all to fit on a 12 by 12 inch floor and have no clue how to do it
Googling didn't help much since I am a total newbie and don't even understand some of the jargon

If anyone can hep I'd really appreciate it


texts: How to fix physics engine's clipping issues when modifying a mesh's shape

texts:
I have an active rigid body cube and a passive rigid body plane. The cube's mesh is modified with a displace modifier and a noise texture. When I play the animation, the cube shakes and falls onto the plane as it should, but once sitting on the plane, the shaky cube doesn't bounce around despite its spasmodic animation. Instead, the deformed cube clips through the plane.

Increasing the solver's iterations to 1000 doesn't help.
How to fix this in Blender?


texts: Blender API: Return value of bpy.data.objects(ID).show_bounds and .bound_box

texts:
I am getting started with the Blender Python API and there is something I do not understand. Lets say I have an object called "myObject" and I wanted to get its dimensions, then I type

bpy.data.objects["myObject"].dimensions

in the python console and get the result. The API http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.Object.html#bpy.types.Object states, that an object also has a bound_box. But if I type

bpy.data.objects["myObject"].bound_box

simply the command I typed is returned! Why is that and how could I have known from the doc of the API? Also, when I type

bpy.data.objects["myObject"].show_bounds

it only returns "false". Why? If I go to the object properties panel and click "Bound" the bounding box is drawn. Why does that work and doing the same (?) via the console does not?

Thank you!


texts: Why my pleated skirt wiggle in cloth simulate

texts:
it seems like that such structure dosen't work in blender
How can I optimizate it?


texts: Message from one scene to another (not an overlay)

texts: Is it possible to send a message from one scene to another? According to the manual page, it should be possible if the object field is left blank. I have a collision sensor which sends a message when player hits a flag at the end of a level. I want to have another scene which charts my progress through the levels and adds a 'level complete' icon to the display.  However the message sensor I am using in the progress scene is not receiving anything. I have tried adding the progress scene as a background scene to the level scene and I can see the property I am using to check does change but is reset as soon as I enter the progress scene and the message is not received. I have also tried using a blank overlay scene in both scenes to track the message on an empty but no joy. Hope that makes sense and thanks in advance for any help with this!


texts: I can't paint on my meshes? I need help setting up texture paint on the Image Editor/ 3D Viewport

texts: So i'm creating a kitchen scene in blender 2.8. It's my first scene that i'm going to fully texture, give materials, give proper lighting, etc., and i can't seem to figure out how to set up texture paint. I painted some other meshes with texture paint, but I can't figure out what i did that isn't allowing me to paint, even though I'm in texture paint mode. If someone could help me out, that'd be great.


texts: how to create a mesh whose faces reduces to zero as approaching towards center?

texts:
hello blender community ..
please assist me making this pattern. I tried all the ways but failed to achive the similar one shown in image. I have idea that particle system might be used at vertices but how to make such mesh whose vertices approaches to  zero while moving towards center .


texts: How to run a piece of code when addon is just activated

texts:
Is there a way to run a block of code when the user activates the add-on?

I am creating my add-on, in which my add-on appends in a few node groups from other .blend file.

I would like my add-on to directly append the nodes rather than the user having to click some button to do that!

Thanks for help....


texts: How to make group of vertices solid/frozen/rigid

texts:
My apologies, my question may be a duplicate but I can't seem to find the correct terminology to phrase my question correctly.

During editing, is it possible to select a group of vertices and cause them to become 'solid'? As in, make it so that if I translate 1 vertex from the group, the entire group translates together, or if 1 vertex is rotated, the whole group rotates with it as a solid object.

Specifics: I have a model (model and example of what I'm aiming for included below) that I've been making and essentially I want to bend most of it into an arc shape, but I want a section of it to remain rigid so that it doesn't warp while I rotate the rest of it.


texts: using normals and roughness maps on an alpha masked leaf

texts: So i have a png of a leaf along with its normal and roughness maps that i got off of poliigon. ive got the leaf texture to work with the transparency, issue is how do i use the normal and roughness maps along side the alpha masked texture of the leaf since the 'surface' input node is already being used.


texts:
I have some bezier keyframes on an animation.

The normal behavior is having two handlers (A) with a smooth path on the two sides of the node.

I can "freeze" the movement by zooming and shrinking the second handler, zooming and shrinking. (B)

But how can I have two independent handlers?

I found some related questions about handlers

Blender graph editor bezier

But I do not want an "automatic" mode, so I can make a "cartoonish" look.

This one is not even answered.

Setting bouncing curve in graph editor


texts: How can I render a snapshot in blender accesing from an anaconda prompt?

texts:
I am working at a lab where we run simulations of our experiments and now we want to show those simulations as images or clips with blender. I am stuck on how to access a json file through a python script and opened it in blender:
json file >> information processed by python-script >> blender animates
I am using a generate.py code written by someone else so it makes it even more complicate it, but in essence, the error I am getting is that I need a .blend file, which is not what I need.
This is the path in the anaconda prompt I am trying right now:
<PATH_TO_BLENDER_EXE> <PATH_TO_THE_REPOSITORY>\Python\modules\visualization\generate.py -- -s <VISUALIZATION_INSTRUCTIONS>.json

The -- is part of the generate.py code:
def get_parameters_from_json_file(argv):
  """Gets the visualization parameters from a JSON file."""
  # Get the argument parser.
  parser = setup_parser()

  # Grab only the arguments after the "--" flag.
  argv = argv[argv.index("--") + 1:]

The -s flag indicates that this is a single JSON instruction file to produce a singular render and not a movie, also added in the generate.py code:

  parser.add_argument(
    "-s",
    "--single-render",
    help="A flag to designate if you would like to render a single image.",
    action="store_true",
    default=False

I know the generate.py file works and the <VISUALIZATION_INSTRUCTIONS>.json file works too because the guy who was here before me used to use this same code, but when we enter all this into the conda command prompt blender opens for a second and then it quits and we get the following  message:
Error: argument has no '.blend' file extension, not using as new file, exiting!


texts: Smoke & fire simulation: Cycles material not showing fire

texts:
Fire is no longer being emitted from my material, even though I have not made changes to my material. The node setup is exactly as I had it before, but now nothing works.

Here's the .blend file.


texts: What does left clicking in the 3D view do?

texts: I don't understand what the white circle with the cross is for. I can change its position by left mouse click in the 3D view. Why does it change its position and what it is for?


texts: Hair particle system rotation is not working

texts:
I seem to have encountered an issue where the rotation function for hair particle systems doesn't change the rotation of the hairs at all.
I am using Blender 2.91 (recently updated from 2.82a, as I thought updating to the stable branch might solve the issue) and Eevee, and I'm trying to get a setup where hundreds of objects are sitting on the surface of a larger object. However, when I instantiate a new hair particle system, the direction of the hair particles seem to be completely randomized and absolutely nothing I do will change them. In the below screenshots you can see that I have advanced turned on, rotation control turned on, and the orientation axis set to tangent. However, the hair is very clearly not pointing in the direction of the face tangent. What's more, no setting will change the orientation of the hair in any way that I can tell.
This is the state after creating a new particle system, setting number of particles to 100, switching to hair, turning advanced on, turning rotation on, and then setting orientation axis to normal. No other changes to the particle system have been made.
If anyone could, please tell me if there's something I'm forgetting, misunderstanding, or if this is a glitch. Work-arounds or other possible routes of action would also be appreciated.
Here is a blend file that should demonstrate the issue
To Summarize

What I want is for all hair particles to align with the normal vector of the vertex or face it is emitting from.
The current hair particles are all offset from the normal vectors by a seemingly random amount in a seemingly random direction, so just adjusting the rotation of an object that is being used as the hair model will not help.
The general methods of adjusting the alignment of the hair particles through use of the rotation option are not having any effect.


texts: The Normal maps turned darker than on the other side

texts:
I'm studying on the new update of the 3d program, Blender 2.8. And I attempted to bake a normal map for the lowpolied twin angelic wings from the highpolied. I set up the nodes and adjusted the RGB settings on the normal maps and as you see here down below that on material mode the normals were completely fine and had no differences on either side.  But when I turn on rendered cycle mode/rendered it, The right side of the wing is darker than the left side. I checked the normals on edit mode and made sure that the normals were pointing outwards. But even then, the normals on the right side of the wing acted like it was a shadow. And remember that I mirrored lowpolyied mesh and the normals from both the left and right side of the highpolied were baked separately. Here's the node trees i set up for both sides of the lowpolied.

Left side:

Right side:

 So here's the question, What the living hell did I do wrong?

EDIT: Hi! I think I discovered something recently and I think what the problem is:
This is the highres model here and if you look a little bit closer, you can see the lightings on the right side of the wing is a lot different from the left side, especially the outer parts of it. So if you know what the solution is to fix it, let me know.


texts: Closing Open Sides of a Mesh with Python

texts:
I have hundreds of rectangular mesh. All of them are cut from a rectangular box shape object (actually cube with extended x and y axes). All of the new objects has multiple open sides as shown in the image below.

I am having issues with these open sides as Union operator does not work perfectly with open meshes. Is there any way of closing the open sides?
Currently I am using this following scripts to close the opening. However, it takes all the vertices then try to fill with respect to all of them. Thus, the opening are not closing as expected.
context = bpy.context
scene = context.scene

bm = bmesh.new()
# import from obj file here, only imported objects will be
# in context.selected_objects after import.
for o in context.selected_objects:
    # test here to continue if not mesh, can obj import other???
    # load bmesh
    bm.from_mesh(o.data)
    # find boundaries
    bound_edges = set(e for e in bm.edges if e.is_boundary)
    # used sets, may not be required.
    zero_edges = set(e for e in bound_edges if all(abs(v.co.x) < 0.001 for v in e.verts))
    right_edges = bound_edges - zero_edges
    # use bmesh "F" tool
    result = bmesh.ops.contextual_create(bm, geom=list(bound_edges))
    # poke the resulting faces to make triangular fan.
    bmesh.ops.poke(bm, faces=result["faces"])
    bm.to_mesh(o.data)
    o.data.update() # mainly only need for UI really
    bm.clear()
bm.free()

Is there any way of closing the opening as I am expecting (as shown in the image which was achived by manually selecting the vertices and pressing "F") ?


texts: Accessing the active custom node tree in a script

texts:
I'd like to access the active custom custom node tree in the Python code.
It can be done through

    bpy.data.node_groups["name of the custom node tree"]

However there could be many node trees of the same type, so the name of the currently open node tree is unknown.


texts: Cycles nodes: is there a way to find coordinates change, derivative, direction?

texts:
I want to get a unique random value for every face using direction of mesh coordinates. Like a derivative, position change, a unit vector based on current face's vertices. (I guess, something similar to dFdx() in OpenGL.)

I tried to find the answer on Google, but got no results, though as a software developer I think this function isn't difficult to create. Maybe some Blender experts here know the solution?


texts: Mirror modifier creates two tails on model?

texts:
I am trying to apply a mirror onto my Cheetah model, in edit mode the resting position is how I want the mirror to be applied, however, when it is in object mode, the resting position is that of the animation and the mirror is applied to that position. How can I apply the mirror to the position of edit mode?
 How do I fix this?


texts:
I have a bone constrained to follow a path. the pivot point is at the end of this blue line when I expected it to be the origin. I messed around with settings and positions and couldn't figure out how to make the origin the pivot point.

As a result this is what my animation does...

Any idea how to fix this?

THE BLEND
https://www.dropbox.com/s/g7y3nedlsgsz4oc/carwashdoora.blend?dl=0


texts: Okay, so I have this triangle looking thing, made of a thin black line on every startup file. I have made a few different startup files to try to fix it, but it shows up on every one. Any info?


texts: How to setup custom expression in Blender?

texts:
I have two custom sliders; A and B.
How can I  B refer to A every time I past his name "Duration" on the input B?

In this case B should be 76 in output.


texts: Why does it change shape when i apply the scale?

texts: I just noticed that the scale whas wrong on my canle. So i applyed the scale on it and it went fine. Then when i did the exact same thing on the wax it suddenly became a "muchroom". why does it do that and how do i fix it?


texts: Filling Curves never work; Apply Rotation useless

texts:
As the title implies, I can't ever fill a curve of mine.

I try to align the rotation with "Scaling + 0", closing the curve with "Alt + C", and applying the rotation via "Ctrl + A" yet nothing ever works. It keeps crushing it ala this user's mesh:
Fill Bezier Curves

Yet when they apply rotation themselves, it works for some reason as opposed to mine.
Is it because my curve has too many verts?
I want to fill with this method yet I can't find anything that works. I'd appreciate any help I can get.


texts: I need to export a tree in Blender 2.91.2

texts:
The tree leaves are made of an transparent icosphere, and in the icosphere is a particle system with leaves (no animation, just still leaves). The icosphere is made transparent by adjusting the surface settings to Surface > Transparent BSDF and in settings making the Blend Mode > Alpha Blend.
How my model looks in Blender,

When exported (you can see the icospheres basically)


texts: Is it possible to combine spline IK for the body and regular IK for limbs?

texts:
I've got a centipede model with an IK rig.
I would like the spine to move along the spline curve in the background, following its curvature, while still letting me pose the legs like normal to make it look like it's running along the wall. None my attempts have worked out - either the body won't stick to the curve properly or I'm unable to move the legs without them glitching out.

Here's a link to an album where I list the methods I've tried so far, including gifs of what the model looks like trying to move along the curve.


texts: Camera settings to simulate miniature scale model

texts:
I want to render an animation of a scene with multiple buildings and smaller details such that the scene will look like a miniature scale model.

The concept is probably the same as for miniature faking, but unfortunately my knowledge of cameras, lenses and alike is still pretty rough, so I wanted to ask if you can provide me with quick tricks and tips about how to obtain such effect in Blender.


texts: Whats the Blender 2.8 command for adding an object to a collection using python?

texts:
I currently have a method that does:

self.myCol = bpy.data.collections.new(self.collection_name)
bpy.context.scene.collection.children.link(myCol)

This method creates and adds a new collection to the outliner. Next, I want to create a bunch of cubes and add those cubes to the collection. How can I tell blender to create objects only within that particular collection?

Something like:

bpy.ops.mesh.primitive_cube_add(collection='name', size=2, location=(0, 0, 0))

Obvious cube_add doesn't have the param for it, so what's the proper way to do this?


texts: There is no object info node in Animation Nodes addon

texts:
I use blender 2.76 official build for Linux, with 1.0.1 Animation Nodes addon, and I don not have object info node to get object velocity. According to this tutorial it does exists:

https://www.youtube.com/watch?v=52nKM35LRZM&feature=youtu.be


texts: so I've been trying to make a characther from one of my favorite mangas, and I really wanted to make a cool hair for it, but I just started using blender for like 2 weeks, so I'm not that knowledgeable. I used a particle system for the moustache, and another one for the body, but the problem is that near the arms, and the armpits, the hair grows weird, I guess it doesn't have "space" to grow. Any way to fix this?


texts: Incompatible operator return when checking animation data

texts:
I have the code:

import bpy
import math

scn = bpy.context.scene

class AutoReverse(bpy.types.Operator):
    bl_idname = "object.move_operator"
    bl_label = "Auto Reverse"

    def execute(self, context):
        # get keyframes of object list
        def get_keyframes(obj_list):
            keyframes = []
            for obj in obj_list:
                anim = obj.animation_data
                if anim is not None and anim.action is not None:
                    for fcu in anim.action.fcurves:
                        for keyframe in fcu.keyframe_points:
                            x, y = keyframe.co
                            if x not in keyframes:
                                keyframes.append((math.ceil(x)))
            return keyframes

        # get all selected objects
        selection = bpy.context.selected_objects

        # check if it has animation data
        if bpy.context.active_object.animation_data.action is not None:

            # get all frames with assigned keyframes
            keys = get_keyframes(selection)

            # print all keyframes
            print (keys)

            # print first and last keyframe
            firstFrame = keys[0]
            lastFrame = keys[-1]

            # checking if it is baked
            if len(keys) < lastFrame:
                #baking the animation
                bpy.ops.nla.bake(frame_start=firstFrame, frame_end=lastFrame, step=1, bake_types={'OBJECT'})

            #scale it by -1 to reverse it
            old_type = bpy.context.area.type
            bpy.context.area.type = 'GRAPH_EDITOR'
            bpy.ops.graph.interpolation_type(type='CONSTANT')
            bpy.context.scene.frame_current = 1
            bpy.ops.transform.resize(value=(-1, 1, 1))
            bpy.context.area.type = old_type
            return {'FINISHED'}

        else:
             self.report({'ERROR'}, 'There is no animation')

def register():
    bpy.utils.register_class(AutoReverse)

if __name__ == "__main__":
    register()

I get the error

RuntimeError: class OBJECT_OT_add, function execute: incompatible return value , str(, Function.result expected a set, not a NoneType)

From testing I think it's from this line:

if bpy.context.active_object.animation_data.action is not None:

(BTW I know there is an almost identical question, but he fixes it himself and I can't find a similar error in mine)

I would like to know why it occurs (beyond just purely what the error tells me), how to fix it, or whether there is a suitable replacement to the line above to avoid the error alltogether, thank you.


texts:
As a new Blender addict (2 weeks) I have been able to achieve most of the tasks I needed apart from one animation and need help.
I have a parallelogram similar to the Watts linkage as shown below. I can move the point of rotation in my python script or directly from the object parameters, but despite many attempts I am unable to make the linkage work. The model needs to take gravity as the force working on the free part of the linkage as the restrained part cycles through +-45 degrees.
Any direction on how to do this would be greatly appreciated.
Sarah


texts: Python 2.8 - how to assign a material in shading versus layout workspace

texts:
In Blender/python 2.8, I have code that creates and assigns a material correctly in the Layout workspace (Workbench engine), but when I switch to Eevee or Cycles engine the material does not exist.  The solution appears to be that I must create the material a second time in the Shading workspace.

Question:  how can I rework my code (below) so that the material gets added in the Shading workspace as well?

def add_plane_material(MaterialsIndex, MaterialName, R, G, B):
    bpy.ops.material.new()
    bpy.data.materials[MaterialsIndex].name=MaterialName
    bpy.data.materials[MaterialName].diffuse_color=(R,G,B,1)
    bpy.context.object.data.materials.append(bpy.data.materials[MaterialName])

```


texts:
Does the Bevel Tool only evenly Bevel if the object is a pure cube or square?

My Bevel Tool currently only cuts into one face, at a sort of 5-1 ratio rather than an even spread.

In this example, I want the bevel to 'corner off' the, well, corner. As marked in red.

I'm a newish modeller and it's possible some settings are scrambled or something.

Thanks!


texts: how to recreate microscopic diatom glass material

texts: I have been trying to recreate the material seen in the picture without success, this picture is an electron microscope image of diatom shells, they have 2 important characteristics. first, since they are microscopic and photographed using electron microscopy they have quite a bit of fresnel around the edges, this can be achieved easily enough by connecting a layer weight nodes fresnel or layer weight factor into a colorramp for color.second, the shells are made of silica (basically glass) which has very high transmission and transparency. i haven't really been able to achieve a material combining these characteristics in any way that looks similar to the image. if you know of a good way to tackle this material, please answer, and thanks in advance]1


texts: Rendering with studio light setup in World

texts: I have built a perfect setup on the Viewport with only studiolight, in my case sunset.exr, rotation 69 degrees and strength 0.4. When I switch the Viewport to Render mode (I work with 2.90 and Cycles) I see a perfect image. I have configured the World with the same sunset.exr image in order to get the same result on the rendered image, but I don’t know how to tweak the 69 degrees and therefore when I click F12 the resulting rendered image is different from the one on the Viewport. What should I do in order to get a rendered image result that is identical to the one on the viewport? BTW, clicking on View>Viewport Render Image does not work. Thank you for your kind advice.


texts:
ISSUE:
I am trying to copy an object from one blender file to another, how i normally do this is by copying object(CTR C)from one file, then (CTR V) in the file i want it pasted.
Now when i try doing this despite what i copy,  when i paste it, it pastes an object i didn't copy. Its an object i previously duplicated i think but i don't know how to clear this.Thanks.

picture is of the object that keeps pasting, i need this item cleared from the clipboard or something?


texts:
This is based on Grant Abbitt's beginner tutorials. One of the things I needed to do was inset a square to make a circle. So originally it had 8 vertices, but then after extruding it inwards, I face selected only the circle, and went under Edge->Subdivide.

Clearly, it looks wrong, and even after applying the subdivision modifer, it still has an uneven surface.

After that I followed the tutorial and did it the right way. Instead of applying subdivide over this circle, I used subdivision modifier on the whole object directly and obtained the right shape.

May I ask why? Is it because edge->subdivide is a simple subdivision(non catmull-clark)? So after I use the edge->subdivision on my original(wrong) circle, further use of the subdivision modifier wouldn't make the circle even. Because the simple edge subdivisions have already led to the wrong topology, so catmull-clark's interpolations will not help.
Just want to see if my understanding is correct.


texts: Wrap text around a Circle without deforming it. (numbers on clock)

texts:
Currently I'm creating a pocketwatch, but im having a difficulty in spacing out the text evenly, as can see here:

If I tried to space it out by scaling with x, this happens:

Is there any way I could evenly space out the text without deforming the text or adding spaces for every text?


texts: How to subdivide concave face into quads

texts:
I'm aware of bpy.ops.mesh.vert_connect_concave() and the result is similar to what I'm looking to implement. However, with bpy.ops.mesh.vert_connect_concave(), it adds edges to an already existing vertex.

This is an example of a selected concave face.

This is what I'm hoping to achieve. The "cuts" could go either vertically or horizontally.

I was thinking of going through every outside vertex and performing the concave test. If it passes, add an edge, or add new vertices and edges.

Is there an algorithm for this? The constraint is that the edges are always straight: vertical or horizontal. Think floor plans without any diagonals.

Edit: Fixed order of images

Edit: Wording

Edit: Would adding edges in all four directions to every vertex that has an interior angle greater than 180 be a better solution?


texts: I'm trying to weight paint my armiture to my mesh. I put the armiture in pose mode, select the mesh, go to weight paint, but when there I am unable to select a bone. It allows me to paint the mesh, but doesn't weight it to any bones. There are no bones appearing in my vertex groups until I begin to paint, which suddenly produces an item called "Group". I don't know what I'm missing. The tutorials make it seem so simple.


texts: How to turn the Compare Math node result into a gradient?

texts:
I need help. I need the bracket (shown by the yellow grid on the floor and ceiling) along Y of this material to have a gradient, that meaning, to have the always "1" return from the Compare math node get converted to a gradient of values from 0 to 1 before connecting to the Factor on the Mix shader.

To achieve this, you need something that alters that value specifically along Y with its maximum and minimum values on the exact limits of that bracket which is animated to move along Y (but not scale, scale stays the same).
I believe the answer is not that obvious as slapping a ColorRamp or a Gradient Texture somewhere in the middle of that, unfortunately... I have tried that and much more with no success.
Any ideas?
EDIT:
For clarification, the desired effect looks like this:

Just... Animated correctly to move at the same pace as the bracket, as this is a shoddy workaround I just figured out.
EDIT2: This solution has this result where there's a black gradient right across the middle of the yellow section and it shows differently positioned on the rest of the scene elements that do also share this exact same material (car and columns).

EDIT3:
I had my nodes in the mix shader inverted, sorry for that oversight. This solution does work, although I will have to tweak it for the gradient to extend over a larger area (I mean, make the edges darker and have the gradient extend further thowards the center).

EDIT4:
I believe this has given me the desired effect.

I will now try to replicate a similar effect but one sided for the black area.


texts: I am doing this Blenderguru tutorial to work on my modelling skills. At about 28:30 min in the tutorial it is demonstrated how to assign a material to a selected part of the mesh (another material is already assigned to the object). Now I have read this post and I think I have selected the right area (with face select) and assigned the new material but it does not work. Why ?


texts:
In the picture the sun makes a diffuse shadow on the interior wall of the poolhouse. I want this to be a sharp shadow (as would be the case in real life, with a full sun). Don't know if and how I have to change the wall material and/or the lighting (or whatever).

(the material of the wall is shown on the right panel, as "concrete")


texts: how to convert a shape key animation to a fluid?

texts:
So I just finished this tutorial by Tutor4u using shape keys to convert a rolling ball into a wine glass. after that animation I would like to convert the wine glass into a fluid. The problem is I cant seem to get the wine glass to interact with the fluid physics. I can easily get it to work with regular objects in separate files no problem.

here is the tutorial https://www.youtube.com/watch?v=qx5L8K99j10&t=1476s

This is my third day with blender, so I am probably missing something very simple.
I suspect that I am not setting some time parameter to account for the animation in the beginning, or that the fluid portion doesn't recognize the wine glass because it switched materials.

Id appreciate any feedback. this is driving me nuts!!


texts: How to make toothbrush Bristle animation

texts: Hi all, I am a student and a newbie in using blender. I just know the basic for the modelling and animate with time frame. I want to make an animation for brushing teeth but I don't know how to animate the bristle. I want to make the bristle to be soft and bending when contacting the surface of the Teeth and not penetrating into the teeth model. below i have attach the sample animation picture that i made but the bristle is not real as it penetrate into the teeth model. Can anyone help to teach me how to make the bristle soft and deform/bend when contacting the surface of the teeth? I really appreciate your help. Thank you everyone!


texts: how to get texures with models from 3ds max into blender

texts:
so I recently found out how to rip game models from a game, thing is for the texures to come with them I had to texture them in 3ds max. I use blender to animate so I was wondering if there was a way, if any to get the model from 3ds max with the textures on it. I tried doing it a few different ways but the texures were all messed up when i put them on the model. any ideas?

before you mark as a duplicate I know how to get the model in blender, I do not know how to make the textures correct on the model once it's in blender


texts: I need to create a cube that contains spheres of the same diameter with hexagonal distribution, I know that with particles we can do it, but for me I want to create with python script, the data are: the number of sphere and their radius, Can you create this script.


texts: Why is spotlight shining through cube? (Blender 2.80 EEVEE render view)

texts: I'm wondering why the spotlight here, if I'm seeing what's going on correctly, seems to be passing right through the cube. Thanks for any ideas.


texts: Blender 2.82a sculpt brush cursor shape not fixed

texts: I just updated to 2.82a and it looks like the sculpt brush cursor shape changes with the plane. How do I change this behaviour so the cursor stays in a fixed circle shape? See below.


texts: How do I transform two objects to the same frame of reference

texts:
I have two objects, a cube and a second object which I created from a bezier curve.
They are sitting above a plane.

For the object on the left

The Y Dimension is dictating its width (left to right measurement) as seen from this perspective.

For the object on the Right (created from a curve),
the Y Dimension is dictating its height (top to bottom measurement) as seen from this perspective.
I know the terms Width, Height and Length depend on a particular context. I know by rotating the object on the left I can try and make it match the object on the left so that its height equates to the Y dimension, but ....
Is there some way of reassigning or changing the designation of these things so that I am not always rotating objects.

Another extension of this is to consider the respective rotation of the objects.
The object on the left has a rotation shown above, but on the right, we have the rotation shown below.
Before I begin designing anything I would like to re-reference these objects so that in this view both their rotations are 0.
I hope this makes sense. I am very new to blender, so perhaps I am missing something obvious here.


texts: Whenever I render an image on Blender 2.8, it renders at 96 dpi. But I want my image at 300 dpi. How can I do this?


texts: How to measure reflected light from 3D model in blender

texts:
We have a simple 3D model of the body (like cube or sphere), with texture parameters like Glossy BSDF, so the body can reflect light.
The body is lighted by a light source (Sun).

scene example on the figure below

Is there a way to measure light reflected from the 3D model (in some units...Flux, candles, no matter what) in the position of the camera?
If YES, can this be done by python scripting?


texts: How to Send a Message to Activate Another Object

texts: This is for the BGE... I have a Near sensor that, when triggered,  I want to send a message to another object, triggering that object to initiate a Steering actuator. I don't know how to use the logic bricks for sending messages and I have little experience with using properties, but I know that's what I need to use. Can anyone help me?


texts: Why is there no ouput in the System Console?

texts:
I'm running Blender 2.78a on Windows. Running the python script shown below, there is no output in the system console.

How can I direct output to the console?


texts:
I've selected a nice light effect from Viewport Shading as seen in the image below:

But the actual render doesn't look like in the preview. It looks like this:

How to render the image like in the preview?


texts: I would like to apply force to a specific point on the mesh. Could someone let me know how I can do that using Python scripting? The "applyForce" function applies the force to the center of the object. I need to apply the force to an arbitrary point.


texts: I have mesh with seamless texture. Iam using stacked texture coordinates from 0 to 10 on X axes to achieve better texture density. But now I came to problem, that I need to atlas this texture. So only way is to add some corner vertexes and overlaping uvs to be able to clamp my UVs to range 0-1 right? Is possilbe to do operation like this automaticly?


texts: On shrink tool, what does offset even do?

texts:
it says
"Scale the offset to give it a more even thickness"
But I still don't get how this is useful.
In fact I just noticed there are some sharp areas on Suzanne.


texts: Can the 3D viewport display animated, textured material alpha)?

texts:
Is there a way to make the viewport reflect an animated alpha of a texture (not material)?

I create a texture with Z-transaprency and Alpha set to 0.
I create a png texture that has transaprent parts and apply it.
I then animate the texture influence on "Color" and "Alpha".
Everything renders fine viewport - but only when I change values.

Scrubbing the timeline does not display the fade-out animation, which renders fine in the final output.


texts: Blender 2.83 now crashes when I try to save a new file. I'm using Mac OS 10.14.6 and when I try to save a new file and select any directory, I get the spinning beachball. Force quitting is my only option. I've turned off all add-ons; same result. I've also downloaded Blender 2.90.1 and get the same result. Thank you for any help.


texts: How to evenly space vertices along several segments bezier curve

texts: Is there a way I can separate the vertices on the the segments evenly without moving the end points? I would like for the vertices to maintain the current curve.


texts: Mesh is deforming in Pose mode without moving the bones

texts:
For some reason when I switch from Rest Mode to Pose Mose the mesh of the head "squishes" without the bones moving.

Does anyone know why this is happening? I've tried ALT+R,S,G and Clear All Transforms and got no change.
The file can be located here: https://drive.google.com/file/d/1o12SfNnrZHMg9C7y0xWyL0AtiMrA0x1C/view?usp=sharing
Thank you!


texts: Avoid Duplicate Vertices in Extruded Text

texts:
By default, new text objects are created with duplicate vertices.  When the curve is converted to a mesh, those extra vertices disappear.  However, if an extrusion value is added, the curve-to-mesh conversion does not remove the duplicate vertices.

Each letter ends up being comprised of disjointed sets of faces.  This might be a bug / oversight in bpy.types.Curve.fill_mode = 'BOTH' (the default value) which calls for the three sets of faces to be created independently.

Are there any fast and elegant methods of creating extruded text meshes without duplicate vertices?


texts:
I made a nice (imho) visualization of my data that can be rendered using cycles, but is there a way to display the x,y,z axes? (what about adding text along each of them?)
I guess I could create my own solution, it just seems strange there is no way to visualize the axes.

I see in a lot of images evidence that there should be at least some way to visualize the axes.


texts: Thickness of objects with transparent, translucent, etc. shaders

texts:
Do objects with these shaders need volume in order to work?  In other words, can I use an object with no thickness; e.g., 4 points on a plane?

I want to put a translucent object in front of an emission object to make it look more realistic as glowing object and was wondering if the translucent object needs thickness.

I'm guessing that it doesn't need thickness, and that if I gave it some thickness then I could use the volume shader to tweak its appearance.

Thanks


texts: Catch CTRL RELEASE Event - Modal Operator?

texts:
This is related to my question:
Toggle CTRL - snap temporarely to avoid interference with invoked transform OP?
I'm starting an operator with CTRL + ARROW, which switches selected vertices and invoke a transform operator.The whole point of the script is to keep focus on screen. Therefore I don't want to change keys (CTRL + ARROW) for ergonomic reasons. The problem is, the invoked transform ops interferes with the snap option. So, I tried to toggle snapping unsuccessfully so far. Now I got the idea to run the transform part modal until CTRL is released.
Here is one of many many tries:
if event.ctrl and event.value == 'RELEASE':
    print ('finished ctrl')
    return {'FINISHED'}
elif event.ctrl:
    print ('run ctrl')
    return {'RUNNING_MODAL'}

I can't catch the CTRL RELEASE event. Either it stays on ctrl down, or runs directly to FINISHED.
Is this even possible? If so, how?


texts: some kind of yellow pixels around model in render mode

texts: I have been learning some tutorials and I came a across some problem when I switch from solid to render. Some yellow kind of pixels appears around the object. anyone with a fix?


texts:
Recently i decided using 2.80 for my project created in 2.79 and experienced some issues with materials.
Imported materials from 2.79 seem to work differently on 2.80 to those created in a clean 2.80 blend file. My main issue is that i cant toggle nodes off on any materials of imported blend files to get those kinda "simple-mode" materials. Creating new materials behaves the same.

Also i dont understand the differences of "Viewport display" and "Surface". They both have colors which could be set. i just want flat colors as materials with metalic shading or transparency nothing too special. i also dont use any textures.

clean 2.80 material:

imported 2.80 material:


texts: Use baked texture on the same object creates lines without color

texts:
To understand UV Mapping more I created a UV Sphere and a material which is totally black.
I also created a yellow material and assigend it to some faces.
Then I baked three textures (high 2048x2048, mid 1024x1024, low 512x512) and saved the uv sphere as a wavefront obj file. I also set the margin to 0 because I don't want to waste space.

Then I opened blender new, imported the obj file (with the uv coordinates of course) and added a new material. I added a texture to that material and choose as Type Image or Movie. I choose the low image and the right UV Map. I thought it's working like it should but when I let Blender render that image I have ugly white lines between the "parts" where the smart uv map "cut" through the mesh.

When I change the method how the viewport is displayed as textured - then there are no lines.

What is the problem? Do I need to set margin to 1?


texts: How to know the corresponding face of an object in UV view?

texts: Just a quick question here. I want to know the corresponding face(s) of the object I've selected in the UV view. But all faces of the object are selected so I'm unable to do that. Any help is appreciated :)


texts: Making a printable half sphere with a cutout in it for 3D printing

texts:
I made a half sphere which prints nicely. The sphere is to be used as a stencil for marking your golf ball.

I used the Knife Project to cutout the F.  This however created a lot of non-manifolded edges, which are not printable.

How can I cut out the shape and still preserve the mesh?


texts: Reflective and transparent material on poster

texts:
I'm doing an interior scene and on one of the walls, I have a poster with a thin fram around it. To make it a little bit more realistic, I want to create a material just like a thin and transparent plastic board above the poster with reflections.

I made a separate object close to the poster, but I guess I could also apply this effect on the image texture?

But anyway, I tested to use window glass materials like this, but it is perhaps too much reflections:

How can I make a more realistic glass shader?

Any suggestions of node combinations to create a transparent and reflective plastic material or reflections on image texture?


texts:
I'm writing a program that snaps objects to random parts of a larger objects. Right now I've been looping through all the vertices of the main object, grabbing the coordinates of a random vertex and snapping the new object to that location. However, I would like loop through all the faces instead, and only snap to faces that face a certain direction. I'm testing out how this will work in the console with this code:
bpy.data.objects["BaseTerrain"].data.polygons[0].normal

Which is giving me this output:
Vector((-0.6524375677108765, -0.7578425407409668, -0.0))

What do those numbers mean? I know they're the x,y,z coordinates of something, but I'm not really sure how that relates to the normal. I'm sure it's something really obvious I'm missing, so hopefully someone can point it out!


texts:
Okay, I'm new to Blender and my search has failed so far. Perhaps I just don't know the right terms.
I'm used to CAD programs. When I ctrl-select or shift-click to select multiple vertices or lines in any of those, they're all the same. However, in Blender (at least 2.8) the latest one is white instead of the others' orange, and many alterations seem to not effect it or do so in a very limited manner.
For example, scaling two halves of an edge will move the orange half into the white half, and doesn't move the end of the white one.
What purpose does this serve? And how do I correct it?


texts:
So all of a sudden somehow  everything ends up transparent, just like in the attached images. I honestly have no clue why this started happening or how to prevent it, so I'm hoping someone could help?
Viewport: https://imgur.com/a/9c3CAE8
Render: https://imgur.com/a/kJfKVMj


texts: How to add multiple images as a strip in the video editting with python?

texts:
I am trying to automate a process whereby I add specific images as a strip in my video editing.
So far I figured out how to do this for individual pictures,

'scene.sequence_editor.sequences.new_image('p01', '/real_path_to_file/000.jpg',1,1)'

but not for multiple images.
Does anyone know how I can do that?


texts: getting mask data into shader network through python or any other way

texts: is it possible to fetch bpy.data.mask[] into cycle or blender internal shader as texture? Thanks.


texts: Custom Layout and Startup files for additional Workspaces - Blender 2.79

texts:
I just read the documentation and came across this marvelous option to customize the entire layout. There´s a directory hierarchy, startup.blend, userpref.blend and a required .py file to register and unregister the layout. But there´s no template to do that.
Could anyone please help me out? Also there´s an option to add a custom splash screen. So I guess that would also have to be called from the .py file that is required.
The name of the .py file is not mentioned. And (regular) custom layouts are only created from inside blender.
If you go to FILE>APPLICATION TEMPLATES you will see what I mean.

Please help. This is amazing, but there are no templates to do anything like this.
Thanks.


texts:
I am trying to create Fibonacci-like points on a sphere, but I am not sure how I would go about doing so.

Each vertex is not necessarily at the same "height" as all the other vertices. Assuming no vertices are placed at the very top center of the sphere, the highest vertex is placed on a point of the sphere, and then the 2nd highest vertex is placed 137.5 degrees (the Golden Angle) away from it. The 3rd highest vertex is placed 137.5 degrees from the 2nd highest, the 4th highest vertex is placed 137.5 degrees from the 3rd highest, and so on.

Is there a way to do this on a sphere without having to put in each vertex manually?


texts: Build Modifier Start Delay Driven by Completion of Another Layer's Build Modifier?

texts: Is there a way to drive the start delay of a build modifier on one grease pencil layer with the completion of a build modifier on another layer?  That is, I'm looking for a method to time the start of a build modifier that is not hard coded, so that if I make timing adjustments on one layer, the start of the other layer's build will change accordingly.


texts: Can't paint in texture paint but can paint in Image Editor

texts:
I am unable to paint in the Texture Paint View.
I am able to paint in the Image editor on, but for some reason, I am unable to paint directly on the geometry.
I am watching a Jama Jurabaev Real-time environment design tutorial/not tutorial.
In it he adds an image texture as a FAC into a MIXRGB so that you can paint a water texture on a texture.
He uses an object to setup the location of the texture.
I am able to open his file and it works.
I have tried to replicate his shading network in my file, but I can't paint in the Texture Paint window.
I have shut down Blender, Switched from shaded to material preview.  Ensured that I'm using a saved image.
I am at a loss.
I would appreciate it if there was someone who could help.


texts:
As the title says, I want to have tears flowing from a pair of eyes but I seem to not know how. What I tried was to have a domain cube cover the head, the head (which isn't a separate mesh from the rest of the body) be the obstacle, and two inflow spheres (3 segs x 3 rings) for each eye corner, but the domain cube doesn't change shape. Have not linked the domain to the head bone or started animating the armature just yet. Started by seeing if it could be done. So, what is the best way to make tears flow from eyes and run down the cheeks?

For reference, the body mesh size is about 0.4 x 0.6 x 0.2, and the inflows' sizes were like 0.001.


texts: How to customize height of buildings with the OSM add-on?

texts: I'm having problem regarding to the height of each of the building. I want to have different heights of the building like what is look like in that particular place. What should I do? I was thinking if the way to do this is by customizing each building I have in my osm and that is way too much time needed in order to finish my city. Any suggestions and answers are much appreciated.


texts: How to make the mist/smoke spraying on an object? like a humidifier or a diffuser

texts:
here is the sample
I want to make the mist came out from the ultrasonic plate or the mouth of the cap looks like its spraying upwards.


texts: Assign a custom orientation to each instance of a dupli-object

texts:
I would like to duplicate an object along a path, and also have the ability to manipulate the orientation of each instance individually.
Expected result:

Like in the picture above, where each object's orientation is determined by some unit vector defined somewhere, and possibly each object is just an instance of a duplication.
What have I tried #1: mesh & dupliverts
Parenting the object to a mesh, and selecting "Duplication > Verts" on that mesh, results in all the objects having the same orientation:

I'm not sure what happens exactly when I enable "Rotation" under "Duplication":

I know it should be possible to make the "vertex normals" count, but I don't know how to do that, and how to control these normals.
What have I tried #2: curve & dupliframes
Parenting the object to a curve, enabling "Duplication > Frames" on the object ("Speed" un-checked), then changing the "Frame number" in the Curve setting to match the number of Bezier handles.
This would be a worse solution, as the duplication would happen at each 1/n-th of the curve length, not at each Bezier handle. However, it doesn't work as the duplicated object don't seem to orientate according to the Bezier handles:

What I'm looking for
A solution that uses duplication, modifiers, standard mesh editing tools, or even python¹ would be appreciated. Consistent results are crucial!
Using particle systems wouldn't be great, as it's complicated to have fine control over each single particle/hair.
Please no animation nodes, as I can't seem to fully comprehend the pipeline. It'd be fine only as long as the solution is guaranteed to be the same, and already evaluated, every time I open the file, and static at every frame.
If I can't obtain this, I'll have to just manually (or via script) duplicate and adjust the objects, which is nonoptimal as the file size and memory usage would increase.
¹ I'm thinking of something like my attempt #1, where the orientation is linked (how?) to the vertex normals and python assigns these normals, if there's no GUI way to accomplish this.

Edit: @Lemon's suggestion (particle system)
One way to introduce some control on the orientations is to create a mesh with N vertices, assign a particle system to this mesh with

"Render>Object"

Emission: Number = N, Emit from: Verts, "Random" un-checked, Velocity = 0, Physics = No, Rotation enabled.

One can then play with the "Rotation" settings.
However, having control over "Rotation", in a way not limited to "Phase" and "Random", is what I need. I can start from one of these settings, but then I need to be able to control and adjust some of the particles.

The file
Attached:

Updated with @Lemon's suggestion:


texts: How can I quickly generate / create a large city without modeling it all by hand?

texts:
I am trying to create an urban open-world environment in Blender that would be about one square kilometre in size. To avoid having to model hundred of individual buildings, I am looking for a way to quickly generate them procedurally - but there should be an element of variety (i.e. preferably not a grid-like fashion).

Also, it is possible to generate other features such as pipes, windows and ledges on the exterior of the buildings?

I have the feeling that the way about this is using Python scripts, but I am unsure as to the specific details required.

Any help would be appreciated.


texts: What is this black line in my rendered donut?

texts:
What is this black line in my rendered view?
Also, I think there's a problem in my 3d view.
There are also some lines in my object I can't explain.  I have tried to change the scale and modifiers, but nothing works.


texts: What is this G button function in blender called(happens in Edit mode)?

texts:
https://www.youtube.com/watch?v=dGVMXyZNCQY

My shadowplay is acting up so its low rez for some reason(i set it as 720p)...

Basically if you recreate the rentancle(i had to do it for my project model i am working on) and press G button multiple times in edit mode(but in order for this to work you have to select same edges i had).

What is this blender function called? Is it similar to google sketchup follow me function?

If your edges turn yellowish, this is the function i got/found and i cant find any info on it....


texts:
I have a model of a man. I wanted to render it in some way so that it can turn into this "This" is a pencil and paper animation, with each frame drawn, photographed, and archived.

I have seen someone else do this in Blender.

Any thoughts?


texts: How to mask normal maps or How to select and apply portions of normal map?

texts:
I have normal map that is fed to "Diffuse and Glossy" shaders. but I don't want to use or mask portion of the normal map.

How to mask portion of the normal map or in other words how to apply portion of the normal map ?

I have tried combining texture painted image and normal map with MixRGB: Multiply to select  desired portions of normal map by painting white. but, it's no use. As shown below


texts: MultiFile Add-on with single python file

texts:
I am making an add-on in blender that has one python file. In the past, I have been able to just import this add-on as a single python file by itself, but I need to use a .zip file for this because my add-on needs a .blend file to work. I have tried installing my current add-on as a zip with files as so:
addon.zip:
--addon.py
--addon.blend

But the add-on doesn't show up in Preferences. How do I make this work?
Thanks in advance!


texts: Why are my model's clothes collapsing in on itself?

texts:
I've just finished doing some animations for my model for my Unity game and I noticed that on the top, it sort of collapses on itself (see screenshot provided) and I'm not sure why it's doing this.

I had a look around and everyone talks about how the model's clothes clip through the body but not the clothes itself.

The top only has 1 layer, it's not a box shape but I believe I have used one of the modifiers to change the thickness of the material(I was following an online tutorial but removed the cloth simulation due to it causing more errors then it was worth but even after removing the cloth simulation, the material kept the same thickness)

If screenshots could be included with any helpful advice, it would be greatly appreciated as I still consider myself a novice when it comes to blender :)

Also please note that due to this model appearing in an upcoming game, I cannot share or upload the model, sorry.


texts: 1 model for unity but 2 files in blender?

texts: I have an orb that I made in blender, and I want to make a floor underneath it. Should I make it in the same blender file as the orb, or should I make a new one so I will import both files into unity and put them together? I'm thinking about when I will texture the models. What will be the best method?


texts:
Only Bump seems to be showing the concavity I'm looking for (not with the same map, I use an inverted version of the B&W spec map you see in the nodes setup).
But the moment I switch to Normal (the nodes setup below), not only the concavity won't show, but the glossiness is gone!.
This Bump is not too shabby, but Normal is supposed to be better. Plus not knowing why is not working is killing me!
Should you want to inspect a simple blend file  I made, by all means!

Thanks in advance guys!

JDL


texts: How to increase performance for GPU rendered interface parts?

texts:
I just got myself a new graphics card that is able to handle workflow. I still got really bad playback performance of the 3D view combined with animation by armature. I usually get displayed 0.83 FPS though my graphics card is only at 11% usage. I always thought that my old one was the reason for horribly bad playback but the problem still is consistent and I have no idea why. My CPU is at 22% usage by Blender and also RAM is there as much Blender would need, it does not increase in performance/take the ressources. I know this question is very much technical, but I need help finding out why it does not work so smoothly as I had expected. The new module is working without any problems with graphics intense games, and other applications. What could be the reason that it still does not work fine though I barely go any objects included in the current file and even bounding box vision with the armature alone makes Blender work so horribly slow?
And if this really does not belong here, please tell me where to ask for help at least...


texts:
I'm trying to go to sculpting mode, but then my object becomes flat and solid-colored. How do I change it? It works okay when I try to access sculpting through  the list in the top-left corner, while it stays in Layout mode. Thanks in advance

PS When I change it to Flat, the object becomes all white.


texts: I have a quick question about cell fracture.  I am trying to shatter a bridge which is a bit large and cell fracture is doing a nice job.  However, my shattered bridge is missing parts.  The fracture is missing most of the top of the bridge peices, which makes it already look broken.  How do I fix this?


texts: How to make custom logo for published bge game

texts: I recently published a Blender game with an executable which has a Blender logo. I would however prefer to make a custom logo. How should I do this?