texts: Selecting part does not seem on blender. No wireframe edges

texts:
I am using blender 2.8 as you can see on the picture. There was an issue with evee render. Blender was crashing. After that, I reinstalled driver then it ran well.
But in edit mode, I can see any selecting part. in wireframe mode, edges does not seem as well.
Additionally, there is a black area at right bottom. You can see on picture.
Waiting for help.
Thanks


texts: Body and Armature A-Pose / Clothes T-Pose

texts:
I am new in Blender and I downloaded fully rigged body meshes and this was A-Pose.

Since I had some troubles when I reset A-Pose to T-Pose, All Rigging were broken, so I just changed through Pose mode.

But real problems happened after Armor modeling, when I transfer weight Armor result was Pic 4.

Is there any way to change Armor static mesh, like especially posed arm T-pose to A-Pose?


texts:
I'm using blender 2.90.1 version Eevee Render Engine. My previous Scenes are no problem. it's rendered. but this file is not rendering. What is this problem?
I use particle system, soft body in this scene.


texts: Importing blender rig into Cinema 4D Lite

texts:
I'm new here, so please forgive me if I break a rule. I am a cinema and animation student creating an animated film that combines 2D and CGI animation. For compositing and other reasons, I would like to take CGI characters that I have already modeled and rigged in blender and import them into After Effect's Cinema 4D Lite, where I will animate and render them.

I tried converting a rigged model to a .OBJ file and importing it into Cinema 4D Lite (within After Effects). I was able to get the model in, but the rig does not seem to have followed. I can't see it in the viewer window or in the list of imported objects. Is there something I need to do on blender or Cinema 4D's side to make this work? Is this even possible in my version of C4D? Any and all advice is greatly appreciated. (Except for animating in blender and then just exporting the animation to C4D- that's a last resort I'd like to avoid if possible.)

I will be cross-posting this question to other blender and Cinema 4D forums; if this is disallowed, please let me know.


texts:
whenever i try to render this image i get the pixie dust kind of thing near the glass cup, can anyone explain why this is happening?

i have tried changing the roughness of the glass cup but it has no effect i didn't have this problem when i rendered only the plate


texts: Relative and Absolute shape keys on the same mesh

texts:
is there a way to use both relative and absolute keys together on the same mesh ?

i want to use absolute keys to deform muscle in a way, and relative to animate face shapes. both on the same model.


texts: Manipulator handles have ceased to function

texts:
I recently downloaded Blender 2.74 on my linux. I’ll grab for the handles to manipulate an object. Unfortunately, all this does is throw my cursor off of it's position.
Problem in a nutshell when I click on the handles to move an object, they don't respond.
It's not that big of a problem, but it's something I'd like fixed.

Note: this doesn't happen on my Windows 7, 8, or any of my macs.


texts:
I have a single complex 3D object. I would like to cut this object at regular intervals along the x-axis into separate objects. This is because I want to apply a separate particle system to each piece, as I need a higher resolution than I would get by applying 250 to the whole object.
I have written code for applying the particle system to a single object, although I will need to write a for loop that handles each piece to make sure that unnecessary objects are deleted (I only want to keep the particles).
Note that using something like "separate by loose parts" results in hundreds of little loose objects and is not at all helpful to me.
What is the right method/function for scripting this procedure?
To illustrate what I want:

input: [---]
output: [-][-][-]

And I would not be interested in moving anything at all, I just need the pieces to be defined as separate objects so I can apply the particle system to each.


texts:
I would like to animate a heart pumping (Realistically) like this video below.

https://www.cgtrader.com/3d-models/science-medical/medical/animated-realistic-human-heart-medically-accurate

Does anyone know a Python script (it can be animated, does not have to be Python)  or can point me in the right direction for this?

I already created the heart.


texts: Hi, Is there any way to know how many objects are referencing other object?

texts:
Example- I have a object named Master. Master object is used as a reference in many drivers and constraints(like master object rotation is used in some driver and it is also referenced in constraints like Limit distance constraint). So, is there any way to list all those references where Master object or its properties are used.
In my case I am using someone else rig and it has many bones,constraints,drivers etc and I can't able to understand the connections between them so I thought it would be cool If i could check which thing is used for what?


texts: How do i cut all these small cylinders in stright line like this?


texts: So I'm trying to make a low poly well and I wanted to make the water first. I don't want to have just a blue plane, I want it to actually move like water. How do I get some waves on it? It should have small waves since it's just a well not an ocean.


texts: Import an image as a reference to a plane but the image i am getting is lying on a another plane

texts: I import an image as a reference on a top ortho plane,but the image i am getting is on a another plane and the plane which i selected is blank.What i do to get it on a reference plane.


texts:
I have multiple "cells", I would like to inset each of the cells by a factor of 0.1:

So far so good, but when I try to inset the cells by a larger factor, they start to overlap:

Is it possible to tell Blender to "drop" the extra vertices which are breaking the model? It seems like each inset requires less vertices to form the smaller cell. Otherwise if I have to do model with more "cells" and multiple insets per cell, I have to do a lot of manual fixes to just fix one cell.

Is there a better way to do this? Thanks!


texts: How to rotate set of textures using Texture Coordinate and Mapping nodes?

texts:
I'm trying to rotate a set of textures (albedo, roughness, normal) using Texture Coordinate and Mapping nodes in Blender 2.83. Location and Scale properties work properly, but when I change Rotation the shadow isn't right. Looks like direction of light also changes. You can see on the second screen - rotation is 90 degree and it looks like the light is on the bottom and not on the right (considering shadows, not luminosity). On third screen I rotated the plane itself 90 degree and it looks right.

I've tried different outputs of Texture Coordinate, types of Mapping and types of Normal Map, but cannot find the right combination. Could you please help?
Edit 1: added solution for 90 degree rotation based on michaelh answer

Edit 2: added solution for custom rotation based on michaelh answer and scurest comment


texts: Why does defining a value make the script break when the value is not even used

texts:
The script works perfect

class ObjectShading(bpy.types.Panel):
bl_label = "Shading"
bl_idname = "ObjectShading"
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'
bl_category = "Claas"

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

    obj = context.object
    mesh = obj.data

    row = layout.row()
    row.label(text="AutoEdgeBreak:")
    row = layout.row()
    row.prop(mesh, "use_auto_smooth", text="BreakEdge")
    row.active = mesh.use_auto_smooth and not mesh.has_custom_normals
    row.prop(mesh, "auto_smooth_angle", text="Angle")
    row = layout.row()
    row.label(text="ManualSmooth:")
    row = layout.row()
    row.operator("object.shade_smooth", text="Smooth", icon="SMOOTHCURVE")
    row.operator("object.shade_flat", text="Sharp", icon="LINCURVE")
    row = layout.row()
    row.prop(obj, "draw_type", text="Draw Type")
    row = layout.row()
    row.prop(obj, "show_wire", text="Wire")
    row.prop(obj, "show_transparent", text="Transparency")
    row.prop(obj, "show_x_ray", text="X-Ray")
    row = layout.row()
    #row.prop(mat, "alpha")
    split = layout.split()

But when I add the following value definition no buttons are drawn

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

    obj = context.object
    mesh = obj.data
    mat = context.material
    cmat = mat.cycles

What I try to do is to add an alpha value slider so I can set transparency for display and value in one area.

row.prop(mat, "alpha")


texts: Add Rigify Widgets to Weight Painted Figure

texts:
Working in Blender 2.79 using the Rigify Cat(Meta_Rig) I discovered problems with the front feet when trying to apply Automatic Weight Painting.  After much tweeking and retopoing of the area Blender still didn't like it so I separated the fron feet from the main mesh, Auto Weighted the mesh to the rig, then reattached and hand weighted to offending area. Checked everything was working smoothly by moving the bones around, and finally highlighted the metarig and hit GENERATE RIG to create Widgit Rig. This took several tries and both Blender and computer reboots before it cleanly generated. But now it is there.

Problem: The weighting does not seem to have carried over to the widgets as they are not controlling the mesh. How do I link the widgets to the weighted mesh?

I asked a similar question back in June before working out the weight painting issues of the front feet.  The discussion went into Chat because of it's length but has been erased because of time.

BLEND FILE


texts: How to have particles pointing away from mesh?

texts:
I'd like to have the flat side of the left mesh parallel to each face where it's attached. "Phase rotation" won't do it because it doesn't influence the right axis and so on.
The file:


texts: Is it possible to access an array in a custom property in a driver?

texts:
In a new project I've add a custom property to the default cube:

bpy.data.objects["Cube"]["positions"] = [4,3,2,1]

Is it possible to access this array from a driver, so that on every frame a different value is used?

If I add a driver it is possible to access a value from a fixed position:

But I'm not able to use frame to specify the index, Blender complains about the syntax:

I've also tried to use a frame handler to set a new property with the value to be used with the following Python script:

import bpy

def frame_handler(scene):
    currentposition = bpy.data.objects["Cube"]["positions"][scene.frame_current % 4]
    bpy.data.objects["Cube"]["currentposition"] = currentposition
    print(currentposition)

bpy.app.handlers.frame_change_pre.clear()
bpy.app.handlers.frame_change_pre.append(frame_handler)

The code is executed every time the frame position is changed and the value is set to the custom property successfully. I'm also able to use this value in a driver - but when the value is changed the driver isn't :-( It looks like this is a bug: https://developer.blender.org/T66392

Is there some other way to solve this? I could work around these limitations but changing objects directly in my frame handler, but I'm would prefer to use a driver.

I've using Blender 2.80 RC3.


texts: Blender Python: Property Description String Limit?

texts:
Is there a string length limit for the descriptions of properties? I assume there is. Does anyone know what that length is, and is there a safety mechanism to catch strings that are too long?

ScenePos : BoolProperty(
    name="title",
    description="this string is not very long",
    default=False
    )


texts: Motion Paths is not Drawing. I am using Blender 2.90.1 version. How can I fix this?


texts: How to make an object contain water until desired time

texts: I have a simple fluid simulation set up and I'm trying to throw a cube of water at a wall (with the cube's flow behavior set to "Geometry" of course). But of course when I have the cube as geometry, even though I've animated it flying through the air, the fluid drops to the ground at the first frame. I want it to be thrown against the wall and I'm guessing I just have to keyframe a certain property to do this. How do I achieve throwing a geometry of liquid?


texts: Can I "lock" movement of a vertex to certain angles?

texts:
In many 2d art programs, the user can draw lines that are "locked" to certain angles, e.g. in MS Paint holding SHIFT draws only 45 or 90 degree lines.

Is there a similar function in Blender, so that I can move vertices on 45 degree lines?

I know how to move vertices so that they stay on an axis, but I want to be able to constrain the vertices to a line 45 degrees between two axes.


texts: When I render the scene, the dress gets weird

texts:
I don't even know whats going right now. So im just going to post an image hoping someone can help me lol.
The Left is before render and the right is after render.
P.S. when is (Shift-Z render its fine, but when I F12 render the image or animation this error happens)
Can someone help explain to me why the dress is doing that when its rendered??


texts:
Is there a way to display text on the 3d viewport. (not text objects) After running a script I would like to display instructions on what to do next.

I have tried this scrip and it works well.. is there a way to use a script to get rid of it?

import bpy
import blf

class DrawingClass:
    def __init__(self, context, prop):
        self.prop = prop
        self.handle = bpy.types.SpaceView3D.draw_handler_add(
                   self.draw_text_callback,(context,),
                   'WINDOW', 'POST_PIXEL')

    def draw_text_callback(self, context):
        font_id = 0  # XXX, need to find out how best to get this.

        # draw some text
        blf.position(font_id, 15, 50, 0)
        blf.size(font_id, 20, 72)
        blf.draw(font_id, "%s %s" % (context.scene.name, self.prop))

    def remove_handle(self):
         bpy.types.SpaceView3D.draw_handler_remove(self.handle, 'WINDOW')

context = bpy.context
dns = bpy.app.driver_namespace
dns["dc"] = DrawingClass(context, "Draw This On Screen")


texts: How do I triangulate a quad along the alternate diagonal direction?

texts:
Quite often I come across a mesh where I have a quad I want to triangulate, however upon pressing CtrlT, it triangulates in the opposite direction I want it to. I'm only dealing with a single quad within the entire mesh, so I don't want to use the triangulate modifier here.

Is there an way to have more control when triangulating a single quad within a mesh?


texts: Changing only one linked group Original File

texts:
I've linked several groups from one file to another. But after i wanted to change one group's original file to another. In which I was successful by changing the blend file path in the outliner following this answer, however when I do so. all the other linked groups disappear (which make sense).

The question : is there a way to change the original file of only one linked group ?


texts: Imperfections when importing 2D PNG based SVG into Blender

texts:
I used InkScape to create an SVG from a reasonably small PNG of an image. The image was unfortunately slightly pixelated in places which has given me the following in blender.

The little "notch" in the middle shouldn't be there. The whole point of the exercise is to create a base for generation of pixel perfect renders of this icon at any size (as scaling up a PNG looks terrible.
Can someone suggest a way of correcting the notch to make it more or less straight? Or a way of using this as the base to generate a more perfect shape.

I'm new to Blender but I have basic knowledge for manipulation of meshes.


texts:
Empty rendered image: TypeError: 'NoneType' object is not subscriptable
I am trying the render the image which uses blender-python. But the rendered image does not contain any information(None). I could not find the reason.
Here is the reference to the code where the rendered image is read and found to be None. Thus it throws the following error
File "./blender_hands.py", line 224, in run
    segm_img = cv2.imread(tmp_segm_path)[:, :, 0]
TypeError: 'NoneType' object is not subscriptable

Any suggestions solve this error would be very helpful, thank you!


texts: How to set origin of multiple objects at the same time?

texts: I want to set the pivot of all the arrows to their bottoms like the pic below. The method of "origin to geometry" does not help in this case. I have like 6000 arrows, so... Any ideas?


texts: Is there a way to "unprotractor" a mesurement with the ruler/protractor tool?

texts:
I sometimes accidentally protractify a measurement when using the ruler/protractor tool. Pressing ⎈ CtrlZ does nothing (I guess being a model operator it doesn't have undo implemented).

Is there any way to tell a given measurement line to go back to measuring distance and not angle?


texts: How to get the active vertex within a Handler?

texts:
I need to know the current active vertex from within a Handler, so i do this:

import bpy, bmesh
from bpy.app.handlers import persistent

def find_active_vertex(bm):
    elem = next(reversed(bm.select_history), None)
    if isinstance(elem, bmesh.types.BMVert):
        return elem
    return None

@persistent
def edit_object_change_handler(scene):

    context = bpy.context
    obj=context.edit_object
    if obj and obj.type=="MESH" and context.mode=="EDIT_MESH":
        bm = bmesh.from_edit_mesh(obj.data)
        avi = find_active_vertex(bm)
        if avi:
            # ... more done here ...
            pass

def register():
    bpy.app.handlers.scene_update_post.append(edit_object_change_handler)

However this approach does not work. The following line seems to create a very unwanted misbehavior of Blender:

elem = next(reversed(bm.select_history), None)

As soon as i add this statement the weight editor in the "n" panel of the 3D View no longer accepts weight values as input.

So my question is: Is there an alternative to find the active Vertex within a Handler that does not affect the behavior of the Vertex Weights panel within the "n" properties sidebar of the 3D View ?


texts: Baking Glass and Glossy materials Cycles

texts:
I'd like to ask if what is the proper method for baking textures in blender. I've followed a tutorial from blender guru but the problem is that the baked results for the glossy and glass materials are not as good as the original. Does this have something to do with how I bake them or something else?

Baked

Original

Thanks in advance


texts: Importing EXR's Image Squence into Blender

texts:
How do I import an EXR image sequence? (assuming I'm doing it wrong). ie.Compositing tab-> Input> Image Sequence> Open etc?
My .exrs are not displaying. I also tried in the Video Editing tab-> Add>Image Sequence & nothing displays. Trying to re-import my rendered OpenEXR. Float (Full).

FIXED: I used Renamer to add-in .exr to the end of all the files & it does import in fine.


texts:
I've been playing around with the open-source space game Endless Sky, which uses flat 2D sprites for all its spaceships but the sprites are rendered via Blender. I'm investigating the possibility of using normal mapping in the game to produce more dynamic lighting, but when I try to render normal maps for some of the ships I get weird rectangular artifacts all over the rendering:

These are always aligned to the camera, even if I rotate the model (anti-aliasing turned off to make the artifacts more visible):

I generated these from existing models via a python script that simply replaces all materials with a normal-mapped image:

img = bpy.data.images.load('./normal_tex.jpg')
tex = bpy.data.textures.new('Normals', type = 'IMAGE')
tex.image = img
mat = bpy.data.materials.new('Normals')
mtex = mat.texture_slots.add()
mtex.texture = tex
mtex.texture_coords = 'NORMAL'
mat.use_shadeless = True # ignore lighting

s = bpy.context.scene
# Apply material to all meshes in the scene
for ob in s.objects:
    if ob.type not in ['MESH', 'CURVE']:
        continue
    # Make sure to account for objects w/ 0 materials OR >1 materials
    n = len(ob.data.materials)
    ob.data.materials.clear()
    for i in range(max(n,1)):
        ob.data.materials.append(mat)

Does anyone know what would cause this or how I could fix it?


texts: Every time i add a new object, doesn't matter if it's a cube circle or whatever i can't see it just add the small dot that you can see in the picture and in the right top it appears as if was added but even if i scale it it wont show up, but it wasn't always like that, i touch something and i don't know what


texts:
im currently 3d modelling my first interior for a game for import into UE4 and im having issues with this particular situation. i have a complicated floorplan and want to add winodws and doorways without creating Ngons on the floor here is a picture to show an example

I know i could add an extra edge on the floor but considering i am going to have multiple windows and doorways this can get messy and its for a game so the lower the poly count the better, thanks!


texts: Using Normal Transformation on a group of objects in Object mode in Blender 2.92

texts:
In V 2.83 I got used to selecting a group of objects (last selected=active) and then choosing Normal transformation in Object mode to be able to move the group along any axis of the Active object.
It was like a limited Local transformation for a selection group.
In V 2.92 it seems that I can no longer do that.
Is that the way of it? Is there a workaround?
Thanks!


texts:
I am trying to animate a material, but the animated keys are not showing in the graph editor.
Can anyone give me a clue, please? Shall I activate any kind of addon, feature, etc? Or is it a bug on blender?
I am using blender version 2.91.0. Below a print from my situation. I also attached a MWE .blend file. Thank you!


texts: I export to the fbx and load it into the clip studio modeler, the mesh breaks

texts:
The obj extension was loaded correctly. I have to load with the fbx extension. I have to apply mobility.

What's wrong?


texts: How to make multiple float property in python

texts: What is the python code to make multiple float property like in the mapping node?


texts:
I know this question has been asked before, but maybe things have changed?

I'm thinking of starting to use version control on Blender animation projects (especially because we are starting to do VR stories as well as traditional films). Having a good GUI is one of the most important things for us, so that I can get all the artists to use it (artists don't like command lines). Git seems to have the nicer GUIs available, however people say it doesn't handle large binaries very well (though some people say it handles .blends very well). The other options I've seen are SVN and Mercurial.

Has anybody used these version control options for an animation pipeline? Which one is best suited for a small studio? Why would I choose one over the other?


texts: So I want to try to recreate a material more like crafting felt which you can see in the image I've shared here. I was not able to find anything on StackExchange and the threads that are on BlenderArtists.org seem to be out of date with the features that current shader nodes have. If it's a highly resource intensive task, are there ways to cheat some of these effects in a simpler way that maintains the essential feel of this?


texts: Make two objects out of two pieces separated by boolean difference modifier, in python script

texts:
How can I have two separate parts of a cut object with Boolean difference modifier in python code script?

My simple code

import bpy

context = bpy.context
scene = context.scene

name1="face-1"
bpy.ops.mesh.primitive_cube_add(location = (0, 0, 1))
bpy.ops.transform.resize(value=(4, 4, 0.1))
face1 = bpy.context.object

face1.name = name1

bpy.ops.mesh.primitive_cube_add(location = (0, 0, 0))
bpy.ops.transform.resize(value=(2, 2, 2))
cube1 = bpy.context.object
solidname='Solid-0'
cube1.name = solidname

mod1 = cube1.modifiers.new("One1", type='BOOLEAN')
mod1.operation = 'DIFFERENCE'

mod1.object = face1
bpy.ops.object.modifier_apply(apply_as='DATA', modifier=mod1.name)

scene.update()
cube1.data = cube1.to_mesh(scene, True, 'PREVIEW')

scene.update()


texts: Is it possible to animate 2 separate objects with 1 action animation?

texts: So to simplify things lets just say I have a cannon object that does a 360 when it shoots and a cannonball object that flies out. I need to export this file as an fbx so what I need is one animation since it will be controlled via a script. I have learned to make animations for fbx files using something called the action editor in Blender. I name the animation there, click the F which I believe stands for fake user, and export it to Unity without a problem. The problem is that those have always been rigged characters that have every part connected. Now I have been trying to do this with separate objects but when I try to use one animation they get all screwed up. I have also tried parenting the objects to each other without changing the transform.


texts:
After I joined together a mirrored joined duplicate into one single mesh, the duplicated mesh becomes purple:

What is going on here? Do I need to be worried about this? When joining the roof with the base of the building, this doesn't happen.


texts:
I'm writing a quick 'n dirty script to create a render-visibility based stop motion animation. In order to optimize things, I'd like to merge objects which have the same modifier configurations.

Unfortunately, I haven't found simple/clean way to check if two objects' modifiers are identical (or mostly identical; if the only way to do it is by comparing each setting of each modifier, I only care about settings which apply to the render).

How can modifiers be compared?


texts: (Python API) Importing, Setting Pivot Point, Locating and Rotating

texts:
I’m trying to import a model, set its location it and rotate the whole model using the quaternion mode.

Here’ s my code:

bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
bpy.ops.import_scene.obj(filepath='Bench_1.obj', axis_forward='-Z', axis_up='Y')
object = bpy.context.selected_objects
for obj in bpy.context.selected_objects:
    if obj.type == 'MESH':
        obj.location.x = 5
        obj.location.z = 5
        obj.location.y = 5
        obj.rotation_mode = "QUATERNION"
        obj.rotation_quaternion.x = 1
        obj.rotation_quaternion.y = 1
        obj.rotation_quaternion.z = 0
        obj.rotation_quaternion.w = 1
        bpy.context.scene.update()

It works fine, but in this case model’s pivot point is right in the center.

Some other models may have pivot point far away from geometry, so I can’t neither locate, nor rotate them properly. I decided to put an extra line in my code that will always set pivot point in the center of any imported model:

bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
bpy.ops.import_scene.obj(filepath='Bench_1.obj', axis_forward='-Z', axis_up='Y')
object = bpy.context.selected_objects
bpy.ops.object.origin_set(type='ORIGIN_CENTER_OF_MASS') # EXTRA LINE HERE!
for obj in bpy.context.selected_objects:
    if obj.type == 'MESH':
        obj.location.x = 5
        obj.location.z = 5
        obj.location.y = 5
        obj.rotation_mode = "QUATERNION"
        obj.rotation_quaternion.x = 1
        obj.rotation_quaternion.y = 1
        obj.rotation_quaternion.z = 0
        obj.rotation_quaternion.w = 1
        bpy.context.scene.update()

After this update my ‘normal’ models become fractured:

What am I doing wrong?


texts: Place a node over wires without it auto-connecting

texts:
Sometimes I'll be trying to place a node and there is a wire beneath it in the way. By "in the way" I mean that if I place the node where I want to it will automatically connect in a way I don't intend it to. Is there a some way to simply drop the node in place without connecting the wires?

I've tried all the modifier keys but nothing worked.

Also, I don't want want to disable auto-connect entirely, but I would like to be able to momentarily disable it.


texts: Linking object data without changing rotation?

texts:
I have multiple objects that I would like to all use the same mesh but maintain their individual rotation positions. As it is, when I link their object data, all the objects rotate to the same position as the object I'm linking the data from.

Is there any way do this without having to go around and manually re-rotate all the linked objects back to their original rotation positions?

Thanks!


texts:
I have a function which assigns to "every" point in space (x,y,z) a scalar value d. I want to, somehow, visualize this function using Blender. This could be done with interpreting the value d as some kind of density and rendering coloured glass which absorbs more light at higher density values and seems transparent at lower density values.

I found the material type Volume to be in the proximity of what I am looking for but I do not know how to control the density at the points in space.

Has anyone an idea how to do this? Some solution with python is desirable.


texts: How do you keep blender from shutting down?

texts:
Every time i go to render something completely, stops and shuts down destroying everything i have worked on. what am i doing wrong that keeps me from working?

right now i am using windows 7 (Yes i had to down grade because of an issue).
Packard Bell laptop with sufficient space on hard drive.
I tunes is present on the computers, i heard some where that these two programs do not get along with each other.


texts: What are some useful ways to optimize my work flow while using blender?

texts:
I am not sure exactly what I am missing when it comes to the optimization of Blender but I wonder if maybe there is some tips that may help me to better optimize my scenes to get a great output while also balancing performance.

I feel that lacking knowledge is the problem in this case. So I ask...

EXAMPLE: This image looks awesome in Blender but this is the output image at 500 samples and it looks like crap. Like a smudged charcoal painting or water color painting. Not what it looks like in Blender. In blender it looks great. Almost all my images come out like this. I add Light, I add occlusion, I reduce and raise Light bounces, I have 8 lamps in this scene as it sits. it feels to me like all the light is getting absorbed by the objects in the scene. But when I render the scene in blender. The image in blender is crisp clear and you can see it. I veiw the saved image, and it looks like this. like smudged water color....

NOTICE: There are very little fireflies. This is why I say this question is not a duplicate. I don't really have an issue with fireflies. Just poor quality output.


texts: How Can You Adjust Bone Roll Value Without Twisting and Deforming the Mesh?

texts:
How can you adjust the bone roll value without twisting and deforming the mesh? If it does twist and deform can you reset the mesh to adjust to the new roll value of the bone?

For example I adjusted a finger bones roll to 250 so that the bone will go only follow the natural motion of a finger when extending in and out.

However after I did this the mesh around the bone its self was twisted.
I tried deleting the vertex group and resetting it to the bone but after i made the new group and assigned it to the bone the mesh was still twisted. I tried resetting the bone roll with control-n to no avail.


texts: Skinning A Simple Tank Track For Unity3D

texts:
this is my first post and I am relatively new to Blender so bare with me..

I'm designing a tank track for a 3D game in the Unity engine - And I'm trying to configure the armature and bones of the tank track + wheels so that I can rotate the wheels and apply suspension to the wheels AND track in Unity using the WheelColliders. I am currently using the texture offset to TRANSLATE the IMAGE that is applied to the tracks for animation - therefore I don't have a bunch of chain-linked tread objects connected together that I am ANIMATING - and instead am just adjusting the image to give the illusion that the tread is moving - the 3D object that said texture is applied to is stationary and does NOT rotate.

My plan from the beginning was to add bones and simply weight-paint the track so that when I move the wheel bone up and down on the Z-Axis, it would deform the track underneath so that it moves STRONGEST directly underneath the wheel, but was weighted less and less the further it gets from the wheel - that way when suspension is applied in Unity, the bone would move up and down with the wheel and deform the track. What's happening is that (despite the weight paint) the track all moves up and down at the same rate.. so I get a very undesired effect when the suspension moves in the game-engine (it looks the same when I move the bone around in pose mode as well).

I feel like there's simply a checkbox I have to check/uncheck to get this to work properly - because I feel like weight-painting is specifically designed to apply WEIGHT to the amount the bone deforms the skinned mesh.. however I am open to the idea that I might have a fundamental error in my approach to the concept.. either way - any help here would be THOROUGHLY appreciated! I'm really stuck on this and I've spent way too much time on it. I will include in this post an image of the desired effect, and a visualization of the effect I'm getting currently (sorry about the crappy image - I really hope it get's the point). PLEASE FEEL FREE to ask me for more info - I have no problems exporting my .blend, making another image, making a screen capture video, etc etc

Thanks in advance!


texts: Fluid not falling correctly on an obstacle

texts:
I've asked a similar question to this, but the answer for it (which worked back then) doesn't apply to this problem.

I've got a Fluid, a domain, and an plane that has been deformed from a cube into a ramp-thing:

The fluid seems to fall along the midpoint of the object's bounding box instead of the physical points:

Here are my Obstacle settings:

And the fluid settings:


texts:
I have a terrain surface and i extruded it downwards along the z axis. This resulted in the material being stretched at the side. How do I have the sides and bottom to not have any color at all?
I realise I am using 'materials' and 'texture' interchangeably as I m unaware of the differences.

I have tried:

UV editing > Unwrap > Project from view (bounds)
Tweaking material properties, ensuring that it is on 'clip', 'linear', 'flat'

Been trying to solve this and other problems for many weeks now. Any help would be great thank you.


texts:
I experienced a CELL FRACTURE issue.
Parts were missing. I gave it a thickness and subdivision, but the problem could not be resolved.
Please help. Thanks!


texts: Exporting FBX animations from Linked character rigs

texts: I'm fairly new to Blender and have been using and made an animation to practice myself to get used to Blender and using the Rain v2.1 Rig, and I made the animation by Linking the character rig from its original file, but when exporting it using the methods that I have learned so far nothing seemed to work when I exported it to Unity. Is there a specific way, or method on exporting FBX from animated linked character rigs?


texts: I am trying to copy the pose of an armature to another armature. I was, unfortunately, unable to find a solution that would work for me. Both of the armatures have the same amount of bones that are named identically. I tried using the Pose -> Copy pose operator, however when I try to paste the pose into the second armature, nothing happens. Before copying the pose, I first select all of the bones. Are there some specific naming conventions that I have to follow, or could the issue be entirely different? I am importing both of the armatures from an .fbx file. Below is a hiearchy of both the armatures.


texts: How do I make my walking animation to continuously move instead of stopping at the end of the frame

texts:
As you can see, for some reason when my walking animation ends, why does it take longer for the character to move its legs apart again (that is from frame 0 to 40) compared to when the character moves apart its legs again from frame 80 to frame 120?

How do I continually get the character to move its legs repeatedly?


texts: How to deactivate User Persp (Local) view?

texts:
I am accidentally going to User Persp (Local) view, and I don't know how to get back to a normal Perspective view..

When I'm in the User Persp (Local), I can see the objects on the viewport, but when I render it.. I got nothing in the render result

The point is, how to get back to normal perspective view?


texts:
I would like to set active shape key using Python. I know that I can use following code for this purpose:

bpy.context.active_object.active_shape_key_index = some_index

but, when I have several shape keys, then I don't know how to get this index from given shape key:

sh_key = bpy.context.active_object.data.shape_keys.key_blocks["shape_key_name"]

There is no attribute called index in object sh_key. I tried to use bpy.context.active_object.active_shape_key, but this attribute is read only. Thanks for your help.


texts: Is there an add-on for batch STL importing?

texts: I've been able to track down add-ons for batch Obj import and batch STL export but I can't find one for batch STL import. Does anyone have a link to such an addon or have a python script?


texts: How to correctly export VDB files from Blender smoke or cloud generator?

texts:
Hi, I´m trying to export a simple Cloud generator simulation to VDB. I know it´s a point density texture, I just want to know if its possible or not.
The way I would normally do this on Modo is to create a particle simulation, cache it and then export it as VDB.
How do I correctly export a .VDB simulation, say to Houdini or Modo?
Thanks.


texts: How do you change camera safe area transparency?

texts: I'm trying to change red-circled area so that it is entirely black.  I don't want to preview what is outside of my camera.  Any idea on how to do this?


texts: Imagine you want to edit a documentary film in Blender and you have hundreds of 4K video files. Generating multiple proxies at once is possible now in Blender but challenging, you cannot import 200 files in the VSE and ask Blender to generate proxies, if you do so it will crash. You can only do it little by little and it is very time consuming. The best solution would be to generate proxy files outside of Blender in a batch way and back in Blender link all the high res files to the low res files. The proxy custom directory is made for this but one needs to click on "rebuild proxy" I understand? When you click on "rebuild proxy", although you've already generated proxies, Blender will take ages to connect the high res files in the VSE to the proxies you've already generated. As if Blender is doing the work again. Am I doing something wrong? Thanks.


texts: How to copy and link collection to other scene?

texts: How to copy collection to other scene ? And how if i want this collection to be linked, so if i change the collection setting in one scene , it will update automatically in other scene.


texts: How to fix python operators disappearing in new Blender files?

texts:
I'm working on an add-on, frequently reloading scripts and using it to work on multiple files. After a while, doing that, Blender stopped registering some new operators, while it did recognize others.

The add-on's code had no errors, and nothing would show up in the Blender console.

Here's a picture of the problem: both are in the same version of Blender, with the same version of the add-on. In one file, the operator is available, but not in the other.


texts:
I have got a set of points and I need to find the plane that would contain the maximum number of these points. Is there a simple way to do this, without trying out all permutations?

Update:
I am giving an illustration below:

The red dots are the points that exist in 3d space. There can be several planes like A, B, C, D that would contain 3 or more of these points. However, the plane A contains the maximum number of them. I need to find this plane (or to be more precise, the points on this plane).

Update2:
I am giving below the code I had tried earlier. This coincides with the approach suggested by @hatinacat2000 and looks to be the best available option:

import bpy
from mathutils import Vector
from itertools import combinations

def main():
    o = bpy.context.object

    # Take sample test points from Bezier curves
    # (you need to create curves having coplanar points
    # by subdividing 2d segments for example)
    bps = [bp for s in o.data.splines for bp in s.bezier_points]
    loc = [bp.co.copy().freeze() for bp in bps]
    l = list(combinations(loc, 3))

    # Map of {normal vector: 3 point combination for that normal}
    # Normal rounded to 3 decimal places
    normalsCos = [[Vector((round(((c[1] - c[0]).cross((c[2] - c[0])).normalized())[i], 3) \
        for i in range(0,3))).freeze(), c] for c in l]

    normals = [n[0] for n in normalsCos]

    # Map of {count: normal}
    nmap = {normals.count(n): n for n in normals}
    maxCnt = max(nmap.keys())
    normal = nmap[maxCnt]
    coTriplets = []
    for nc in normalsCos:
        if(nc[0] == normal):
            coTriplets.append(nc[1])

    # These are the required points
    planeCos = set([c for t in coTriplets for c in t])

    # And the remaining points...
    remainder = set(loc) - planeCos

Update3: Please see the answer from @lemon. It has got a huge performance improvement over this code (this is more of a POC), and also considers parallel planes.


texts: Using collisions to control movements of objects in an animation

texts: In the modeling of a mechanical assembly it is usually necessary to examine movements of mesh objects in relation to one another. In the simple example the green object would be animated to move along the X-axis and collision with the violet object would make it slide along its edge until it hits an obstacle. Can such control of movement be achieved in an animation using rigid body physics or object constraints?


texts:
I'm trying to create a simple human mesh. While working on the torso, I noticed some shading errors. They look even worse when you move the camera around.

The one on the left is with shading set to smooth and subdivision set to 5 on basic, the one on the right is shading set to flat, and no subdivision.

Here's another one...

I've found that I can replicate the effect by simply making vertices go into the mesh.

Does anyone know how these could be fixed?


texts: How to make a futuristic helmet visor/mask material?

texts:
How to make similar material to the mask from the picture (the red\orange thing)?

Thank you!


texts: Snapping to vertex outside selected object

texts:
Modeling a house, say I have to copy lots of the same window to openings all the same size. The modeling of the actual window is slightly complex: frames, grilles, sill etc...
When the time comes to duplicate a complete window to all the wall openings in the house (in object mode), I would like to snap from a vertex at the corner of the wall opening, to a vertex at the corner of the next wall opening, since these are easy to select. This will position the window perfectly... but I can't seem to find the way to snap to points outside the selected object, which is to be duplicated. Snapping to destination vertex outside the selected object is not a problem, but origin...?
Thank You.

As one can see, the window is tucked further back from the front face of the wall, hence the desired origin and destination points are not on the selected object to be duplicated.


texts: Loop cut and slide modifying UVs in unexpected way

texts:
I'm bridging two edge loops as shown in the following image:
The upper portion is the UV map and the below portion is the mesh in edit mode. Once after bridging the edge loops, when I'm trying to divide the bridged edge loops using loop cut and slide, the loops are being added perfectly well in the mesh,but in the UVs, they are coming parallel to the bridged edges and not perpendicular as shown in the following two images.

After bridging the loops

After loop cut and slide

How should I correct the UV after loop cut and slide action?


texts: Keyframing from properties panel and from 3d viewport creates different entry on Graph Editor

texts:
I have Bone.001 Armature selected, and I want rotate it and set a keyframe.

If I try to set the keyframe by pressing I while hovering my mouse pointer over the rotation properties on the properties panel, the following entry is created in the Graph Editor, (the rotation turns yellow when the keyframe is set)

But if I try to set the keyframe by pressing I when the mouse pointer is on the 3d viewport and selecting Rotation from the context menu, I get a different entry in the graph editor,

Notice that in the first one, the keyframes are enlisted under "ArmatureAction" and in the second one, the keyframes are enlisted under "ArmatureAction > Bone.001". The second one makes sense to me because I am recording the transformation of Bone.001 so the transformations should be enlisted under the name of the object.

Question is, what's the usefulness of first approach?


texts: Blender 2.8 - How to bake an ambient occlusion map to a second UV texture on a multi material mesh?

texts:
I'm trying to bake an ambient occlusion map onto a second set of UVs onto an object with multiple materials on it (per face) for exporting to a game engine.

I have an object with multiple materials on it. I have materials assigned to each face:

This object also has two uv maps, one for the main textures, and one intended for the AO map lightmap pack unwrap.

I don't actually know if I need a separate material for the AO map, but this is the setup of the AO map material:

In the uv editor, I select the AO UV map, and the AO_Image image I've created, then I click bake:

But then I get multiple messages:

No active image found in material slot (0) for object "Level"
No active image found in material "Material" (1) for object "Level"
No active image found in material "Blue" (2) for object "Level"
Circular dependency for image "brick-pattern-1.png" from object "Level"
Circular dependency for image "grass-tiling.jpg" from object "Level"
No active image found in material "Grass" (5) for object "Level"
Circular dependency for image "AO__Map" from object "Level"
Baking map saved to internal image, save it externally or pack it

And then any materials with image get the lightmap bake, which itself seems garbled for some reason:

Again, the intention is to bake a separate AO map onto a second uv map of a multi-texture object for exporting to a game engine. I'm not sure if this is the correct method. But I'm doing something wrong, because Blender falls over when trying to perform this task and I'm unclear why.


texts: How to create a UV screenshot before exporting it to Photopea?

texts: I am not in the newest version of Blender with a Mac, so most of the websites tutorials don't apply to me.  How can I create a UV screenshot in Blender?  I am very new, so please explain clearly.  I need to save the file to Photopea as well, so extra information on that would helpful as well.


texts:
I have these flap things rotating around a very irregular shaped track. While I was able to rotate each flap from a center point perfectly, I was not able to rotate them around this irregular track perfectly. So I had to translate them along Z and simply eye them to their correct spot right along the track. The problem with this is that not all of them are equally protruding from the track.

Is it possible to translate the objects perfectly around the track equidistant from one another?


texts:
What it looks like without Mask:
What it looks like with Mask:
What it's supposed to look like (the reason I don't just use this is because I had to actually create a separate object and hide the Boolean target, and that's destructive workflow):
Basically, I want the Boolean in the pink one to ignore the fact that the blue one has a mask and apply the Boolean as if it's all there.
edit* found a bit of a workaround by applying the Transparent BDSF texture to all faces I wanted invisible.


texts: How do I match speed at which a rigid body and a smoke object are moved by wind force?

texts:
How do I create a rigid body object (e.g., a sphere) and a smoke object that are both moved by wind at the same speed? My goal is that the rigid body object moves at the same pace as the leading edge of the smoke (ie the tip of the smoke). Is it maybe possible to attach the rigid body to the Smoke Adaptive Domain? The smoke is rendered in cycles and I am not using a particle system.

The smoke is not emitted by the moving object. The smoke is emitted from a source independent of the rigid body. The rigid body sphere should just move at the same speed as the smoke, so that it appears to reach a point at the same time.

I don't want to match these manually and don't want to build a path animation for the rigid body. Thanks!

I've tried playing around with the Mass physics property of the rigid body (see screenshot) but if it falls below 0.1 the sphere just jumps around really fast.

Here's screenshot of a quick illustration of the problem. The smoke and the rigid body are only moved by the force field (no gravity in this scene).


texts: Saved pictures do not appear in my folders

texts: I have just recently started using blender and I am following a few tutorials to get a good idea of how to use the software. I saved a JPG file by selecting it and clicking save as but when I try to add the image as a texture it does not appear in any of my folders and I cannot access it, I tried changing what the files filter out but even when I have all files visible to select, I cannot find any of the images I saved in the folders I place them in. I have blender on Windows 10 and have the latest version as of July, 26 , 2016.


texts:
This is something I did a lot in Zbrush; make a black & white image containing height map data from a viewport snapshot.

Since I don't own Zbrush, I'd like to do this in Blender if possible. Is there a way?

I'm a big fan of Blender's sculpting tools (and Substance Painter), and this would benefit me greatly.


texts: Default lightning, or how to adjust materials properties correctly

texts:
Situation:
I always adjust my materials by hdri environment map. This method work well for me. But what if I want to share my materials, or sell it?
I search for some default lightning setup and I found this question with link to default scene used for material preview in material panel.

Problem:
When I adjust my material by this default scene, material looks too bright in hdri lighted scenes, just because this default material scene has low lightning compared to hdri lighted scene.

Question:
Is there some general standard how to "calibrating" materials?


texts: How to export models without losing precision?

texts:
In Blender a coordinate might be 1.5. When exporting the model to Houdini, that coordinate becomes 1.500001. This is not consistent either, even with seemingly perfectly rounded coordinates using the Python script below in Blender, some coordinates still lose their precision when exported, which is breaking a Boolean operation in Houdini.

This does mostly work, but would not round 1.50001 to 1.5, for example:

import bpy

for c, obj in enumerate(bpy.context.selected_objects):
    for vert in obj.data.vertices:
        vert.co.x = round(vert.co.x, 1)
        vert.co.y = round(vert.co.y, 1)
        vert.co.z = round(vert.co.z, 1)

Interestingly, if I go through and manually re-input the coordinate, the precision is no longer lost. Blender is often displaying the coordinate at 1.50000, but internally it is 1.500001.

This is particularly problematic when using an array modifier, because apparently Blender can't keep adding 2 and it just needs to add an extra 0.000001 for no reason.

The boolean operation in Houdini is used to optimise meshes, and this precision error is causing them to be 10-20% larger than they otherwise should be.
I can't do the rounding in Houdini because some of the vertices aren't necessarily snapped to the grid.

Edit: Added a partial solution by rounding all vertices to the 5th decimal place in Houdini. This loses some precision, but arguably that is simply a degree of imprecision Blender adds but does not display anyway. Not sure if it will become a problem later. Here is the vex code that was placed in a point wrangle node:

@P = rint(@P*100000)/100000;


texts: How do i fix this armature glitchy thing

texts:
I'm a beginner in blender.
I'm trying to set an armature and apply some inverse kinematics but then, after I finished, this happened.
https://imgur.com/a/mqwNyKr
I parented that seperated upper mechanical part to the forearm.
I would really appreciate if someone helped me on how to fix this.
Thank you in advance!
Oh yeah, here's the project file
https://drive.google.com/file/d/1TLqnq9KGbTuMEJRYuYdm6knXtXyDXhwm/view?usp=sharing


texts: How do I make edges go around a whole object?

texts: I have this object and I want the highlighted edges go around the whole object (like the edges in the middle), so that I can split it in 4 parts. I'm kinda new to blender and would like to know how this works


texts:
I'm following Blender guru's Anvil tutorial. After using Boolean I cleaned up the extra vertices. Edge flow looks fine on my mesh.

However, when I apply a Subdivision Surface modifier my mesh becomes really messy as if something is wrong with the edge flow.

Can you guys help spot the problem?

Mesh topology:

Subdivision issue:


texts: How to make anime/toon like procedural wind texture, blender 2.9 eevee

texts:
How to make procedural wind texture in an anime/toon style. Which can be put mainly on planes.
Like these, but the creators didn't say how they did it.


texts:
I have a AMD r7 370 GPU, and an Intel i5 4460 CPI. I am using blender 2.78 (openCL enabled, downloaded from GraphicAll). My problem is I can't get the original color and output from GPU rendering, while CPU provides accurate color. GPU render shows the diffuse materials emitting colors, 'blue' in my case. and emitting materials starting to emit yellow. both instead of white which is set as the color.

CPU rendered:

That has appropriate color, no extra color emission from 'diffused material'.

GPU rendered:

Extra colors and materials not behaving the way they should.


texts: Blender 2.8: How to see multiple view layers at once in viewport?

texts: I am having difficulty in Blender 2.8 seeing multiple view layers at the same time in my viewport. With my workflow I would more than likely want to be looking at multiple view layers at once in the viewport to see the position and more, of things in relation to everything else. How do I do this?


texts: Intersecting transparent object causing artifacts in cycles

texts:
When two objects -one of them transparent- intersects it creates some artifacts visible even in the alpha channel. Even with 1024 transparent bounces the artifacts remain.

In the example file there are two cubes in the same position, one transparent and one emission.

What is causing this? Any way to get rid of this artifacts?


texts: Using array modifier to array an object between 2 curves

texts:
I want to array the object I outlined with yellow between 2 red lines I've drawn here. I tried some of the array options to no avail. How can I do that?
It would be great even if you could just forward me to previous solutions for this one. I'm trying to make stadiums for FIFA and these objects are crowd meshes. Creating crowd meshes one-by-one is wasting a lot of time.

Thanks in advance, stay safe.

Edit: Actually this is what I want to do; Change scale of objects in array without affecting distance
but dupliframes are not included with latest Blender version.


texts: Limiting minimal scale to 1 still goes to negative values

texts:
So if I limit objects scale (by a constraint) to minimum of 1 and maximum of 2 and start scaling it, it still manages to go over on inverting it self to negative values keeping the limits to -1 and -2.
Checking "For Transform" does not help.


texts: How to turn off the stats displayed when playing a game?

texts: These statistics are displayed when I play the game in the game engine. How do I turn these off?


texts: Preview pose mode when making change to armature in edit mode

texts: Is there any way preview how my pose will look like when I apply some changes to bones in edit mode, without switching back to pose mode ? I'm re-targeting some animations to different skeletons and sometimes I need to make adjustments to bone positions / rotations in edit mode. However when I make them in edit mode I don't have any way to preview what impact will it have on a final pose so right now I'm making small adjustment, switch back to pose mode to see how it looks like, and then back to edit mode again. This is driving me crazy.


texts: Script to select all vertices in an object and assign new vertex group

texts:
I have a blender file which often has multiple objects in, which when they need editing together I have to assign a new vertex group to to easily select them.

Right now my process is;

Click the object,
Hit tab to select all vertices,
Go to Vertex Groups and hit add,
Rename it for that object,
Hit assign and be done.

Sometimes I have 20 objects so this gets repetitive. Is it possible to create a script in python that can do this for me, and possibly in a batch edit so it does it for all objects selected? If so, how would I go about it?

Thanks.


texts: 3D Stereo Active shutter vision LCS glasses realtime viewport?

texts:
Is it possible (or maybe already implemented by someone) to configure the viewport to display stereoscopically at a set frequency dependent on the given screen refresh rate, while having the frequency channeled out as "sound" through the sound card (or maybe over IR or bluetooth) so to sync a stock pair of Liquid Crystal Shutter 3D glasses (LCS) like SegaScope  or equivalent stock or "hacked" alternatives ?
Hacking example,
better hacking,
Screen compatibility info pdf

or maybe directly over VGA
and more good archaic info and SegaScope alternative

or maybe, since it's a monotone oscillation that's driving a binary outcome (left/right) ON/OFF, and a known frequency (if the max source refresh rate is applied and FPS is stable) it could be calibrated/synced manually without any direct power or initialization from the PC-GPU.

Maybe avoid Quad-buffered (aka CrystalEyes) Quad buffering 2 by NOT presenting the SAME, spatially displaced, image to both eyes, since in this "time-sequential" case, it isn't actually doable. It would make more sense to intermittently display realtime frames from each of the viewports (realtime-sequence).

NVIDIA Fast Sync ...and I'm on AMD, but the process can't differ much

Clean (simplified) explanation of Nvidias' pipes

Myths and Misconceptions of Frame Pacing / Alen Ladavac, Croteam / Reboot Develop Blue 2019

CRU Custom resolution and screen framerate overclocking utility, which could come into play and Guide


texts:
I am trying to create a scene where I have a text set up and it is covered by a cube.

I will eventually have the cube break away looking like the wood is chipping away and creating the text (I've done it many times in version 2.79B  and now am trying to learn blender 2.8.

I have done two quick scenes with something and did Ctrl/Alt/numpad 0  to put the camera into position I want for the render..

When I am trying to do it with this scene,  when I hit the Ctrl/Alt/numpad 0 to put camera into position..  the cube goes up above the text and i can't control the camera at all    I have tried to position the camera 6 times now and it continually moves my cube off the text and moves it above the text and I can't get the camera in position.

I can't see a problem, but not knowing how 2.8 works, I don't know what am missing with this particular scene.

I looked at one of the other scenes I did in 2.8.. if I click the arrow next to Camera, it shows 'Camera"   but if I click the arrow next to Camera in this scene that is giving me problems,  it says Camera.001   as if there are two cameras in the scene, but I only have one camera.

I am going to try and delete the camera again, not sure at this point what to do with it.


texts: UV-unwrap cylinder (lightsaber) with extrusions / insets

texts:
I have a cylinder with several extrusions applied to it.

Basically:

create cylinder
select top edge, extrude
scale horizontally (in x/y)
extrude
move vertically (in z)

... and so on ...

Simplified to 1 extrusion it looks like this:

Problem

The problem I have is the unwrapping. When I UV-unwrap it via cylinder projection I get the uv-map of the 1st image. However this is only the vertical area. The horizontal area as shown in the 2nd image is just a flat line which of course leads to a stretched image when a texture is applied.

Question

How do you properly unwrap that object? Using "Smart UV Project" creates rings from it. Which takes away valuable uv space. Isn't there a way to e. g. flatten the cylinder? Think of stretching it in length. After some investigation the most fitting solution I found was to do a normal unwrap and then use UVSquares. Or is there a better approach?

The full example with the problem looks like this:

Thank you very much for the help!


texts:
I removed faces from my object. It is mirrored but I want to add faces back to form an L shape closing the geometry with faces.
I highlighted where I want to add the lines. How do i do this with its vertices so I can still select them and fill them with F?

Thank you in advance.


texts:
Hey there just wondering if there's a way to grid fill multiple edge areas at the same time, ie in this rough example I know I can grid fill these selected edges...

but can I grid fill all these edges at the same time rather than having to do a second grid fill operation...

The reason I ask is because I may have a lot of grid filling to do.
Thanks in advance.


texts: Rigging makehuman character in Blender 2.79

texts:
I  used makehuman to make a character, but rigging it in blender 2.79 failed.what could be the problem because whenever i go to pose mode the bones dont move with the character's body
I use blender 2.79
I use makehuman 1.1.1


texts: can i use nodes in blender render engine and have it render in material shading mode

texts:
i was trying to use nodes in blender render engine because i want also to use textures nodes, just so i can  make my personal textures.
And when i try to render in material viewport shading the object apears black, apperas to only be able to render in render viewport  shading.

can someone please help me.
it would be very cool

ty in advance.

// the uv's are setup//


texts:
I am using a background image (of table), where a would like to render an object partly recessed (partly hidden) i the table. I do not know if this is this possible at all.

CC


texts: Materials and Exporting to different formats

texts:
I am having difficulty transferring any materials that I add onto a structure within blender.  After I'm done adding the different materials, when I export the blend file to either a .obj or .3ds the structure carries over, but the materials do not.

When going into composite mode, and rendering the scene all I get is a blank scene with boxes, it seems to render rather quickly with no result.

My question is therefore, if you take the basic cube model, add a material to it, save it and export it to an object(.obj) file, is there a way to carry over the material change you made to it?  I tried this on the basic cube and it didn't work.

I'm a self admitted novice at using blender, so any insight or help is appreciated.


texts: Overlapping structure when beveling (SVG) curve

texts:
I hope somebody can give me some tipps although I don't really know how to phrase my problem for a suitable title.

I want to create a path in Inkscape and import it as an SVG to blender. When I create the path only two nodes can be joined, not 3 or more, so I get an overlapping path.

When I import the path to blender, bevel it and create a mesh with it, the structure is still overlapping which causes problems when slicing the object for the 3D printer.

Is there a way to avoid overlapping or get rid of it? I hope you know what I mean.

Thanks so much.


texts: See t-s and t-v graphs of motion tracking points

texts: Is it possible to display the movement of the tracking points of Blender's motion tracking function as a graph (probably in the graph view tab) with time[seconds or current frame] on the x-axis and either distance covered or velocity on the y-axis?


texts: I downloaded a model from the web as .obj and .mtl. I understand from reading that the .mtl should be imported if it is in the same directory and has the same filename. I've verified the filenames match exactly and are both in the same folder. I've edited the .obj with a text editor and verified the name of the file in the mtllib line. Is there some other step I'm missing?


texts:
Video
I am making a cup handle using extrusion and here when I try to extrude, it provides a sort of rounded cylindrical shape rather than the expected extrusion.


texts: Cycles - What is the expected range of values for Displacement?

texts:
Let's say I have the following [kinda boring] shader setup:

For what output values of the Voronoi Texture will the surface appear to be displaced outward? How about inward? In Houdini, negative values displace inward, positive values displace outward, and values of 0 don't displace at all. Is it the same in Cycles? Or is it a different range?


texts: Animating object for Rubik’s cube with blender/verge 3d

texts:
I am trying to create a virtual Rubik’s cube.that works in verge 3d, clicking the sides would move the Rubik's a certain direction.
it’s a bunch of independent cubes that through puzzles call back animations of the row twisting.
a row needs 3 features , turn right, left and turn upward. but so far I can only figure out how to do one; go right.
where I’m having issues is that I can’t figure out how to have one object puzzle can call back multiple animations.
In my Rubik’s I have purple go right, but I can’t figure out how to have it also go a different direction. as one colour (lets say purple block) would need to call back to different animations in blender. does anybody know how I could handle something like this?
I have tried splitting the smaller cubes into separate faces, but when the rows of the cubes are turned the faces would need different functions in different positions.
I was thinking maybe if I could call on a group? like let's say top row spin 90 degrees, or right row spin 90 degrees. but I would have no idea how to go about and do that the best way.
Hopefully my explanation was clear, English is not my first language. If I need to explain more please let me know, thank you


texts:
I have made this container for a project, and I have to make it so it can be opened.
It has two springs outside and should follow the lid, but the lid's pivot point is a little offset for the spring, as you can see in the image. I added a bone for the container, another for the lid, and I suppose another one for the spring.
Could anyone help? I don't know how to rig it properly.


texts: Texture is pinching and artifacting on the rounded edges of a mesh

texts:
I have been designing easter eggs to be 3D printed with pattern textures on them and I have stumbled across an issue when adding a texture to the egg model. As you can see there are a lot of artifacts and pinching on the rounded corners. Is this due to the mesh not being uniform with quads?
Thank you very much in advance for your assistance.


texts: How to add Multires subdivide button to my own script

texts:
As the title says, how do I add the subdivide button in the multires modifier to my own scripts. I managed to add the button but it does nothing when I press it.

Any help would be appreciated

Edit: This the area of the script I'm having troubles with

import bpy

class CustomPanel(bpy.types.Panel):
    """A Custom Panel in the Viewport Toolbar"""
    bl_label = "MultiModifer"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_category = "Sculpt"
    bl_category = "Tools"

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

        row = layout.row()
        row.operator("object.multires_subdivide", text="Subdivide")
        row = layout.row()
        row.operator("object.multires_higher_levels_delete", text="Delete Higher")
        row = layout.row()
        row.label(text="Multires Levels")

        if(bpy.context.active_object.modifiers.find('Multires') != -1):
            layout.prop(context.object.modifiers["Multires"], "levels", text="Sculpt")

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

if __name__ == "__main__":
    register()


texts: Strange curved topology edge when merging vertices

texts: the spots that this happened is where two verts of the surfaces were merged together.


texts: How to scale object with more vertex to other to fit perfectly?

texts:
im coming here for help. I need scale this object with more vertex to the other but need to match exactly, how i can do that?
If i scaling and press ctrl to snapping is not work:/
Thank you.


texts: Cell Fracture not working when model hits it (Blender Internal)

texts:
I am trying to animate Godzilla's tail tip hitting a building. I have a cube and used cell fracture, set it to active, then checked the enable deactivation and start deactivated box and clicked copy from active.
I then clicked the Godzilla mesh and set it to passive and checked animated. the ground and everything else is just passive. I even inserted keyframes on the godzilla mesh (clicking I 3 times and selecting location rotation and scale) and it worked, but when I rendered it his tail goes through the building. Please help me quickly and explain thoroughly what I did wrong and what needs to be done.


texts: What is causing splotching on rendered image?

texts:
I have been trying to troubleshoot this for some time now. Whenever I use an HDRI to light my scene, I get the following effect on my objects after rendering in cycles. A patchiness that I cannot seem to get rid of. This doesn't occur when I use standard lighting in my scene. Only when I light my scene with an HDRI. I am using the most recent 2.8 (at least as of this writing).

There is nothing fancy about the HDRI setup, nor is there anything unusual about the textures on the floor. The walls have a principled shader on them with nothing else applied. I am perplexed at what is causing this and would very much like to eliminate this.

Thanks ahead of time.


texts: How can I move part of a mesh along the right orientation?

texts:
When I use a mirror modifier for my mesh and try to move something, the normal orientation distorts the mesh.

It turns this

into this

When it should turn it into something more like this, but with greater precision.

How can I fix it, so that I can move the part of the mesh across the right orientation?


texts:
I have an object that a cloth is colliding with, and I want the collision to be disabled in the middle of the animation. However, I cannot just turn off object Collisions on the cloth, because there is another collision object that I want the cloth to continue interacting with. I cannot find an 'on/off' switch in the Collision properties. In another forum, scaling the collision object worked, but doesn't in my case because it pushes/pulls the cloth. Is there a way to animate collisions to turn off or another solution around this?
(I am using Blender 2.81a)


texts: Halo-created lens flares aren't rendering

texts:
I'm following the Noob to Pro: Halo Materials tutorial and failing to get a lens flare effect that is displayed in the tutorial.
Compare the before image with the after image

. There's no difference. The lens flare isn't being created and I've tried dozens of positions and fiddled pretty much every setting on the halo, removed the sun, added/removed lights, etc. I've gone to factory settings and re-done everything from scratch a couple of times now.
My computer is an Acer Aspire E1, I'm using Linux Mint 15, and have Intel's proprietary graphics installed. This is being attempted on blender version 2.75.
Blend File


texts: How to make my hillshade bright as given in the link?

texts:
I am trying to make a hillshade of a terrain. The issue I am facing is that the model looks dull as like the default models available in blender. I am attaching the screenshot of my workspace and nodes.
My model

Node

The output I am trying to achieve is as below https://somethingaboutmaps.com/Shaded-Relief-in-Blender

The tutorial which I followed is https://somethingaboutmaps.wordpress.com/2017/11/16/creating-shaded-relief-in-blender/


texts:
I have two cubes in the viewport about 40 pixels away from each other. Clicking in the empty space between the cubes will alternate selecting one of the cubes instead of de-selecting it like I'd expect from that far away.

This "slop" seems to extend the selectable "hit box" of an object about 20 or so pixels beyond it's visible bounds. Is there any way to increase the precision so that the "hit box" doesn't extend so far past the object? It's resulting in a lot of accidental selection/tweak-drags and is really annoying.

In the source code for VIEW3D_OT_select I can see this property:

prop = RNA_def_int_vector(ot->srna, "location", 2, NULL, INT_MIN, INT_MAX, "Location", "Mouse location", INT_MIN, INT_MAX);

Is the 2 after "location" a multiplier of some kind responsible for this effect I'm seeing? If so is there any way to change it without having to recompile Blender?

Or is there a simpler way in the user prefs where I can adjust mouse selection sensitivity?

Thanks for any help.

EDIT:

Experimenting with Border Select I found that invoking a single pixel border selection like this:

bpy.ops.view3d.select_border(gesture_mode=3, xmin=x, xmax=x, ymin=y, ymax=y)

has the same sloppy selection behavior as VIEW3D_OT_select, which is also using a single pixel coordinate for it's 'location' property.

But invoking a 2x2 Border Select like this:

bpy.ops.view3d.select_border(gesture_mode=3, xmin=x, xmax=x+1, ymin=y, ymax=y+1)

gives a very precise selection.

Unfortunately because it's Border Select doing this when two objects are very close or overlapping it can sometimes select multiple objects with a single click.

But I think it shows that when you give Blender a single pixel selection search it's doing something funky under the hood to multiply or widen it's hit detection, which is really too bad. I can't imagine why that would ever be desirable behavior?


texts: How to rig a plate so that it points to a target, with off-centre tilt, and constraints on elongation and tilt

texts:
a question from someone who has never done rigging before.

I need to make a plate (in my example: a cylinder) follow a target (a empty). But with some constraints:

There are three degrees of freedom: height along Z, rotation around X and Y.

Note: the centre of rotation is somewhere (a given percent) between the origin and the total "elongation"

The plate mustn't change size.
The rotations are constrained by 20 degs, the total elongation is constrained from zero to a fixed maximum

Here is a sketch ↓. Note that this is NOT rigged, it's just posed by hand to illustrate possible cases. I really have no experience with armatures so, if the answer uses a completely different setup, it's fine! (I added a third bone so that it could stay always the same size, but it's probably unnecessary. The first two bones have always the same proportions, so that the rotation pivot is always roughly half-way)

Walktrhough of the cases: the first plate is fully Z-extended, no rotation. The second is rotated to follow the Empty, but can't extend anymore because of the Z-height constraint. The third is compressed because the empty is closer to the origin. The fourth and fifth are compressed and tilted. The sixth is compressed and tilted, but the tilt has stopped due to the rotation constraint.

How do I set up this armature, so that once this is set up, one just has to move the empty around? What parenting relations, constraints and bone constraints are needed?


texts: Only a shadow of the 3d object over the background is visible in the render

texts:
I'm new to blender. Actually very new. I searched for this in the discussions. But none of them solved the problem I have not done anything with nodes. I guess I'm going to watch some tutorials for that. But the problem is everything is completely fine in the rendered view option but as soon as I render image it renders like that below. I tried changing a lot of things, nothing changed.Plzz help me out!

Here is the blend file:


texts: How to properly combine the vertexes of two differently mirror modified objects?

texts: I'm trying to combine a mirror modified object that has bisect and clipping enabled with one who is mirror modified on a different axis with neither of those options enabled.  What I would like is to combine the two together so that the vertices are all connected on the surface, so that I have a single object texture (and avoid duplicated internal vertices). Is there any way to accomplish this?  As I understand, when I ctrl+j the merge object adopts the modifiers of the first object, but what I want is for it to basically forget what modifiers ever existed after a merge, and ensure that the resultant mesh is exactly as I see it, and one mesh in total.


texts: I use add-on to import a model from mmd, and I added texture pictures by myself and exported it as a .obj file. But I cannot see the texture in Windows 3D viewer. I tried to save the project as a .blend file and opened it again, I can see the texture. How can I export a .obj file with texture?(I'm new in blender)


texts:
I have looked everywhere around the internet and for some reason for something as simple as this, I have not found a satisfactory answer.

So my question is simple; how do I make text appear like someone is typing it?

I tried transparency with color ramps but the keyframes don't appear on the timeline or dope sheet so I instantly gave up on that.

There was a typewriter addon or something but it's outdated, and I'm using Blender 2.81, Eevee.

The build modifier would work if it didn't start building at the end of the sentence. Made me consider looking for fonts that were reversed.

Would help me greatly if anyone could give me a solution. Thanks.

Update: Have tried answers below, the typewriter addon works perfectly but nothing appears in the render, and the animation nodes crash Blender mid-render. Nothing still works.


texts: How to make a button that changes lamp energy in BGE?

texts:
I am creating an options menu for a simple game. I want to make a button that will adjust my lamps energy up or down.

I would like both ways,  a button that adjust the lamp energy up and a way to adjust it down.


texts: identifying these artifacts on a model exported from blender

texts: I brought a polysurface into Blender as an .OBJ and now I'm looking at that file in Rhino having exported it from Blender as another OBJ. I really like these lines and I am wondering what their origin is in Blender because it would be neat to be able to use them as scalable vectors.


texts:
I have made my  first animation using fluids! It is a splash of water hitting a rotating caracter. The scene is quite simple, but there are issues I cannot fix. For instance the shape of the water just before it is hitting the caracter very 'shield' like. And after  the water has run off the caracter, the waterdrops on the plane is flickering  in the animation. I really would  appreceiate some feedback  on all possible improvements:) The animation is 20 sec, rendered on 256.
For animation, see link: https://vimeo.com/537149024
file:


texts: How do you create a 3D Model to be uploaded and viewed by HTC Vive

texts:
Needing to create some 3D models, how can they be uploaded to the HTC Vive to be viewed on VR. DO i need to use another program such as, Unity, and or Unreal, or Steam. How would i create the model VR ready.
Thanks


texts:
I'm fairly new to Blender, but have come from a 3DS max and Inventor background. I have imported a model done in Inventor, in OBJ format. This is quite a large model of a steel structure with approx 500 objects. On import all of the objects have their origin at the world origin (0,0,0). These objects local axis are also aligned with the world axis and not with the objects.

I can set the origin of these objects to a new location but aligning the local axis is tricky. I can create a new transform based on a face but this will mean creating lots of custom transform orientations for many parts. Is there a way of manually adjusting the local axis to align with these parts?

Below is a screenshot of part of the project. The image shows 3 tubes all at different angles. The local axis of the closest tube is not ata ll aligned with the tube part.

I would like the z-axis to align with the axis of the tube.

At the moment my work around has been to select the end face of the tubes and align the view to that face. Then add an empty aligned to view. If I parent the tube to the empty I now have the desired local axis that I can scale. It is taking a while to do these steps on many parts.

Thanks in advance

Nigel


texts: How to subdivide part of mesh but not apply the modifier?

texts: I want to subdivide a mesh so that it won't become all round, but I also don't want to apply a subdivision. I am open to all ideas. Is there any way to subdivide part of a mesh, and keep the hard edges?


texts: Use of dynamic paint to influence transform settings

texts:
Can Dynamic Paint be used as a factor for a driver?
I want to automaticly shake an object when hit by, for example a particle. The easiest way to register an impact accuratly seams to be dynamic paint. Is it possible to use the output, into for example a vertex group, to influence the, for example, transform behaviour?
If there is a better way, please let me know.


texts: Hi, I'm unable to fill gap between wrist and hand. I've tried pressing 'F' but it doesn't work


texts: Rigged figure in one Blender file - when append to another Blender file, it shows Armature but cannot animate

texts: First off, I have appended a number of other rigged objects via 'Collections' to Blender files before and they worked as expected. I fact, this human figure was appended before. But, during the course of editing it in project appended into, I made a mess in a variety of ways, including not being about to unhide the armature. So deleted it and appended the figure again. Basically, I am in the same situation as before in that I see in the Outliner the armature, but cannot select it.


texts:
Ok, i'm really having a hard time understanding these 2 nodes.
I watched several videos (tried to find some reference in the docs) but many many grey areas are left.
Sometimes, i get the feeling that i got it, but then, another test just gets me confused again...
It just doesn't want to click with me...
After this video (https://www.youtube.com/watch?v=kAUmLcXhUj0), i think i got the idea about how the generated and object texture coordinates system work.
I imagine the texture coordinates as an array of points in 3D Space. For each of these points, following a projection rule (Z-axe from top to down; saw this in the video, found it nowhere in the docs), a pixel of a texture-image is found and applied at this coordinate.
Ok, but when we use the mapping node to add an X=0.30m to the coordinates, what is the thing that is moving ?

Is it the object local axes (local space) ?

Is it the objects bounding box ?

Is it the axes (U, V) of the texture image ? (i would say it is this one, but not sure)

By the way, there are 2 sets of coordinates, the "Texture Coordinates" (position of the points of a mesh, from an origin, in 3D space, X-Y-Z) and the pixels coordinates (position of a pixel in a texture image, U-V)
How should i think this through ?


texts: RightClick "Assign shortcuts" doesnt work in Edit-mode?

texts:
I am using my own custom menu,
and i discovered that i can assign shortcuts to "my operator"
but i cant assign shortcut to the same thing while in editmode.
in editmode the shortcuts cant be assigned and disappear if assigned in object mode.
Its because of the way i scripted?
All the operators works fine if i "click" them in any mode.
The standard menu of blender works fine in edit mode too.
For exampe
While in editmode-faces , i can assign a shortcut to the Right-click "pokefaces"


texts: Create a square "mask" for UV mapping several shapes

texts:
Although I have vast experience with 2D gaming/development, I'm starting with Blender and overall 3D stuff (shaders, uv mapping, etc) and I'm not very familiar with all the concepts yet, so bear with me please.

I have several small 2D shapes of various formats and sizes (think of several polygonal shapes, some even concave), but all of them are smaller than a certain size, say, 5x5.

I want my UV map to map exactly 5x5 "world units" for all those shapes, leaving a tiny padding/space for some larger shapes, and lots of padding/space for smaller shapes. Also I want the shape to be centered on the UV mapping.

Any pointers on how could I do that?

What I have tried:

Project from View (bounds), but it leaves no padding for all shapes
Project from View, but it seems to depend on the current zoom which doesnt seem good (but kinda doable)

Thanks


texts: Importing objects as .dae in Xcode and using textures on them

texts:
I am beginning to learn how to model 3d models for games and am having troubles figuring out how this should be done. When googling I realized that most people use Collada exported files and that having troubles with them in Xcode is quite a common problem. If I understood correctly, exporting it will not apply textures directly on the model, but you can UV unwrap the model and then apply those unwraps as diffuse and normal maps in Xcode. (Please correct me if I am wrong.)

The problem is when I try to apply some materials on selected object in Xcode, I don't get any options for materials, just a message that applying materials is not available.

Should I export the object in any particular way or apply the materials in code or something like this? Any help would be greatly appreciated.


texts:
I try to modify an object in Blender which was extracted from a CAD file. It looks like half of a sphere with a solid rim and some distortions (something like you can see in the picture)

My problem is: I want to have a flat inside of this object. Is there a possibilty to achieve that without selecting and deleting all the vertices I don't want? It is hard to use border or circle select because there are always some vertices behind the structures I want to delete.
I hope I described it properly.
Thanks!


texts: how to simulate a rocket exhaust engine like shown below

texts:
Hell, i want to achieve this result of the rocket exhaust as shown below. this is from space x starship animation.

i tried volumetrics but didnt get quite the result.
a glare and a blur got me close but not there yet.
the photo show some volumetrics were used because the light is jagged.

am i missing something? is this achievable in blender and how.

thank you.


texts:
I have a mesh and added an edge around it to scale out to give it a little curve on sides(picture1). Normally when you scale the edge around, it scales towards outside equally. But with my mesh, it acts different(picture2). I just wonder if it is normal or something causing it.

Picture1:

Picture2:


texts: I was killing time making a lowpoly version of a trashcan that a kitbash with online parts but I wanted to make around the handles transparent using a alpha texture but, my issue is that or a blend the transparent part or de principle shader.


texts: Can you assign multiple drivers to one bone? Is that possible?


texts: blender 2.90.1 export gltf on ubuntu 20.10 crashes

texts:
I run from terminal for error message.
Read prefs: /home/u/.config/blender/2.90/config/userpref.blend
/run/user/1000/snap.blender/gvfs/ non-existent directory
found bundled python: /snap/blender/47/2.90/python
Aborted (core dumped)

I also tried from blender 2.83.8 and I get same crash.


texts:
I am writing a custom shader node that essentially "Calls" a predefined group node into the code.

Here is the group node I am looking to call:

I am using the "CustomNode" template that is packaged within Blender's text editor. All I want to do is add this pre-defined group into my new CustomNode. How do I go about doing this?


texts:
Hi I'm trying to make the surface of the object smooth
I tried 'shade smooth' on both object/edit mode.
However, I couldn't get the result as I wanted.
just like the illustration on the right,
I want the head piece to be smooth
it's polygonal and rough at the moment.
I also tried 'bevel'
but it still left the existence of the original edge
and lastly, the 'subdivision modifier'
gave me the closest result that I want.
but It also modified the surfaces that I didn't want them to be.
to make it smooth, do you have any suggestion?
just like bevel, I think if there's any other technique for adding
surfaces, that might help


texts:
I'm new to blender, just trying to learn lighting and got some issue - I've got some strange rendering on the walls and the cup. This is render when I have more than 1 area lamp:

But if lamp is only one, it's okay:

I can't google this issue, because I dont even know how to call this effect :)
Please, help me!

Thanks in advance.


texts: transparent PNG image not working in cycles

texts:
Hello blender community.
using Blender2.79b
I am working on creating leaf with PNG transparent image file.
but alpha part is not working as transparent part.
My node setup is wrong ? or any other cause?


texts: No preview image showing up when I plug the Viewer node in. I read elsewhere that I needed to render the image first. That worked for a little while but now it doesn't work anymore.


texts:
Is there a way to create a smudge/blend/blur type effect on 2 different textures on adjacent faces similar to the smudge effect in gimp?

Currently I have 2 image textures of gravel and asphalt on adjacent faces but they have sharp edges where they meet and I want them to merge more naturally. The end result doesn't need to have as much detail visible in the textures as the example pic and can be blurry like this...


texts: so when I created the scene without the fire I got a clean image with no noise (using 256 samples),but when I added the smoke simulation and rendered a frame it became really noisy around the fire and especially on the grass.I tried everything and still can't remove the fireflies/noise from the scene.This makes me think that the animation will look even worse.What can I do to fix this?


texts:
How can I use the feature [Play Rendered Animation] without excessive CPU Consumption?

When I use play rendered animation the CPU often is consumed excessively. I am not rendering at this time.  Sometimes I can pause the playback and still have the undesirable Consumption.  Just today closing the paused Blender player reduced the CPU from 23% to 05%.

You can move the current frame with the Blender player by clicking and dragging, scrubbing.  I have experienced scrubbing then stop which is  pause can cause the CPU consumption.  Pressing Enter to play may fix the excessive consumption.

Default player.

If you experience the same you can leave a comment as opposed to an answer.

Windows 10.


texts: I worked on a model in large scale and then scaled down the model. Now I am not able to clearly see the edges in the model in 3d view. Is this a known Blender issue. Is there a way to increase the thickness of the edges that are displayed in the 3d view port?


texts:
I have to work with a mesh I didn't created. The problem is that I can't subdivide it because when I do that, a lots of bugs happened. So I have to use the mesh with it not very high resolution. When I put light on it on Eevee, I can see all the differents faces of the mesh, it's really not uniform. Also, when I set the shape to Smooth, it create other problemes on the shape. Somebody have an idea how to fix that (a trick with the light or a trick with the shape ?).

Thanks !


texts:
Im trying to follow this tutorial but using 2.8 and I can't seem to figure out how to get it to work.

https://www.youtube.com/watch?v=z0qaB-y8qow

I linked my photoshop via both the folder and the exe in the preferences>image editor

I found the external button but I just ge this error

"operator bpy.ops.paint.image from view poll expected"

Any help?


texts: Creating a tapered pattern in shader nodes

texts:
I created this using shader nodes. now i want to taper the bottom instead of straight lines.
which nodes will help me to achieve that?
Please advise,
Thank you,


texts: "No Render output node in scene" rendering a simple animation

texts:
I am trying to render a simple animation - a donut sliding across the counter, and
"no render output node in scene" pops up. I have tried everything I have seen online to fix this and nothing works. I am working in Blender 2.8. I would attach the file, but I do not know how.


texts: How do I map a gradient onto each individual brick in the bricks texture?

texts: I'm trying to use gradient texture and color ramp with the brick texture. I want each individual brick to have it's own gradient rather than it showing across the whole object as a whole, is this doable in version 2.77?


texts: Background image isn't visible in the viewport

texts:
Is the problem with the picture or something else?
I'm trying to put a image to Blender's viewport but its not showing. I tried pressing Ctrl and Numpad1 but it just made the default shape rounder.
I'm using blender 2.78.


texts: I'm trying to do a youtube tutorial and it involves making cupboards in a wall. What I did was make loop cuts matching my reference image to carve out cupboards but I want to make it look like there's space between the cupboards. Is there a way to give an edge color? Or is there another way I could be doing this. Thanks! I'll include a screenshot.


texts: How to make an very extensive Squash and Stretch rig?

texts:
I would like to make a rig that behaves like this: https://youtu.be/QHsrRRfE8VY?t=41

So a extensive rig, that has on top of that an extensive squash and stretch functionality.

Should I somehow parent everything to a bone with a Stretch To -constraint or something?


texts:
I am working on a scene where I have a pyramid with three lights at each corner of the base. I want to be able to animate one light and have the others move the same way, with three fold rotational symmetry around a point. Usually you would use a mirror modifier with an offset, but as you can't do that with point lights, I was wondering if there is any way to do it.
Edit: To give more of an idea, this is the movement I want to do. While I could do it manually, I want to see if there's a way to do it just by moving/animating one.


texts: Knife tool randomly snaps to weird places and creates weird geometry

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So, I have been experiencing problems using the knife tool.

Normally, when I am using the knife tool it just creates a straight line between the two points I click.
However, sometimes when I am about to confirm a cut,
this appears. (it is trying to inform me that I have cut through an edge, but I did not go through that edge and it is far away from the path I am cutting).
When I click and confirm the second point, it cuts from the first point, through a weird path, usually to somewhere off my screen, and back to the second point.

This is an urgent project, help will be greatly appreciated :)

Software: Blender 2.81 2019-11-20 release

Hardware: MacBook Pro 13 inch, Late 2018, 2.3 GHz Quad-Cure Core i5, Iris Plus 655


texts:
I'm currently learning Blender (as an architect i think it can be a pretty good tool) and i have a problem whit a model from a tutorial that i'm trying to unwrap. It appears to strech the texture when the UV image show me no streching...

The texture it's streching on the edge and i don't know why... on the UV image the streching option show me this part of the model are totaly blue.
After some researches on google i have tried to "apply the scale" and "rotation" but nothing changes.
Hope someone can explain me what is happening to the model or what can be the origen of the problem.

Have a good day!
(i hope my english is not to bad, i'm currently learning it too!)


texts: I want to add a scene strip in the Video Sequence Editor but the list of scenes is empty despite a scene existing and having a camera. See the image below. Can it be some bad combination of settings or is it a bug?


texts: When working with rigid bodies I have to deal with the Rigid Body World and Groups in the Rigid Body World. I have done some reading - for instance the manual and this question - but it is not very clear to me what is the function of the Rigid Body World "checked" and to have one or more Groups in the Rigid Body World. Who can explain ?


texts: How do i start a particle system in for example frame 80?

texts: I am making a fire extinguisher that spits out fire. and idont want the fire to start at frame 1


texts:
So I'm currently making a First Order TIE Fighter and I need help making the TIE's texture on its wings. Specifically this texture...

I'm not sure if I should somehow recreate the geometry of a grated-lines look, or use nodes to make simple bump texture. Can anyone give me a hand with some ideas?


texts: I'm developing a rig picker panel. The idea is: In the Panel there are different buttons, pressing each button you can select one different bone. Exists any way to script this without having to declare 5 different operators for the 5 different bones? I need 5 different execute functions in the Operator to select one bone or other.


texts: When changing object properties, units won't stay as "Imperial"

texts: When adding in any object, is you go to change the object properties in the tab that pops up upon adding it (with units as "imperial" instead of "Metric"), once you change the properties and click off, the units switch right back to "Metric". Is this a bug or does this happen for a reason?