texts: Can't select boundary loop with shrink wrap modifier

texts:
I'm trying to create a 2d mesh out of a projection of a 3d mesh. My method is to use the shrink wrap modifier and apply it to a plane like so:

This produces a desired look but there are too many verts/tris so I'm trying to create a new mesh by taking the outline of the flattened mesh, I think I am doing something wrong because when I try to select all and select the boundary loop I get the following.

Am I going about this the right way? Is there an easier way?


texts: I just imported a COLLADA from OnShape and there are now a bunch of dotted lines from each mesh to the origin

texts:
A) Is this a problem/did I do something wrong?
b) How can I get rid of these lines in the viewport?


texts: I am working on animation project using MakeHuman, blender and Mathematica. I use makeHuman to model a person and get .mhx file. I import this file into blender, I do some modification on pose and export it as .stl to use it on mathematica. I remark that exported .stl file seems empty because its size 84 bytes and when I import it on mathematica it does not work. So what is the problem and How can I deal with? thanks.


texts: FBX Export: What does Forward / Up assignment do?

texts:
I want to bring my object from Blender 2.8 to Unity.
I'm experiencing that the object lays on its belly in Unity.

To find what is actually happening, I'm trying to find out what the following settings actually do:

However, I didn't find this info.

Here is what my Blender scene looks like:

To me, the object looks adequately oriented, so I don't understand what Blender actually wants to know from me when it allows me to assign Forward and Up axis at fbx export.

I would like to actually understand it and not just try it until it works accidentally.

Thank you!


texts: How to see texture on the mesh in viewport

texts: I can´t see the test texture placed according to the UV unwrap I made for the mesh. I preview mesh in Texture shading mode. These are screenshots in Edit mode showing unwrapped mesh:


texts:
I created a procedural fabric texture. The fabric texture works fine on all objects created inside blender, but if I import an OBJ (created with c4d) and apply the texture to it I cannot see any of the displacement detail. The UVs are lined up perfectly and I can see the translucency channel from the principled shader, but I cannot see any displacement on the imported mesh.

I can recreate the mesh in Blender no problem and the displacement shows up just fine, but I need to import a lot of objects from c4D and I need to figure out what is causing the issue.

Can you think of any property that an imported mesh has that a blender created mesh doesn't have?


texts: Blender Textures in Layout view are messed up, but in texture paint mode they are fine?

texts:
I've been trying to import some models from Xnalara to blender but on some of them I get this texture problem here.

I thought it was something wrong with the nodes or the uv map but then I checked it in texture paint mode and the textures are perfectly fine.


texts: How do I make the image move with every frame of the video?

texts: I just want to make the image in the frame move with every frame of the video.


texts: I can't move something over something else without it disapperaring

texts: I was trying to make a donut from Blender Guru and the duplicated 'icing' would get covered by the donut, when I was moving it down onto the 'donut' . What can I do to fix the problem, Thanks!


texts: How to make procedural textures to follow geometry?

texts:
I know this may be a very basic question, but I somehow got myself tangled up.

I'm trying to make procedural textures (like clouds) to follow the geometry of a simple model, for instance, a distorted plane.

I'm satarting from a plane and then adding twists and bends to it.

by now it's not working for me:
The texture grain will not follow the direction of the breaks, but will stay in the original direction, as in this picture.

These are the settings of the texture:

Maybe the problem is in the Mapping settings for the Projection and the Coordinates. Or maybe there's something I should set up with the geometry first (my guess is something with the UV's ¿?¿ which i know nothing about).

I appreciate any help or hints. As you may help me clarify i can edit the question to be more detailed and specific.

And here's a video, where it simply happens,

http://youtu.be/sxgwa-0e5Jw?t=46s

...And the author itself responds in one of the comments (mine by the way) That this happens because the texture is like "the pattern on a carpet" so it will naturally follow if you bend or twist it...
So maybe it's even as simple as I'm not using the right tools to twist and bend the plane..... (wich were just extrude and subdivide....)

Thanks in advance


texts:
Can you cut the cube with cutout corner

example:


texts: Albedo mask works properly but when plugged into bump its like it has no mask at all

texts:
[

I have an image, with black and white to mask out the noise for bump. but when i go to plug the mask into a mix as the factor, i get noise everywhere in the bump output, but what i want in the albedo, despite the fact that the mix which i was viewing is plugged directly into the bump node with no alterations along the way. I tried having a raw color on the bottom of the mix, instead of the white part of the image, but to no avail.


texts: How to prevent unused cameras from playing their animations?

texts: I have a scene with multiple cameras. Each camera is following their respective paths. This was done so that I could have one scene but render out two entirely different animations. Now if I choose the camera that I want to render an animation from, how do I prevent the other animation from playing at the same time? I know that I can hide what is rendered in the Outliner but is it best practice to have both animations playing at the same time when rendering?


texts: I am trying to parent the top of a bone to the bottom of another bone (see image) but when parenting  it will parent to the wrong end, I have tried but was unable to find a way to set it to the other end how can this be fixed?


texts: How to rotate (roll) the 3D view like I'm tilting my head?

texts: How would I rotate the view port along the axis from my forehead to the monitor, like as if I was tilting my head (but more like tilting the viewport)


texts: Blender Python Scripting Screen Layout Closes on Execution in Windows OS

texts:
G'day,

I'm using Blender 2.78 64 bit in Windows 7.
I'm trying to use the Scripting Screen layout to run, debug and edit python scripts.

When I press the Run Script button in Blender, the screen layout reverts to the default layout which closes the Scripting Window and the Python Interactive Console. Then to rerun the script I need to reopen the Scripting layout and import the python code back into the Scripting window (very frustrating).

Is there any way to stop Blender from reverting back to the default layout when python scripts are run?

Or, is there a way to make the Scripting screen layout the default layout?

I have seen some suggestions about including input() or raw_input() at the end of the code to prevent the python console from closing. This solution has not worked, raw_input() causes Blender to hang (python console is 3.5.2). Surely there must be a better solution than using raw_input() to pause completion of the script in any case.

Any suggestions would be greatly appreciated.

Thanks.


texts: How to prevent inside faces and non-looping edges when mirroring?

texts:
I'm trying to create a model in Blender. It is symmetrical over the X and Y axes, so I used a mirror modifier over X and Y axis. However, when I apply the mirror, the edges don't "loop" and faces are created on the inside. This causes issues when UV unwrapping because on these edges seams are created even though I didn't mark them as seams.

I tried to prevent this from happening by turning off "clipping" in the mirror modifier and I've tried removing inside faces and non-manifolds.

https://imgur.com/a/PogTW

Model before applying mirror modifier.


texts: Linking lights to single parameter in Cycles

texts:
I would like to be able to link lights to a single master control. Say I have 4 down lights in a room, I wish to set one as the master light and when I adjust its intensity, the other 3 lights adjust to the same intensity automatically. I'm coming over from Poser, and this is a basic function in that software. For a room with lots of downlights (like halls) this makes adjusting lighting much easier and faster.
I do have a workaround of sorts for Blender, just would like to know if there's a way to actually gain control of light intensity for groups of lights.


texts: Cycles Texture looks odd on the normal side

texts:
I have a texture added to some planes (cube with four sides deleted) and there's an odd problem.
some of the planes seems to have the texture on the wrong side of the normal and catch the light in a different way as you can see in this image
on the left side of image everything looks right all walls catch the light in the same way but on the right side the wall won't show the light on it unless I flip the normal so the normal points to the inside
they are built with a copy of the same block and all of the normals point in the same direction.
is it possible to apply the same material inside out to another object?


texts: FBX export: object pivot is set to center of the scene

texts:
Whenever I export my mesh to FBX format (for use inside UE4) its pivot is set to center of the Blender scene (0,0,0), not respecting the original object's pivot position.
Does anyone know why or how to solve this, so that once imported into UE4 object's pivot would be where it should be instead being way off because it is set to original Blender scene center?


texts:
I want to generate a mesh with this command I found in the API:

mesh.from_pydata(verts,[],currentFace)

But this gives me an Error:

File "C:\Program Files\Blender Foundation\Blender\2.72\scripts\modules\bpy_types.py", line 409, in from_pydata
self.loops.add(sum((len(f) for f in faces)))
File "C:\Program Files\Blender Foundation\Blender\2.72\scripts\modules\bpy_types.py", line 409, in <genexpr>
self.loops.add(sum((len(f) for f in faces)))
TypeError: object of type 'int' has no len()

I don't know why my script can not make a mesh from the variables verts and currentface, which are both lists. I also printed a line before to check their type again and whether they contain elements:

print(verts,currentFace)
>>>[[40.0, -10.0, 70.0], [40.0, 11.0, 80.0], [40.0, 11.0, 35.0], [40.0, -10.0, 30.0]]
>>>[0, 1, 2, 3]

Could someone help me out? Thanks.


texts: Does Simplify affect Adaptive Subdivision?

texts: Pretty much what the above title says, I'm just using both, but wondering how much effect (if any) it has, and if so, how it works.


texts:
Is it possible to define a true mathematical fractal in Blender?

For example, would it be possible to use a script or a Blender addon to procedurally generate 3D fractal objects. This could be immensely useful for a number of natural objects that happen to be fractal in nature, such as snowflakes, broccoli, tree branches, ferns, coastlines, mountains, etc?

Fractal snowflake:

Fractal Romanesco broccoli:

My first thought was to use the Add 3D Function Surface addon, but that doesn't currently allow for recursive definitions. Using textures, combined with images of fractals could help with 2D objects (such as the snowflake), but this solution doesn't really allow for the generation of these fractals. So my question is, is it possible currently to recursively generate fractals in Blender, either with built in functionality or with an addon? If this functionality isn't yet available, would it be possible to write a script to do this?


texts: Far away objects are lit by sun lamp when they shouldn't be, moving camera closer to objects they are no longer lit

texts:
I am creating a forest scene and using the Hosek/Wilkie sky texture in eevee to light the scene. The scene will start with a sunrise, and the sun  starts underneath a plane, with forest stuff on top on it.
When I have my camera close to the trees they are not lit up (as expecpted), however as I move further away the tree models are completely lit up, despite nothing in the scene changing except how close my camera is. The same thing happens whether using the actual camera and rendering images closer/further away, or whether I just move the viewport camera closer/further away in rendered view.
I provide a .blender file with the basics of the scene/problem in it: https://www.mediafire.com/file/lb72l7yr5qiam21/forest+scene+reduced.blend/file
I provide three images.
Image 1 - far away, all trees lit

Image 2 - mid-range, closer trees notlit, further trees are lit

Image 3 - closest, no trees are lit

Many thanks for any help!


texts: How to scale a Texture in an Atlas without seeing neighbouring Textures

texts: How can i control the image. I want to make the peanut in the bottle to be small. Increase or decrease in the uv layout the side texture mixing up. Anyway to make it small.


texts: texture in material preview differs from rendered preview

texts: My minecraft character's head has the preferred texture in material preview but it is pink in (cycles/eevee) rendered view.


texts: Blender game engine importing .obj error

texts:
i have some .obj model files, which i wanted to use for a game in Blender. Sadly there are some problematic issues. When i start the game engine, the model seems to be sort of inside out...? My first thought were normals, which are flipped or wrong otherwise, but even that doesn't seem to be the problem. In addition to that, i found out that this wrong look is only sometimes when i start the game player, not every time...

I really don't know what i am doing wrong here...

Here is a picture of how it should look like (the front at least):

And here is a picture from the wrong model (notice that i just started the game player again, i changed nothing...):

At the second picture you can see the bottom of the model from the inside or something. Sometimes you see like an overlapping kind of scenario...

Does someone know if this is just a bug or how i can fix it?

You can download the corresponding .blend file here:
http://www.mediafire.com/file/dqm8woo2nmo639a/Shiptest.blend/file

Thanks in advance!


texts: How to fix this verterx which sticking out

texts: I have my crharacter which is riged and waight panted but pinky finger have one verterx sticking out even its 100% painted in red


texts: Extending animation out-of-range by looping, repeat, or cycle

texts:
I'm trying to look for an easy way to extend a simulation in one of several modes, similar to that in 3ds Max "out-of-range" feature, where I can specify that the simulation should repeat or be extended before and after the first and last keyed frames.
The feature dialog in 3ds Max shows a dialog that allows you to select what might happen before and after what is keyed, such as Constant (nothing, disabled), Cycle (repeat the animation), Loop, Ping Pong, Linear, Relative repeat (repeat from the present position, rotation):

How can I accomplish this in blender?


texts: Blender 2.8 - how do I delete objects in its entirety from a scene at a certain frame

texts:
I have rigid bodies in the middle of my animation scene but I want them to disappear because I have a giant rigid body falling on top and want it to squish the other rigid bodies.  I thought it'd be good if I can delete the tiny RB's 1 frame before the GIANT one lands on them but there doesn't seem to be a way to do that.  I've tried the render (camera) keyframe and the GIANT rb still thinks it's there and bounces on top of the tiny (now invisible) RBs.

Anyone know what to do?


texts: Is it possible to add variation to the offset between instances of an array?


texts:
Is there any way to remove fireflies from the edges on a glossy direct pass? (At the very edges of the popcorn container and haloing the popcorn kernels in the front)

I set the samples to 2000 and filter glossy: 0.5 in the render below. The light is set to multiple importance on.


texts: How to start imported Alembic animation at a specific frame

texts: How to? Imported .abc file starts at frame 1. I want it to start later.


texts: My custom texture and object aren't interacting correctly

texts:
I want to draw a custom texture on my object, but when I try to, weird stuff happens. If I draw directly on the object, it either won't draw at all, or it will draw on different parts of the object and there will be artifacting. If I draw in the paint window, there is only a tiny square in the texture that actually effects the object. Also, the texture I draw is mirrored.
What am I doing that is making my texture and object not communicate correctly?
Here is an example texture to show how the texture wraps weirdly


texts:
I am trying to understand the exact lighting computation going on in cycles renderer. I've set up a test scene as follows:

Cube whose corners are at [-1, -1, -1] and [1, 1, 1]
Its material is set to [1, 1, 1] diffuse and [0, 0, 0] specular
Lamp at [0, -3, 0] with no distance attenuation (light falloff set to constant)
Lamp's strength is set to 10 with 0 as smooth value
Camera at [0, -5, 0]
Background light set to [0, 0, 0]

I've also disabled sRGB output (display device is set to None instead of sRGB). The exposure value is set to 0.

With these I am getting an image with cube's pixel value 65 at its very center (the region that receives light parallel to the surface normal). What can be the explanation of this?

I would expect something like 10 / (4 * pi). The reason of division by 4 * pi is that cycles defines point lights using power (in Watts). I also tried rendering in EXR format and it still doesn't produce the expected value.


texts: Sockets writing and reading but no data is received

texts:
I've written a very simple script for Blender, to test UNIX UDP sockets for a bigger app. I've got a external script that feeds data into a socket, and another inside Blender (with Always Sensor and Python Controller) that first creates the socket, and then reads from it. The problem is that there is connexion, and data is extracted from the socket, because the buffer never fills, but  "data, addr = GL.s.recvfrom(1024)" returns nothing.

Writer:

s = socket.socket(socket.AF_UNIX, socket.SOCK_DGRAM)
client_address = '/tmp/index'

angle = 0
while True:
    if angle == 0:
        angle = 45
        data = str(angle)
    else:
        angle = 0
        data = str(angle)
    s.sendto(data, client_address)
    print("Sent " + data)

Reader

cont = bge.logic.getCurrentController()
hand = cont.owner
temp_address = '/tmp/index'

if not hand['Once']: # Game property so the socket is only created once
    GL.s = socket.socket(socket.AF_UNIX, socket.SOCK_DGRAM)
    GL.s.setblocking(0)

    # Make sure the socket does not already exist
    try:
        os.unlink(temp_address) # Remove (delete) the file path
    except OSError:
        if os.path.exists(temp_address):
            raise

    GL.s.bind(temp_address)
    hand['Once'] = True

try:
    data, addr = GL.s.recvfrom(1024)
    print("Data received!" + data)
except:
    print("No data yet!")

The Writer keeps writing, and the Reader keeps saying "No data yet".


texts: How to make asset look more "3d" (sail of a sailboat)

texts:
I am working on creating this scene using Blender

I would like to make the white sail of the sailboat look 3d, as it looks a little flat right now, especially the top part of the sailboat, where there is no light reflected. I'd appreciate any suggestions on how to do that. Currently, I am just using a white base-color principle BSDF with a glossy shader. I was thinking of possibly using cloth simulation, but I am new to Blender and I'm really intimidated by it (although I will use it if that's the best thing to do). Thank you in advance for your insight!


texts:
How can I get a curve on screw shape/line ? Is it possible in Blender ? I made the mesh above in the picture by screwing an hexagon (circle with 6 edges).

But this way, it is hard to work on its edges without deforming it.
So far result:

My aim is to make like metal part in picture below. So it would be easier with curve modifier.


texts:
I have a model of an apartment, complete with furniture and all (and floor and ceiling) and I want to have a view of all rooms.

But if I move the camera above the model, far enough to encompass all within the frame, all I'll get is a plane (the ceiling seen from above). Of course that's not what I want.

Also, if I clip the render on an invisible plane (say midway the walls), many important elements are gone (like crown molding).

If I clip just under the ceiling, some small rooms (washbasins for example) get barely visible (in this particular case some of the walls should also go away, along with decoration it may have).

I'd like to know if there is a way to mark some meshes (or individual faces) as important, so they are not clipped away.

Like this: https://sketchfab.com/models/406b599627284efb967cc4084b0a25ee


texts:
I am trying to rig a model. I finish. I save the scene, just like always. Then I open it up a few hours later. The model has set its default scale to 0.17 (roughly) and shrunk to that size, the objects it has have vanished or moved, and the skeleton is rotated in a random position. I've experienced similar shrinking or movement or rotation issues basically every time I open the scene but this is the first time it's genuinely ruined work.

I'm not attaching the scene because it's an issue with all my Blender files and always has been, but now I'm done with it and I'm trying to fix this glitch.


texts: So i need to import an PSKX file into blender but i have tried almost everything getting rid of the x from .PSKX and also this add-on script(Link) i have even tried opening it in unreal engine 3 and 4 the UPK file at lest i also tried umodel maya and nothing works but i have heard of a remodify file of the link i put in but can't find it anyway i just want to export it to any file that blender can read.


texts: Deform a quadrant of a cylinder along the z-axis

texts:
File Trim.blend shows an embellished quadrant of a vertical cylinder which is roughly 22 mm radius and 30 mm tall.  I need to deform it so that the bottom of the cylinder is about 30 mm radius, with the radius of increasing slowly at the top and more rapidly as the bottom nears.   I've tried extrusion and scaling and looked at suggested relevant questions, but haven't seen (or maybe understood) how to carry this out. The relevant objects in Layer 1 are CubeW and Cyl219W.
 1. How about some variation of proportional edit falloff.
 2. TIA for suggestions.

https://www.dropbox.com/s/gy6e0cyhe59ghhr/NTrim.blend?dl=0


texts:
I have encountered a problem when rendering my character with a diffuse texture in Eevee.  In Cycles, I can render the skin with no issues but when I try to preview the material in Cycles or render it in Eevee, I get this weird, decrepit looking beast.
It's as if it is only rendering in patches.  Help would be GREATLY appreciated.


texts: Shading issue when adding Subdivision Modifier

texts:
Firt things first, needless to say that I'm still a newbie haha.

I've been learning how to model with extruding vertex and faces, instead of starting from a cube.

Everything went pretty well until I decided to add a Subdivision Surface modifier to smooth everything and I found this(Also happens when I right click and check shade smooth):

Also I let you see the X-Ray version, which made worry:

So thanks in advance and any help would be appreciated :3


texts: Rotation angle for transform around arbitrary axis

texts:
I'm trying to programmatically rotate an object around a special axis, but I need to figure out the angle of rotation. I have an object, axis of rotation, and a special vertex. I want to rotate the object around the axis so the vertex is rotated to a predetermined location.
I've figured out how to compute the axis and the predetermined vertex location, but I cannot figure out the rotation angle. I've tried subtracting vectors, using the Vector.angle(Vector) function, etc., but the numbers don't work out.
Here's the motivation. I want to model a popup book; the book lays flat, but when opened a folded plane in the middle rises as you open the book and is nearly vertical when it is fully open. I'd like to model the folded plane as two separate planes with the vertices on the shared edge "stuck" together (since in reality it is a fold). Each plane is attached to the book with one vertex at the end. I can animate one plane during the opening process. The other plane has a fixed point (its origin and attachment to the book), and one point already coincident with its partner vertex. The origin and fixed vertex act like an axis; I can rotate the plane around this axis until the other vertex coincides with its partner. But how do I compute the angle?
The attached blend file shows the basic problem. The "Plane" object has a "fixed" vertex and origin. In order for the Plane to be rotated around this axis so it meets a partner vertex, I know (in this example) it has to rotate 60 degrees. The result should be the same as "Plane-rotated". So how to derive the 60 degrees?


texts:
Im made the half model and when im using mirror modifier its going little bit off the direction it should be.Im using reference image. with the reference image i have made the half model and when mirror the reference image not match. Any suggestion or help Thanks

Without Mirror

Mirror Modifier

Not mirror perfect

Reference image


texts: Mesh not staying fixed to bone when moving

texts:
I have made a model mesh of a robot type with resricted rotations on speparate object parts.

So there are constraits ie thigh child of hip with Thigh Y and Z rotation locked ZYX Euler. (see pic)

It is not compleat but was moving ok so i started to rig and then parent mesh to the bones.

I was following this link as a base for the animation.

https://www.youtube.com/watch?v=W4TkA5P5Qes

Now in pose mode some of the mesh objects do not stay fixed to the bones.(see pic)

This is my firt attempt at 3D modeling and animation so i may have got a bit too ambitious and hopefully just made a simple mistake.

Thanks for any help


texts: How do I create texture that resembles texture of human body?

texts:
Right now my human model looks way too smooth, in cycles render.  I prefer the bumpier look of Blender render, but I want to use cycles.  How can I create a bumpier, lumpier-looking human, something that looks more lifelike? Specifically, I want my good-natured wise man character to have a lumpy belly that ripples when he laughs! I am currently using diffuse BSDF node and a little bit of glossy BSDF node.  Thank you for help!

Edit:
In response to atomicbezierslinger: I wanted to go ahead and say that yes, I do mean a protruding round belly, with slight rippling and dimpling, just enough to look like lifelike. This is the closest I've come to finding a photo reference, I hope this is not an inappropriate photo.

Just slight dimpling and lumpiness.  I will see if i can find a better reference photo.

Since you mentioned it, I would also like to know how to create fat folds that move realistically; that would come in handy for another character.  I appreciate all help and I will look into the SSS Shader.


texts: How to use Automatic Lip Sync in Blender 2D with Papagayo?

texts:
LipSyn addon: https://github.com/iCEE-HAM/io_import_lipSync-blender2.8

Papagayo: https://my.smithmicro.com/papagayo.html

1) Record your voice using Papagayo. Make adjustments and export as *.dat file.

2) Open Blender. Select EDIT, PREFERENCES, ADDONS. Click INSTALL and choose the downloaded file above.

3) Go to main 3D viewport. Press 'N' to open the sidebar tab on the right.
Choose the 'ANIMATION' tab and import your Papagayo file (*.dat)

4) *Please help complete this guide

What's next? Shape keys?  Poses? Vertex Groups? UV wrapping with bone layers?
I'm familiar with lip sync from other animation programs, but new to Blender I have mouth phonemes and assume I need to make a new POSE for each sound/mouth shape, but I'm not sure how to begin. I have tried these tutorials below but nothing is complete.
https://www.youtube.com/watch?v=m8UEazfJxoo&lc=UgywuTIaW-SKmG9hF_h4AaABAg.98urW4ssERX98vZE02FEwO

https://www.youtube.com/watch?v=tCxKbaUKbg0


texts: sphere acts weird while changing its worldPosition

texts:
I have an empty and I have set a sphere as its child. When I change the empty's worldPosition(via right-clicking with mouse) the sphere teleports to entirely different location. The strange thing is that when I print the sphere's coordinates it is exactly the same as the empty's and the mouse cursor's. Any ideas?

Here is the module I wrote.

#Import the bge library.
import bge

#Make the mouse cursor visible during game running time.
bge.render.showMouse(True)

#Set the current game scene and python controller to variables.
scene = bge.logic.getCurrentScene()
cont = bge.logic.getCurrentController()

#The function "initialization" is responsible for setting all scene objects, object sensors and object actuators to variables.
#These variables are created into the function but are for global use. Their names are the names of the objects/sensors/actuators in blender.
def initialization():
    for k in scene.objects:
        exec("globals()[\"%s\"]=scene.objects[\"%s\"]"%(k,k))
    for k in ground.sensors:
        exec("globals()[\"%s\"]=ground.sensors[\"%s\"]"%(k,k))
    for k in cont.actuators:
        exec("globals()[\"%s\"]=cont.actuators[\"%s\"]"%(k,k))

def mouse_2D_coor():
    global mX, mY
    mouse_pos = bge.logic.mouse.position
    #Cramp the coordinates to what the camera sees. (0, 0) at the top left corner and (1, 1) at the bottom right corner.
    mX = max(0.0,min(1.0,mouse_pos[0]))
    mY = max(0.0,min(1.0,mouse_pos[1]))
    #print ("Mouse coor :",mX,mY)

def empty_to_pos():
    cursor_empty.worldPosition = (mop.position[0],mop.position[1],cursor_empty.worldPosition.z)

initialization()
#print (mop.hitPosition)
if (right_click.positive):
    empty_to_pos()
    print (cursor_empty.worldPosition)
    print ("Mouse",mop.position)
    print ("sphere",sphere.worldPosition)

print ("I reached the end of track.py")

Here is the blend file


texts: Which render engine should I use for export to Unity

texts: I am new at blender and want to make realistic models, animations for Unity but could`not figure out which render engine should I work on blender.


texts:
I have added a pane.
I would now like to unwrap it and keep it 1-sided.
I don't want to have any UV space on the back of the pane.
The pane will only be looked at from 1 way. Having UV space on its back would be a waste of ressources.

However, when I use Smart UV Project, Blender creates 2 sides for it: 1 for the back, and 1 for the font:

How could I avoid this?

Thank you!


texts: Why is my object not rendering with details?

texts: I've made a toothpaste tube and lid, and i've gone through all the settings I know about (i'm still getting used to blender). For some reason the details are washed out in the render and I don't know why. I've bellow the difference in detail/shadows you can see when rendered.


texts: How to Fix Textures Glitching When Rendering in Eevee?

texts:
When rendering a short scene in Eevee, the textures on some moving objects seem to glitch on an occasional frame.
Some of the glitches (right side of picture) appear as black or darkened shapes (often triangular) flashing up and down the shape. In other places (left side of picture) the texture is simply garbled/distorted slightly.
Here's what I know:

The glitches do not appear when the object is not moving.
The glitches only appear when viewing the scene through the camera.
(They don't appear when just looking at it through the viewport.)
Only objects that have movement animation have the glitches.
These glitches only appear in the Eevee rendering engine.
Camera movement reduces the presence of the glitches to almost none, but a few small ones are
still visible.
Lighting doesn't have an affect on the severity/presence of the glitches.
Objects are parented to the main cylinder and the whole thing is keyframed for rotation. No armatures involved.

Here's what I've tried:

Checked for duplicated faces/vertices and used "Merge by distance" several times. No
duplicate faces found.
Tried using shade smooth
Reloaded and created new textures for all objects with glitches.
Restarted Blender and reopened the project.
Looked around and haven't seemed to find anybody else with this exact problem.

Here's a short video clip of what the issue looks like in the context of the animation: https://drive.google.com/file/d/1PS5izT1E7O6NyF37xHtGmZy1Pddbn4P5/view?usp=sharing
Here's the blender file: https://drive.google.com/file/d/11o9RnYaHy579Bl37g5PWNp3WSuk3HoZV/view?usp=sharing


texts: Is there any way to put 2D GIF Image on a 3D Object? For example, I have a box. The box has 6 Faces. Can I put 2D gif on one of the box faces?


texts: How to create little flanges on the bottom of the bottle

texts:
Can you please help me understand how to do it the right way? :)

Trying to make glass can:


texts: Setting keyframes with default linear interpolation

texts:
Is there a way to add keyframes (I key) with LINEAR interpolation as default instead of BEZIER?

I often animate cyclic motion (e.g. planets orbiting around the sun or textures spinning about Z on a sphere) and the created f-curves have BEZIER as default interpolation. This requires me to immediately change the interpolation to LINEAR.

I was wondering if there is a magic key that I can use to have the keyframes added as LINEAR interpolated, or at least have a global setting that I can set to have LINEAR interpolation used by default.


texts: How to programmatically register an addon

texts:
In my Blender installation I have an addon registered, but when I ship my entire Blender folder to another developer (installed into a different path) it appears that the addon is not registered.

Perhaps addon registry records my full path and this is why my friend doesn't have it registered?

Is there a way to programatically register an addon in Python?  Alternatively, can the --addon command line switch register?


texts: Is there an add on or a tool to edit rig/bone motion path, instead of using the graph editor?

texts:
I've been making human animation lately by using the graph editor and the motion path tool to fix the way my rig moves. But I find fixing the motion from the graph editor is time consuming. It would be faster if could juest edit the motion path, and the graph editor adjust accordingly.
I wonder is there an add on for that?
I use Blender 2.79


texts: 2.7 -- Rigging model and not seeing "Deform" section in Armature >> Object Data >> Skeleton

texts:
You can find my blend file here: https://drive.google.com/file/d/0B_dm_cPSM1oFbi1xYzNZMEs2UHc/view?usp=sharing

I've been following this tutorial to make a simple character model: wiki.blender.org/index.php/Doc:2.6/Tutorials/Your_First_Animation/2.Animation

I'm getting stuck at the skinning step. I've created the skeleton how I want it, and set the mesh as a child of the armature as the tutorial indicates. The issue I run into is that there is no "Deform" section in the Skeleton settings:

I've tried multiple times to add a new armature object and regardless of what I do the "Deform" section doesn't appear. Any help with this is greatly appreciated!

EDIT 1

Updated image with Armature Modifier >> Vertex Groups disabled.


texts: How to spin a curve to create a surface using python script?

texts:
I am new to Blender. I need to spin a curve around the z-axis to create an arbitrary surface as shown below:

I have successfully implemented spinning using bmesh. It seems I have to create an object possessing mesh as defined in bmesh. Is there any other way to do this spinning process using python script? My current code to generate curve is similar to [Ref].
Thank you.

EDIT1:
If anyone can do this without using screw? Or how to use screw modifier to spin around an arbitrary axis in python script?


texts: Accessing objects and properties in Blender: what's the best practice?

texts:
I'm writing a python script that is about to reduce the vertex count of some meshes in accordance with some custom rules (for technical uses, for example, parallel edges must remain parallel and so on).

For this, I need to store data considering Meshes, Vertices and Edges (for example, connecting edges' length for a vertex). It's important that I need to access the containing Mesh from a Vertex or Edge.

My first approach was to inherit a VertexData object from the Vertex where I can add all data needed, like this:

class CustomVertex(bpy.types.MeshVertex):
    def __init__(self, inMesh, inVertex):
        self.data = blabla

But later I realized that this doesn't work too well, for example, I couldn't give more than one parameter to __init__() . (When inherited from a Mesh, __init__() could absorb more parameters).

When discussed here, I was advised to use Properties:

class CustomVertex(bpy.types.PropertyGroup):
    pass
bpy.utils.register_class(CustomVertex)
bpy.types.Mesh.my_vertdata = bpy.props.CollectionProperty(type=CustomVertex)
objdata = bpy.context.object.data
new_item = objdata.my_vertdata.add()

etc.

But when using this, I realized that

I cannot add data to Vertices and Edges this way (only to Meshes, but Meshes allowed inheriting from them, so the first approach was better for this).
I have much more constraints (for example, I cannot sort CollectionProperty like I can sort a list).
My code became much more complicated, I myself cannot read it easily.
I suspect that *Property stuff is useful only when it must be set via UI (most of my internal data doesn't have to be like this).

So, finally my question is: are these my only options for storing/manipulatin geometry/object-related data in Blender? Which is the best approach for this?


texts:
Trying to use ANT landscape. It work fine but after i change settings it turns black as it has some strange material settings.
I can use landscape after i change the material, but it really hard to change landscape. Cant see anything when it is black like this.


texts: 'Toggle System Console' is not in the window tab

texts:
v2.82a mac osx high sierra.

Anyway to turn this on elsewhere?
I've tried the search menu and check earlier versions.

Thanks


texts: How do you scale both sides in axis Z while the other side is less affected?

texts:
As you can see in the link below, I have a horizontal row of rectangles standing up and need the ones on the left side to shrink in height ONLY like a volume level. I am kinda stuck here...

http://advancessss.deviantart.com/art/Help-627857402?ga_submit_new=10%253A1471051916


texts: I try to export my model with any preferences, but it's freeze, then blender not responding. I had that one message in console window


texts: Object doesn't follow the navigation mesh path using steering actuator

texts:
So, I manually created a navigation mesh (i.e. added and edited a plane mesh > changed the physics type in bge to navigation mesh). I then added a steering actuator (path following) to my human model, set-up the target object and used the navigation mesh I just created. But when I press P, the human model doesn't follow the path of the navigation mesh. What it does is walk through a path that doesn't have a navigation mesh.

What I want is to make the actor object (human model) to use the navigation mesh as the path like so,

This is my logic set-up

Also, the human model can't detect any obstacles along the way, but the is another problem.

Any help is appreciated. Thanks in advance.

Building the navigation mesh using the properties in the Scene also doesn't work


texts: Blender cryptomatte not working with crypro pass from arnold render

texts:
tried to composite some stuff ive rendered from arnold with maya. cryptolayer node just throws black if i feed the crpyto pass from arnold render. If i feed the ID pass it works, however ID pass diesnt render with DOF so its unusable.
whats wrong?


texts: I would like to generate a particle star field that I could keep as static background

texts:
I've tried the particle system to generate a star field and it works fine for single frame renders.  Now I'm working on a 10 second film logo splash and I cannot get the star field to remain static while the camera moves.  I've searched and read many posts including a prior posts here about baking but I cannot figure out how to grab a single frame instance of the falling particle objects and make it static for a full 10 vid.

I have gotten a static field but the mesh is in the way and I cannot see through the object, just the outside and the emitted objects on the outside of the mesh. When I move the mesh with key frames the star field moves also.   Any ideas.


texts: My blend file is always crashing to desktop when I try to bind with meshdeform. It has worked before with other meshes with curves but not this one. Can someone help? I'm losing my mind.


texts: Some Values Keyframable But Not Present in Dopesheet

texts:
I'm making another lightsaber movie and this time I'm keyframing the intensity of a lens flare (because the Lens Wizard addon has a couple bugs and I cannot get consistent results with the "Visbility to camera" option)

So anyway, every time there's a clash, I keyframe the intensity value from 0 to about 5.8:

This works just fine. However, I would love to have control over these keyframes in the Dopesheet or Curves editor. I find it really strange that there are no keyframes that show up on either. What's even weirder is if I keyframe a different value, like the color, it shows up:

Any ideas on why this might be or how to fix it? Thanks!


texts:
I want to extrude a shape from an SVG file, then create its negative (boolean with a scaled cube).

I can do the obvious steps if I scale and move the shape. The real problem is that the SVG file works with big numbers (in the millions). I can not zoom out enough to see the object(s) in their original size but it would be important not to change the coordinate-space.


texts: Bump mapping vs Displacement (plus displacement nodes in Cycles)?

texts:
Learning Blender+Cycles (2.79b), I'm trying to experiment with vertex displacement and bump mapping.

My understanding: bump mapping is to adjust face normals and create shadows/highlights suggesting (inexistent) height variations, while displacement truly changes the vertex height.

In Cycles:

I created bump mapping using a bump map for the normal value of a Diffuse BSDF node.
I tried to create actual displacement using the displacement input of the Material Output node.

On the left, the bump mapping result, on the right the displacement result:

It appears the result is the same (for the magenta texture), and looking at the edge of each sphere confirms no displacement of mesh vertices.

Material settings used

For bump mapping:

For displacement:

Question 1: How does work the Displacement input of the Material Output node? The latest documentation (2.79) talks about three modes (bump mapping, displacement, both), but doesn't explain how to use modes.

Question 2: In the documentation (2.79) two nodes are expected to be connected to the Material Output node: Displacement and Vector Displacement. Both seems to be about actual displacement. None are present in the latest version of Blender (2.79b). Have they been replaced or removed in 2.79b?

I saw in the jumble of Blender forums, that Displacement may be only accessible when the Feature Set option is set to Experimental in Render tab of the Property Editor. But activating the option does do nothing (even with Blender restarted).


texts: Is there a way to temporarily 'ignore' keyframes on a specific frame?

texts: In the Dope Sheet I have numerous keyframes. Is there a way to temporarily "ignore" the keyframes on a specific frame so they aren't considered when running the animation?


texts:
I used a cellphone and it records .3gp I converted to mp4 and When I put it in the video editor it goes wrong

It seems that it triesa to put it in the computer resolution


texts: Can anyone help me to set lights on my scene?

texts:
I am done my project with modeling and texturing.In this case this is Marantz Vintage amplifer, but problem is that because I don't have idea how I can set light on scene to look like commercial photo and realistic like one of my first render.

I have a model and black world background,two spot lights and that's it.
Can anyone have idea how I can set lights on that scene.

Here is complete scene file, feel free to give any idea.
https://www.sendspace.com/file/q3vezo


texts:
Blender render turns into TV static on Blender 2.8

This is the result when i tried to copy it into the object that I made with 2.7 before installing the new version.


texts: I have a model of the Master Chief that I downloaded.  I have created a suitable rig for the model but don't know how to parent the rig to the model and preserve the weights already painted on it... Any help would be greatly appreciated :)


texts: Is there a method to align 3D cursor's axes with selected vertecies?

texts:
Is there an option to first line up an axis of the 3D cursor to be parallel to an imaginary line passing through two selected vertices, then without losing that relationship to line up a second 3D cursor axis with another set of selected vertices.
I want to find a method to setup an arbitrary coordinate system quickly at any moment.  Take the picture below for example.  I snapped the 3D cursor to the vertex I wish to move.  Is there a way to set the cursor's rotation so that one axis is parallel to an imaginary line that passes through the vertex closest to the 3D cursor and the last selected vertex while another 3D cursor axis is set parallel to an imaginary line that passes through the other two vertecies?
[


texts: Why are there holes in my exported meshes?

texts:
Hello Blender Community!

I am currently learning with Blender 2.71 and use Unreal Engine 4.

I started to create a Knife, but I always have problems exporting it.
I tried to recalculate normals with CtrlN but it still cut off.

Here are some screenshots:


texts: Baking displacement map: Base mesh is included in the highres output

texts:
How can i get ride of all those quads so only the white mark shows up?

Step to reproduce

Create sphere as base
Duplicate base as hd and add x3 subdivision modifier then apply
Sculpt some details on hd mesh
Unwrap base and create a 32*1024*1024 texture with all faces selected
Set up the bake (normalize simply help to see through) as below


texts:
Hopefully this is a simple question..
Ive just set up a small render farm with the "network render" plugin but I cant seem to change the render quality ... all the render options (samples, dimensions etc) are no longer visible .. Im a bit of a newbie to Blender so Im hoping I missing something simple..  thanks heaps in advance !!


texts:
Obligatory disclaimer: This is my first post on blender.stackexchange so forgive me if my post isn't on par with what's usually asked here.

Explanation:

I'm running v.2.80 of Blender currently and I have a video that's already been tracked, and my scene has been set up so that this tile sits on the wall of the building.

However the shadow of the tile doesn't match up with the rest of the scene (which is just the default shadow catcher). I currently have a compositor node set up in another file that I want to use in order to get the following result:

So,

How can I set up the shadow catcher so that only the part of the video that it's casting over will be affected by the compositor node?

Edit 1:
The scene has been set up with a Sun, and the world's color has been set to blue those are the only two sources of light. I've tried using a area light instead of global lighting and the results are the same.


texts:
Im currently new to blender so do forgive me if i dont get explain the correct terms.

Im following a simple tutorial online and im ive created a few objects (List in the top right corner) ive organised them into collections.

Now for some reason, all the objects i have created are disappeared. They only appear in render mode. Can someone please help me what ive done wrong?

Thanks


texts: After importing an obj file, I cant enable smooth shading, or at least it doesn't do anything

texts:
Blender version: 2.8

Windows 32-bit

Click Here to get the project file, you need in order to help me.

Thanks in advance!


texts: eevee ambient occlusion animation flickering

texts:
when i render my animation the shadows produces by the ambient occlusion are not consistent throughout the frames causing a flicker effect. How can i fix this ?
The animation is a zoom out shot where the camera gets farther away from the text. the ambient occlusion between the text and the floor is the one that flickers. I have tried messing with shadow settings and with the ambient occlusion settings and nothing helped.


texts: How to make a character body deform on wall (or any surface)

texts:
I started blender 1 month ago and i have not found a single tutorial about making the body of a rigged character deform when pushing against a surface,i have not found tutorials about rigged character physics interacting with objects at all,alll i found are the same videos for "how to break walls with a cube" and stuff like that,can you help me?

i would normally do the effect on photoshop for a single picture but it's for animation


texts: transformation mode won't change from rotate to translate

texts: when I click on translate, it won't come out of rotate  mode. I can  select any object in the scene, but am stuck in rotate mode.


texts: Laser beam pathway with refective mirrors

texts:
I want to create a beam of laser light.  The laser beam will bounces off many mirrored surfaces that can change their angle and positions.

This would be a simulator to help me calculate the geometry for the size of mirrors and the area needed.

Has anyone seen a tutorial or can please help explain how this is done?


texts: Motion tracking footage from 24 DSLR cameras fails, but why?

texts:
I am driving a bullet time rig with 24 cameras and now I want to put 3D objects into the scenery.
The 24 frames were shot in a studio with a clean white cove where markers were put all over the walls, to make tracking easy. Now I manually added the tracking points to the footage but blender fails to solve the camera. I suppose with such markers it should be possible. However a lot of the markers cannot be solved.
Now since the footage is made with a bullet time rig, a lot of the markers aren't visible in all frames.
I'd really appreciate, if someone could give me a hint how to resolve the camera and which settings would be best when taking the shot.
Here is the project with my markers and with the 24 JPGs.
Thank you so much!


texts: How to make a 2D balance weighting scale?

texts:
So, I want to make a 2D weighting scale in blender like this guy does in After Effects in this video

Any ideas?


texts: The bottom of my cup is transparent with black speck

texts: I am following Blender Guru tutorial on the coffee cup. Everything seems to flow smoothly until I finished and realised that coffee does not meet the bottom of the cup. When I check the liquid (coffee) and the cup individually, it seems normal. Only when I added the liquid to the cup that the black speck and gap appear


texts: Making Wave Texture Material Like Cardboard Flute

texts:
I'm still a newbie and I need a texture, not a mesh or wavy object,
Maybe using wave texture, I hope the result is like picture below,

I'm using 2.9

Below, is my blender screen capture, it's still straight, I dont have idea to make those texture applied to my mesh


texts:
I installed Blender 2.80 Beta on my PC and the UI looks different from what it should (as I find online, and having tested it on a friend's computer). The boxes have a weird gradient-like active status which I don't like:

How can I get the default theme with flat input boxes?

(+screenshot of my entire screen)


texts:
I wanted to view all the stuff inside bpy.types so I used the autocomplete inside the python console. However the results are cut off. How can I get the full list? I'm trying to find a method so I can call a function as soon as anything is imported.

Where the autocomplete list starts


texts: Mirror modifier can not be used in edit mode

texts:
I am using a technique I found on YouTube titled "Blender 2.59 Boat Hull Modeling Tutorial with converted B-Spline Guides".  Here is the link I used:  https://www.youtube.com/watch?v=ij6RicPUoaA&feature=iv&src_vid=aWoB5x6VPkc&annotation_id=annotation_370854

I have followed along with it and made those B-Splines as best I could using the orthographic views I made of the model using Inventor.  So far everything worked except for applying a mirror modifier to the plane as described at time 23:53/42:28 in the tutorial.

I understand that the narrator is using release 2.59 and we are using 2.72, so the problem may be a version issue but I'd appreciate some advice as to how to continue.

You can see in this image that the narrator is applying a mirror modifier while the plane he has created is in the edit mode.

When I try to do that I get the message "Modifiers cannot be applied in edit mode".  My question is, "How can I continue modeling the hull as shown in the tutorial if I can't use the mirror modifier?"


texts: How do I get this bright colored yet plastic like reflective material

texts:
I have this object I want to make but
 when I try to mimic this texture with a shader in cycles , it just looks darker, no shine or reflectiveness, and does not have the same kind of almost plastic look to it. I am kinda new to blender 2.8 (used it for years a while back) so I am not sure if there is some kind of new techniques I am missing out on or anything.


texts:
I'm using the Current Frame output from the Frame Info node to create random parameters on each frame. Everything works as expected but if I change the frame to create new values I have to manually update the nodetree.
Is there a way of auto-updating the tree on frame changes (like for example in Animation nodes)?
Animate layout and Process layout are both checked in the Treepanel.


texts: Preserve vertex groups and weight paint through remesh

texts:
I have an old, old model of a fantasy creature with pretty bad topology, but I used to spend quite some time getting all the vertex groups and weights right for rigging and animating.
Now, I figured that with all the new fancy remesh methods available, I could just automagically fix the bad topology without having to paint each and every vertex group for each and every bone again.
Sadly, so far it seems that all methods of remeshing (modifier-based and the voxel/quad remesher in the Object Data menu) delete the vertex weight information. (Which, from a technical point of view, I understand, but from a user's point of view I dislike)
Now, is there a way to (approximately, if necessary) transfer my old vertex weights onto my newly remeshed mesh?


texts: Gizmo replaced with Arrows when using shortcuts (size, rotation, position)

texts:
So this one is hard to describe so I'll use screenshots
This appears when I use Size tool shortcut S

This is when I click on size tool
This happens with all of the main shortcut tools
I tried factory reset on preferences. New scenes. I even tried to repair the app from the original install.
Does anybody have a clue what this is about?


texts:
is there a tool in blender that works similiar to how the looping tool in 3ds max works in which it will calculate my loop to auto clean my geometry. or make a curve i've been using loop tool addon however it it doesn't clean existing geometry just curves. It would be helpful if the tool also does like in max moves the edges to the center between the two existing edges. the tool that i'm looking for is set flow. if there are other tools like this in blender or a good addon to add similiar functions that would be helpful i dont want to spend hrs cleaning geometry if it can be sped up.

enter image description here

so if the geometry is screwy like this
i need to clikc the loop flow a few times to get this
thats what i am looking for


texts: How to make a rigid bodies with constraints animation from .stl

texts:
I'm new to Blender. I have a basic grasp of the program from playing for a while and learning from videos. What I want to do is to take two irregular surfaces, let's call them stlA and stlB and do the following:
*Make some rope connections between the surfaces (supposing that objects are positioned in a way the rope doesn't go through them). If Xi is the number i vertice of stlX I select to connect. The connections would be A1-B1, A2-B2, and so on. Won't be more than 10.
*Make a connection between one of the surfaces and a "piston" (linear periodic motion) linking them with a rope. Suppose the point of contact of the rope with stlA is Am and that it meets the starting point of the rope and that the point where the "piston" is located Pm meets the ending point of the rope. So that there is a rigid rope link between the "piston" translation and the point Am of stlA
*Have into account gravity forces of stlA and stlB

My starting point are the .stl files. I have imported them and been able to play with them a litte, making them fall and grabing them but I need guidance on what books should I read and tutorials and videos I should follow as I know Blender is used for a wide range of purposes and I have gotten confused by such a large offer of video-tutorials to select from youtube

Edit: Image added


texts: What do the different options for subtype enumerator in StringProperty do?

texts:
bpy.props.StringProperty has [‘FILE_PATH’, ‘DIR_PATH’, ‘FILE_NAME’, ‘BYTE_STRING’, ‘PASSWORD’, ‘NONE’] as options, but nowhere are those documented.

It seams simple enough to guess what FILE_PATH, DIR_PATH, and FILE_NAME do, but what do they all do?
Are these actually documented somewhere?


texts: Parenting Objects to Animation Node Object Instances

texts: I am trying to animate this city scene so the tiles filp over and reveal a house or a building on the other side. I was able to get the tiles in the correct location and flip over and I was able to have the house objects and trees follow it by parenting it to the tile. It worked great, however after I loaded the file again all of the parenting was removed. Is there a way to keep the parent information after re-loading the file? I am using Blender 2.8 and Animation Nodes 2.14. Thanks.


texts: How do I create displacement on a hemishere which can be 3D printed

texts:
https://drive.google.com/file/d/0B4v-GkVPDQUQNlJYZTltcmFrMUU/view?usp=sharing

I am trying to create a printable height map from a hemisphere shape.

The way I know how to do it on a flat plane is to use the displacement modifier and use an image. When I use an image that have the dimensions of the Radius (for Height) and Circumference (for Width) it creates the result shown in the above link.

I would like to know how to do it so that the image can wrap around the hemisphere and show the relief of the image. I would also like to do it in a way that would have minimal distortion of the image when I'm done. The image of the flower will not be the image I use for the final product, I just used this as a test. The final image will be a full image.

Later I would cut the object into pieces for easier 3D printing but right now I just want to get the object created.


texts: Cutting the face it create extra geometry

texts: I have a simple object and i want to cut that object with the cylinder and im getting extra geometry. a file attached to know more my problem


texts:
I have created a simple mesh in blender 2.72 and created a UV map for the mesh for exporting to another engine.

This all works and I can apply a texture to it in the third party engine but the scaling of the texture is not correct (it appears as image below does in blender without scaling UV map) ... this is because textures in the external application I would like to use are 1024x1024 and the UV map in blender by default is 1024x1024.

After much investigation I have found that you can scale UV map very easily and I can achieve the scaled texture that Im looking for such as this

My question relates to the imprecise nature of this scaling.

If I want to create many meshes to export with the same UV scaling so that the textures in the external application are all applied consistently (which I do) there does not seem to be a way to scale the UV map manually (i.e. provide manual scale parameters) you can only scale with the mouse in a haphazard way without knowing what the scale is other than eyeballing it in the 3d view?

So, is this
a) the correct way of scaling my model so that textures are rendered the way I want and
b) if so can I specify the scaling manually for the UV map (i.e scale UV by 10.0)?

Thanks in advance for any help

I have been pulling my hair out on this one for some time


texts: Object location before and after parenting

texts:
I've noticed this rather annoying behaviour with parenting and de-parenting of objects. For example:

Object A is located at coordinates 0, 0, 0.
Object B is located at coordinates 0, 0, 1.

If object A becomes the parent to object B, nothing happens as far as location is concerned. However, if A is moved to, say, 5, 0, 0, then B will obviously move with A. Now, if I decide that A should no longer be a parent to B and separate the two, B will return to the original location before parenting, which would be 0, 0, 1 in my example.

I assume there is a reason for this function. However, it becomes extremely annoying if I have linked and made proxies to parented objects, because as far as I'm aware, I need to make each individually linked object a proxy, and therefore the parenting data is broken and must be made again. At that point however, the new coordinates of unparented objects are made, and therefore the objects cannot return to their intended locations, which wastes time in relocating everything once more. I assume this issue also happens for other transformations such as rotations and scales.

Is there a way to work around this, without requiring the foresight to perform parenting only once all relative locations have been finalised?


texts: I want my render to look more like my lookdev

texts:
The left picture is the Cycles render preview , and the right one is the material preview. I would rally prefer to get a render like the material preview but if i go in eevee which does get me some success but the reflective photorealism goes away which is also a primary requirement , how do i solve this , how can i make my render more like my lookdev and remain reflectively photorealistic at the same time

EDIT
I added the exact same HDRI that i added in the lookdev and also increased the samples from 32 to 256(max my potato can handle) and had some success in illuminating the the camera mount and the internals of the camera but still trying to achieve some brightness in the lenses


texts: Morphing an object around another object

texts: I'm trying to add an Aquila to the chest plate of a space marine I'm modelling. Is there a quick way to morph an object around another object as per the picture I attached?


texts: Which animation features don't support sub-frames?

texts:
Blender can render sub-frames, see: (see: How do I animate time?)

However not all capabilities support this (Fluid-Simulation for example, writes out a discreet mesh per frame, with no subframe interpolation support).

Question: Which animation features in Blender currently don't support sub-frames?

With regard to time-remapping, which is particularly useful for gradual transitions from normal-speed into slow-mo/fast-mo speed).

Note: the Sequencer can do time remapping with the speed strip, but this applies to other kinds of subframe operations too - motion blur for eg.


texts:
Rendered an image, rendered an animation (without Suzanne), now when I add Suzanne to my scene, she is not visible in any render.  I must be doing something wrong by can't figure out what.
See image, as you can see Suzanne shows up in my layout and in layout render mode but NOT in the render.  I can't figure out why.


texts: Is there a way to separate an object and keep the same "look"

texts: I want to make a separate object from one of the panels, it is an imported OBJ (I'm guessing this is the problem) but when i do this using P > selection the smoothness/roundness has been removed. I would like to know if there's a way to make the panel a separate object but keep it the way it is.


texts: I followed along with a tutorial which shows you step by step how to create a normal map. Parts of the normal maps shows on the default cube mesh when I render, but it shows the outlines of the default cube. Help will be much appreciated! Thanks


texts: Ultimately, I want to make mirrored ribbons, wider at the bottom/furthest from the bow-knot. I created one mirrored bezier curve and rotated its duplicate (with the 3D cursor) at one end of the curve; I then made another curve (random shape for demonstration purposes) spanning the maximum width between what will be the sides of each ribbon. Is there a way to bridge the side-of-ribbon edge loops with the third curve, rather than the shortest path between points? Or is there a way to vary the extrusion width of ribbons generated using this method prior to converting to mesh (after which I know I could use proportional scaling)? Thanks!


texts: Compositing Render layers node two scenes two resolutions

texts:
The context :
I have two scenes let's call them S1 and S2.
S1 has a camera of a resolution of 1080*1080 (square).
S2 has a camera of a resolution of 1080*1920 (vertical).
I have created a composition in S1 that looks like this :

I get a rendered image that is a square whereas the render layer should be vertical. I wanted to have a vertical image inside a square canvas. I know i could have used a image node or movie node directly into S1 composition. I just want to be able to compose multiple render layers with different resolution into a square canvas. How could it be achieved?

Thanks for your help.


texts: How change font size in the Info editor panel?

texts:
How to change the font size in the Info editor panel, Blender 2.91?
It looks oversized compared to UI font sizes in all other panels and I cannot find any shortcut or menu to adjust the font size in that panel.


texts:
I have just UV unwrapped my model and I will be editing its texture in Photoshop but it's hard to tell where each things are and I have to do a lot of trial and error. I know you can generate a grid texture as well (Color Grid and UV Grid) which is more helpful but still not what I have in mind.

What I want is to generate a texture where each face is colored differently to help me figure out exactly what is what in my image editor. Does blender have a feature to do it automatically?

Thanks


texts: How to blur a texture node in cycles material?

texts:
For a Cycles material I need to blur a texture. If the texture where a Texture Image node, I can blur the image before adding it but in my case I need to blur a Voronoi Texture and so I can't do it.

I have searched but I didn't find a blur node. Can this be achieved?


texts: turn splines from 3d into 2d using animation nodes

texts:
I have a list of splines created using a loop, how can a I turn each one into a 2d spline using animation nodes?

It is important to note I just have the spline there is no no spline object output.


texts: How do you texture a remeshed particle system?

texts:
I try to make some interactive soil! And I already set something up that kind of works, but I have some problems in texturing it!
What I did by now is... I made a particle simulation via the molecular script, applied a particle instance modifier to another object and put a remesh modifier on top of it, plus two displacement modifiers and one subsurface modifier! So, but now I have the problem that I cannot texture it properly with image textures!
Does anyone have a solution for this?


texts: Scale & Rotate function not working in object mode

texts:
I've been making a donut and coffee cup via Blender GURU 2.8. However now back in object mode my scale and rotate is suddenly not working. I can move items but scale and rotate seemed to have locked?
Can't seem to fix it.


texts: How to select the entire set of images to put into the video editor

texts:
I've seen videos on how all one has to do is press Ctrl + A to select an entire bunch of images to create/edit a movie in the VSE from images. However, that was in an older version then 2.77.

There has to be a better way to grab all of the images when adding strips/images in the video editing. I rendered 30 secs of video, taking 5 hours, and ending up with 900 images. When I went to add them all to the Add Image Strip section in the File Browser, Ctrl + A did not work. Selecting the first image then holding the shift button and clicking on the last image did not work, either.

Keying B for Box Select did not work properly because it does not drag through all of the images (it only selects the ones that you can see within the defined box).

Basically, what is the proper way to import all of the images at once into the video editor?

I can provide screenshots if you guys need them.


texts:
As on the image, I want to close his back and front but I don't want to look like a cube or plane.
I want how to it's details like belly,nose,mouth,eye and so on.
However I try, I can't add the vertices/lines so I can create details.
I just want to make a low poly orc, if you can help me out I would appreciate it a lot.
Thanks in advance and hope you respond. :)

(Sorry if I posted wrongly or something else since this is my first question)


texts: I'm trying to make a simple Asteroid game with the BGE, using Python when necessary. I want to make 'visible' the ship trails when I press 'W' to increase the speed and make them 'invisible' if 'W' is not pressed. Where is the error? I'm very new with Python scripts.


texts: How do I Start in the GameEngine or Blender?

texts: When I am making a game do I start in the GameEngine or in the default Blender? The Book I am following seems to have left this detail out.


texts: EXCEPTION_ACCESS_VIOLATION Blender 2.8 Python

texts:
I'm running a script that appends a rig and parents it to a certain mesh but every time I run it I get an error: EXCEPTION_ACCESS_VIOLATION. I believe it has to do with too many bpy.ops.object.posemode_toggle()s because when I delete some of them from the code, everything works fine except for the places where I deleted them. I have been directed here: https://docs.blender.org/api/2.78b/info_gotcha.html#help-my-script-crashes-blender but it didn't seem to help. Does anyone know how to fix this?

Additionally, if I deleted the append lines, the code works fine.

Here is my code (it's very very messy): https://pastebin.com/SEd67Q9G


texts: How to properly create hollow text letter suitable for 3D print?

texts:
I am doing this project, where the objective is to print some hollow letters. I get to the following result with the spets that I took, where the objective is to make the letter 5 mm thick, with walls and bottom being 1 mm thick.

Steps I took:

I wrote a specific letter, resized it to proper size.
Then I apply extrude (5 mm) and set fill to BACK in the type settings.
I added Modifier (Solidify), with thickness 1 mm to the edges. Checked boxed: flip normals, even thickness and fill rim. The result so far was this.

Then i converted text to curves and then to mesh. I mirror the letter for printing.
I get a lot of intections (intersect face) and overhang face errors as seen below.

What can I do to fix this and is there another way to get the same result that I don't know of?


texts: Dynamic Topology found: constructive modifier, disabled

texts:
Blender 2.83.5
I've come across a video which was creating a low poly island on youtube. I was doing everything correctly but when I get into sculpture mode and do some stuff with dynotopo, and go back to object mode, It doesn't show me the thing I just did with my object.
To be specific, here are some photos of the problem:
In 1st picture in sculpture mode you can see the faces and details.

In the 2nd one you can see there are no details at all


texts: Python Scripting, add hotkey with map type Mouse?

texts:
I want to add a hotkey by script. The regular Addon tutorial mentions how to add a normal hotkey. But i need a Map Type Mouse, left mouse button, with holding down a modifier key. And i run into trouble here.

My current code is

kmi = km.keymap_items.new("view3d.paint_select", map_type = 'MOUSE', type = 'LEFTMOUSE', value = 'PRESS', key_modifier = 'I')

And i get this error:

TypeError: KeyMapItems.new(): was called with invalid keyword argument(s) (map_type), expected (idname, type, value, any, shift, ctrl, alt, oskey, key_modifier, head)

map_type is missing in the expected list of keywords. But where else should i put it then? Is map_type not part of KeyMapItem?


texts:
I've been making my first model in blender and I was watching this tutorial on pixel textures: https://www.youtube.com/watch?v=yh6785-ff8k&t=4s
and I was wondering how he added the "floor" below his model in about 19:10 into the video.


texts: How to prevent users from firing weapons really fast?

texts:
I made a weapon that shoots projectiles in blender. Whenever the user holds down the fire button, the weapon shoots projectiles at the rate I want it to shoot. However, when the user hits the fire button rapidly, they can shoot as many projectiles as they want depending on how fast they press it.

How can I make the gun shoot at the same rate, regardless of wether the user spams the fire button or not.


texts: Cutting a speed-adjusted clip distorts audio/video alignment in Video Editor

texts:
Blender Version 2.82a
I am combining clips that I recorded with my phone using both front and back cameras. This means that I must adjust the video speed on some to align with the audio because the front camera records at 60fps and the back camera records at 30fps. One clip,slowed down from 60fps to 30fps I am trying to cut a few seconds off of.
I adjust the speed of the individual clips using the Add>Effect Strip>Speed Control.
When I perform a hard cut (shift+k) on the audio and video, the video in the clip slows down relative to the audio. When I perform a soft cut (k) on the audio and video, the video speeds up relative to the audio.
How do I cut the clip so that the audio and video stay aligned?


texts: Is it possible to visualize the ray paths in the 3D viewport?

texts:
Is there a possibility to visualize the cycles ray paths (in the 3D viewport)?

It would enable to get an impression of the field of view of multiple cameras when having reflecting and non-reflecting objects in the scene (geometrical optics simulation).


texts: Create a volumetric cone shape in eevee?

texts:
Anyone know how to create a volumetric cone in EEVEE? I know that volume scatter is able to follow a shape in CYCLE but not in EEVEE... I found how to create a sphere thanks to the nodes, but unable to make a cone.
Thanks for your feedback
Sorry... My English is so bad


texts:
i'm trying to recreate the same lightning condition from that shot (see screenshot), but i'm having troubles to give a little reflection to the light object (ceiling).

Any tips on how to achieve this result?

Thank you!


texts:
Hello Blender community :)

So this is a shark model, and one of the side fins and upper fin gets separated from the main mesh of the shark. Same thing goes for the teeth of the shark. This model was made in 3DS and then exported to Blender. When I look at the contents menu on the right, I see that the mesh model is one object, so why does it get separated? I've uploaded the blender file here:

Thank you all again for all your help! :)


texts: Morph targets: A sphere shape turning into a cylindrical unwrapped sphere shape

texts:
I'd like to do an animation where a globe will unwrap it's texture.

Go from this

to this

, but in 3D space, so it will look exactly as its unwrapped form.

The only methods I have on mind are extremely tedious, anyone there more clever than I care to give a hint on how to achieve the effect?


texts: Pose mode in 2.78 considerably slower than 2.77

texts:
I recently updated to 2.78 due to getting a new graphics card that was not supported by 2.77, but I've run into an issue with pose mode. Previously on 2.77, I could run it at full speed in material view, but since 2.78, it dips into the low 20s or high teens FPS when moving objects. It goes as far as locking up the programme if I try to type in scale factors.

I know that switching to texture/solid mode is a workaround for this, but I would much rather know if there is a way to actually fix this issue.


texts: Why does Blender 2.68 appear to still be 2.67b?

texts:
When I download 2.68, unzipped it and then opened Blender, I got the 2.67b splash screen. I am on x64 Windows 7.

I am a bit confused. Which version of Blender have I actually got, and how can I tell the difference?


texts: Using Blender to animate physical (real world, non-Blender) lights

texts: I am thinking about using Blender as a way to animate a 3 dimensional array of lights in physical space. I thought I could set up a 3D mesh of spheres and animate the color and intensity of those spheres, values of which I would then send to the real world via OSC or some other protocol using Python. Is this a feasible way to do this? I could just use a lighting program but I would like the flexibility of having an object made up of the pixels (spheres) animated. I wanted to ask here before I go down this rabbit hole as I'm not a Blender user but see it as a great potential interface for this project. Any opinions on this or anyone know of similar projects/attempts at this. Thanks for any insights.


texts:
I'm wanting to change the shader type of the viewport, up the top left of blender 2.8 it has the icons: Wireframe/Solid/LookDev/Rendered

I want to set this in python, when I mouse over it shows: bpy.data.screens["Modeling"].shader.type

So I tried

bpy.data.screens["Modeling"].shader.type = 'MATERIAL'

but this didn't work, I also tried:

shading = context.space_data.shading
    shading.type = 'MATERIAL'

but neither worked, bot said that type 'SpaceProperties has no attribute Shading'


texts: **I have this problem where it bend in the wrong face/place and I don't know how can I fix this .sigh. **


texts: Is it possible to have automatic LOD (level of detail) on large scenes?

texts:
Objective: build a virtual suburb in blender for use in creating exterior shots (not realtime: shots will be rendered in Cycles).

The angles of these shots will not be known in advance, so it's impossible to guess in advance which elements need to be high detail and which can be low detail.

Large scene becomes unwieldy and incredibly memory-intensive with hundreds or even thousands of high-detail objects, especially when many are not in shot. Scene will be utilized by an artist on home computer, so excessive memory use is not viable. Convenience is the primary objective to maximize efficiency in setting up and rendering shots. Renderer to be used is Cycles.

The higher detail of the nearby models would not necessarily be provided by subdivision. A perfect example of the sorts of things I'd be working with are buildings; up close, they would have fully modeled doors, windows, and other small details like flags, while far away, those fine details could be baked into textures, made more rudimentary, or simply omitted altogether.

Is it possible to automatically swap out lower detail meshes/materials at long distance for these renders?

I am also interested in alternate solutions. Since there are only 20 layers available, the only alternate solution I can come up with would be to divide the suburb into sections and have a high-detail and low-detail version of each section put onto adjacent layers, which the artist will toggle based on the position of the camera and what is visible in the shot, but this would be less than optimal. Any other ideas are welcome.


texts:
Given a function like f(x,y,z)=constant like an isosurface,
I was wondering if there is any way to:

1) create a mesh and save the coordinates of the points into a separate file?

2) calculate the normal vector at each of these (mesh created) points and save them in a separate file?

Thanks in advance for your reply and comments.
Cheers


texts: Hi everyone. I'm trying to make a groove inside a sphere shape. I would like to enter the tiny circular faces inside the sphere. I tried to extrude but the axe doesnt correspond. I mean the axes I tried are not orthogonal to the faces. Thanks


texts: no material on my unwraped n texture painted mesh

texts: I have prepared a texture painting for my apple and stem, but in layout mode, while I try to call the texture png in material properties, it doesn't give the material to the stem. I don't know why.


texts: Why does cloth sewing not work correctly on this imported SVG?

texts:
I drew a body pattern for clothing simulation using Inkscape.
Then I imported the pattern to Blender with .svg extension file.
I filled the curve (when I import the pattern, it was curve type not mesh) in 2D for both and then I converted it to the mesh.
When I switch the mode to edit mode, there are a lot of points that I did not create, and a lot of lines (I think these lines are grid line but I do not understand why and how it created).
The pattern I filled in 2d for both and converted to the mesh:

The pattern in edit mode. As you can see, there are a lot of points and lines while I created only red points that I marked:

Since there are only horizontal lines, when I sew the pattern with the function in Blender, the cloth only folds in up&down direction like the images below

But I want to wrap this cloth on the body model like pictures below. I took them from Youtube video:

I think the difference is that, this pattern has vertical lines as well, so when the cloth is sewing, it wrap in left-right direction as well.

Therefore, I want to have that vertical lines on my patterns.
How can I add those lines with python script?
Or, do I have to add them manually?


texts: File Output vs Properties/Output properties

texts:
If want to use just the  File Output node (in a batch render process)  the default output (in properties/output properties/output) becomes redundant  so is there a way to turn if off?
Ideally just removing the properties/output properties file path  should do it but Blender just errors and fails to produce any renders at all.
Any help appreciated.


texts: How to initialize a variable which won't be refreshed

texts:
I am coding a node for animation nodes. I need to initialize a set of variables so I can use them, but I need to do it in such a way that they won't be refreshed (reset to the default value) every time I send an output to the node.

I probably want to define the variables before my create(self) method, so it won't refresh every time I send/receive I/O from the execute(self,a,b,...) method.

I have this:

    def create(self)
       new.Input(...)
       new.Input(...)
       new.Output(...)
       etc...

def execute(self,a,b,etc..)
   loops involving variables.

Where do I define my variables, and what is the syntax for calling them to check or change values without resetting them to their default start settings?


texts: Editing a material without assigning it to the active object

texts:
I'm trying to work on the materials for my scene without touching the rest of the scene for now. When I try to switch between scenes by clicking the outlined thing, it automatically applies the selected material to the active object.
Is this the wrong button? Should I be clicking something else in order to edit the material properties without applying it to my objects?

Thanks for the help in advance.


texts:
How do I keep IK controll bone from "jumping off". Like keep it so it cant go further than the bone moves. Hard to describe, just look at the picture.

I know its not a big deal if its a character since then


texts:
Is it possible to get the xyz euler rotation of the bones in an armature that is controlled by the iTaSC IK solver with python?

With the rotation I mean the difference e.g. between the start and end of the IK movement i.e. boneA - y rotation 80 °.


texts: How can I "convert" a blender model into a 2d drawing?

texts:
As one can see, behind the "Koro" text, there is the outline of the lama.

How is this effect created? Are there any options in the compositor to do so?

How can I "convert" a blender model into a 2d logo?

Many thanks ;)

.blend file: https://mega.co.nz/#F!9QMGCTxL!PIc910mkaEhot_dlYFeQQg


texts:
Well sorry if this one is a duplicate but i couldn't find it. Can someone please list the uses of sharp edges ?
I know the very basic uses like :

They can be used in edge split modifier.

But I can't think of more is there anything else that I miss?


texts: Vertex paint not working after sculpting with dyntopo on

texts:
I started painted a low poly island model some weeks ago.  Today I modified the mesh with sculpt mode and when I activated Dyntopo, I got this warning:

Then I tried to vertex paint the new vertices but it is not working, the new vertices don't get painted. Here you can see my settings:

What I am doing wrong or missing to do? I will appreciate any help.


texts: HOw to attach cloth to rigged character same like ncloth of maya.?

texts:
I have problem with attaching cloths to my rigged character. I can simply attach cloth to rigged character by using automatic weight painting. but it is not working perfectly that i want.

In Maya we can create and attach n-cloth with using some constraints and weight transfers but how can i do same working dress in blender. any one can help me on this topic.

I know this will work in blender after some tricks, but i don`t know that.

Maya ncloth tutorial link is here.


texts:
I was working with my character earlier today, saved it and everything (I'm 100% sure because I've been working on it for a couple of days now) and after switching into rendered view-port mode for the first time on that file (since I was done with modelling and rigging) and switching out of it, my armature suddenly disappeared. I've checked the Hide option, checked the layers, checked the bone layers, checked even Google and other Blender Stack Exchange questions but nothing worked. I'm not sure what's going on, I've made many other characters with rigging before but this has never happened to me before. I didn't delete them, because the armatures are still visible in the outliner. Even when I enter edit mode, the armature is still invisible. Please help me!
Here's the .blend file:


texts:
I have a 5th generation MSI BOARD, H77MA-G43 with 16 Gig ram and CPU: i7 3770|3.4GHz.
I render within cycles, the render time of the i7 CPU is 5 times faster than the GeForce Gtx 1050 ti
What graphics card will be faster than the i7?


texts: Objects are in totally different location in render

texts:
3D Viewport (left) and rendered image (right)
The problem I have is with the 3-pin object (on the right in the 3D Viewport)
I originally imported the model from a .wrl file. I added a few things to it, and made the "front" panel (the one that has the text on it in the 3D Viewport) the parent of all of its faces.
For some reason, when I render the image, most of the object ends up in a totally different location, and rotated upside down.
I literally started using Blender today, so it is more than possible that I am missing something very basic.


texts: Mark freestyle edge to all objects in a collection with Python

texts:
I'm a new Blender user and just started trying python. I want to apply Mark freestyle edge to all objects in a collection with code instead of doing it manually.

If I have objects selected in object mode & used the code below it works:

import bpy

for obj in bpy.context.selected_objects:

    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='SELECT')

    bpy.ops.mesh.mark_freestyle_edge(clear=False)

I'll like to do the same but without having to select objects first. I found this but I can't combine them into one script.

import bpy

col = bpy.data.collections.get("Collection_name")
if col:
   for obj in col.objects:
       obj.select_set(state=True)

Thanks,


texts: Import Sketchup model/.obj file and bake

texts:
I have a question about texture atlases. Here's what I'm trying to do:

I imported my model from Sketchup via .obj

It has multiple materials on one mesh. All I'm trying to do is to bake it into a uv map while keeping the uv information. Whenever I bake (I tried cycles and blender render), the tiling goes to shit.

It does get better when I size up the blank image, but it would have to be insanely huge to match the textures of the original model.
Is there a way in Blender to bake the textures as they appear on the imported model? I have also tried the texture atlas plugin, but I haven't found a tutorial yet that deals with this situation. They all show you how to combine objects with one material each, and they're all either made IN Blender or have simple colors instead of tiled textures. I haven't yet been able to figure it out by myself.
I'v also tried taking screenshots and projecting each side onto it, but it was grueling work with horrid results, so I gave up on that pretty quickly.

I also tried tiling it manually, but it always has some mistakes and it takes ages. The point is: This model is a neat, finished building exactly how I wanted it. I'd like to keep it that way and just give it a texture atlas to get rid of the draw calls in my engine.

Is this even possible? If not, what alternatives do I have if 90% of my models are .skp files. I'd be very glad if someone could help (:


texts: I can just scale the object passing its pivot, but then the scale value gets negative along that axis is that I don`t totally need. Are there any other ways to obtain it?


texts: Why are the control points/inner lines on the inside of cup leaking out when I zoom out?

texts:
Zoomed out view: https://i.postimg.cc/9fzndvY0/image.png

When i zoom in: https://i.postimg.cc/3JHHFJqq/image.png

Wireframe view: https://i.postimg.cc/gj5JJ9sh/image.png

Blender file (the cup is on layer 2) : https://www95.zippyshare.com/v/2nyeVtve/file.html

Pretty sure I am doing something wrong here, I just don't know what it  is.

Could some help me identify it?


texts:
I've been trying to re-create this effect I saw on a TV series:

Essentially, the phone box originates from the center of the clock, comes to the camera, swivels to the other side, and then the clock opens up. I know how to do the phone box animation and camera, but this clock really stumps me. I need to find out how to make it look this way and to have the swivel effect work. There seem to be droste plugins for some other software but none (that I could find) for blender. Any help would be appriciated.


texts: 2.8 Toggle the display of objects as a box of their extents?

texts:
I find old answers to this. I can go to Object Properties->Display As->Bounds. But you can only do it per object. So you can't select all 100 objects lets say, to view as their extents in a box wireframe format. You would have to do them one at a time. And even if you could select all 100 or so, going back and forth would be tedious.

3D studio has a hot key to switch the viewport into this mode so that all objects suddenly show their orientation as simple see-thru boxes. Either way, when lining up the edges of irregular shapes, it helps to display them constrained to an outline resembling a box (be it oblong/rectangular/etc).

Surely there is an easier way?
Thanks for the help.


texts: How many vertices can I connect to a face?

texts:
I was wondering how many vertices I can connect to a face. I mean, when modeling, I can connect as many as I want, but is it allowed to do such stuff?

Because I know that if I raise a single point on one of the edges on the example below, the face will have a strange form.

If you look at that from different angles, you can clearly see that there are edges but that aren't selectable (I don't know how to explain that). You can see them but there's not an outline of them.

So my question is, if I don't have the intention to move the surrounding edges of that big face, can I leave it like that (image  1)? Or do I have to triangulate it or what?

Ps: Maybe for a basic scene it doesn't matter. But I do it for a game that's why I'm wondering if I'm doing anything wrong.

Thanks


texts: Do failed tracking markers still contribute to the solution?

texts:
Does Blender solve the camera only for markers which are able to track the entire scene?

For example, I have a complicated shot with a huge camera movement. The camera moves forward, leaving some markers behind causing some of them to fail by the end of the shot.
However, they give nice information about the camera in the first part of shot.

Does blender solve camera for them? Or only for markers which "survive" in the scene from the beginning to the end?


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I have started blender and can't see my menus. Any suggestions on how to fix?

As can be seen from the attached image I cant get the top and bottom menu's.

Uninstalled and re-installed and did not fix.


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So I tried making this human model from a tutorial, but when I try to texture it, the uv mapping is acting all weird. The chest area is really disproportionate from the rest of the body:

When I tell blender to unwrap everything, it makes the upper body tiles really small for some reason:

I probably just need to add some seams here an there, but I can't quite put my finger around it. How do I fix this?
Here's the blend:
http://pasteall.org/blend/index.php?id=50207


texts: MBP 16" Amd 5500M 8Gb doesn't work on Radeon Pro Render and Cycles (Blender 2.92)

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I have two pcs for work with Blender.
The first is a computer with a GPU NVidia 1050ti 4gb (2016) and it was detected from blender in Edit > Preferences > Cycles Render Device, in fact the Cycles render seems doesn't have any problem. The second is a laptop, a macbook pro 16" with a dedicated gpu, AMD Radeon 5500M 8Gb. The gpu AMD in blender 2.90 not shows in the support gpu's (in blender 2.92 not show the voice "Cycles Render Device") when you search in Edit > Precerences > Cycles Render Device, and if I set as render engine Cycles I can select "GPU compute" but when I start rendering the CPU go over the 90-95° so probably I can't render with AMD 5500M gpu.
So I install AMD radeon pro render, hoping that plugin could solve my problem, after install it and activated in Render Engine was added the voice Pro Render and I can select my CPU (Intel i9 2.3ghz) or my GPU (AMD Radeon Pro 5500M 8Gb), so I select this last but when render starts the macbook pro 16 start lagging and then crash.
How I could solve this? Is there a method or a way to render with my AMD gpu? (if the answer is not, probably have no make sense spend money to have a more powerful gpu, but it's better have the basic gpu 5300m 4gb because you probably use it only for Adobe programs, but for render any AMD macbook gpu sucks)


texts: When I try to change the thickness of the bones by pressing crtl alt S, nothing happens.  Any ideas or suggestions?


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So, i want to add some water to my scene. But i´ts the second video i am watching with options displayed that are missing in my blender. Am i missing something? It´s about the materials...

this is how it should look.

and how it looks on my blender. There are far less options. Where is Lambert for example? Can someone suggest another video/way to do it?


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my undo does not work on 2.74, but it does work perfectly on 2.73 and older.
If I change keymapping from ctrl + z to something else, it still doesn't work.

Operating system is Win 7

Thank you for you help!

Tapio


texts: How to get PURE fire in Quick Smoke preoperties

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another question here for today.

Im playing around with fire and smoke simulations, and I was experimenting with "Fire & Smoke", and i get, as expected, fire with smoke. But when i go with "Fire", it also gives me Fire with smoke. I just want Pure fire without any smoke, and i think it may have something to do with Nodes. Thanks, if anyone has any ideas.

Thanks.


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I wanted to create a new material using an image texture.

It worked fine, but then it suddenly turned purple.

Is there any switch that I might have accidentally turned on that causes this behavior?


texts: When exporting an H.264 video, why is the resulting file's extension .avi?

texts: I have a client that wants the render in .mp4 format. Using the Blender VSE, I rendered the image sequence into a movie using H.264, which I understand is MPEG-4, but Blender outputs the .avi extension instead. Why is this the case and is there any harm in renaming the extension to .mp4? When I rename the extension to .mp4 it seems to work just fine, but maybe there is some harm in doing this that I don't understand.


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So I generated a normal map for a sphere in Blender, and it looks pretty good. However, in order to be sure that the normals were right, I decided to sum up the RGB channels in MATLAB, and it turns out that the R, G, B values squared do not sum up to 1 (which is what you would expect).

Does anyone have any input?


texts: basically i've been wanting to rig a brittlestar for a while, but not sure how to rig it properly so the arms recieve that smooth curvature as seen in pic, and searching online has yielded no results, could someone give me some pointers? i don't have a blender file attached, but just imagine the leg of the brittle star as a cube with the array modifier set to something like 40 and then a simple deform modifier with taper to form a simple segmented arm. the central section isn't important since it basically doesn't move at all. also i had considered perhaps using curves, but not certain how that would work.


texts: Make quad face from where two edges will meet?

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I can't seem to figure out the right term, but basically I have a mesh like this:

and I want to make a face, but when I press F I get a triangle like this:

When I want it to make a quad like this:

Is there some easy way to do this? My process is usually making the face, subdividing the triangle edge, manually copying the coordinates of the vertex I want to line it up with, and then moving the vertex via entering the coordinates. Is there some kind of 'make vertex where these two edges will intersect' function that I'm missing? I feel like I'm doing this the incredibly long way.