texts: Im new and confused what these files mean... (new to blender)

texts: So I've been trying to extract models from the game "Rust". In the game, there is a crossbow and when I looked through the game files I've noticed these four images. I can use the albedo one for texture painting and it gets the corrects textures. But I was wondering what these other images are? Should I use them for anything? Thank you https://imgur.com/a/GGu8tcv


texts: how can i make a robe that follow leg movement without wasting too much memory on collision?

texts:
so i made a character, and i have been rigging this for a while fixing many (calling it many would be an understatement at this point ...) problem that arise with it, and i just find it hard to control while this late in the game what i want to ask is how i can make this robe rig to follow the movement of the leg, and easier way to move the rig itself :)

to something like this

Any suggestion, i.e would be really appreciated :D


texts: Generating sound linked to height value of certain object

texts:
I've been experimenting with physics simulations and i thought it would be great to also simulate sound.
I dont need anything special just take the height value of an object and put it into a frequency generator, so that the sound matches the movement of said object.


texts: Argument error with remove constraint py code

texts:
This is the constraint remove function:

class DeleteTrackTo(bpy.types.Operator):

    bl_idname = "delete.trackto"
    bl_label = "Delete TrackTo"
    bl_options = {'REGISTER'}

    def execute(self, context):

        obj = bpy.context.active_object
        constraint_to_remove = obj.constraints.get("TRACKTO")

        obj.constraints.remove(constraint_to_remove)

        return{'FINISHED'}

This is the Pie menu calling the constraint remove function:

class PieManipulateObject(Menu):
    bl_idname = "pie.manipulateobject"
    bl_label = "Object Edit"

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

        scene = context.scene

        pie = layout.menu_pie()

        col.operator("object.track_set").type='TRACKTO'
        col.operator("delete.trackto")

I get this error message when calling the remove function:

  TypeError: ObjectConstraints.remove(): error with argument 1,
  "constraint" -  Function.constraint does not support a 'None'
  assignment Constraint type


texts:
Simple quick setup following tutorial, but wind not working. Cloth hanging properly, but wind @ 20000 force has no effect.
What am I missing?
https://drive.google.com/file/d/1YK3ljOQW6vr7ZMqKjwcZX0Pv9OOp5Yji/view?usp=sharing


texts:
How to use Curve modifier with existing several edges as curve object?

Sorry guys I edited and added screenshots.
This is the upper part of target cloth.

I selected existing edges and added some by knife and created one object then convert it to curve object by pressing Alt + C.
Now the object acts like a curve.

The purpose of the line(curve) is applying curve modifier to the cloth to make wrinkles. However, when I tried to apply curve modifier to the blue cloth, there is no selectable curve object on the property of curve modifier. I selected manually then error message appeared and can't proceed.

Is there any ways to use Curve Modifier with converted curve object?
Or, if bezier Curve is necessary to Curve modifier, then how to (re)shape bezier curve object as same as the existing line(several number of edges)?

Thanks for reading!!


texts: Cant see Object with "ocean" modifier through glass

texts:
I have a small issue with transmission. I cant see objects with "ocean" modifier through and object with transmission.

In the example you will see that the transmission is working on the blue object, but not on the one with the Ocean Modifier.

I am using EEVEE in Blender 2.82.


texts:
Blender v2.82: I have three models, all 3D text converted to mesh with colours and material added.  I want to export these 3 models for use in a reactJS application using threeJS.
I am not sure of the process here.  Do I have to unwrap the UV before exporting?
I reference the model in the code here:
const { nodes } = useLoader(GLTFLoader, "models/1_BigW5-Wmesh.glb");
The files are exported as .glb - will they still work with the threeJS renderer?
There are many demos of this but all seem to use cubes and spheres, not an imported model...


texts: Transparent Background in Lower Third for Export to Different Program

texts: I'm trying to do a lower third in Blender VSE for my husband.  I use blender, but he uses Adobe Premiere.  We're having difficulty exporting and making the background (everything but the lower third) transparent so that we can see the video in the background.  I was able to figure everything else out about animating the lower third by myself via tutorials.  Could someone please give me some direction?


texts: How do I control refractive properties realistically?

texts:
I know a bit about controlling dispersion, but I am interested in learning how to use IOR (index of refraction) to mimic specific materials, like a sodium-rich glass.  What is the best way to configure this? Am I just missing something?

Answers regarding Yafaray are preferred, but answers regarding other engines (Lux, etc.) would be interesting too.


texts: How to add shape keys to dimension of an object

texts:
I am scaling one mesh plane using key frame but i am not able to see any effect in values of scaling of an object but yaa dimension of an object is changing.
So, i want to know that how to add shapekeys to affect the dimension of an object or how to scale object using shape key without affecting dimension of an object


texts: OS X 10.11.4 Intel Iris Pro - OpenCL Build Fails with GPU Rendering

texts:
I was under the impression that GPU's that supports OpenCL 1.2 should work with Cycles on OS X. (LuxRender using OpenCL works fine).

Still, I get a party-pooping error that renders (pun intended) Cycles useless on my system.
This happens for GPU rendering, not when using the CPU.

Any ideas around when this will get fixed?

My HW:

MacBook Pro 2015

2.2GHz Intel i7

16GB 1600GHz DDR3 RAM

Intel Iris Pro 1536 MB

I would really like to use Cycles, but for now this seems impossible.


texts: Why I don't have Toon Shader in blender2.91


texts: Is it possible to create seamless repeating noise in 3D

texts: I'm very familiar with the following nodes for creating a 2D seamless repeating loop within procedural noise. I have been unable to find a method for repeating in 3 dimensions, this would be incredibly useful for me if anyone is familiar with a means to do so through nodes or OSL.


texts: How to make the 3d manipulator act parallel to a plane

texts: How would i be able to set my 3d manipulator so that one of the axis is parallel to the face of what im moving, i want to move it parallel to the face of the plane.


texts:
I would like to make python code, that goes through the whole model and finds areas where there are more objects in the certain volume than the limit allows and then selects them. So in my head, I have idea that there would be certain box or sphere volume, that goes through the model step by step and if in one step, there happens to be more objects inside of the volume than the limit allows, then it selects them.
The problem is that I have imported models sometimes and some part that should be one part, are divided to many small objects. It would be great, if I can see them quickly.


texts: Material Preview dosen't show textures but Render Preview does

texts:
I don't know which button I clicked but the Material Preview is of the model is completely black, the funny thing is that when switching to Rendered Preview everything is how it's should...
EDIT: I checked the normals and everything is fine in that area


texts: How to select a brush by it's name, and generate one if not existing?

texts:
I am trying to automate the task of creating an eraser brush in blender via python, as part of another operator.

I want to look for brush named 'ERASER' and switch to it, or create one and make it the active brush if not.

I found a few things online, but it looks more like sculpt brushes are easier to handle data wise than image paint/texture paint brushes. I am hoping someone might point me in the correct way of handling this.

Thanks in advance for help.

Current code snippet:

class GenericOper(bpy.types.Operator):
"""Generic Operator"""
bl_idname = "object.generic_operator"

bl_label = "Generic Operator Template"
bl_options = { 'REGISTER', 'UNDO' }

def execute(self, context):

    scene = context.scene

    #new code

    #bpy.ops.paint.texture_paint_toggle()
    bpy.ops.paint.brush_select(paint_mode='ACTIVE', texture_paint_tool='DRAW')
    bpy.ops.brush.add()
    bpy.data.brushes["TexDraw.001"].name="ERASER"
    bpy.context.scene.tool_settings.unified_paint_settings.use_pressure_size = False
    bpy.data.brushes["ERASER"].use_pressure_strength = False
    bpy.data.brushes["ERASER"].blend = 'ERASE_ALPHA'

    return {'FINISHED'}


texts: what I need study to create gears that can control out of Blender?

texts: I'm wanting create a 3D model where there four gears that need rotate, but I need have control of this rotation by code out of blender, in other code language, what I need study to create gears that can control?


texts:
I've looked through the possible answers to my question. but nothing really...
I have a spiral curve, and an object array'd to that with array, and curve modifiers.
works fine, but I want to animate the object travelling to the centre of the spiral for 400 frames and loop it. would be nice to scale down as the objects got closer to the centre of the spiral. but at the moment it seems that I can only move the objects along the path by multiplication and subtraction of instances. would be nice to have it where when one reached the centre, it repeats to the end of the spiral.
cheers
r


texts:
So this seems to be an essential skill in blender when you sculpted something and it has to many vertices. I have tried to figure it out but all my attempts have either taken days to do some or ended in it still having way to many points. I have tried watching videos but the people doing just start doing it without without explaining anything and I can't seem to copy them just by visuals only I'm also heavily auditory.
So can you guys give me a few some tips or point me somewhere that can help me?
And please don't just type retopology into google or Youtube and post the first video that comes up. I tried that many times, so please make sure they are good first or you have used them before.


texts:
Going on about 10 hours with this bug and wanted to throw it out to the community before I submit a bug report.

On my particular mesh (attached), Blender handles the shapekeys just fine. Everything that is supposed to move, does.

However when importing to Unity about half of the vertices are "locked" in position while everything else moves. It looks terrible. See photos.

Changing Unity Normals to Calculate "fixes" the issue of vertices not moving. Unfortunately this is not a solution for me because the shaders I use bug out majorly with calculated normals. I need Import normals just like on my other 50 or so models where it works fine.

Things I've tried:
Deforming the mesh shapekeys (Transform, Scale, Rotate) in blender then exporting to unity
Copy and pasting the vertices and deleting the old ones
Copy and pasting vertices in to new projects
Mixing new shapekeys from existing shapekeys
New unity project
Hours upon hours of google searches

Possibly related topics:
https://forum.unity.com/threads/pro...n-blendshapes-via-blender-are-present.250279/
https://issuetracker.unity3d.com/issues/blendshapes-do-not-update-normal-directions
https://forum.unity.com/threads/model-how-to-set-normals-tangents.291436/
https://forum.unity.com/threads/deformed-geometry-shading-normals-wrong.347962/
https://developer.blender.org/T46019

I know the issue only manifests itself in Unity but I've exported countless times from Blender with no issue before that the problem must originate in Blender.

I can upload the mesh if somebody tells me where to post it since I cant attach it to the post.


texts:
I am attempting to import a basic SVG enclosed path into Blender (2.8) and extrude it so that it becomes a solid. From other website resources, it seems that the best way to do that is to import the SVG, convert it to a mesh, and then solidify it. However, when I apply solidify to the mesh the object still appears completely flat. For larger values of solidify, what looks like a second mesh starts to warp. With smaller thickness values, it appears that a clone of the mesh is superimposed on it (but still no thickness).
Thanks for your help in advance; I am definitely a beginner.
Here's the imported SVG

Here's the result of solidify

Here's from another angle showing the flatness


texts: Does render samples matter when using imported images in Compositor?

texts: I rendered out an .EXR image sequence (300 frames) at 2000 samples. I opened up a brand new blend file and imported the images to add a "glare" effect in compositor. When I re render out these images (with the glare effect) does the render samples affect the output? Better yet, What in the render tab effects the image sequence with any added effects?


texts: how to copy a bone pose of one keyframe to many?

texts:
The target bone is the same.
The armature is the same.
It is a single keyframe used as pose source.
There are more than 30 keyframes that will be the target.
All targets will be set to that single pose, like a reset would do.
And I want that pose to be saved on every keyframe, to avoid interpolation in between in case i set something new.
Can it be done?


texts: Label shows in texture view but not in render?

texts:
can anyone tell me why a label texture might not show up in a render (full render or viewport preview render), whilst it seems completely fine in the texture/material viewport?

I followed a tutorial for this in another project and did it successfully yesterday and have copied the nodes from there exactly / followed the tutorial again. But I cannot seem to find what might be missing.

I am using cycles. There is light in the scene, the viewport seems to have the UV mapped correctly. It is not mapped to the inside of the bottle. I have recalculated normals. I have used File -> External Data -> Find Missing Files. I have reloaded / saved the texture file as a different name and mapped it anew.

Print: http://prntscr.com/g0p9la

Thanks


texts: How to delete a group of shape keys? And how to set bone rotation to 0

texts:
I'm fairly new to blender, and I've been following some tutorials on rationalizing materials and blendshapes, etc. I don't make models, but I do need to modify some I've gotten from asset stores for my Unity project.
I have a model with far too many shapekeys which I don't exactly need (when I exported from daz, all shapekeys apply to every single mesh... I don't need shapekeys to change the character's face in his shirt, but I do need the shape keys to change the shirt's wind direction)
So is there a way I can select multiple shape keys and delete them at once, or do I have to delete all of them one by one? (I can't seem to find an option to select multiple, and the only other option is to delete ALL shape keys)
My second question, when porting the model to unity, I see its bone rotations and scales to crazy values. I keep seeing everybody saying "press A to select all, and then just press ctrl+a and select apply rotation & scale" however... nothing happens. I still get the crazy rotation values in unity. I did notice a popup dialogue on the bottom left side of the view in blender, I don't know if I have to do anything else (there's no confirmation box, or anything at all). They say it's the equivalent of "Freeze" in Maya (but I don't have maya lol).
I would appreciate any help I can get!


texts: Rigid Body Physics: Having multiple rigid body worlds

texts:
In Blender's manual (v2.78) it says that it is possible to have multiple rigid body worlds: https://www.blender.org/manual/physics/rigid_body/world.html.
I figured that this would enable me to have multiple independent rigid body simulations going on, but that doesn't seem to be the case, as one may only set one active group in Scene>RigidBodyWorld.
Or alternatively, I was hoping that this would enable me to bake one rigid body world group which is ought to simulate at one point in my total animation, and use a different world for a different rigid body simulation which should play at some future time in my total animation. However, this didn't work out either, as there is only one cache: if I change the active rigid body world group, the current bake gets transferred to the objects in the new rigid body world group.
It'd be nice if these independent simulations could have a different "Speed" value as well.

Question:
Is it somehow possible to have multiple independent rigid body simulations?
Or is it somehow possible to bake one rigid body world (apart from bake to key-frame, which finalises the simulation) in one cache (just like there are multiple caches for cloth simulations), and another rigid body world to another cache, and then have them both play if the animation is played (Alt+A)?

My current work-around (not ideal):
Have all simulations live in the same rigid body world, and use key-framing on the "dynamic" box to activate/deactivate the independent simulations. This is not ideal, as I have to re-simulate everything if the bake is freed.


texts:
Im new to blender itself so I was wondering if anyone knew anywhere good to learn how to use it, Im fairly quick on the pickup with a good guide on hand.
Anyway Ive been looking all over the internet and can't find anything to help in regards with this.

Im looking for a good way to create from scratch multiple different building structures that can be exported for later use into my gaming enviroment in Unity.
I have no issue building them one by one over time. So if there's something that'll help me render them before moving onto intricate inside details, awesome! (I came to Blender because it seems to be the most commonly noted one for this task, but can't find any guides to do this)
Anyway any help on getting started and working through all this would be massively appreciated.

Thank you in advance.


texts: Open GL render active viewport: Sky color disappeared

texts: I have got a sky color as well as a texture set, but since some time the viewport render only shows a transparent or black area behind all objects. I use game engine, but blender render does the same. I had that some time before, that there is no sky in the viewport render but I would like to make it visible again. I don't know how to do this, so has anyone got an idea what I could do?


texts: Texture Channel animated, doesn't appear in viewport

texts:
I'm creating an educational video, and for efficiency, I'm using a Cyclic repeater to repeat an on-page/off-page effect.

Every loop, I have the texture channel switch to the next image, rather than duplicating all the objects/animations. This works properly and appears when rendering the animation, but does not appear in the viewport. It sticks to the original UV image that was mapped.

Is there a way to have this change appear in the viewport?


texts: Different axes using completely different measurement scales?

texts:
So I have the display measurements addon enabled (I think- I was tremendously ill around the time it happened so I don't quite remember but afaik blender doesn't have native support for edge length displays so I presume that's what happened)(Edit: Apparently it does, thank you Gandalf3) and while trying to texture a mesh I came across this problem:

This happens regardless of what I set the measurement standard to be: the x and y edges of this mesh are always 1/20th of the equivalent z length. Why is this happening? The UV unwrapper interprets the problem in real space but I have imported the exported mesh into Unity with no sudden drastic alterations in size.

It's difficult for me to draw up a texture for the UV when this is happening so I'd rather like to know what's going on.


texts: i can't see the vertices after applying jmesh tools

texts:
I have recently started using the blender and obviously I have problems that I cannot solve ...
When I apply the jmesh tools and go into edit mode it only shows me the vertices and the faces that are in the first section of the cylinder I created and if I try to move a vertex it is not even connected to each other.
If anyone can help me I would be very grateful. Thank you


texts: Where are the Motion Blur controls in 2.76b as shown in the Manual?

texts:
Under the Render tab (Cycles Render), the motion blur options are very simple compared to what I see in the Manual:  https://www.blender.org/manual/render/cycles/settings/motion_blur.html#options

Where can I find these extra motion blur controls?


texts:
an object in my scene looks fine in all other views but shows up weirdly transparent/ invisible in the render? I've tried everything I could find online about invisible rendered objects but none of them worked. I'm a bit of beginner so this could be something obvious

Below is object next to a cube for comparison. it renders fine while the object seems to sort of be there and obstructs the cube but is the color of the background. This only happens in cycles render.

solid viewport:
Right now I can only theorize it might have something to do with grouping/ duplication, as I used a modifier to make the object symmetrical during modeling.
Or it could be a material setting I haven't learned yet?

Link to the blender file (sorry about that!):
https://www.dropbox.com/s/tzf2v0i57iu8tku/fruit%20basket%201.blend?dl=0


texts: Sun lamp gives horizon glow not direct light?

texts:
Simple scene: cycles , add sun lamp and the lighting is coming from the horizon, not from one singular direction?

Clearly a setting somewhere i've missed. any ideas?

Blend file:

https://imgur.com/gallery/4IFHx

Thanks
JK


texts: One rigify button missing from the whole body control

texts:
After I thought I completely riggged my character, I moved it to animate in my scene. I noticed that the controller for the hand is missing even though the other hand have the controller.

What is the best way to fix this?


texts: How to customise (add properties to) existing Blender data?

texts:
Is it possible to to customise Blender specific data structures?
For example how could I add a python list data type to a Blender action?


texts:
(in blender Cycles) I have created a Sculpt of a head with dynamic Typology, created a retypology. Uv unwrapped the low typology (no mirror modifiers). I then created a 2048 by 2048 new image to bake the normals to. I baked the image and here are my settings everything is smoothed with the generic smooth vertices toggle. I am sure that the normal maps should have better results than this from what i see other people getting on youtube I have put quite a bit of time into walking around in circles on the internet and in blender so help at this point would be very welcome.there is also a weird cuttle fish effect on the faces skin I dont know if that is just a product of the pixels but to me it looks obvious and ugly.
I just created this account to ask this question so i am yet to figure out how to post my blend file but hopefully i can solve that one.


texts: I would like to make a 7 minute timer, but I'm new to scripting and don't know how to. So can anyone help by sending a script that I could use.


texts: Blender Edge Flow/UV Mapping help needed

texts:
I started a project recently with a sewer scene, and I'm trying to make a circular hole in the cylinder I'm using for the wall to make a ladder that leads into the sewer. However, when cutting the hole, I've been able to get some decent edge flow, but I can't seem to avoid UV stretching. Also, I'm using Adaptive Subdivision to raise the bricks, and for some reason it doesn't seem to be working all of the sudden (before I cut the hole, and sometimes when I was reworking the mesh it would work). Any help would be appreciated, thanks!

Here's the file (copy and paste the link into a web browser, the file was too large for blendexchange so I used my google drive):
drive.google.com/uc?export=download&id=1W0Y0agLwyviXrVUeinJHthQMm4NyExjv


texts:
I know they're still there, I can see them in the object hierarchy window, I can add and remove vertices to their component groups, but I cannot get them to display in the viewport. What did I do to cause this?

Blend file:
https://www.dropbox.com/s/vuvf2lpxyv5veq9/HK_HollowKnight.blend?dl=0


texts: I know you can make objects glow or emit light with an Emission node, but can you do this with hair particles, too?


texts: Can VRay be used with Blender and is there any decent documentation on how to do this?

texts: I am an architect looking to get into Blender 3D, but would like to utilize VRay for visualizations. DOes anyone know if this is available and if it is could someone point me to some good documentation on how to set it up?


texts: How do I accurately select half of a symmetrical mesh?

texts: I have this mesh that is probably nearly 100% symmetrical on both sides. I want to easily select half of the mesh, in order to hide it to have easy access to its inside. My object is directly aligned with the origin, so would there be like a Hot-key to be able to select any parts of a mesh in one side of the axis?


texts:
I'm new to blender. I've just got 2 days of experience with it now. I've got a lot of programming experience, but I have not programmed in python before.

I want to render animations for bunch of audio files I have.

I thought I could copy the python-code blender logs, into a script. This seemed to work, I've got some bars which respond to the audio by using the GUI and copying the python coe it logs. I changed the code so I can dynamically set the number of bars, etc.

All went well until I tried to apply a material.

I've worked the problem down to minimal example, just 4 lines:

On an empty stage I create a plane and assign a (new) material to it.

First draw the plane:
bpy.ops.mesh.primitive_plane_add(radius=8, view_align=False, enter_editmode=False, location=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

This also works from the console, a plane is created.

bpy.context.space_data.context = 'MATERIAL'

This fails on the console:

  AttributeError: 'SpaceConsole' object has no attribute 'context'

But it seems to be the command to switch the GUI panel, which (to me) would not make much sense when running from a script. So I believe I can safely ignore this.

bpy.ops.material.new()

Seems to work, but not sure what it did. On the console it just returns "{'FINISHED'}".

Now comes the part where it goes really wrong:

bpy.context.object.active_material.diffuse_color = (0, 0, 0)

  AttributeError: 'NoneType' object has no attribute 'diffuse_color'

The exact command Blender logs when using the GUI, doesn't work from the console.

I'm trying to get a grasp on what the commands are doing, and more specifically doing to what.

I tried

mat = bpy.ops.material.new()
bpy.context.object.active_material = mat

But that returned

  TypeError: bpy_struct: item.attr = val: Object.active_material expected a Material type, not set
  So, the return value of material.new() probably is not the material just created, but some status message instead. I wonder where the material went.

After creating the plane, it is selected in the GUI, does that make it the context I'm working in? So material.new() is a new material for the plane?
And is the context after material.new() still the plane, or is the context now the material?

EDIT:
I was very close to fixing the code with

mat = bpy.ops.material.new()
bpy.context.object.active_material = mat

It should have been

mat = bpy.data.materials.new("foo")
bpy.context.object.data.materials.append(mat)

This (only) gets my code issue fixed.

I wonder if there is a similar way to get a reference to the plane, other than using the somewhat magical bpy.context.object?
It probably requires crating the plane via bpy.data instead of bpy.ops. But that's not trivial. And adding it to the scene.

And it does not answer the question whether copying the blender log to a script is something we should do. It seems the python code blender logs, needs considerable rework before it can be used in a script.


texts: (I have newest version of mac and blender) I finished rendering my intro template after about 30 mins. The rectangle where it was rendering went black. I went to my downloads where I had saved it there was a quicktime file that I opened and said "converting....... QuickTime Player can't open "blender finished intro0001-0220.avi" To see if additional software is available that will enable QuickTime Player to open the movie, click Tell Me More. when I did i brought me to the apple website and said I had to download quicktime 7 even though i already have 10.6 I think. I followed the instructions and downloaded it but the file still wont open.


texts:
So I got a toilet model from blendswap, since I needed a toilet for a house. I then tried importing that .fbx file to UE4, but it freezed. Looked it up, and the most common answer was that the mesh is probably high poly. So my question is, is it high poly? The toilet is just a background object.

The picture might help to explain the problem.


texts: I am using the mix shader node for detailing a tower (cylinder) and have encountered an issue. The idea is that the main texture is white brick, with a black silhouette overlaid. I am using an Image Texture for the silhouette, putting the brick and image through the mix shader node. However, I can't get the black silhouette to work properly. I created one that is the opposite (black brick with white silhouette) and it worked fine. But when I try to balance the image of the black silhouette with the white brick, the silhouette doesn't show up until the entire thing is too dark. Both silhouette images have transparent backgrounds, so that shouldn't be an issue, but I can't seem to get the black one to mix with the white brick cleanly like the white one did. I'm still learning the details of this kind of detailing, so I may be overlooking an option.


texts: What is the best approach to add rust spots in my Zamboni model for video games?

texts:
I'm overwhelmed with texturing at the moment.  Any time I look up a tutorial it deals with cycle rendering which I don't think applies to video game models.

I want to add rust spots or just grime in general to certain areas of my model.

Do I have to unwrap the model and directly paint the entire unwrapped area?  Should I add the rust as decals?  Can I have the rust generated in somehow with Blender?  SHould I make a normal map and have a generated rust texture appear via the normal filter?

I'm also confused as to which approach affects game performance.  Do generated textures offer better performance than small repeating seamless textures?

Thanks for any insight.


texts: How do i texture an object composed of multiple sub-objects?

texts:
I created this little thing the other day:

and this is its hierarchy in Blender:

The current render is using multiple materials (main white plastic, yellowish part, black parts, and shiny disc) i would like for everything (except the disc) to share the same material and texture, am aiming to use a texture that is basically a bunch of squares that makes a color palette, and UV map the model so each object is using the correct color, (except for the disk that would probably need its own material cause its too shiny, but let's ignore that for now)

Knowing that my object will be used in a game (made with Unity), what are my options to achieve that.

PS:
for some reason i find myself afraid of merging objects, i just like the organization of having them separated, this is also kinda important when making games, so i mainly want to know if its possible for a bunch of objects to share the same UV map/texture

thanks!


texts:
I am following tutorials that simply says to add a mesh, then add a modifier for displacement and voilà, their mesh turns into some cool looking shape.
Whenever I do that nothing happens...
I have tried using the Cycles engine with and without experimental.
I have tried using the Displacement NODE in materials.

https://www.youtube.com/watch?v=_e4t1uaXk6U&feature=youtu.be
Why doesn't my displacement work?


texts: How do I make my vertices fill correctly with mirror

texts:
Instead of the vertices filling on the correct side, they meet across the z axis. Thank you  (I hope that you guys can see the picture)
I’m sorry, am I doing something wrong? I tried to use the options  that you’ve told me to. I want it to look somewhat like this:
But instead it now looks like this (please help):


texts: When I try to move a model everything in a circle around it moves as well. I was not having this problem and now I am.


texts: What Are The Disadvantages Of Using JPEG Image For Texturing

texts: I'm new to texturing so I just wanted to know what the disadvantages are of just using JPEG image or taking a high resolution picture from your phone for texturing cloth , then adding bump or displacement nodes instead of buying textures from websites with colour maps and normal maps


texts:
I have two armatures with all of the same bones. Armature A is a basic character T-stance, Armature B is of a run animation. I had first attempted to copy the pose from Armature B to Armature A, but realized that there was no pose, and that the positions of the bones of Armature B where baked into (I think that's the proper term) the armature, meaning there was no pose to copy.

Rest Poses: T-pose Armature A on left, Armature B's (the one with animation) on right
Is there a way to create a pose of Armature A using the positions of the bones of Armature B?
An example blend can be found here:
Bip001 is the primary armature that the model is bound to, Bip001.001 is the armature with the animation I am attempting to apply to Bip001. (Bip001 == Armature A, Bip001.001 == Armature B from the above explanation).


texts: Can you make an object always follow the surface of another mesh with some kind of projected line?

texts: For an animation, I want to set up a bug moving along a tree branch blowing in the wind, which involves complex curves deforming. Previous methods don't seem to work for this, but I remember seeing in a blender game that someone used this kind of projection downward from a character to always hit the surface of any mesh that was locally below it.


texts: Character wiping fog off a mirror using dynamic paint

texts:
I've been making a scene where a character wipes fog and water droplets off a mirror to reflect themselves. I made a dynamic paint sequence using the character as the brush, but i cant work out the way to make the material so the paint brush paints a mirror texture on and leaves the fog texture. I can only get it to either paint the fog on or leave a black background.
 How can i make the brush work as a layer on top of the original water droplets texture?


texts: Why can I not put an edge loop around this model?

texts:
I am unable to add an edge loop around the outer edge of this model (around the rim), and it is driving me crazy trying to work out why.

All faces in the model are quads (verified with Select Faces By Sides);
I have removed all doubles;
The relevant faces seem to be connected (verified by dragging them about).

Despite the above, you can see that any edge loop will only go through 6 faces and stop.

I made the object using mirror and array modifiers. I expect this is reason, but I cannot explain the persistent effect now that the modifiers have been applied.

I'm sure this is embarrassingly obvious, but I am clueless.


texts: Examples for "Chain Actions" Node in Animation Nodes

texts: I'm unable to find any documentation on this node, could someone provide me with some examples of how it works?


texts: Enviornment texture not acting as expected

texts:
Recently, I decided to get back into Blender, just as a fun hobby. After modeling some things, I tried to use an HDR image to light my scene. When I rendered the scene, the HDRi was not working properly.

As you can see, all the materials render fine, but the HDRi is not working properly. Below is the HDR image I used.


texts: Resize UV map to real world dimensions using bpy (Blender 2.8)

texts:
I'm using bpy to script the export of uv maps to svg. Afterwards, I want to re-import said uv maps to generate flat models of my curved 3d models.
However, the imported .svg curves/meshes are way smaller than the original model. Moreover, there does not seem to be a constant (logical) scaling factor to scale the .svg import to fit the original dimensions.

Is it possible to either scale the uv map before exporting to represent the models true size or is there a way to scale the imported .svg to fit the models size?

My code looks as follows:

import bpy
import bmesh
import math

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

SliceMe = bpy.context.object.data
SliceBM = bmesh.new()
SliceBM.from_mesh(SliceMe)

uv_layer = SliceBM.loops.layers.uv.verify()

'''
Scale the uv map to fit the models dimension
'''

# Export the Slices uv map as an svg
bpy.ops.uv.export_layout(filepath="/tmp/Curve.svg",export_all=True,modified=True, mode='SVG')

# Clean the .svg up using inkscape
# To merge the curves, inkscape needs a gui. Using Xvfb (X-Server virtual
# frame buffer) create a virtual display for the gui to run in.
# Thus, no windows will pop up
subprocess.run("Xvfb :99 && export DISPLAY=:99 && inkscape -f /tmp/Curve.svg --verb=EditSelectAll --verb=SelectionUnion --verb=FileSave --verb=FileQuit &", shell=True, check=True)

# Re-import said uv map to create flat model of the curved original
bpy.ops.import_curve.svg(filepath="/tmp/Curve.svg")

'''
Scale the import to fit the curved models dimension
'''

Thank you!


texts: How to change "default" Blender used by Windows?

texts: I have multiple versions of Blender installed: 2.78c(for a class I'm taking using the game engine), 2.82a and 2.83a. When I hit the Windows key and search for Blender, the default one that shows up at the top is 2.78, however, this isn't the one I'm using most often. I'd like to change this so that 2.82a is the default. I have already set it so when I open .blend files, it used the version I want, and yes I know I can set a shortcut for the taskbar and use that, but I'd still like to be able to change this.


texts: My animation won't render past frame one. I've tried everything in the book. Any suggestions?

texts:
https://www.blendswap.com/blends/view/91919

Here is the blender file. I am not sure what's wrong with the animation process. I've switched back and forth from GPU and CPU mode. I've trying toggling sequence on/off, tried moving the camera. All things are in viewpoint of the camera. No objects are in the way of the camera. There is nothing in the video sequencer and all settings are correct. Any Ideas?


texts:
i like to measure the distance a object has traveled over time. But i fail already at saving the current vector.
The result for test and location are always (except first frame change where test =
At any other frame change test and location show equal results. Where is my mistake?

import bpy
from mathutils import *
from math import *
test = Vector((0,0,0))
def my_handler(scene):
    global test
    print('test:'+str(test))
    location = bpy.data.objects['cube1'].location
    print(location)
    test = location

for i in range(len(bpy.app.handlers.frame_change_post)):
    bpy.app.handlers.frame_change_post.pop()
bpy.app.handlers.frame_change_post.append(my_handler)

An example "print" result:
test:

test:


texts: Python scipt: sculpt brush stroke being distorted based on current 3D view

texts:
I am trying to write a python script that will programmatically sculpt a shape.
When I use the bpy.ops.sculpt.brush_stroke command, I get different results depending on the current rotation in the 3D view. (I'm changing the 3d view manually, with my mouse). However, to my knowledge, my script settings should be independent of the 3D view (I am using a brush set to Area Plane).
Sometimes I get this - the blob goes straight down the Y-axis (green line). Based on the script, this is what I expect to see.

However, sometimes I get this - the blob is skewed and does not follow the Y-axis (green line). Something about the rotation of the 3D view when the script is run is causing this to happen.

Between the two photos, the only thing changing is the current rotation of the 3D viewport. The script is the exact same.
import bpy

# Clear all objects
try:
    bpy.ops.object.mode_set(mode='OBJECT')
except:
    pass
for obj in bpy.context.scene.objects:
    obj.select_set(True)
bpy.ops.object.delete()

# Create basic ico_sphere with 7 subdivisions
bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=7)
bpy.ops.object.mode_set(mode='SCULPT')
bpy.data.objects[0].select_set(True)
bpy.context.scene.tool_settings.sculpt.use_symmetry_x = False

# Must override context while stroke is applied
# https://github.com/christian-vorhemus/procedural-3d-image-generation/blob/master/blenderBackgroundTask.py#L54
def context_override():
    for window in bpy.context.window_manager.windows:
        screen = window.screen
        for area in screen.areas:
            if area.type == 'VIEW_3D':
                for region in area.regions:
                    if region.type == 'WINDOW':
                        return {'window': window, 'screen': screen, 'area': area, 'region': region, 'scene': bpy.context.scene}

# Define brush stroke parameters
points = (0, 1.0, 0.0)
strokes = [{
    "name": "stroke",
    "mouse": (0, 0),
    "pen_flip": False,
    "is_start": True,  # if i==0 else False,
    "location": points,
    "size": 1.0,
    "pressure": 1.0, #
    "time": 1.0
}]
bpy.data.scenes["Scene"].tool_settings.unified_paint_settings.use_locked_size = "SCENE"
bpy.data.scenes["Scene"].tool_settings.unified_paint_settings.unprojected_radius = 0.50
bpy.ops.paint.brush_select(sculpt_tool='BLOB', toggle=False)
bpy.data.brushes["Blob"].strength = 2.0
bpy.data.brushes["Blob"].curve_preset = "SMOOTHER"
bpy.data.brushes["Blob"].auto_smooth_factor = 1.0
bpy.data.brushes["Blob"].sculpt_plane = 'AREA'

# Make stroke
bpy.ops.sculpt.brush_stroke(context_override(), stroke=strokes)

I can consistently replicate this by changing my 3d view to look from +Z to -Z (clicking on blue Z in upper right corner) and then running the script. The result will be the skewed blob (does not follow the y-axis, green line). Other views can cause this same problem.
This issue appears similar to this post, but the suggestions there did not resolve it: Problem with bpy.ops.sculpt.brush_stroke
Is this a bug in blender? Or do I have a setting wrong?


texts: Automaticly construct keyframe data_path from property with python

texts:
I am trying to make a function that makes setting keyframes automatically for me.

However, the object properties are different from the data_path that the function keyframe insert uses.

Say i want to update the position and set a keyframe. I will have to run:

obj.location.x = 1
obj.keyframe_insert( data_path = 'location' )

The properties and the datas are different. It gets even worse and non intuitive for me if i try to update something like a materials alpha value.

Is there some logic or a way to automatically find the correct data path from the property? I am a bit confused why the same property cannot be used like so:

obj.keyframe_insert( data_path = 'location.x' )


texts: My arm ik does not adjust to the movements

texts:
I was creating a Minecraft rig for the first time, I had some bugs but I have fixed them, this is the most disgusting bug that I found, I don't know much about rigging but I have not found the solution to the problem and that is why I came to ask for help.
What happens is that when the arm is returned to the original pose, the rotation is not adjusted, in addition to that the arm when I give it movements it moves more than what I mark. And for it to stay in the original rotation I have to spam the Alt + R key and it is too annoying ..
The truth is that I had a good time investigating and nothing :(
I attach a gif so you can see what happens.

2 cycles dependency


texts: Merge 2 armatures and 2 meshes then parent the armature to the mesh, without losing their weight paints?

texts: I have 2 arms i made separately and i copied it, but when i merge the meshes and bones and then reparent the bones to the mesh, one bone is weighing both arms, but the other isnt doing anything.


texts: Editing group node sockets, with no external input?

texts:
Blender 2.76

Is it possible to edit a group node's inputs by only editing the sockets? Without connecting external nodes to the sockets?

I have created a group node containing two diffuse shaders, connected to a mix shader, that uses a gradient texture as the factor.

I then connect the colours of the diffuse shaders to colour inputs.

If I change the colours in the group's sockets, it doesn't change the colours of the object. It still uses the default colours, which in this case were taken from the colours of the diffuse shaders.

However, if I connect a colour output to the colour socket, those colours overwrite the default colours.

I'd like to edit the colours by changing the colours in the sockets of the group. It seems that, since I can change the colour of the socket, it should affect the shader, shouldn't it? Is this possible?

This gif might help:

And here is the .blend file:


texts:
Is it possible to move a vertex, and have that vertex also be moved on the UV mp as well?
I'm trying to improve the boundaries of a modeled leaf:

And it is a pain to fist move the vertex and then correct the UV map.


texts: Blender crashing when opening file on Mac

texts:
I'm having an issue while trying to open an otherwise perfectly fine project in Blender 2.83 on my iMac Pro (macOS Catalina). The file worked perfectly last week, now, when trying to open it, Blender crashes. Another similar project (duplicated) works perfectly. I haven't changed anything and the last time I had Blender open was with the file that is now crashing. How can I fix this issue, as this is a client project that I cannot access any longer?
Thanks!


texts: My bone is affecting vertices not assigned to it?

texts: I've got a lego rig going and it's almost complete, but I've encountered the problem where the head bones are affecting the chest area, despite no verticies in the chest being assigned to the head group. Weight panting doesn't reveal anything helpful either-anyone know what causes this?


texts: If I convert a text object to curves, there are no normals displayed for these curves in edit mode, even though 'Normals' check box is selected (both in 2.79 and 2.8[under overlays]). How do I enable normals for text curves?


texts:
I have a mesh street and i want to align the lamp on the street. Some or few are align and almost all the lamp are distributed here and there. I have added the particles as a street lamp.

I have made the street with the OSM addon. Any help or suggestion to align the street light.


texts: I want to move the whole object up by snapping the edge (highlighted in white/orange) to the X axis (red axis). What is the best way to do it ?


texts:
I am trying to figure out, how vacuum packed sausages can be done in blender. The one you can buy in every grocery.

The sausages are not the problem, but the plastic packaging outside, which is normally really tight to its content

My first thought was to do it with a cloth simulation, letting a sheet falling down on it so the contours get visible. That will not work, because ... yeah it just looks like what it is... a sheet falling down on a couple of sausages...

The second thought was to use the shrink wrap modifier but that also will not work. If place a square under and over the sausages, the modifier only stretches the sheet also over the little gaps between the sausages. That doesn't look like accurate.

Is there maybe a way to let the content be a force to the surrounding package?

Its a bit complicated. The package behaves not quite like a second skin. You can see the plastic making an arc from one sausage to another but sticks very close to the content ...

Any other ideas?


texts: Rig issue: Animation is acting different in the render and in the viewport

texts:
Today I am facing an issue I am not able to find a solution for the first time.
I rigged a character, did a first animation and then I am trying to render it. All is okay except for the render part.
Here is the pose I get from the animation in the viewport:

And here is what I get from the render part:

As you can see, the pose in the render is not right, the character is normaly pushing the bloc.
I cannot figure out how to solve this. I tryed with eevee and cycle, to bake the animation, to merge objects, to apply transform and I looked on the internet. But I am still stuck here :)
If anyone has an idea or a solution, I'll take it !
Have an awesome day,
Ash.


texts: How to increase shadow strength in Shadow Catcher?

texts:
I am using the New Shadow Catcher from Blender 2.79 and would like to know how do I leave the most intense shadows? I'm trying to adapt my model, as close as possible to the background image...

This is my setup scene...

And i'm only using a Point Lamp with this configurations...

Dont have problems/bugs, I just want to increase the strength of the shadow in the scene.

EDIT: The problem has been solved by adding the Color Ramp! Now my shadows grew more intense. Thanks!


texts: Hello I want to change the material of some objects, since it is not applied the material, I want you to apply via code in python, is a group of three materials that is just an object, I want wif the cube gets a material a sphere with another material different from the cube, and a cone with another material different from the sphere and cube.


texts: Snap cursor - wrong positioning with three vertices

texts:
Again, I have a quite strange problem: my cursor snaps to the wrong position when used with three vertices.

For testing purposes, I made an equilateral triangle:

As on the third figure, when all three vertices are selected, and I use Snap > Cursor to Selected, the cursors snaps out of center. In all other cases, snapping is correct. It snaps to the middle of two vertices, and to the center of four vertices, and Blender correctly transforms the origin to the center of mass, if told to.

Even more strange: If I reload factory settings, the snapping works as intended. So there must be some mysterious setting saved with the blend file. There are no double vertices or zero faces. I'm at a complete lost here. Please advise.


texts: How do I generate random cylinders, with random height on a predefined area?

texts:
I am using the following python script to generate an amount of random cylinders that do not overlap with each other:

     import bpy
 from random import random
 from mathutils import Vector

 cylinderRadius    = 1
 maxIterations = 500 # Max iterations to prevent while loop from running
 forever

# min and max values for each axis for the random numbers
ranges = {
   'x' : { 'min' : 7, 'max' : 10 },
   'y' : { 'min' : 7, 'max' : 10 },
   'z' : { 'min' : 0, 'max' : 0}
  }

# Generates a random number within the axis minmax range
randLocInRange = lambda axis: ranges[axis]['min'] + random() * (
ranges[axis]['max'] - ranges[axis]['min'] )

size  = 50 # Number of cylinders
cylinders = []  # Cylinders coordinates list

loopIterations = 0
while len( cylinders ) < size and loopIterations < maxIterations:
   loopIterations += 1

# Generate a random 3D coordinate
loc = Vector([ randLocInRange( axis ) for axis in ranges.keys() ])

if len( cylinders ) > 0:
    # Search for overlapping points (within the cylinder radius radius)
    overlappingPoints = [ p for p in cylinders if ( p - loc ).length < cylinderRadius * 2 ]

    # if any found, skip this location
    if overlappingPoints: continue

# Add coordinate to cylinder list
cylinders.append( loc )

# Add the first cylinder (others will be duplicated from it)
bpy.ops.mesh.primitive_cylinder_add( radius = cylinderRadius, location =
cylinders[0] )
cylinder = bpy.context.scene.objects['Cylinder']

# Add all other cylinders
for c in cylinders[1:]:
    dupliCylinder = cylinder.copy()
    dupliCylinder.location = c
    bpy.context.scene.objects.link( dupliCylinder )

However, I do not get the 50 cylinders I am asking for when compiling. Does anyone have an idea on how to actually avoid setting a number of cylinders to be generated, but to fill in a pre-defined area (e.g. a square) with randomly placed cylinders, that do not overlap with each other, on it ?

Thanks!


texts: How to get length of specific ray type and use that as color?

texts:
I'm trying to make a fake AO shader using nodes, which gives the color of the AO rather than a closure.

I thought it would be pretty easy to get the ray length of reflection rays and map that to 0-1 for use as the surface color, however it seems shaders mixed based on is reflection ray only affect reflection rays and can't affect the object as seen from the camera.

The above node setup affects the color of the object as "seen" by rays reflected off the floor plane, but not for camera rays.

I'd like to use the length of the the reflection ray in the example below to set the color of the object as seen by direct camera rays:

Is this even possible?


texts: I'm using the blender 2.81 mantaflow beta build and, I've set up a smoke scene and, as I understand it, the "Noise" setting is the equivalent of the "High Resolution" setting before so, when I check noise and bake the sim, the fire and smoke disappears and then when I uncheck it, it reappears. Why is it doing this?


texts: Separate in two parts a Mesh using Knife Project

texts:
How can I separate this mesh:

Using this plane:

In two separate parts, the on above the plane and the one under?

  Objective:

What I want to achieve is to separate the mesh in two part like a boolean modifier (extruding the plane a little bit, in the way to have a 3d mesh instead of a 2d one) would do.

EDIT

The hard part is to make two separate meshes using the separate by loose parts operator, like after a boolean difference operator as explained above.

  Why I don't use boolean:

I cannot use the boolean modifier due to some non-manifolds (or overlapping) vertices and edges in the mesh.

Is this all possible or not?


texts: was making a basic mesh and whilst merging some vertices after mirroring my mesh something happened and I'm unable to see the mesh anymore. It's turned into a long flat plane. I can move the single vertex that I can see in the screenshot in any axis (https://imgur.com/a/kTeR1) but if I move it out of that random dark plane I'm unable to see the vertex anymore. Even the default lamp and camera are non-visible when not looked at through the dark plane. I stored a backup mesh in another layer before I mirrored my mesh but the same thing appears on all layers too. Any info would be appreciated, thanks.


texts: How to make a cylinder / pipe with slanted ends (like pasta penne)?

texts:
I am trying to recreate a penne pasta. I am creating a cylinder removing the two end faces and then I solidify the mesh.

However I do not know how to extrude (or cut away) the two ends to make them pointy like in the picture of the penne below. I have tried to use bisect and mirror, but without successful results.

Any idea?


texts: How to convert image textures to different formats?

texts: I used Blender to export a 3D model in X3D format. However, textures are automatically exported in TGA format. In order to print multicolor models in Shapeways (https://www.shapeways.com), the requirement is to provide textures in JPG or GIF format. Is there any way to do this in Blender or any other tool?


texts: What causes Assertion Error during EXPORT of glTF

texts:
I have a model I have created and when I select EXPORT > glTF I get an error 'Assertion error'.
What could be causing this and what do I need to do to fix the problem? I feel that perhaps there may be another step I need to do before exporting but searching Youtube tutorial and looking in the manual I cannot determine what that step(s) are. I have the addon Import Export: Maps Models Importer installed and enabled.
Here is the output text -


texts: I'm trying to shrinkwrap a field of objects distributed onto a topographical mesh, so as to make a closed mesh for printing. I have many objects distributed over a guide mesh using the particle system. It looks like what I want, but I'd like some pointers on how to most quickly approximate this array of things with one draped and/or shrinkwrapped mesh.


texts: Unwrapping on a mesh created with an array giving unpredictable results

texts:
I'm sure this is a pretty obvious question but I'm stuck.  I'm preparing a wall to be knocked through with a rigid body simulation.  I created a a plane, then used an array to create the wall.  I then separated this by loose parts.

So far so good.  When I add an image texture I get the image on each mesh.  So I want to join the meshes and then unwrap to put the image on each of the faces.

But all it does is randomise the image as you will see in the screenshot.

Here's a link to the Blend file. Dropbox Link to Blender File

Please help!


texts:
This is my first time trying to rig an avatar, but the end results are that my mesh wont move with my rig like they are still sep. entities even after parenting. I've followed several video tutorials and read many troubleshooting posts, but still can't figure out what I am doing wrong. I am pretty new to blender so if anyone would be able to take a look at my file and let me know where the problem lies, that would be amazing and much appreciated! I am trying to create animations for a project that is due Sunday. :/ Wetransfer link below.
https://we.tl/t-ejI4gVXtRJ


texts: How to subdivide a triangle fan (with some of the tris being ngons)?

texts:
I have a following mesh, in which I have marked the faces I would like to subdivide:

I would basically would like to add an inner ring to this fan. Subdivide doesn't work with this as some of the triangles are actually ngons due to the holes going through the wheel (well, it does something, but the result is far from being clean).

What I want to do is to create a bearing hub. Here's a screenshot of how this looks like with the bearing superimposed:

So what I would like to do is to insert an inner ring (or even two) into those selected faces to create an outwards-extruded hub for the bearing.

What is the clean and efficient way to achieve this?


texts: Make strip active or deactivate it in python

texts:
I found out that the 'active variable of a strip is read-only.
Is there another way to activate and/or deactivate a strip with python?
Maybe a predefined operator which I can use?


texts: Newbie here. I'm trying to apply a bevel (curve) to an outline (curve) and it's basically blowing up. I think it's because the scale is off or point of view/origin but I'm not sure. Below is what is going on, before the application and after:


texts: Camera tracking; movie clip does not show up as background footage

texts:
I tried to replicate what Andrew Price did by creating a large sink hole in the middle of the road using blender.

https://youtu.be/CVPcT0dJmoY

I have tried to replicate it, but I am stuck somewhere.
I am trying to import an OBJ object which I  modeled in blender, into a movie clip.
 I have done the necessary things required to track the movie clip.

I started by inserted my tracking marks on to high contrast area in the movie clip, then have tracked it and it tracked successfully.

So when I click the solve button to generate the tracking data,  it does that successfully.

I then proceeded to add an object Constraints, by clicking on the "Object constraints panel" button, then selected a camera solver.
Then I could see the tracking markers displayed in the 3D view. When I hit alt 'A',  I can see the camera moving according to the tracking data generated for my footage.

I then split the view.  Then I proceeded to create another view port.
I left the left view port to be on '3D view', then I selected the right view port to be on 'movie clip editor'.
However, when I try to Click the  "set as  background" button,  the movie footage does not show up on the left view port. I have tried all I could, but the movie does not show up as a background movie clip for the left view port.

Please is there any button or box that I need to select or tick, that I am missing to click here?


texts:
I'm currently using 2.8.2 but this also happens with 2.8.1 when I hit F12 for render it opens a new window, can't seem to find any options to have it display the render result in the current ui layout instead I get a full 1:1 pop up of my render taking over my screen I rather have the render inside of one my window panels. Has this been changed or just removed?

EDIT: apparently it's still there in 2.8.1 but not 2.8.2


texts:
I'm having massive trouble exporting UV coordinates from Blender. I'm using the following code:

"""
Name: 'PMDL'
Blender: 263
Group: 'Export'
Tooltip: 'Exports to ESTL format'
"""

bl_info={
        "name":             "ESTL",
        "description":      "Exports to estl format",
        "author":           "Doxin",
        "version":          (0,2),
        "blender":          (2,60,0),
        "location":         "File > Import-Export",
        "category":         "Import-Export"
        }

import bpy
from bpy_extras.io_utils import ExportHelper
import sys
import struct

class ExportMyFormat(bpy.types.Operator, ExportHelper):
    bl_idname       = "model.estl";
    bl_label        = "ESTL Exporter";
    bl_options      = {'PRESET'};

    filename_ext    = ".estl";

    def execute(self, context):
        with open(self.filepath,"wb") as fid:
            fid.write(b"ExtendedStl")
            fid.write(struct.pack("I",0))

            count=0
            for ob in bpy.context.scene.objects:
                try:
                    ob.data.polygons
                except AttributeError:
                    continue

                bpy.context.scene.objects.active=ob
                bpy.ops.object.mode_set(mode='EDIT')
                bpy.ops.mesh.quads_convert_to_tris()
                bpy.ops.object.mode_set(mode='OBJECT')

                count+=len(ob.data.polygons)

            fid.write(struct.pack("I",count))
            bpy.ops.object.mode_set(mode='OBJECT')
            for ob in bpy.context.scene.objects:
                try:
                    ob.data.polygons
                except AttributeError:
                    continue

                for face in ob.data.polygons:
                    for vert, loop in zip(face.vertices, face.loop_indices):
                        for item in ob.data.vertices[vert].normal:#normal
                            fid.write(struct.pack("f",item))
                        for item in ob.data.vertices[vert].co:#vertex
                            fid.write(struct.pack("f",item))
                        for item in (ob.data.uv_layers.active.data[loop].uv if ob.data.uv_layers.active!=None else (0,0)):#uv
                            fid.write(struct.pack("f",item))

        return {'FINISHED'};

def menu_func(self, context):
    self.layout.operator(ExportMyFormat.bl_idname, text="ESTL (.estl)");

def register():
    bpy.utils.register_module(__name__);
    bpy.types.INFO_MT_file_export.append(menu_func);

def unregister():
    bpy.utils.unregister_module(__name__);
    bpy.types.INFO_MT_file_export.remove(menu_func);

if __name__ == "__main__":
    register()

It seems like almost every triangle gets the wrong UV coordinates, causing stretching and smearing of my textures. I've been stuck on this issue for a couple days now.

Does anyone know if I'm doing something obvious wrong?

EDIT: it seems that somehow the triangulation is messing up my uvs, if I triangulate the mesh before unwrapping the uvs seem to be mostly correct.


texts: How to move objects via script so that they stay in camera view

texts:
Ok, I am completely new at scripting in blender but I wanted to know if there is a way to move an object within a scene randomly (x,y,z) but constrain its movement to only the camera view.
In other words, I want to position one object randomly in a scene without leaving the camera view.
I was thinking maybe getting the camera viewport coordinates but how do I constraint the object to those points withing the bpy.obj.transform?
Thanks for the help!


texts: Obj blender file to Biuldbox export options

texts:
I'm an absolute beginner. Is there a setting when exporting an object (obj file) that will allow the object to be imported centered on the x, y, and z axis even if it's not centered in the Blender scene? Right now, when I export my obj file to buildbox there are times that I can't find it because it's so far away from center.
Thanks in advance~!


texts: mesh hair cloth: how to find root vertices to pin

texts: I have imported a character that has "mesh hair" and would like to animate it with Cloth.  To Pin the roots of this complicated mesh to the scalp, I need to find and Group the "root" vertices of each segment, of which there appear to be many, even after using Mesh Clean Decimate to reduce vertices.  Is there some (python?) method to find and group these?


texts: World texture with stars and constellations

texts:
I have seen many exames on how to create a night sky in blender. However, all of them deal with scattered bright dots on a black background.
My question is: is there an available sky texture image with stars forming actual constellations?
I have seen many images for texturing sphere to fake Earth, moon, etc. What about the sky?
Thank you?


texts:
In animation nodes, there is a Load UVs option:

How can I access those UV's. And is there a way to check what the texture color is for a specific UV coordinate?


texts: Primitive Z Function- Changing Equation in Realtime

texts:
I am using the following function:

bpy.ops.mesh.primitive_z_function_surface(equation = "(x*y)/10", div_x = 16, div_y = 16, size_x = 15, size_y = 15)

to plot a 3D graph as a mesh. Is it possible for me to change the equation passed in with a python script, without deleting and re-instantiating a new mesh object?

Apologies if this question is dumb, just not super familiar with Blender.


texts: Problem creating black tinted glass material

texts:
I was wondering how I can create the black shiny glass material of the container in the following video.

Here is the video:
https://www.youtube.com/watch?v=GjWxxcND894

Thank you for your time!


texts:
So basically I bought a new computer;
specs;
32 gb ram
core i5 10th gen
1 tb ssd
no Graphic card
I have been using cpu integrated graphic card and it seem to work fine with blender but as I continue to use it. It starts to lag more and more to a point where selecting a single bone lags for 3 or 4 second but when I close it and open it again seems to work fine but than again it starts to slow down again.
Is it because I don't have graphic card?


texts: free editing a rigged character's pose similar to editing bones in edit mode

texts: I have modeled, rigged, and weight painted a base character to build all my other characters from. I'm wondering if there's a way to freely move bones in pose mode the way you can mode bones in edit mode, this way i can freely restructure the skeleton and have the mesh update with it


texts: I wanted to put an image from a company onto my 3D model. How would I do this with blender cycles? I have the image file and I want to put it on the torso of my character (which is about 4 faces put together) I would really appreciate any help!


texts:
I was just doing my usual stuff, but when I checked back on part of the model, it looked like this:

I also pressed Alt +  N, but it didn't fix anything.
Edit: The one one on the left is what I want. I exported the model a few days ago.


texts: Can I access the render screen size in a custom filter 2D in the game engine?

texts:
I am using Blender Game Engines Filter 2D to make a post effect with GLSL.
In an fragment shader applied on the frame buffer, I want to access the size in pixels of that buffer in GLSL.

uniform vec2 screensize;

This is possible for objects of the type BL_Shader

shader.setUniform2f("screensize", w, h)

The viewport size can be accessed in this way

import bge

w = bge.render.getWindowWidth()
h = bge.render.getWindowHeight()

print (w,h)

But I don't know how to get the BL_Shader object. The SCA_2DFilterActuator does not have any reference to such object.

co = bge.logic.getCurrentController()
distortion = co.actuators["riftDistortion"]


texts: How to select different bones while in weight paint mode?

texts:
I seem to remember being able to select different bones of a rig while in weight paint mode.

However, now when I try to do this I end up selecting a face (used for masking) instead of the bone:

How did I change this and how can I select bones while in weight paint mode?

Upon further investigation this face selection is used for masking, and bones can be selected with ⎈ Ctrl RMB.

However, I can't figure out where this behavior came from.. I've tested it in blender 2.69 through 2.73, and in every version blender defaults to selecting bones with plain  RMB and there seems to be no way to select or enable selection of faces while in weight paint mode. I couldn't find any settings regarding masking while in weight paint either.

So the real question is: What did I enable to allow this face selection masking feature?


texts:
I'm implementing a UIList and I need to register a PropertyGroup variable in the Scene. I made a custom PropertyGroup
class LayerTreeNode(PropertyGroup):
    name: ""
    selfIndex : IntProperty(default=-1)
    parentIndex: IntProperty(default=-1)
    childCount : IntProperty(default=0)

class LayerTreeItem(PropertyGroup):
    indent : IntProperty(default=0)
    expanded : BoolProperty(default=False)
    nodeIndex : IntProperty(default=-1)
    childCount : IntProperty(default=0)

and my register() looks like below
def register():
for cls in classes:
    bpy.utils.register_class(cls)

bpy.types.Scene.layerListNode = CollectionProperty(type=LayerTreeNode)
bpy.types.Scene.layerListItem = bpy.props.CollectionProperty(type=LayerTreeItem)
bpy.types.Scene.layerList_index = IntProperty()

myNodes = bpy.types.Scene.layerListItem
myNodes.clear()

I have a problem executing the myNodes.clear() function as it gives me the error:

Blender error :   'tuple' object has no attribute 'clear'

I tried the add() and the same error for that one as well.
Could any of you point me if I'm doing anything wrong here?


texts: Can I add a transparent logo to this material?

texts:
This isn't my material, I downloaded it and I'd like to add a PNG logo over the top.

I'm hoping to be able to have the faces with the texture still be metallic looking, just with a logo over the top.

Can this be done? I have duplicated the material so I can make changes as needed. Thanks in advance for any help!

I'm using Cycles render engine

Material:

Where I want my logo:

Here is my original blender file (Google Drive)


texts: Seams won't disappear in rendered mode even when they are cleared

texts: I've been trying to get rid of the dots to no avail and have noticed that the dots correspond to the position of the seams. However, even after clearing them they still persist! If there is a solution, I hope that it doesn't involve repainting or retopologizing the model.


texts: Weight painting basic character. Mesh distorting when moving - Newbie

texts:
Last month I decided I wanted to learn a hobby so I picked up Blender. I've been slowly learning how to model, texture, weight paint and rig things and I am stumped. Most of the time I'm able to find a solution by reading through the forums but I can't seem to figure this out.

I have weight painted my basic character and thought I was all done. When I was posing it I noticed if I move the higher arm bone too high the characters hand deforms. This is what I've tried so far:

Finding other bones that might have been painted on accident that could cause distortion - Can't find ANY even though it seems like the most logical answer.
Smoothing out the vertexes - Has minimal affect. I can live with it but it creates an artifact in the hand that's ugly
Re-painting the arms - I've tried to no affect.
Re-painting the hands - I tried repainting them and it seems to fix it but then when I move the LOWER arms instead another distortion happens.

Distortion in the right and slightly in the left hands. Only happen if I pose the upper arm

Also on a side note is there a way to stop the weights from auto updating? Multiple times I've painstakingly painted a mart of my mesh to find that the previous portion updated as well.

Would Appreciate any help!

I uploaded the blender file here if anyone can take a look at it: https://ufile.io/lvc7i


texts: Why is there a white circle when I try to move vertices?

texts: So I wanted to scale the UV island so that the skin looks right but then  it moved the other island. my question is what is that white circle and how do I get rid of it or stop it from messing with my other island?


texts:
I just started using Blender.
I have a png file used as texture, and I would like to apply a glossy finish only to one colour of the image. Is there any way I can do it?
Thank you in advance!


texts: Why does Blender gets frozen once I rotate an object and then crash?

texts:
Yesterday I installed Blender on my PC with these characteristics:

My problem is that Blender crashes when I open it. First it gets frozen when I try to rotate any object and then it crashes. I don't know what to do.


texts: How to create convincing rain with a particle system

texts:
How would i go about creating a scene similar to this image. I am especially interested in the how the droplets not only are deflected, but also 'roll off' the subject.

Any advice will be greatly appreciated.


texts: Saving startup file does not effect startup

texts:
When I save my startup file using either Ctrl+U or File -> Defaults -> Save Startup File, the next time I open Blender, the original startup file opens.

I'm using Blender 2.82 on Ubuntu 20.04, and I downloaded Blender as a snap.

I'm assuming the issue is that the actual blender startup file isn't located at ~/.config/blender/2.82/config/startup.blend.  When I look at this file manually, it is changing, and when I open it with blender, it is the file I'd like to open at startup, but this isn't what opens at startup.

Assuming that I'm correct, and it's actually using a different default location for the startup.blend, I searched for the file it's actually opening.  There are startup.blend files that exist in the following locations, but they don't appear to be what it's opening:

/snap/blender/37/2.82/scripts/startup/bl_app_templates_system/2D_Animation/startup.blend
/snap/blender/37/2.82/scripts/startup/bl_app_templates_system/Sculpting/startup.blend
/snap/blender/37/2.82/scripts/startup/bl_app_templates_system/VFX/startup.blend
/snap/blender/37/2.82/scripts/startup/bl_app_templates_system/Video_Editing/startup.blend

At this point, I'm either wrong about what the problem is, or I need to tell blender where to get its startup.blend from.

Blender is located at:

$ which blender
/snap/bin/blender

So the question is:
How do I edit my startup file, so that it holds the configuration, since the default doesn't seem to work?


texts: How to install Pip for Blender's bundled Python?

texts:
Blender comes with Python, and includes a stand-alone Python executable.
However pip is not part of the official Python distribution so it needs to be added separately.

How do you setup pip with Blender's bundled Python so it can be used to install Python packages from Pypi which are then available from inside Blender?
How would you use it to install a package?

Note, this is related to this question, but not a duplicate since its not about using pip as a library.


texts:
I've got the model of a hand fully rigged and programmed with a python controller, but I can't find a way to make it collide with itself, so the fingers won't "perforate" the hand.

I am in Blender Game, and the mesh is configured as Soft Body and added boundaries, but it keeps acting the same.

Is there a way to make it? Thanks in advance!


texts: Boolean modifier messes up material assignment

texts:
I have a car that has two materials assigned to it. When I apply a boolean modifier to the car it tweaks all the colors that were assigned to it.

Why is this and what can I do about it?


texts: Is it possible to drive the contents of an existing text object with a text file?

texts:
Recently I have been trying to use Blender to make some screen animation templates. I am running into one major roadblock though in the form of getting large amounts of data into a pre-existing text object. It seems that the standard Ctrl+V method of pasting does not work for text objects, and I can't migrate the text from a file to my pre-existing text objects.

I know how to convert a text file to a text object, but is there any way to make a text object display what is contained in a text file, manually or dynamically?


texts: rig problem: knees bend sideways instead of forward and backward

texts:
The knees bend sideways instead of forward and backward(normal) I tried:
"Recalculate Roll > View Axis" but that didn't do anything. How to fix it?

I'm not sure how to embed the GIF:

Imgur


texts: How do I set a key frame between 2 frames? The reason I want to do this is because I want to render in different frame rates without needing to change every time and some objects start and stop between frames. Do I have to scale everything up by increasing the frame distance between key frames, change the output framerate scaling and finding the lowest common denominator?


texts: Why does applying an objects matrix to a location fail?

texts:
I am trying to get global coordinates of a point for an addon I'm creating.

If an object has no transformations, the coordinates I'm grabbing work, and also if there is either a scale or a translation. Yet, any rotation transformation produces incorrect results:

Open Blender, File > Load factory settings
Hit Numpad 1 to go to front ortho view
Hit R, Z, 45 to rotate the default cube 45 degrees around z axis
Hit Tab to toggle edit mode and select the upper leftmost vert in this view
Hit Tab, Tab to toggle edit mode off and on again
Select scripting layout
Run this code in Python Console:

ob = bpy.context.object

for point in ob.data.vertices:
    if point.select:
        print(point.co * ob.matrix_world)

Press N in 3D View panel to bring up point coords, switch to Global and compare coords from python console, these are different:

From python console: Vector (0.0000, 1.4142, 1.0000)
From N panel: X: -1.41421, Y: -0.0000004, Z: 1.00000

So, what am I doing wrong? Here's my code:

class GrabPointFromActive( bpy.types.Operator ):
    bl_idname = "mct.grabpointfromactive" # Check the blender precedent here for naming
    bl_label = "Grab From Active Point"
    bl_description = "Grabs coordinates from selected vertex in edit mode"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        addonData = bpy.context.scene.mct_data
        prims = bpy.context.scene.mct_data.primList
        ob = bpy.context.object

        # fix later, only allow execution when a single vert is selected, otherwise warn
        # fix later, check if this is a mesh first before toggling, we need this so most recent active selection is used
        bpy.ops.object.editmode_toggle()
        bpy.ops.object.editmode_toggle()
        for vert in ob.data.vertices:
            if vert.select:
                prims[addonData.activeListItemIndex].point = vert.co * ob.matrix_world

        return {'FINISHED'}


texts: Creating a panoramic, shaped backdrop with UV project modifier

texts:
I searched around this place and found a lot of interesting things, but no real answer to my problem so I'm hoping somebody could give me some hints.
So, this is kind of a reversed thing to this cgmatters tutorial, where they create rooms from pictures. I want to depict an architecture (room1) in another, smaller room (room2). Basically room2 ist completely different geometry, but painted/textured in a way that he looks like room1. An optical illusion, comparable to an Ames Room, if you will.
https://en.wikipedia.org/wiki/Ames_room
There is a very easy way to do this, and that is the uv project modifier with a camera as projector that has the same angle of view and aspect ratio as the one that took the shot of room1. The results are great, I attached some test pictures at the end.
This however leads to extremely different texture resolutions. The sides of the room are high res, the center however is compressed much more by the wide angle (3mm lens) and becomes pixelated.
Unfortunately it seems not to be possible to project panoramicaly from a panoramic camera (as opposed to perspective or orthographic). Maybe I just didn't find the right settings?
Another idea that i really liked was to make the walls of room2 transparent, place room2 inside room1 and then bake what you see through them from the camera to this mesh. Unfortunately I only managed to do that from each planes normal, so it gets a cristalline distortion effect, basically every face has its own perspective. (picasso would have liked it) Is there a way to bake transparency from the viewpoint of the camera, not the normals?
My last idea was to use a bunch of renders, like you would do a stitched panorama. Render, turn camera, render...etc. I could use the rendered files for texture extraction techniques like the ones in cgmatters video, but honestly, that seems tedious.
I would appreciate your insights in this and suggestions for possible solutions.
Thanks in Advance
I made a scene to demonstrate what i want to do.

Room 1 is to be depicted on the geometry of room 2

View of Room 1

View of Room 2 using a wideangle projection. this works, but quality is low

View of Room 2(B) using an equirectangular rendering of Room1 as texture. It is not mapped correctly by the UVProject modifier

View of Room2(D) using baked transparencies as texture. These are rendered from the faces normals and thus all "see" through the walls from a different angle.

Explanation why I want to do this, in case you want to know.
What I want to do is create a diorama (in real life), like you would find in a natural history museum. This diorama shall depict a scene in a large building, much larger than the actual space the diorama will be contained in. This is what diorama creators usually do, only that it is a building, not a landscape. The classical method would be to carefully transpose photographs or sketches from the real landscape onto the curved alcove of the diorama and paint over this sketch and grid. But we live in the 21 century and i am no painter, so I have a model of the room, made in blender, and i want to create a texture, that is distorted in such a way, that, if seen from the right position, it will give an illusion of the architecture. he easiest way to imagine this is to imagine the diorama alcove as made of glass. You would then just use what you see through the diorama wall as its texture.
Pictures: older version of the demonstration
Room1 Front View

Room1 Wide Angle Render

Room2 with picture #2 projected onto it, top view

Room2, seen as room1 in Picture#1


texts: Save selected object via popup filebrowser to new blend using python Blender 2.8

texts:
Is it possible to modify the Text Editor > Templates > Operator Export File in order to save the selected object in the current Blender session via popup filebrowser to a new .blend file?
I tried to substitue things like file extensions but when I run the script it will export a .blend file that is not recognized by Blender when I open it.
Error: File format is not supported in file 'C:\Users\XXXXXX\Desktop\export object test.blend'
... opened default scene instead; saving will write to: C:\Users\XXXXXXX\Desktop\export object test.blend

I guess there's more to it than simply changing extensions. So, how can I achieve this?


texts:
I need for my project an Image Morph. I have the version 2.83.1 and i found in YouTube no recent tutorial videos.
Does anyone know which plugin i need? And maybe a tutorial?
Thanks for your help!


texts: How to I add rotation to my roller coaster track in blender?

texts:
I want to rotate my track to form different track elements in this dive coaster, but the curve won't allow me to add banking/rotation.I want to achieve this type of effect, where the track rotates around the curve.

Here is my current set up. I can't complete this immelmann without banking the track out.


texts:
I want to bake in blender cycles but I get black images. I tried it with different blender versions and different settings (combined baking or just shadows). My setup is a plane and a cube which are both UV unwrapped.

I can apply images and textures just fine, but when I create a new image, connect it to the diffuse node of the cube and plane material, then choose the new image and then bake everything is black whether I am in textured, material or rendered mode. I have 2 lamps which are just fine in rendered mode so thw problem can not be the lighting.


texts: Fluid simulation using imported .stl files does not function properly

texts:
I am importing a .stl file of a hollow component with multiple openings. I want fluid to flow through the model as if it were a pipe. I have tried different combinations of treating the obstacle as a surface, volume, or both with each resulting in weird behavior. Basically the fluid will not flow through the imported .stl part or the baking process will show no result at all.

Am I missing something for the setup of the scene? I tried recalculating normals which did nothing and the geometry is very simple. Any advice or suggestions would be helpful.

I'm aware that this shape could easily be made in Blender and did not need to be imported as an .stl however, this is a just a demonstration of the issue that I have. The fluid does not flow through the pipe, despite being directly flowed over its other end. It's like the model is being treated a single solid object, no matter how I define the obstacle (surface, volume, both).


texts:
I've tried moving the bones around and weight painting, but no matter what I cannot get this dog leg to shape right. I don't understand what's wrong. Could somebody please look at the blend file and tell me how it could be fixed?
File:
https://blend-exchange.giantcowfilms.com/b/Exeq9Lbv


texts: Is it possible to make bones not show "In Front" of everything when in Pose Mode?

texts:
I was hoping for my rig to not display in front of everything when in Pose Mode to reduce visual clutter. I've created control shapes that neatly fit around my deforming character so I don't need to see it through everything.
I've unchecked "In Front" in the Armature Tab under Viewport Display. This works while in object mode, but not in Pose Mode. I'm using 2.9 by the way.
Thank you! :)


texts: Can I export points along a bezier curve into Unity?

texts:
I'm trying to export x number of points along a bezier curve as objects in Unity (Think waypoints on a racetrack defined by the curve). I've tried using dupliframes to make duplicate empty objects along the curve. This seems to work how I want, except that while all the objects are exported into unity, they are all placed at the same point based on the curve's evaluation time. Selecting "Make Duplicates Real" fixes that problem, but it essentially stops me from further editing the curve without completely redoing the whole process.

Am I on the right track, or is there a better way to achieve the same result? The only other solution I've come up with is to create x number of empty objects and manually set their position along the curve with a Follow Path constraint, which isn't particularly efficient and seems like a pain if I decide to change the number of points.


texts: Animation Nodes Trigger Grease Pencil Animation on Impact

texts: I'd like to create a Node Tree that triggers a series an animation when an object or particle has made contact with another. This system would allow me to create effects like rain drop splashes hitting the concrete, bullet impact sparks, etc. When a particle enters a certain BVHTree, I want 10 frames of a greasepencil animation to be played at that impact point. The part I'm stuck on is triggering and animation to complete when a value needs to be actively switched on to execute. I want the entire animation to play through, not just for the animation to play through while the condition of 'is inside volume' is true. How could I make such a system? Seems like I need to find a way to store values for each of the impact points so that they run as independent timed events, and when the particles are inside that volume is starts that time event.


texts: Script to execute blender on cluster calculator

texts: I am doing a large project. I have had  100 animation scenarios (on cycles render) and each one will be applied on 100 different persons using MakeHuman. Each scenario among the 100 is constructed and finally imported as .bvh file. After that, I need to apply each scenario on all persons to get finally 10000 scenario. I need to do automatically this work because rendering need time. So I am wondering if it is possible to write a script that import each .bvh and apply it on each person and render the result? And I need to run this script on a cluster calculator. Any help will be appreciated.


texts: Automatically cut plane by alpha channel

texts:
I have a png logo I have imported using the import images as planes addon. This means that when I enter rendered view, the plane is transparent in the places where opacity is 0. Can I take this information and cut the plane by the alpha channel? I know I can do this same thing manually with the knife tool but I am wondering if there is a faster way to do it.

Thanks in advance!


texts: "Whip" falling through handle. Collision + Soft Body

texts: I have a four bezier Circle tied to a path that twists to form a rope and a separate object of the handle. The rope runs in the middle of it. I've changed ball weight etc and added the handle as a collision, while the path is a soft body with goal turned off. It seems to hold except for it clips near the very front of the handle.


texts: Tube Deformation Animation with Pill Passing Through

texts: I'm making a medical video featuring a robotic pill passing through the human digestive tract. The animation features the pill sliding down a cross-section of the esophagus and small intestine. I'm wondering if anyone has an idea of how I would create the deformation effect of the pill pressing against the wall of the tube. For example, the pill is larger than the diameter of the tube, when when the tube is relaxed, but when the pill passes through, the tube stretches to fit the pill as it slides through the tube. I'm trying to find a more procedural way of going about this to avoid shape-keying the whole thing. Any ideas?


texts: Selection for editing through Scene Collections

texts:
Now I want to select the choose objects for editing. I can select all the object in the scene (as in the screenshot below, through button A).

How can I select only those objects that I have selected through the collections menu in the same way?


texts: Calling a function in operator to create a button

texts:
Hi this is probably very simple but it is proving difficult to archive

I am basically atempting to make a button in the UI tools panel that can run any function I create

Example

def PrinterFunction() :
    print (' hi world')

How do I put this example function into a button in the UI tools panel

Thanks


texts: Remesh modifier creates unnecessary planes

texts:
I'm trying to achieve a low-poly effect on an imported heightmap after applying Subdivision surface (Simple) modifier and of course Displace

but when i add a Remesh sharp i obtain this:

Into which you can zoom in and see inside those four squary "islands" of the first image. So it's like it's creating some planes above when remeshing. I tried playing with the settings of Remesh aleready. Can anybody suggest me what to do? Thank you.


texts: Use thumbnail images list as a file browser

texts:
Let's say, for example, I want to modify an extra image list addon
https://github.com/schroef/Extra-Image-List
or any addon that uses thumbnails, so that the thumbnail list of the addon becomes a file browser (where the thumbnail list does not close when you click on one of the thumbnails, and it is fixed to a specific region and not a drop-down list) instead For the original file browser.
I want to do this to solve the problem
How to remove outlines surrounding the images when viewing files as thumbnails in the Blender file browser?


texts: I'm trying to focus on a tiny object and the emulator as far I see doesn't do "NumPad ." actions on a Mac. Also the + and - don't zoom me into focusing on the object. I'm either too far away or I zoom in and get too close and can't see the object. What is the quick key for "NumPad ." or a drop down menu option for it if someone doesn't have a number-pad and the Blender emulator doesn't emulate number-pad actions that don't use a number? What are the alternative actions for number-pad (and something that isn't a number)?


texts: Subsurface scattering always gives red glow

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I am trying to create a wax type material with subsurface scattering for a set of hands but whatever I do, the scattering produces a red glow (see attached image), making the wax hands look like actual (weirdly white) hands. Is this physically correct or did I make a mistake somewhere? I tried adjusting the SSS color, background color, and light color, none of these got rid of the red tint. Turning SSS off completely does make it go away.
I am using Blender 2.92

Thank you for your help!


texts: Why do rendered images using a GPU have vertical lines in versions after 2.81?

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While using GPU rendering I get vertical lines over the rendered object.
Until version 2.81 I don't get this anomaly, I thought it would be some bug in version 2.83, but in version 2.90 presents this same problem. Video card used is AMD RX 570 8Gb.


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I'm  moving files to an external drive. One of my blend files shows textures fully pink. I could individually replace the paths of every model but that's about 100 models with several textures each.
Research on this issue hasn't been kind to me. You can go into File->External Data->Find Missing Files, but even though I know where the textures are and I'm sitting right in the directory, blender continues to complain that the files are not found.
My find missing files isn't working, not even when the texture names don't contain any special characters or anything that'd prevent the files from being found.
I'm on 2.77. I don't understand what I'm doing wrong, for blender to not be able to find the project files in a new location.


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I'm stuck with a situation in my animation for fluid effect. The first time i baked the scene to check rhe results of how things will be. Then I added another object as obstacle in my domain and baked again. It shows im progress bar that its baking but the result showed rhe previous bake outcome. I removed the baked files from cache and again baked again same results. Closed the blender, restarted and baked but results were still the same as old bake. I just got too frustrated now, can anybody help pls ?

Thanks.


texts: Help! Im getting these weird streaks/cracks when I knife project

texts: The longs streaks is what happens when I knife project, is there a solution or another method. I am trying to put doors on a plane fuselage


texts: Is there an easy and efficient way to create an edge extrusion in a hard surface like this:


texts: Import Image as Plane imports only part of the image

texts: I'm very new to blender, am trying to convert a grayscale image (that I drew) to 3D so that I can see what I have, and re-sculpt by adjusting the drawing in Photoshop. When I Import Image as Plane, only about a third of the image gets imported, usually the central portion. I can get around this by doubling the image's canvas size, but is there something I am doing wrong that makes this image come in cropped, instead of completely?


texts: How to rig a 3D arm to the footage of my real arm in movie.

texts: Hello I have only been using blender for a little while but I have a project I want to work on. I have created a 3D model of my real arm in blender in a rock form. I want to be able to capture my arm on video and have the 3d model move with my motion and also change from my real skin to the rock form almost like beast in x-men. I think it's simple but that I'm not doing something correct. Please help me. Thank You.


texts: Blender render resolution change after remdering image!

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I need to render a image in blender in 1600x720 and i set the resolution to 1600x720 but after render the image the resolution changes to 3000x1440.
(I'm rendering in cycles)


texts: how to get 3 balls with physics to animated plane working

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I have 3 balls "on" a plane, all with rigid bodies and active.
I have an animated plane with hook and tried both, passive and active, the balls are not reacting correctly to my animated plane.
are there restrictions i don't know or just another very dumb mistake of me?

Here is my blend file:


texts: How to change alpha value of all material in a single go?

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I have a blend file in which all the materials alpha value is 0.
There are too many materials for me to change the alpha value manually to 1.
Is there a way I can change alpha valuec of all materials in a single go??


texts: How do I export blender file to UE4 with textures?

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I created a model and textured it using nodes. I'd like to export it to any file format (that UE4 can import) in order to send it to a friend to use in Unreal Engine 4. I am aware that none of the non .blend files support the node-texturing. Is there a solution to this? there are multiple different objects with different textures/materials part of the same model. I heard about baking but none of the tutorials about it are clear especially with multiple objects with multiple textures/nodes/materials.
any help is appreciated, thanks


texts: Is it possible in Blender to open a completely different window and place it on a second monitor? The same way we can open a shading or uv window and split the screen, but to have that shading window placed on a different monitor. Thank you for your help.