texts:
I'm currently working on a machine gun and I need to detail the front of it. What it requires is sort of "ramps" on this section.
This is my nozzle thus far:

And here is an image in which the nozzle of a real gun has ramps. As you can see, they extrude into the mesh and slope in towards the center. The ends are rounded but that's not of concern.

I'm basically trying to achieve this, but all the way around the nozzle. I know how to do it one by one, and I know how to checker deslect and extrude, but I can't think of a clean or time efficient way to do this. Any ideas?


texts: Convert an EXR render from scene-linear colorspace to CIE XYZ

texts:
I am making renders for research in computer vision, and need to know the CIE color space values from each render. Right now I am rendering a few different passes to an EXR Multilayer file.

I believe the combined pass in the EXR file is in the OpenColorIO scene-linear colorspace. Is there some linear transformation or operation I can make to get the CIE XYZ values from this pass?


texts: Weird Weight painting on a rigged character?

texts: I've successfully rigged the armature to the whole mesh but, weight is kinda weird. It's an armored character, the problem is that the armor pieces doesn't follow the movement correctly. Even if i try to paint it in ordrer to fit the bones' movement, it's doesn't work !


texts:
rel 2.70 in Blender Game mode
I lost bottom and side scroll bars in my logic editor panel
Can anyone help a Newbie? thx.


texts: None Type Texture in Image Breaking Export (Somehow)

texts:
So I'm learning Blender 2.78 and am... definitely still a total newbie at this point, honestly, the depth of functionality in this program is HUGE. My problem, however, is fairly specific, and is proving rather intractable, so I figured I'd give it a shot here.

Long story short: I am working on a custom model that I'm planning to export from Blender to XNALara, and the export script I'm using keeps breaking on one specific model with the error "AttributeError: 'NoneType' object has no attribute 'filepath'", which I understand to be the Python equivalent of attempting to read a property off a null value. So I track back through the source code and find this line:

texFilePath = textureSlot.texture.image.filepath

So, it would seem I somehow have a textureSlot which has an entry and a texture value, but not an image.

The problem is... all of my texture slots for this object have images??

I've googled around for similar issues before and saw a different export script where someone had run into this sort of issue due to a glitched texture slot. I have combined and split this mesh with a few other objects at various points, and while I thought I had fixed the textures after doing so (every single texture on that list definitely belongs with the model), something is clearly broken. Unfortunately, I just don't know enough about what's going on here to fix it. I've tried adding and clearing the texture slots, to no avail. I can't even figure out which texture slot is broken because I don't know enough about Blender 2.78. I'd really rather fix the model than try to update an unfamiliar script in order to try to skip broken texture slots.

Has anyone run into a problem like this before? Am I correct in my thinking that there's probably a broken texture slot? And if so, how do I determine which texture slot is broken here, and how do I fix it? I'm willing to upload a minimal .blend file with only the helmet if that will help.


texts:
I've read about string functions in OSL lang. specification but it didn't give a clear explanation how to use them correctly.

I'm interested in void warning() and void error() functions.
Are there any examples how to use them during the working process?

Thanks for your reply!


texts: What is the intended workflow to fix this UV issue?

texts:
I've made an extremely simple scene, as a pretty minimal example to reproduce this issue. I'd like to know what I was supposed to do differently to get reasonable results. To make this scene:

Make a plane.
Extrude one edge up to make a wall.
Knife a little cave entrance in the wall, touching the bottom edge of the wall.
Extrude this cave in a little.

I want to UV unwrap this structure, and I did so with the following seams (the selected edge is also a marked seam, by the way), followed by Unwrap:

From these marked seams it's incredibly clear to a human what the four islands should be. From this image it's clear that Blender messed up the complicated concave face; that's not even really my problem, I'm okay with splitting up that face with more edges (although I'd appreciate tips on making unwrap go less crazy with complex planar ngons).

The real issue is that the selected edge gets mapped down to being incredibly small for the large square ngon floor face. To see how bad it is, observe when a color grid is overlayed:

It's easy to fix manually in this case, but what am I doing wrong in general?

The .blend file is here.


texts: How can I create a cycles node setup for this black hole

texts:
so I am making a black hole in blender. I am "following" a tutorial for it, but it isn't exactly made for blender, but lightwave 3d. Now I am trying to create an innersteller like black hole, with the acceleration disk, and the gravitational lenses, and there are ways to do it, but I am not as experienced as you guys are in the node editor. I've been looking all over the web for ways to do it, but to no avail, so, please help a friend out.

Here is the video I am following: https://www.youtube.com/watch?v=ZxyKKKTD6Qc
I have the models done, and I have HDRi map as a background right now.

Yes, each object is seperate. If follow along with his video, you will see that he uses refraction and transparency. There isn't that kind of setting readily available to access that I can see right now, and when I comes to shaders and nodes I am lost.
Not exactly meaning to ask for a tutorial, but if someone would be kind enough to layout the nodes that I would need for all three objects, that would be FANTASTIC.


texts: Can you edit vertices/faces on a text object?

texts: Are text objects solid objects or made up of individual vertices and faces that you can edit? Can they be converted into an editable objects, maybe with the help of an add on? How about tracing it to make a new object?


texts: Match shape key for mesh to size of text bounding box

texts:
I'm trying to place text and then put text bubbles around them. To preserve the text bubble corner curves, I'm using shape keys. But sizing their width and height is a problem. I calculated width and height of the text bounding box and tried driving the shape keys, but that wasn't accurate for some reason.

Below is my second attempt. This time I'm calculating the width and height of both the text and bubble bounding box.

In the picture below;

I increase iterate a number of times to incrementally approach the correct size.
The result is used to increase the bubble size
The code seems to work but gets caught in a loop somehow. The bubble flickers through the sizes after hitting it's limit.

I'm missing something with the loop structure I'm sure. Any help would be appreciated.

If you know of a better, more elegant way to size the text bubbles around text, I'm open for that too.

Blend File


texts: Add-On Dev: Button that simply calls a Function?

texts:
I apologize for the volume of questions. I tried searching for this, but came up with nothing related.

When building an operator window (or panel for that matter), is there any way to setup a simple button -> function relationship? Say, for example, if I had 6 buttons that I wanted to have call 6 separate functions?

If this is not possible, would there be a clever way to create a single operator class that allows its caller to specify a custom function to call when it is executed? Something like this?

op = layout.operator( "wm.function_caller", text="Write Data")
op.function = self.WriteData

I hadn't considered this until writing this question, so I think I will go try some variations on this. If it works, the down-side would be the inability to specify a custom description tool-tip for the buttons, right?

Thanks - any advice is appreciated.

Edit: Just wanted to provide a simple example of where something like this might make sense. If you define an operator window that allows the user to manipulate multiple sets of the same data, you may provide buttons at the top of it to "add" a set, to "subtract" a set, to "move forward" a set in order, to "move back" a set in order, etc. I find it strange that Blender provides a simple callback mechanism for data changes, but doesn't provide one for buttons.


texts: How Can I Remove CGI from Part of my Video?

texts: I added a lightsaber (with motion tracking) in Blender with a video of myself. I remove the lightsaber from my pocket near the end of the video. How can I make the lightsaber invisible until then? Thanks.


texts: How would I go about converting a 3d model to a .vox file

texts:
So I really want to convert a 3d model into a .vox file for use in Minecraft, there's a service out there that can convert .vox files to Minecraft .schematic files but my problem is I need a .vox file in the first place. I've tested the service and it works with .vox files with color data so yeah that's fine.
The issue comes with conversion, there seem to be a few options. The first is to convert OBJ to .vox and also literally just a .schematic with the service but the issue is I think what I need is a .obj file and a single image texture to go along with it that contains all the textures but when I export as OBJ in blender I get a .mtl which is definitely not an image file because it's a text file. I know you can do some fancy baking magic but I don't think I want to do that because some of the other solutions seem more fun to do because I'm doing this all for fun, it's for Minecraft. If there's an add-on to do this, that would be cool to know about but I don't want to spend ages trying to bake it and in the end have it not work because I'm using a pretty quirky 3d model that was originally made in a different language for a video game and was shakily converted to Blender so yeah IDK.
If everything fails I have MagicaVoxel which I can import OBJs into and have it be voxelly but I'd have to paint it which would be weird. I could do that however it would just be kinda lengthy to do. There are other options like Qubicle but that's payed and then there's an article on a thing called poly2vox which seems like it could work but the software seems very old and I'm not 100% sure it does what I want, also it's run in your command line which seems a bit too techy for me.
Essentially what I'm asking is if you know any plugins that can do something like this or export an obj as a .obj and one texture file. I'd also like to know if there are any other known ways of converting any 3d model type to a .vox without losing color data. Ok cool I'm gonna go be sad now.
The service: https://drububu.com/miscellaneous/voxelizer/?out=obj
By the way, most "OBJ to Minecraft" tutorials are years old and use outdated programs and things that just don't work anymore.
I hoped this was clear enough in the first version but I guess not, I'd like a way of doing this without losing colors because if I wanted I could just use magicavoxel or the service if I didn't care about colors but I want a way to get colors that works and doesn't require manual input because I can't paint in the slightest.


texts:
I'm curious about a problem (?) that I'm having with the rigfy add-on.
First of all, I have this model with the meta-rig adjusted

Until this moment is everything normal.
But when I click in the generate buttom, all the layers are occuped:

The configuration that (I think) is responsible for the layers occuped is se as default:

I think this is a problem because in the videos I saw it didn't occurred.
Someone knows about this (little?) problem?

I'm using blender 2.74.

Sorry for my poor english and, since now, thanks.


texts:
I am trying to add a vignette to a video clip, something I have done hundreds of times before, but my ellipse or box mask keeps being clipped by some setting that I can't find. It is only allowed to blur within a certain area, after that it is clipped sharply.

Any ideas what might be the cause of this?

I am using Blender 2.74, and no other parts of the compositing nodes have an effect.


texts: 2.8 Principled glass shader doesn't show any thickness?

texts:
I've got a principled glass shader and I've got the “screen space refractions” turned on. The glass has a thick base but you wouldn't know it to look at it? It's transparent ok and refracting the light ok, but the thicker base isn't apparent at all. Any ideas?

The principled shadernode looks like this

Wireframe shows that the cup has a base that isn't apparant in the render.


texts:
I have code that import an object.
bpy.ops.import_scene.obj(filepath=obj_path, filter_glob=".obj")

but it work for selected collection.
but I'm looking for a way to import this object to certain collection, let's say "temp":
bpy.data.collections["temp"]

Is there any other way to implement it, if yes how? if not what is the correct way to do it with selected collection.
EDIT

Maybe the right temp is not selected but activate.
I'm working on blender 2.8


texts:
Is there a way to get the face set color of a polygon via python?
The face sets are new to Blender sculptmode, I like to transfer face set color to sculpt vertex colors.
bpy.ops.sculpt.face_sets.. has operators, but there is no way to access the data like obj.data.face_sets..


texts: Trying to rotate multiple objects together and then move one, but rotation gets doubled

texts:
I'm familiar with Blender but I'm just now learning animation, and I thought a simple robot would be a good way to learn basics before I moved onto bones and such. The gif shows my problem: The cube is the parent of all the other parts, and I was trying to rotate the whole thing 30° and then have the bottom "jaw" slide down. I have the rotate bit down fine, but when I hit G to move the jaw, the jaw rotates an additional 30°.

I have noticed that the cube rotates from 0,0,0 to 0,0,-30 and the ladle stays at 0,0,0 through the whole rotation until I hit G, at which point it changes to 0,0,-30 (0,0,-60 relative to its starting point). I have tried Parent > Object (with and without Keep Transform), I've tried keyframing Child Of object constraints (though I may have done that wrong), and I have googled everything I can think of but have come up empty. This seems like it should be very simple to do, am I expecting too much or am I a dumbass? What is the best way to accomplish this?


texts:
I am trying to make this sand-in-hourglass effect in Blender and I set it all up but the grains don't stay in the hourglass at the end. They collide correctly in the center but they just fall through (or if I change the glass to "Passive" then then about 50% stay). I have tried every idea I can think of.

Thanks for the help!!


texts: Some modifiers don't work on appended object (Modifier's names are red highlighted)

texts:
When I append an object from a 'spare part' Blender file, its modifiers (SubSurf and boolean) don't work. Their names are highlight in red in the stack modifier.
Even if I remove those modifiers from the source file, I can not still apply them in the second file.

I've tried to set this object as Unique (U) or Local (L) in both files; nothing new!

Any idea about that behavior?
(Blender 2.74, W. XP)


texts:
Found this example on StackExchange:

foo = "bar"
exec(foo + " = 'something else'")
print(bar)

Should print:

something else

Blender (2.73) gives an error that bar is not defined. Can this still be done in Blender?

EDIT: This actually works in a blank file. What doesn't work is:

class testThis():
    def printMe(self):
        foo = "bar"
        exec(foo + " = 'something else'")
        print(bar)

test = testThis()
test.printMe()

Result:

NameError: name 'bar' is not defined

So I'm not sure if it's Blender related.


texts: Hello I have a problem when trying to cut object into 4 pieces. I an completly new to Blender. How can I make it smooth?


texts: Blender 2.79 white matcap issue in sculpt mode

texts:
I'm currently working on a character and I just saw that the ears of the character was not matching on each side. So, I decide to use Symmetrize and it did not work.

I try every possible way to get the 2 side the same but it was just not working. I randomly, out of nowhere change the matcap to the clay and the character ears became identical!!!! I don't know how did that happened, but the white matcap on this mesh is broken!

I would need to know if its an issue or not.


texts:
I would like to do some stuff with the new particle nodes, indroduced in Blender 2.91alpha. Now Blender 2.91 is official released and I can't find it anywhere. Not in the experimental section in the properties and also not as an experimental branche. In the blender 2.92alpha there is an simulation window and you can find the Point Cloud-Object, but you can't add any nodes, and I wasn't able to find an old blender 2.91aplha. I thought it could be part of the Geometry-Nodes, but in the Geometry-Nodes branche I also couldn't find it. Has someone informations about the courent state and where to find the paticle nodes?
Thank you very much!!!


texts: How to make such a strange file has no active object?

texts:
I have gotten a blender file confused me with two issues.
This time I will ask about one of them.

The file has three objects, Camera, Lamp and Face.
In object mode, selectecd objects has bee "Face" only.
But active object is nothing!
How can I make such a file that has no active object?


texts: how do u animate a bow with the character?

texts: they're both separate armature and idk if they need to join.


texts: Using Blender GIS gives error: no imaging library available please install python GDAL or Pillow module

texts:
I am trying to use Blender GIS from this Repo: https://github.com/domlysz/BlenderGIS

I have installed it properly and it is running in my Blender 2.79 on a MAC OS X 10.13.1 High Sierra.

When I attempt to click on Basemap  (On the left pane > GIS Tab > Basemap), I expect a dialog, but instead I get this error:

  no imaging library available please install python GDAL or Pillow module

So I proceeded to install those modules, eventually realizing that they apparently need to go in the Python packages directory for that specific Blender version, as per this solution found here In my case, the library is located within the application itself, which I accessed through right clicking the Blender icon and then Show package contents... with the complete path being like this.

/Applications/Blender/blender.app/Contents/Resources/2.79/python/lib/python3.5

I then used these instructions to install in the specific directory above.

So now that I have installed Pillow and GDAL in this directory using pip, I start Blender and the same error comes up.

What am I missing?


texts: Preserving sub-group instances when making duplicates real

texts:
I'm writing some Python scripts for refactoring, one of which will be used for relocating a group to another file. The workflow will be to make the new file, open it, link the group, select the group instance, then run a 'Make Source' script.

That script will involve making the top-level group duplicates real, but not the sub-groups, then creating a new group with the same name as the old one, then going through all '.blend' files within a project directory and relinking the group instances within them to the new group, then maybe deleting the old original.

The first part of the script is where I am have problems: making the top-level group duplicates real, but not the sub-groups.

bpy.ops.object.duplicates_make_real() does not seem to do what I need because it just breaks down the sub-groups, though it just throws an error when I run it with Python with arguments.

There's also dupli_group and dupli_list object operators,  butdupli_group just gives the top-level group and dupli-list seems to be empty.

object.dupli_list_create(context.scene) just given 'None', though I'm probably using it wrong.

Edit 1: I have been able access dupli-list, but I'm not sure how useful the information held in the DupliObject struct will be.

Edit 2: I think Blender holds as little information on group instances as possible, as such I think what I will need to do is access the source '.blend' file, then directly link the objects that are not in sub-groups and the sub-group instances with their offset.


texts:
What is the correct way to ungroup a node group from a script?

Essentially, I have a material that contains both nodes and node groups. I would like to expand all node groups in that material, leaving just "regular" nodes.

I have tried to "cheat" by making the node group selected and active, and then trying to call bpy.ops.node.group_ungroup(). This, however, gives an error that the context is not correct, and I don't know how to correct it.

I don't want to use bpy.ops if it can be avoided. My objective is simply to ungroup all nodes in a given material. I believe that I must be able to do this through bpy.data, I just don't know how.


texts: Prevent arm from twisting when moving it foward

texts:
What type of constraint would I use to fix this?
I've tried limiting rotation but it didn't seem to do anything


texts: Blender 2.8 Eevee - Linked Collection with Disabled Rendered Visibility Objects are Rendered?

texts:
I've been trying to find and answer to this. I have a linked collection containing an object that I've disabled Rendered Visibility.

However, whenever this collection is linked into a new scene, the object that has Rendered Visibility toggled off, that object is rendered!

If I switch to Cycles, the object is not visible, so this seems to be an Eevee issue. How can I link a collection containing an object that I don't want rendered and have it work in Eeveve?


texts: How to make car deform when hits and keeps this form

texts:
In my car game I would like to make the metal bend, when it hits a wall. I think of soft body or cloth simulation. How can I achieve that the metal stays solid, but deforms when it hits and keeps this form, like metal? But what I did results in the material being stuck in the obstacle.  Thanks :)

This are the settings:

Plastic is high, so it keeps the deformation
Pull and push are low, because they must stretch and be pushed together. I looked at the tutorial of https://www.youtube.com/watch?v=ofIi4ddHGW0


texts: How to add a specific amount of loop cuts without the mouse

texts:
I am working on a blender project where I have a cube in which I want 14 loop cuts.
Blender 2.8 can do exact loop cuts with scrolling the mouse.
My Question is: Can you do this without a Mouse?


texts: Rendered image has WEIRD AND GRAINY lighting

texts:
I'm trying to make an animation inside Freddy Fazbear's Pizza, but when I rendered the image to see how it looked, I got THIS.

I don't know how the heck this happened. for reference, this is what it looked like before the render.

What's going on and how do I fix it?


texts: How can I select top and bottom vertices at the same time in top view?

texts: I start with a cube, then go into top view. I'd like to change its shape into something else but when I press G, only the top vertex is grabbed, and it changes my square into some weird triangle. I'd like to know if there is a way, without leaving top view, to grab both the top and bottom vertices of the square. It seems like a common problem and I can't figure it out. Should I instead be starting with a plane then adding thickness later?


texts: I created a game in blender game and rendered it. About 10 renders worked as expected, but since then every time I am trying to render it by: "Save as blender game engine" it doesn't. I have a menu which works perfect, when I press play The scene is being displayed as expected- all the meshes and the materials. The problem is that when I shoot on a door and it suppose to get opened- nothing happens. I can move, but only that method doesn't work. In blender (where I press 'p') it works. I have no idea what I did that caused this to happen. I assume it relates to the render settings because everything works properly in blender but I really have no idea how a render setting can affect something in the game. "Automatically pack into .blend" is checked, and there is a script I'm sure to be working.


texts: Extrude faces seems to move faces and extrude outer edges

texts:
If I have the situation shown in the first image and extrude the faces I get the second image.

It is extruding the outer edges and moving the faces. I want to extrude everything that is selected.

I guess I am missing something in the way I have selected the faces maybe?


texts: Show a objection reflection onto another surface in Blender internal

texts:
I will show a objection reflection onto another flat surface in Blender internal, Material viewport because I will like to try and use the opengl render.

I tried using mirror but it wont show up in the Material viewrport, only show up in Rendered viewport.

Is there other way? Please advise.


texts: How do I use Python to separate audio frequencies?

texts:
Just getting into Blender and Python.  So much capability!  I came across zeffii's answer but I'm getting a nondescript error.

Get raw sound data in Blender using python

I created a "Plane" and baked a sound onto the X location.  The Plane moved as expected when playing.  But when I ran the script it gives me an error and highlights the last line.  It says to check the System Console which Blender does not have, unless it's the Python Console.  Anyway, there is no error message to help me find the problem.

Zeffii did say, "you bake a sound file to its location keyframes".  He used the plural of keyframes so I did bake the same file onto all three location keyframes, x, y, and z, but no joy.  Same problem.

Perhaps there is a compatibility issue between the version of the script zeffii wrote (over 4 years ago) and the latest Blender 2.81a.  Anyhoo, any thoughts?

I'm hoping to get to the point where I can separate the frequencies in my audio and move various objects using each frequency. OR, better still, I want to use the frequencies to adjust shading on an object, but first things first.

Thanks!


texts: What is the best way to connect two cylinders at a 90 degree angle?

texts: I can't seem to find any method to fill this one model. Does anyone know?


texts:
I am trying to animate a character, I have created it's initial pose, and I have made that all bones will be automatically keyframed within every bone movement I make, just a personal preferance.

Anyways, when I move the blue thing in the animation bar, the character gets distorted.
I'll provide images.

How it should be:

After distortion:

Please help me.


texts: Where is the Node Editor in Blender 2.8?

texts: I can't seem to find the place, in Blender 2.8, where node-based addons lived in previous versions of Blender, such as Animation Nodes and Sverchok. Does anyone one know where that editor went, if it's being taken out for good or if something else is being developed?


texts: Blender does not recognize imagemagick to run Bligify

texts:
I'm trying to run the Bligify extension, but he asked me to install gifsicle and imagemagik, I installed both using linux commands

apt-get install gifsicle
apt-get install imagemagick

but still, blender doesn't recognize imagemagik, I installed it using the debian app store, but it still doesn't work, I don't know what else to do.

Thank you for your help!


texts: How to apply a driver to rotate an object around a custom orientation?

texts:
I'd like the drive shaft to rotate at four times the rate of my wheels. I have an animation that spins the wheels, using parent empties; and I have custom orientations on the pieces of my drive shaft, so I can manually rotate them (r x x for example). But when I look at the drive shaft's transforms, they're in global coordinates so all of x, y and z change when I rotate around local x, so I can't just assign a driver to control rotation.

How can I make the drive shaft's rotation follow the wheels? I expect a driver can be used with an expression that multiplies by 4.0, but I'm not sure where to start. I do have a little experience with setting up drivers for animating materials, but not for animating rotations like this.


texts: Issue with Cloth and Hook Connection for Animation

texts:
Apologies as I'm still fairly new to blender, but I'm learning fast!
I'm trying to animate this cable to be pulled tight when another object that it is attached to moves forward. I have a hook set-up but unfortunately, I cannot get it to move with the animation. I've tried reorganizing the modifiers as some forms have suggested but nothing seems to work. Here is a link to the blend file.

Thank you in advance for any help.


texts:
Fellowing instructions found in a youtube tutorial, I managed to draw a slinky.

See my .blend (note that I did not add the curve modifier as I want my slinky to be along an axis, see below).

Now, I'd like to animate it so I could illustrate how a longitudinal wave propagates (as show in this video). For simplicity, let's consider a sinusoidal wave: the displacement field is xi(x, t) = xi0 cos(2 pi f t - 2 pi x / lambda) where f is the frequency of the wave and lambda is the wavelength (lambda f = v where v is the velocity of the wave).

My question is: how can I use Python to add keyframes so that the vertices of the lattice (and the slinky) are moved according to the displacement field?


texts: Can you view two Render-Slots at the same time in blender?

texts:
I know you can save them and use an external viewer; not an eloquent solution however.

When I open up another window, it won't let me view two different
slots.  Each time I change one, the other sync's up.
They appear to be linked somehow.  How do you un-link them?


texts: How to create front wall for these walls?

texts:
I tried making a loop cut at the spot presented in the picture, then grabbing the bottom faces and extruding downwards and finally making the faces flat in the same height.
That leaves me with not so bad but really kinda weird result, like you know there is a better and proper way. I always had trouble figuring it out, sometimes i do it like i said, sometimes i create separate mesh with the shape intended.
What do you suggest?


texts: How to add drivers in node inputs in python?

texts:
I am trying to add a driver in a node entry in the World.
The following script fail with
"TypeError: bpy_struct.driver_add(): property "inputs" not animatable
"
I can't find sample of similar code. Any help?

import bpy
scn = bpy.context.scene

wd = scn.world
nodes = wd.node_tree.nodes
wd.node_tree.nodes.clear()

DR1 = nodes.new('ShaderNodeMath')
drv = DR1.driver_add("inputs",0)


texts: How do I make text come out out of an impossible space?

texts:
I'm looking to recreate the text being generated by two horizontal bars in the Marvel logo https://youtu.be/fqxIrmdtLEk?t=25s (@00.25 secs)
I've already generated the text, just looking for a way to achieve the animation part of it.


texts: What methods are there to level your particle hair?

texts:
How can we very sharply level particle hair? The default settings are very good for random particle hair but for actually doing the opposite thing, what are the methods?

For example like the blanket above, as you can see some of the hair is pushed inside and some are way too long. How can we level them so that their hair(or fur), become more like that of a toothbrush? Sharply leveled. The idea is to create a plane leveled hair and then added with brownian and some clumps and curls settings to create a realistic blanket(using a texture as a source of color).  Here is the blend file in case the example can be clearly shown with the file itself:


texts: initial velocity for a rigid body simulation: a ball rolling on a skew plane

texts:
I can do a falling torus onto a plane, but I wanna have a modification:
a ball moving upwards on a skewed plane and then slowing and increasing the velocity
in the opposite direction as would physics suggest.
My question is: how do I give the ball an initial velocity?


texts: Objects disappear in eevee render blender 2.8

texts:
I just downloaded Blender 2.8 beta and when I try to render any object in Eevee engine, the object disappears and only the outline is shown.

Here is my model in the layout mode -

and when I click on render and choose Eevee engine, this is how it appears

Although in cycles render, it looks perfect

Could you please help. I know it must be a setup issue but there is no help available online either
Uploaded the model here -


texts: Texture slots and viewing combined textures

texts:
I am painting textures in Cycles. My material contains multiple textures that are color mixed together in various fashions. I can use the Paint Slots in texture paint mode to view any given texture and paint on it. However, I want some way to view the whole combined stack of textures.

Is there a proper way to do this other than rendering or viewport rendering?


texts: Materials: How to get this transparent screen look?

texts:
Alright Im trying to get something along the lines of a mix shader with image texture combined with emissive but transparent - these screens:

I have no idea how to go about this in cycles. What would create this material?

EDIT: this is what I have but not as desired:


texts: Blender Python scripting: rendering and keyframes

texts:
I am new to Blender and I’m having a bit of a tough time understanding its key concepts. I am using Blender 2.82 and working with Python scripting. My project consists of using Python to do the following:

Move object slightly.
Take picture with camera 1, camera 2, camera 3, and camera 4.
Repeat.

I had a script that did that. However, I wanted to save the position of my object (a sphere) every time I changed it during the loop in an animation, so I could later see what I did. When trying to insert keyframes for animation in my loop, it seems as if my sphere didn’t move. Below is my code. When I remove the lines that include frame_set and keyframe_insert, my sphere moves as I can see from my rendered images. I think I am confusing some kind of concept… Any help would be appreciated. The goal of this is to produce the images I would obtain from four cameras placed around an object, that is moving, so as to simulate a mocap system.

import bpy, bgl, blf,sys
import numpy as np
from bpy import data, ops, props, types, context

cameraNames=''

# Loop all command line arguments and try to find "cameras=east" or similar
for arg in sys.argv:
    words=arg.split('=')
    if ( words[0] == 'cameras'):
     cameraNames = words[1]

sceneKey = bpy.data.scenes.keys()[0]

# Loop all objects and try to find Cameras
bpy.data.scenes[sceneKey].render.image_settings.file_format = 'JPEG'
bpy.data.scenes[sceneKey].cycles.max_bounces=12
bpy.data.scenes[sceneKey].render.tile_x=8
bpy.data.scenes[sceneKey].render.tile_y=8
bpy.data.scenes[sceneKey].cycles.samples = 16
bpy.data.scenes[sceneKey].cycles.caustics_reflective = False
bpy.data.scenes[sceneKey].cycles.caustics_refractive = False

bpy.data.objects['Sphere'].location=[1,1,1]
frame_num=0
for i in range(0,2): #nframes
    bpy.context.scene.frame_set(frame_num)
    for obj in bpy.data.objects:
        # Find cameras that match cameraNames
        if ( obj.type =='CAMERA') and ( cameraNames == '' or obj.name.find(cameraNames) != -1) :

          # Set Scenes camera and output filename
            bpy.data.scenes[sceneKey].camera = obj
            bpy.data.scenes[sceneKey].render.filepath = '//'+obj.name+"_"+str(i)

          # Render Scene and store the scene
            bpy.ops.render.render( write_still=True )

    bpy.data.objects['Sphere'].keyframe_insert(data_path="location",index=-1)
    frame_num+=1
    bpy.data.objects['Sphere'].location=[2,2,1]


texts: Why is my linked character losing its animation when I reopen the blend file?

texts:
I currently have a lot of problems with linking objects.
I created a model with an armature etc. in File A and want to link the object to File B for animating it. I also created another File C for the asset the character is using.
So everything works fine, I can link character and asset to the new file and animate it. Then I save and close the file. After opening it again either the animation I created is missing and the character is in A-pose again or the asset is flying around somewhere in space and isn't at the right location. So in conclusion I have to animate everything again.
Does anyone knows what the problem is? I also tried to link the whole collection where the model is in, but that doesn't work either.


texts:
I’m doing a CG Cookie snowmen course and I’m stuck on this part https://cgcookie.com/lesson/materials-for-the-scarf-and-hat at 19:31 where he put a wave texture on top of the hat and I’m having troubles. The wave texture is acting weird on top of my hat please help.
My blend file https://pasteall.org/blend/8f88c59ef9314f1487a5ff53f46f2454
My hat topology

His hat topology

My Hat wave texture

Hat wave texture from course


texts: How to speed up bvh creation (with hair particles)

texts:
I am trying to render a hair animation with 10k particles and interpolated children with hair dynamics, which results in more time spent creating the bvh for each frame than actually rendering it in cycles.

If anyone knows how to improve the bvh creation times that would be great.


texts: So I'm looking to have some text come crashing down. I have a cell fracture enabled and gravity starting disabled however, as I'm very new to blender, I don't have any clue on how to make the gravity only start to effect it at say frame 40. Would love any help!


texts:
I would like to know how to project a bezier curve onto an extruded bezier curve.
as an example in Autodesk Maya is:
Create a curve-on-surface

Is there a way to do this in Blender 2.79b or the soon to be released 2.8?
I know this can be done on a polygon surface but, I don't want to do it on a polygon surface.


texts: I have a problem with my model's armature

texts:
I've been working on this "boxy" stylized model character for weeks and recently added blender's rig to it... and now it's not moving properly- specifically in the arms and sleeves. after watching a couple of videos to figure out my situation, I experimented with the "parent with empty groups" option and used the data transfer modifier to fix some parts of my model, but the arms and sleeves still remain (sometimes the sleeves remain static when I use this option). I also tried the weight paint method and fixed the outer and inside of the sleeves, but it's still the same.
I'm a beginner level so I exhausted every option I could understand, but nothing seems to be fixing the sleeves and arms. I don't know where I did wrong or what I should do.
Please help me understand what I did wrong.
here is my file (I hope it works)
http://www.mediafire.com/file/acxdex9uqe84zv0/boxycharacterEmilycolorRIGG.blend/file


texts: Image used on a plane does not line up when using an array modifier

texts: I have a simple brick road with yellow traffic line divider. When I apply the array modifier and line up the traffic lines at the default relative offset parameters, the road lines up but the traffic lines do not. When I align the traffic lines at Y relative offset .011 , the road itself becomes misaligned.


texts: I've been trying to get adaptive subdivision to work, but I haven't seen any difference. What am I doing wrong?


texts: (Blender Cycles 2.74) can´t see smoke on the render image

texts:
i had created a simple scene and tryed a litle bit with smoke...
i can see the smoke in the solid mode, but not in the render mode...

i can´t also see the option GPU...


texts:
I can't find any sort of mesh clean-up menu. I'd like to be able to find Ngons/degenerated faces/ect. quickly on large, complex meshes. Maya is great for this (highlights their locations without auto-fixing them). Can Blender do this?

I've checked the manual. It says to go to Mesh >> Cleanup. Where is this exactly?


texts: How to apply a after-render 2-D image filter on cycles shader?

texts:
I'm interested in the implementation of the polka-dotted non-photorealistic shading in this video in Blender. I know how to code the filter if I have the final rendering result (image) seperated by mesh; But that method is way too hideous because I have to manually apply the filter on every single object, each with a different setting (for example, dot size and color), plus it is not applicable to video rendering due to the enormous amount of frames.

Now the best way I could think of is to make a custom node using OSL in cycles. Say,

/--------------------\           /--------------------\
| Diffuse BSDF       |           | Script             |
|               BSDF ·-----\     |               BSDF ·
· Color              |     |     | Internal           |
· Roughness          |     |     | [polka.osl]        |
· Normal             |     \-----· Shader             |
\--------------------/           · Color              |
                                 · DotSize            |
                                 \--------------------/

Will produce the effect on a simple diffuse shader. But OSL is based on closures, which can't (or at least I think can't) be evaluated by user and can't be accessed in another context, though I could achieve a "shadeless shader" using the method metioned in this question.

I'm not familiar with extending Blender with Python or GLSL, but I would like to know if I could achieve this using them, preferably compatible with Freestyle.


texts: How to show toolbar if you set Space button for Search function?

texts: I want to use Space key as Search button, but how do I open this toolbar then?


texts: How can I copy part of a texture to another part of the same texture?

texts: Specifically I have an object that is symmetrical in shape, so the UVs are the same and I would like to copy part of the texture to another place of the UV map so that I can put in different details on each of them but use the same starting textures. Here's a screenshot to help clarify what I'm wanting to copy.


texts: How to make a curve path from scratch given a list of (x, y, z) points?

texts: I want to move a soft body object in my scene on a path (curve path). For the path, I want to make it myself from scratch. I basically have a Python List containing (x, y, z) points and want to create a curve path from scratch given these points using a Python script. However, it looks like the way the vertices are stored for paths is different than meshes as I cannot find something like nurbsPathObj.data.vertices. So I wonder, how can I manually add new vertices to a path or remove some of them via Blender's Python API?


texts: Adding Jitter to Animation During High Velocity

texts:
I'm making an animation where I would like to automatically add a little bit of vibration/jitter to the animated character during moments of high velocity.  Ie, if his arm is moving fast, add a small amount of variation to the movement.  I'm doing this to break up the smoothness of the animation where everything seems to be moving in perfect arcs.

For reference, here's the test animation as it stands now.

https://youtu.be/Q3vJCYL36nQ

Not bad, I don't think, but still too robotic. I want more variations.  I'm actually thinking about redoing all of yoda's animation with motion tracking my hand as if it's a puppet (I'm definitely going for more of the ESB, puppet look to the look of Yoda and his movement, also there is background footage it's being composited into, pps, I'm trying to figure out why at the end of this section of animation his hair all of a sudden starts to shimmer, but that's another topic).

Animating tiny variations by hand throughout a 2 minute animation is daunting, but may have to be the answer.

There is the noise F Curve modifier, and I feel like the answer may lie here.  I've been trying to manually set a start and end time within the range where the character is moving quickly, but again, it's very tedious, especially when you have to copy and paste it to three to six curves (for xyz loc, and sometimes rot) for every time the curve is steep.

And there's maybe the key, I can see when a curve is steep (meaning the animated object has high velocity) but I need to tell Blender that.  I'm not a scripter, but I've been starting to look into it as a possible solution (it's about time I learn anyway).  Could this be done with a script?

Is there some way to have the velocity change the amount of random jitter in a noise F-Curve modifier using a driver or something of that nature?

I've also been looking at the new animation nodes as a possibility, but a lot to take in there as well.  Will continue to plug away at it til I find an answer, but if someone can point me in a direction it could help my search!  Thanks guys.

-Matt


texts:
What is the best way to make textures? Which way do you use?
I think UV mapping is most popular but not easy.


texts: CUDA // Building Blender Vs pre-Built binaries?

texts: Please answer me this. Provided that I have installed and working CUDA (CUDA 8.0 in my case), is there a difference between building Blender from source with CUDA option enabled Vs. using pre-built binaries from Blender web site?


texts: Can't delete empty NLA tracks and unused animation strips

texts: These two are not working also "Remove Empty Animation Data" option are not working too.


texts: Particle system doesn't affect part of mesh?

texts:
I'm trying to create a grass effect on a small landscape I've created. My current approach is to use a hair particle system, and style the hairs to look like grass. I've got a simple particle system added, and adjusted a few settings (note: I haven't made the grass green yet. It's just grey for now), but for some reason the particles don't go on certain parts of the mesh:

You can see that to the left of the "lake" there is a lot of missing particles, in triangular areas. Although this screenshot was taken in rendered 3d view, it also has the same issue when I press the render button and do a "true" render. Here's some of the geometry:

Any ideas why it isn't completely covered with particles?


texts: Color panel in the properties section is changed

texts:
I was using blender and might've accidently pressed some keys and so when I go to my section to add color it is not at the original perspective that I want it to be. I need this back because it gives me like 3 options for color and none of them add nodes to my node editor. please help.

How do I change it from this perspective

Back to this?


texts: Asymmetrical Armature Pose on Object with Mirror Modifier

texts:
I have an object with mirror modifier on the x axis and an armature consisting of properly named/parented bones for each side (ie: .R and .L on all bones accordingly). My problem is that when I connect the armature to the mirrored object it still affects both sides when posing.
I'm assuming it can be done, I seen a few people online discuss it, but following their techniques it doesn't seem to work for me. In case it matters at all I am on Blender 2.9 with rigify enabled.
Applying the mirror modifier first and then connecting the armature and object works how I want, albeit without the mirror. What I am trying:

Create armature with left side bones and right side bones (named with .R and .L using auto naming)
Apply the mirror
Bind armature to object with automatic weights
Edit the object and delete half of it on x
Add new mirror modifier on x axis
Move mirror above armature

That doesn't work, it seems that the unmirrored side still affects both sides and the mirrored sides weights aren't connected to the mesh anymore.
What am I missing? I spent many hours trying to figure this out and I am getting really frustrated.
Here is my blend file with the object and arm before applying anything.
https://drive.google.com/file/d/1M4_KewAkS0WfTxRA7cOmBzCGpfYIktT1/view?usp=sharing


texts: Why is render coming out SQueezed together?

texts:
Hey all do you knoe why this is happening?
Here are my output setting
https://ibb.co/f12ycc9
https://ibb.co/YjxLgrD
and what I mean
https://ibb.co/74FmSvv
Also am interested in how to unsQueeze the image


texts: How to create and design hoops net and attach ot to a hoop?

texts: I wanted to add the torus object and attach net on the torus object in blender. I am not sure how to make a circular net and attach it to a torus object.


texts: How integrated is the bullet engine in blender?

texts:
I'm a beginner, and I'm going to use blender to render thousands of images as a data set.In the meantime I need to use the physics engine.I was going to use bullet+blender as my solution.But you see bullet integrated into blender.

My question is:
how integrated is the bullet physics engine in blender?
Can we do all bullet through blender?
If blender can't implement all of them, what can't blender do?

cheers


texts: blender videoediting Use Python batch save mp4，Save all the cut small videos in batch

texts:
A long video, divided into multiple small videos (soft cut using the K hot key).
Save all the cut small videos in batch
Save separately
use Python

For example, a 10-minute video, divided into two 5-minute. I need to click 'Animation' twice to output two videos. I want to use Python in accordance with the custom 'shift + K', fast bulk rendering output two videos.


texts:
I am trying to figure out how to create something like a bracelet where an object is arrayed around two different curves.

Example: Imagine a small gem that I want to be duplicated on the surface of a torus. I can create a gem, a small circle curve (the minor radius), and a larger circle (the major radius). I can create a curve modifier for the small circle and then an array modifier to get the gems to form a ring. But is there a way to array this assembly around a larger, perpendicular circle?

I can apply the first array and curve constraints before adding more curve and array modifiers, but this is destructive -- I want to still be able to edit the gem, etc.

Thanks!


texts: How to control a procedural texture with an empty?

texts:
I´d like to -somehow- assign an empty object to drive a procedural texture. The idea is that I can rotate, scale or move the empty and thus it transform the procedural texture (bricks, noise texture, etc..)
How can I manipulate a procedural texture using the position of an empty?

Thanks.


texts: Depth information from pair of stereo images

texts:
I've been considering how to use Blender to extract depth information from a pair of images of the same subject (Whitby Abbey) but would appreciate some help in getting started. I've found a couple of previous questions that didn't seem to have a suitable answer (eg, Generate Z-Depth map from Stereo Image-Pair (just like nuke occula)).

My thinking is to use the pattern matching of the Motion Tracker to match up points from one image to the other and measure the parallax and calculate the depth to eventually generate a mesh.

I'm thinking what I need to know is can the motion tracker be used to match sections from one image to another and how could I go about this? What I want to do is to use Python to pick a point on one image and create a marker with specific dimensions and search area and get it to match it up to a point on the second image and return the coordinates of each.

Has anyone done anything similar? Any ideas, hints, tips, good starting points?

EDIT : The goal is to be able to sample hundreds (perhaps thousands) of points and to use the resultant measurements to build a mesh which could then have the original images projected onto it to produce a 3d representation of the original scene.

EDIT2 : What I really want to know is the following :

1) How can I use Python to create a Motion Tracking Marker - including setting its parameters such as size, search area, etc.
2) How can I use Python to position the marker on a specific frame
3) How can I use Python to trigger the marker to search for a matching pattern in the subsequent frame.
4) How do I get back the resultant offset between its location in one frame and the next.

I do have some limited experience of running Python within Blender and using bpy - and the maths involved (I'll be ignoring any complications such as camera distortion) - I'm just a bit lost in how to get started with interacting with the motion tracker.

Obviously, once I've got this part working I'll then need to start looking at how to use that information to programmatically create a mesh and potentially look to create an add-on - but that's another question.


texts: Rendering produces a completely transparent image with no objects

texts:
I have a scene with animated objects. In 3d view and camera view i can see them perfectly with material and textures

but every time i render (F12) i get this result

just a transperent screen
i tried to put the objects into another scene/project but they didn't appear
also it once said there aren't any objects in there...


texts: How can I make an animation using importing several x3d files to Blender by scripting?

texts:
I have some x3d files made by ParaView. I need to write a script to import these objects sequentially to Blender and make an animation. When each object is imported to 3D View Editor, a keyframe should be created. Then this object is deleted and the next object needs to be imported to make the next keyframe.
After doing the same for all objects, the made animation will be played.
There are some scripts to make jpeg files as each frame of animation and save it as mpeg or avi format. But,I need to export the above made animation as an Alembic file and import it to Unity.
I would be grateful if anybody can help.
Thank you so much.


texts:
I have an addon with a modal operator, I change the file (Operator) which is in the Blender scripts directory (Windows AppData path) in an external editor.

Then I use reload scripts to reload the addon. The init.py file is updated, I can also see the new version in the preferences if I change it, but the operator is not updated.

To update the operator I have to restart Blender. The operator is unregister in the unregister method:

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

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

It is derived from another class which extends Operator:

class DP_OT_draw_operator(BL_UI_OT_draw_operator):

    bl_idname = "object.dp_ot_draw_operator"
    bl_options = {'REGISTER' }

    def __init__(self):

        super().__init__()

        self.panel = BL_UI_Drag_Panel(100, 400, 300, 200)
        self.panel.bg_color = (0.2, 0.2, 0.2, 0.9)

Could this be a problem or that the Operator is a modal one?


texts: How do i get rid of the grease pencil marks in blender? I put a couple marks on my mesh by mistake and i want to get rid of em all. I already tried using erase and it doesn't work.


texts: Why is the airbrush grease pencil path so weird?

texts:
I am trying to add some soft shading by using airbrush, yet the brush path is so weird that there is no transparency in overlapping stroke. Is there something wrong with the setting?
Related tutorial:
(start from 16:17)
https://www.youtube.com/watch?time_continue=1038&v=kX9alavzPzc&feature=emb_logo


texts: Render dark areas of material transparent?

texts:
I would like to know if there's a way to render only areas of a material hit by light, or to put it another way - not render areas that are black (dark).

The above image shows a plane (grass field) in front of the sun and behind a point lamp. The plane material fades up using a transparency node whilst the point lamps' intensity increases. This sequence will later need to go on top of another video so I do not really want black in the unlit areas of the plane. I feel like I'm missing something like a composite pass, blend mode or some node mask magic. This is the first question I've ever posted, so I hope its not a dumbass one.


texts: Is the "Fit camera view to viewport" function accessed via the "Home" hotkey available in the UI somewhere?

texts:
I can hit NumPad 0 to enter camera view, then press Home so the camera fills the window. But I haven't been able to find this functionality anywhere in the UI.

Can someone tell me where that function can be found in the UI?

Or is it available exclusively via the Home hotkey?


texts: The x-axis mirroring got screwed up during sculpting, is there any way to fix my topology?

texts: I must of clicked something wrong. Is there any way for me to re-sync the topology? Dynamic topo is on btw.


texts: Move scene objects according to camera path

texts:
So i have been trying a bit to hard to figure this one out.

I want to be able to move all objects of a scene in a way that imitates a camera path.

Here is a simple scene i created for testing.

In this setup i have the camera animated along the path.

What i would like is to have the camera stay at the world origin and move the world objects around to simulate the same effect as the camera path.

I tried a bunch of null object parenting but i cannot get anything to look right.

Hope its kinda clear :S

Thanks Alot

UPDATE

Thanks to vklidu i can now move my world to imitate the camera movement !
I would now need to do the same with the rotation.

UPDATE 2 (SOLUTION)

I was able to get it work by baking the copy location of the null of all objects to keyframe and then adding a null at the world origin that is acting as a parent of the objects null and then used a copy location on this origin null to the one on the path and i got the desired effect.


texts: A render in Blender Internal looks like a choppy checkerboard

texts:
I have a mesh that looks fine when I preview it in the viewport via Shift+Z.

Once I render it, everything has this choppy checkerboard-ish quality to it.

How do I fix this problem so the render looks like the rendered viewport preview?

Here's the .blend:


texts: I pressed P and I don't know what happened

texts:
Yesterday I was making a model. There was something that I needed to put on another layer. I forgot the layer shortcut, so I was pressing random letters until I pressed (Ctrl +?) P and it changed the lighting and completely froze. I left it on for a while to see if it would unfreeze, no luck. Today I opened my PC and all I can see in the blender window is my viewport surrounded by black. I really don't wanna close blender since I didn't save my model.

P.S. It is still responding but I can't do anything with it.


texts:
I was following a tutorial on modeling and coloring an eye mesh at website called Blender Basics.

I want the render to look like the image on the left:

Here's the download if anyone would like to see what is going wrong.


texts: How to get the speed of a Camera with Python?

texts:
I'm currently working on a project in 2.79b containing multiple shots that require several cameras (2+ keyframes for Location with a Linear Extrapolation applied to them) to be moving at the same speed.

At the moment, my workflow involves placing 2 keyframes for the active camera's Location and essentially estimating how far apart they should be spaced in order for the speeds to match.

I am looking to create a Python Script that logs the speed of cameras in the scene (in Blender Units per second (U/s)?), on each frame, and outputs it to the console, for example. I'd also like it to output this value every time a keyframe on the current camera is changed, preferably in real-time.

Here's a (very rough!) example of what I'm hoping to achieve in terms of output...

What would be the most practical method of scripting this? Would it be best to find the distance travelled by the camera, for example, between the current and previous frame (e.g. through the difference in location), and then perform a "Speed = Distance/Time" calculation to obtain the speed, or is there a function in the Python API that provides access to this data automatically?

Any help would be much appreciated, thanks!


texts: Blender 2.8 Python , Bevel from shape not working

texts:
I am attempting to make cords using python in Blender 2.8

Currently, I have successfully made it work when using a normal bezier curve that I modify along with a circle I added. (see image below)

My issue on a spline that I add points to and combine into a curve seems to have an issue where it will not run the bevel-using-shape option unless it is run in separate code, or done by hand. (see images below)

I'll also include my code which shouldn't need any adjustments to test. The only issue is the last line that bevels.

Thanks in advance!

#Import python
import bpy
#Import vectors
from mathutils import Vector
#Import math allows access to things like pi
import math as m

#___________________________________COIL-SHAPED Start: This Script Allows a Coil-shaped spline

#Create a circle spline/bezier circle | in the center ofthe world
bpy.ops.curve.primitive_bezier_circle_add(radius=0.15, enter_editmode=False, location=(0, 0, 0))
#rename it
for obj in bpy.context.selected_objects:
    obj.name = "Coil_Circle"
    obj.data.name = "Coil_Circle"

# a list of coordinates for the vertices of the spline to follow
coords_list = [[0,0,0], ]

#This is how to reference a specific part of the list
#coords_list[1] = [0,0,0]

#Variables for the coil shape to follow
# n = how many to make
n = 33
# r = the distance between each one | also can be considered how whide the coil will be
r = 2
# the distance vertically from the ground
z = 0

# for loop through n
for i in range(1,n+1):
    #Add a new spot into our list
    coords_list.append([0,0,0])
    #create an angle using pi that allows for rotation
    angle = ((i-1)*4*m.pi)/n
    #the x position change of the new point
    x = r*m.cos(angle)
    #the y position of the new point
    y = r*m.sin(angle)
    #the z position (vertical)
    z = 0.01*i
    #Assign the position to the list
    coords_list[i] = [x,y,z]

# make a new curve
crv = bpy.data.curves.new('crv', 'CURVE')
crv.dimensions = '3D'

# make a new spline in that curve
spline = crv.splines.new(type='NURBS')

# a spline point for each point
spline.points.add(len(coords_list)-1) # theres already one point by default

# assign the point coordinates to the spline points
for p, new_co in zip(spline.points, coords_list):
    p.co = (new_co + [1.0]) # (add nurbs weight)

# make a new object with the curve
obj = bpy.data.objects.new('Coil_Delete', crv)
# link the points to complete the spline curve
bpy.context.scene.collection.objects.link(obj)

# Deselect all
bpy.ops.object.select_all(action='DESELECT')

#Select the curve
bpy.data.objects['Coil_Delete'].select_set(True)

#rename it
for obj in bpy.context.selected_objects:
    obj.name = "Coil_Curve"
    obj.data.name = "Coil_Curve"

#____________________________________________________This line does not seem to work when combined with this code
#select our circle as the geometry bevel object
bpy.context.object.data.bevel_object = bpy.data.objects["Coil_Circle"]

#Apply the modifier

#Delete circle reference

#___________________________________COIL-SHAPED END


texts:
I am trying to join together a mesh of a cup and many small mesh objects inside the cup using Ctrl+J. For some reason, along with joining the objects together, this is producing a strange combination of duplication, rotation, and translation. Any ideas about the cause or for a solution? Thanks for your help!

Before:

After:


texts:
I want to make a rig for this BB-8 unit so that when it moves on X or Y axis it can rotate automatically even if it moves on both axis (on diagonal direction) most of tutrorials i saw works in case it moves on 1 axis only and doesn't rotate correctly when it moves diagonally please or mention other tutorial that fixes this problem |

Thanks a lot.


texts:
I'm new to Blender and 3d in general.
Downloaded 2.78c 2 days ago. Using ubuntu 14.04.
Invoke blender from file browser.

I was following tutorial for noobs when I selected Create->Plane.
Now every time I click the left mouse button, I get an instance of Plane.
I've tried Create->Cube and Sphere, which work but don't 'cleanse the pallet'; I still get instances of Plane with each left click. I can see them accumulate in the Scene panel, where I also delete them. They seem hard to select directly in the viewer.
Sometimes after a while I can't select anything in the viewer.
Did I accidentally turn something on/off?

It seems like it started after I set UserPreference for SelectWith Left mouse button. I had problems , so I switched back to Right click.

Also I can't get OperatorCheatSheet to display anything.
Bad Configuration?


texts:
I'm new on blender and I'm making a cars track for Assetto Corsa.
I'm about to finish the track. I was finishing the walls and a problem became:
I can't see the walls texture on the UV/Image editor. I select all the face which I want to see in the UV/image editor, I press U>Reset and then U>follow active quads and I don't see anything on the V/Image editor, so I can't rotate the texture.
I looks like this, it's kinda weird:

I've seen that with U>Smart UV project it automatically rotates but only with some faces. Any suggestions?

I'd like to ask for something else: When I select a cube face from the array blender selects that face of all the cubes on the array. How can I select individual cubes of the array to delete them individually?

I leave my .blend, so anyone can check everything needed.
Thanks in advance!


texts: Render very slow using GPU from Radeon Sapphire RX 580 vs CPU

texts:
After installing Blender in Windows 10 and configuring the cycles compute device to use OpenCL with Radeon RX 580 Series, the render using cycles and GPU Compute takes much more time tan single CPU rendering...

CPU Rendering: 2.05 seconds

GPU Rendering: 63.44 seconds

The render is just so simple as the cube that appears when you open blender.

Graphic card is a Radeon Sapphire Nitro+ RX 580 8Gb GDDR5 and I updated the drivers to have the last ones.

Could you please help me with this issues?

Thanks in advance.


texts: How do I measure a distance between two points?

texts:
I would like to measure the distance between the yellow points in this image:

How can I do it?

My goal is to cut the cube using the plane, but I must set a precise distance between the plane and the square's corner.


texts:
I've been doing some camera tracking and its all been working fine. then when i tried to add rigid body it wouldn't move

sorry if I'm not being that specific but when i bake to keyframes only two keyframes show up at the beginning and end btw my beginning frame is 908 and end is 1040


texts:
I am having trouble installing KeenTools FaceBuilder Beta for Blender on my Mac.
I am curious if anyone has been successful installing the Mac version yet?
I have installed the windows version without any issue at all and it works great.

https://keentools.io/download/facebuilder-for-blender

https://keentools.io/download/core

Thanks,
Jon


texts: Partial transparency with node editor ignores other objects behind (draws world background)

texts:
How to combine nodes-editor transparency with uv-mapped textures in Blender Render?
This question here is strongly related to the one that came up whilst I worked with that problem there.
Same situation as before;
An object that shall act as a partly transparent mane.
The object below the mane shouldn't be affected by the mane's transparency. (In general no other object).

 As you can see, the result is not as wished. I honestly have no clue what to do since I'm pretty new to nodes editor.
If anyone knows how to fix this, I'd be happy for any help.
If needed, I will try to put up a file with those two objects. Just might take some time until I got all files sorted.


texts: NVIDIA GTX 980 Ti, no CUDA showing in Blender on a Mac

texts:
Ok, perhaps I'm a moron, that's entirely possible, but I thought the 980Ti was CUDA.

Blender shows GPU as default (which is grayed). I go into system settings, it doesn't show Cuda.

However I check the "FlipFluids addon" and this clearly shows the GPU is seen.

I'm on Mac 10.12.6, 12-core, running Blender 2.79b.

Any suggestions?

I've searched Google, NVidia website, reinstalled drivers, deleted Blender/reinstalled.

And when I switch to OpenCL it crashes.

I'm stumped.
thanks,
alldaron


texts: Why are the edges visible when rendering?

texts:
I feel like this has a simple as hell solution. Trying to follow this tutorial https://youtu.be/JYBPXTful2g on YouTube, and, as badly textured as my character may be, I finished it.

But...

Why are my edges showing when I render the character?


texts: Do materials on an object stay when 3d printing?

texts: I am doing some research for Blender 3D Printing but i haven't seen this question asked so I will be asking it. I am making a few meshes in blender and i need them to be a certain color. I want to know if the colors i assigned that object in the Blender software will be printed. If it doesn't work that way, is there a way to make it that way? Sorry i am a beginner at 3d printing/Blender and thank you in advance!


texts: Adding an image texture to a material using python

texts:
I am trying to convert a script made for a tool called Noesis to Blender, so far I have gotten it to work, although I cannot find an alternative to this line of code for blender:
material.setTexture()
I would imagine there is something similar to this, but I can't find anything. So is there an alternative to change the material to an image texture and then assign an image to it, preferably without the use of nodes?
Edit: for the most part, I have fixed it, yeah, you have to use nodes. Thanks to everyone that helped out.


texts:
Disclaimer - I'm a developer and very new to Blender -

I'm trying to render a complex .dae file (a car) with iOS SceneKit and I'm trying to cut some corners with transparency.

Right now in order to fit the car into the app, we needed to gut the insides of the car, so our headlights have nothing inside them, it's just glass.

I'd like to create a texture of the inside of a headlight, with none of the the actual geometry, and map it to the headlight, so it appears like everything is there. I have high resolution stills of the car at many angles, I still have the complete car model with all the headlight geometry intact. Is there a way to create and map that texture around/inside the headlights to fool the user into thinking it's all there?

I used something similar by mapping a 360 image to the inside of a sphere but this is different, and I don't have a 360 style image this time.


texts: Difference between a fac output and a Color output

texts: What is the difference between fac output and Color output in BLender? My understanding about fac is, it is grayscale information(devoid of any color). In which case it confuses me when people take a fac input and use a color output from nodes like Color ramp.


texts:
I created a scene with some popcorn but am having a weird error where the objects won't smooth shade anymore. Below is a blend file with an example of one of the popcorn kernels:

Blend file:


texts: Color objects based on distance in Animation Nodes

texts: How do I set colors of objects based on their distances from some reference object, an empty for instance.


texts: Having problems making transparent plastic in Blender cycles

texts:
I have been trying to make transparent plastic that looks like this:

But this is the closest I could get to it and I been trying for a while

So I would like help with what I should try to do


texts: My keyboard does not have a numpad so I changed the keymap for view selected to F as in Maya. The problem I'm having is  it doesn't work in edit mode when selecting Verts/Faces/Edges. I'm not sure if there's a different keymap I should edit or if view to selected should work in edit mode as well.


texts: How to get sharper shadows out of an HDRI

texts:
I used my Ricoh Theta S (360 camera) to take bracketed pictures of a scene, for the purpose of creating an HDRI. This is the result in photoshop (too large of a file to upload directly). Looking at this, It seems like I captured enough lighting data for the scene to understand how bright the sun is, therefore producing accurate shadows. I used the highest and lowest exposure values my camera would allow, with 10 different photos.

When I plug this into blender, the reflections and colors are accurate, but the shadows are way too weak. As you can see in this GIF, even when I adjust the strength of the environment texture it doesn't make the shadows any more defined. Compare the CG shadows to the shadow of the tripod to the left.

Does anyone have a solution for this? Any hacks or tricks to make the sun strong enough to produce accurate shadows without using a lower exposure value?


texts: how to parent my sun to environment hdri?

texts:
I set a keyframe for my hdri location via texture coordinates.
now I wanna make it parent to my sun so that the sun follows the hdri location.
I tracked my sun to my object and now want to parent my hdri to my sun.
please let me know if there is away.If not,I will draw a path and sync the rotation by that.
but If there is a way to parent the world rotation to light please let me know.
in cycle


texts: With the pie menus, new for blender 2.72, I'm now wondering how do I get to them? I have tried some of the different keyboard shortcuts mentioned for the pie menus.


texts: Is it possible to parent an object and have the child retain its rigid body physics?

texts:
I made a ragdoll that I would like to use in the Blender game engine. Right now it consists of six separate objects: a head, torso and four limbs. Each object has rigid body physics and the head and limbs have a rigid body hinge constraint, and child of constraint, connecting them to the torso. When I move the torso in object mode everything follows as it should, but when I run the game engine the head and limbs return to their original position. If I parent them directly they loose their physics. Is there any way to control my ragdoll with a single object so that I can translate/rotate it in object mode and yet have it behave correctly in the game engine?

p.s. I am using an armature to control the skin of the ragdoll where each armature bone is constrained to the appropriate ragdoll object.


texts: I created an 'Enemy' object (Rigid Body) which has a 'Weapon' object (Rigid Body as well) as a child and the 'Weapon' object in turn has a child called 'Muzzle' (No collision, an Empty object). The 'Weapon' object rotates with its parent in a normal fashion, but the 'Muzzle' goes on a rather weird trajectory when the 'Enemy' rotates (like a very narrow ellipse, might as well not be an ellipse at all but some other random curve). Any ideas how to solve this? P.S. Sorry for my bad English...


texts: How set actuator properties while the game is running?

texts:
When I call bpy.data.objects['Enemy'].game.actuators['<name>'].target = bpy.data.objects['XX'] the value is only updated after pressing Esc to quit  game and then hitting P to start the game again.

How can I update the target in real time,  without the need to stop and start the game again?


texts: I'm trying to paint a terrain mesh with multiple textures using a node setup involving masks, the problem is... Something is not letting me paint on these parts (where the rock texture is) The plains leave weird gaps, the mountains and coasts I can't paint at all. Any Ideas? This is driving me crazy.


texts: What's the easiest way to get as close to cycles as i can on Eevee?

texts:
Simple  question, While tweaking with the render settings, I had noticed that compared to Cycles, Eevee looks kind of... "flat".
i.e.
Eevee:

Cycles (preview render at 3 samples) :

The Cycles render not only feels as if it has more "depth", but the shadows are softer, and overall generally feels less "cheap".
If possible, How can I get as close as possible to Cycles on Eevee?


texts:
i try to achieve a dotted landscape like in this example.

I tried to solve it by an array but i dint get the landscape displacement to work.
an easy way would be to add a sphere to each point of a landscape mesh but i don't know how to do this.
Sorry if this is easy to solve, but i am kinda new to blender.


texts: Is rendering supposed to take this long with these specs? (40 sec per frame)

texts:
I have never used blender besides rendering some intro templates. But, I decided to try to do some basic animating. I did 621 frames of the animation and I decided to render it out to see how it was going so far. I did it with PNGs so I could render the rest later. And it turns out its taking 40 seconds per frame so thats about 7 hours for 10 seconds!

My PC isnt that bad either, especially the GPU, which I am using to render with.

GPU: Nvidia GTX 970
CPU: Intel i5 4460
Ram: 16 GB (Cant remember
whether it's DDR3 or DDR4 but RAM doesnt matter that
much I dont think)
OS: Windows 10

If its supposed to take this long with a 970 then I don't know how animaters wait this long, especially ones with a lower end PC then mine.

Some additional Info about the settings I used:

Samples: 128
GPU rendering
256x256 Tiles
1280x720 resolution (720p)
30fps


texts: script or addon to add animation tools button in the N properties?

texts:
did anyone know what script or add-on to make new slide in the N properties and add the animation tools to these slide??

the simplify button is from scene tab properties
, the constant button is from user preference editing (new f-curve default)
, the red button and in/out box is from animation tools (start/end animation)

i think if there's a script or addon to make UI like this, it will help animator alot to save the work space.. btw sorry for my terrible eng


texts: Retopo Sculpt Selecting Unwanted Vertices

texts:
I'm having issues with blender selecting vertices that I can't see and projecting them through the other side.  Is there a setting where I can make it not allow selecting through my sculpt during the retopo process?

Here is an example of what this is doing. Of course, I can't work in wireframe because its too hard to see my vertices.


texts:
I've been using the bleeding edge 2.8 builds and downloading the latest build every day from Blender.org. On top of this, I've also been heavily tweaking shortcuts and trying to get myself as comfortable as I have been in 2.79. Things have been going great, but just in the last day or two, I've noticed this, and wonder if it's because of a new build bug, or if I've made a tweak too far and broken something for myself??...
So the gizmo axis constraints, X,Y,Z, the arrows - they don't constrain any more. Dragging the blue Z arrow will not, for example, constrain the objects movement in the Z axis.
Can anyone who has a build from 18th or 19th December please confirm for me that this works in their version? Also, is there any way that anyone knows of that I could've accidentally disabled the constraining behaviour of the gizmos? I've not heard of any way myself, but you never know?
Thanks for listening!!
Wayne

...ok, answered this for myself - was totally my fault, but maybe worth mentioning for future fiddlers...

It was OpenGL Depth Picking in User Preferences. I had messed with the Selection: section of the General Preferences. The result of this was not only that the constraints weren't constraining, also I was unable to select any object with the mouse! So, I put the setting back where they should be ('Automatic' and OpenGL Depth Picking ON) and all is right with the world again!


texts: Upgrading materials from 2.7* to LTS/nodes: simple material graphs frequently fail (purple preview)

texts:
I have a 2.7* .blend containing several materials.
I'm attempting to replace the existing materials with "nodes"-style versions.
My workflow is to open the original file in 2.79 for reference to the old material properties, then open a copy in LTS, then "use nodes", then add nodes to feed into principled BSDF in order to emulate the older material.
I invariably end up with broken compilation after adding more than a few very basic nodes: the material preview window and the object itself "go purple", presumably meaning the material graph can't be compiled to a fragment shader.
I've turned on --debug and --gpu-debug, but no error messages are visible in the console (just lots of expected messages about creating textures etc.).
I suspect a bug, because as soon as the dreaded purple appears, I can hit ctrl-Z, and the purple persists, i.e. for a graph that was working as expected moments before. Also, I can delete all the nodes except the shader+output, then add a simple texture node hooked to "base color" and still see purple. It's as if the cache of compiled fragment shaders is not being cleared properly.
A highly-reliable repro is when I'm adding an "overlay" node to emulate dark texture details added by a monochromatic decal-like texture and try to drive the overlay factor from one of the decal texture's color channels. This invariably "goes purple", and no amount of ctrl-z or deleting the recently-added nodes will un-purple it.
If not a bug, I am wondering if there's a setting in the 2.7* file somewhere that is interacting badly with material nodes.
I humbly await enlightenment...
-Jeff


texts: Why does bpy.ops.object.mode_set(mode='EDIT') switch to the Object Mode when executed?

texts:
I wrote a python script that modifies an existing blender armature that I have and some of these modifications include some commands that are only possible in Edit Mode. I know that depending on what is selected, some modes are not possible to switch to. In my case Pose, Edit and Object mode are the three available modes when I select my armature. In this instance, the following three commands could be used:

bpy.ops.object.mode_set(mode='POSE')

bpy.ops.object.mode_set(mode='EDIT')

bpy.ops.object.mode_set(mode='OBJECT')

Of the above three only the second one switches to wrong mode i.e. Object Mode. I  found no similar questions/forums on this kind of issue.
When trying to change to Edit Mode, blender changes to Object mode and my commands that are intended for edit mode show context error messages (as expected if in Pose/Object mode..) making it not possible for my script to apply the correct changes.

Does anyone have any idea why this is happening and how I could stop this from happening?? Thanks


texts: How to add detail to a mesh without subdividing all of it

texts:
Kind of a simple/noobish question here.

I have this simple model:

Now I want to add details to it. Like, rounding up the ring, add something to the hilt...
But I'd like to keep the model "light" on the polygon count. But if I add a loop cup on the hilt (for example) lenght-wise, it'll obviously subdivide the blade too (which doesn't really need it) and the ring.
So what would the best way to add detail whitout adding unnecessary quads where they're not needed be?

I though about dividing the mesh in three pieces like this:

But this way, after adding what I want, I'd end up with a different number of vertices between the (for example) the ring and the blade, this way I wouldnt be able to reconnect it the right way, I'd end up having to add traingles to the mesh or leaving seams.

I don't think that simply connecting the pieces in object view so that there is no space between them would be the right course of action, right?
Or maybe it is? Because I remember this human model I downloaded, and it basically had the face, the hair and the body as separate meshes, that were basically put together in object view without leaving visible seams but not connected into a single big mesh.


texts: Parenting Armature to Mesh with Automatic Weights deforms Mesh

texts:
I've been following a youtube video to learn about 3d modeling and adding armatures to meshes (video: https://www.youtube.com/watch?v=Q9f-WVs3ghI&t=610s) and whenever I try to parent the armature to the mesh it twists and deforms the mesh. I done a good bit of research on what worked for other people have done to fix the problem and so far none of it has worked for me.
So far I have reset rotation of all bones to zero, made sure the bones were mirrored perfectly,changed pole angles, and other things similar to this. None of these have seemed to solve the problem so far.

Any and all help is welcome :)

After parenting:

And my blend file can be found here:


texts: Why does the Minecraft-texture have black/dark borders in Cycles?

texts:
I've used a spot-lamp as the only light source (the fire doesn't spread any light). Also, the problem shouldn't occur in the textures because i already checked it in different angles. If i look at it at the front of this "stair" the black/dark border disappeared. What is exactly the problem and how can i fix this? I've exported this world using jMc2Obj.

The following pictures may be of importance:

Material of the stairs:

Textures of the stairs:

Spotlight:


texts: Only the Object's outline is moving instead of object

texts: I am very new to blender and facing some problems. In viewport after selection of an object, only outlines of the object are moving while doing any action like dragging, rescalingor another option for that matter, and sometimes if I add some other mesh the first one is disappeared.


texts: Align viewport rotation to normal vector like Shift+7 in edit mode

texts:
I know this question has been asked and answered before but the behavior I want is what ⇧ Shift + Num 7 exactly does in edit mode which is to align the viewport to "face" the element selected (in my case a face or polygon) and "rotate" the viewport on its axis to match the orientation of the normal.
My code takes care of the first part which is to position the viewport to "face" the polygon and have no problem orienting itself on their normals except for faces that are rotated in multiple axis. e.g. the active face in the picture below, for the other faces which are angled only on a single axis the script has no problem orienting itself on their normals.

In my original code, the variables are delivered by raycast so I'd like to achieve this effect using only hit, normal plus the viewport and object properties. Face index is avoided since the target objects are using unapplied modifiers.
import bpy
import bmesh
from mathutils import *; from math import *

for area in bpy.context.screen.areas:
    if area.type == 'VIEW_3D':
       rv3d = area.spaces[0].region_3d

obj = bpy.context.edit_object
mat = obj.matrix_world
me = obj.data

bm = bmesh.from_edit_mesh(me)
f = bm.select_history.active

start = f.calc_center_median()
normal = f.normal

stop  = start + normal
norm = start - stop
norm.normalize()

q = norm.to_track_quat('-Z', 'Y')
rv3d.view_rotation = q
rv3d.view_location = start

bmesh.update_edit_mesh(me, True)

rotateview_blend_file


texts: Blender video editor not starting my created video

texts:
I have a problem with blender video editor (first time to use & first time in V.E. )
I created my video
press |> to start play animation
two black lines before the start of my video restrict the play
the playing line keep going back and forth between these two black lines.
the plot illustrates more clear my problem.
Small question : how to remove unused lines?
Thanks alot in a head
I hope somebody from experts (in video editing by blender) can kindly help me.


texts: How do i close a view window that's not the same size as the ones next to it?

texts: I'd like to close one of the view windows on the right side of the Blender user interface. However, it shares borders with two view windows on its left. I've tried dragging both its and its neighbor's viewport handles. I've tried clicking on the boundary and selecting "Join Area" under the Area Options menu. Neither of those work. I checked this question, this question, and others, but those don't help because the view window I want to close shares borders with more than one other view window. I'm using version 2.74. How can I close theview window?


texts: I just created a plane and added the ocean modifier, but it isn't showing the waves. What am I doing wrong? I am following this tutorial: https://www.youtube.com/watch?v=CwJrb3vjAaA


texts:
I recently baked a normal map from a high poly to a low poly, and then set up the normal map in the Material tab. I then created a new texture to colour the model and added another texture slot on the same material with this texture in mind.

However something peculiar happened. When I tried to paint a colour on the diffuse map straight on the model it seemingly painted on the normal map I baked earlier. I think it works by using black as the deepest and white as the highest points of detail:

When I try to paint on the diffuse texture via the UV editor I have no problems, but it paints on the normal map texture in the default view. I am a bit confused because:

I don't know how I got to painting on the normal map; it was rather unexpected.
I don't know how to change to paint of the diffuse texture.

I wish to know how to get back to painting the diffuse, and how to enable normal map painting whenever I please; had I known sooner I'd be using it more often!


texts: Custom bone controller : parenting/space issues

texts:
I've a project in blender wich is driving me crazy.
I'm animating an hornet and I'd like to have custom bones acting like controllers for the wings (kind of buttons to drag along axes to get a nice 4 wings simulataneous deploiement).
I spent the whole day on this rig and I'm trying to make the yellow sphere controlling the wings deploiement, using a transformer constraint.
It works perfectly except that the reference is always world space, and when I drag the rig in another place, it makes the controller inefficient... Logically I'd think to switch from world space to pose space in constraint table but it doesn't solves the problem. Actually I tried all the possible combination space conbinations and none of them worked
To illustrate the problem with the constraint table on :


texts: Make mouth/mandible for the face of the alien species

texts:
I'm trying to make a mouth for an alien species, and I don't know how to make the mouth look mandible-like, nor how to carve it out. I have tried sculpting it and booleans, but they didn't seem to work. The method shown in the picture is by using a boolean.
Blend File


texts: Double each video frame within Blender VSE

texts: I want to take an input of a video file (or image sequence) and then duplicate each frame. So if I had 3 frames, normally they'd go 1,2,3. After duplicating, I'd have 1,1,2,2,3,3 for a total of 6 frames. Is this possible with the compositor or one of the video editors in Blender, or do I have to go outside Blender?


texts: I UV unwrapped this wood texture onto the handle, and rotated it in the UV editor to make the grain vertical. Can anyone tell me why in the world 3/4 of the handle rotated properly but that single strip down the left side remained horizontal? I UV Unwrapped the entire handle so I'm confused... Thank you!


texts: How do I "Re-Randomize" Particle Emmission?

texts:
So I have two planes that are emitting particles with the default settings.
However, the "randomized" particle emission is exactly the same for both planes.

Is there a way that I can "re-randomize" the distribution so that this is not the case?

Thanks for any help.


texts:
Hello I'm having a huge issue with my background image being too saturated and I cannot find anything on this, most likely I'm not searching the right thing.

Given the examples below. One is darker than the other. The more saturated picture (redder) is being outputted in blender 2.81

I have not added any filters at all to make it such color. The compositor just outputs an image to an Alpha over to the composite node. In the viewport, it has the right color. But once composited, it adds the saturation all on its own.

The saturation imbalance does not affect any other part of the render.

I thank you for reading and have an amazing day.

UPDATE: The resolution to this problem was that my exposure in color management was at 1.7 and it was supposed to be at 0. I've been using blender for over 11 years and even with all the new updates. A well-seasoned person can make a mistake. Hope this helps others.


texts:
How to edit my object after I use solidify modifier without getting two (doubble) marked vertex at the same time? I need to fix them separated, not together. Anyone?
Im new in the Blenderworld so probably basic stuff but Im stuck with this and it annoys me a lot, need this input for sure. :) Working in 2.8


texts: What does the "Camera Clip" checkbox do in the "Background Images", "Movie Clip" tab do?

texts:
I have been trying to overlay graphics on a video using Blender (2.77), and part of that is setting the source movie as a background in the 3D view.  As I was setting the movie clip (and getting frustrated trying to sync the times between the timeline and the VSE), I started wondering what the "Camera Clip" checkbox does in the "Movie Clip" tab.  The tooltip says "Use Movie Clip from Active Scene Camera", but I don't know how to add a movie clip to the active scene camera except to add one as a "Background Image".

I've looked through lots of help articles and done lots of searches, but no one seems to have written a plain explanation of this checkbox.  Can anyone please provide some insight?


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I'm very new to blender, and I want to create a Tabletop. I followed the tutorial on https://www.youtube.com/watch?v=ghyktnK0sAs, but my output was like so:
Why is this happening and how may I make it look like wood?


texts: Rotation inverts when changed through edit box

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when using the rotation tool if i change the angle using the edit box the rotation inverts
this started happening yesterday so is it some option to invert?


texts: What is causing this weird shading effect in rendered view?

texts: Whenever i look at some textures like the one in the pic i get a weird pixelated effect but looking through the camera it looks fine. Does anyone know what causes this


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Bones are on layer 9:

I already turn X-Ray on "Bones", but bones didn't appear...

How can I make the bones and mesh become together likes this:

This came from this site.

If you want to download the file. (You have to create an account to the site in order to download it, so I upload it on Google Drive if you want to download it. The size is 2 MB.)


texts: Can you use use Loop-Cut tool with ngons?

texts: I have a loop cut(no face,vertices only) on one ngon cap of a cylinder. I would like to cut the opposing cap with this shape. I cant use mirror here because there are other shapes on the cap I dont want to copy. Is there any way to do this?


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so I have my basic scene and one object (girl) is not illuminated by light source I did not touched anything it has just a texture as material.
Edit:
Render engine is cycles the object is imported fbx


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I am trying to inset a face with 12 edges, however when i do so, i get weird geometry.

What am i doing wrong ?

See pic


texts: Is it possible to automatically simplify geometry in blender without losing object shape?

texts: 3ds max has a sort of modifier that allows you to take a heavily subdivided mesh and take away some of the polygons that would anyhow create a single polygon (i.e they are facing the same way).


texts: weird bone axis/rotation problems (from blender to UE4)

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i'm quite new, to unreal engine en blender. (installed both 1,5 month ago)
and i start working on my first game/interactive experience.
and i have run in a lot of problems sinds ;p (of course ;))
but now i have this problem where i can't find a solution to.
i'm not quit sure of the problem is in blender or its a problem in the unreal editor.
so i hope you guys can help me out with this one. :)
here i have a download link to this pictures, blender file & the fbx file: https://we.tl/t-0vUF3JDmJz

so here the problem:
i have made this model in blender (image 1A):

a skeleton and a animation with it (image 1B):

witchs i wanted it to import into UE4, and at the first sight, everything lookt alright (image 2A):

but as soon as i start the animation, things started to look really weird (image 3A, 3B & 3C):

i think UE4 or blender has done something really weird with the axis of my bones.
and if i take a look at the skeleton tab, i think i can see the axis's of my bones (or the bones them self) out of place (image 4A & 4B):


texts: Texture Only Correct in Texture Paint Solid Mode

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I am working with UV maps and texturing in Blender 2.91. I've unwrapped the UV, exported, colored the UV map, and made sure the texture lines up with the UV map in Blender (it does). While in Texture Paint solid mode, the texture maps to the mesh correctly. However, in Texture Paint render/material preview modes, UV Editing mode, and Layout mode, the texture doesn't line up with the mesh. Under Shading, I've also made sure to use Texture Coordinate (UV). Any help would be appreciated.
Project:

EDIT: added .blend file


texts: VSE: Use png images in one channel as alpha mask for another channel

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I have rendered a 2D animation from Synfig as png images. It put out the png image of each frame and also the alpha values of each frame as separate png. (basically a white silouette of the animated shape with a black background).

However, I cannot find a way to use the alpha pngs as transparency mask in Blender's VSE (Blender Version 2.79 on Windows 10). I loaded both strips of images in separate channels but can't find a Blend mode that subtracts one from the other. Any help would be much appreciated.


texts: What is the most efficient way to model this kind of wrought-iron shape?

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I only care about the sphere and its design, not the bird on top.
This kind of curvy iron design shows up on many Victorian designs and other examples of old-fashioned smithing. How can I efficiently produce a sphere like this? (Also feel free to comment/edit if you know a more precise term for this than just "curvy Victorian ironwork.")
My first idea was to make a wireframe UV sphere, then model the curvy bits separately. Then, if I could somehow snap the curvy bits to the sphere in a way that makes the bits follow the curve of the sphere, I could do something with an Array modifier. However, I don't know how to snap objects that way.
Another example of the "curvy bits" I'm talking about:

(source: rackcdn.com)