texts: Setup bones on cloth sim so that you can transfer it to Unity via FBX export

texts:
So, I would like to have this happen with a script for each vertice of an object:

I just couldn't to make it work :/ Except only some parts of it (scripts found from everywhere).
Building blocks:
Add an empty to each vertex:
    import bpy

vertices = [i.co for i in bpy.context.active_object.data.vertices if i.select]
vertices

for vert in vertices:
    print(vert)
    bpy.ops.object.empty_add(type='PLAIN_AXES', location=vert)

Add a bone to each vertex (thanks):
import bpy
from mathutils import Vector

def AddBonesAtVertices(length, use_normals):
    objects = bpy.context.view_layer.objects
    obj = objects.active
    if not obj or obj.type != 'MESH':
        return

    points = []
    normals = []
    data = []
    for v in obj.data.vertices:
        p = obj.matrix_world @ v.co
        target = v.normal @ obj.matrix_world
        dir = target - p
        dir.normalize()
        dir = dir * length
        n = p + dir * (-1)
        points.append(p)
        if not use_normals:
            n = Vector((p[0], p[1], p[2] + length))
        normals.append(n)
        data.append([p, n])

    amt = bpy.data.armatures.new(obj.name + "_vBones")
    rig = bpy.data.objects.new(obj.name + '_vRig', amt)

    bpy.context.collection.objects.link(rig)
    objects.active = rig

    bpy.ops.object.editmode_toggle()
    for i, l in enumerate(zip(points, normals)):
        bone = amt.edit_bones.new(str(i))
        bone.head = l[0]
        bone.tail = l[1]
    bpy.ops.object.editmode_toggle()

bpy.ops.object.mode_set(mode='OBJECT')
AddBonesAtVertices(0.5, False)

The command for vertex parenting (I think)
bpy.ops.object.parent_set(type='VERTEX')

Yay!
Thanks for the answer below :) I managed to make a flag cloth sim and bake it to the bones and transfer that to Unity via FBX nicely.


texts:
I want to make liquid flow out of a face of an object with the water flowing at the normal to the face. I've included an image demonstrating how I want this to work. I'm pretty inexperienced so if you guide me through this more detailed, that would be great.
Thanks in advance


texts:
How can I render a scene in blender without any lighting? by that I mean I want to have textures, and if the texture is say #00FF00 green, then I want that to render exactly as #00FF00. No light or shadow or any such alteration of the texture color.

Is this possible?

(please excuse my use of hex codes to represent a color. I'm sure blender used something more involved to process colors)

Thanks.


texts: Is there a way to export (as a high-resolution image or vector file) the node setup of a given material? As I'm setting up some tutoring material I would prefer to avoid screenshots for material with approx. 15 nodes or more.


texts: How to get Anisotropic Filtering in Blender Internal?

texts: Is there any way to obtain Anisotropic Filtering with Blender Internal renders?  I have it enabled in User Preferences->System, but that only affects viewport rendering, and does not affect the full render.


texts: Find a corresponding point on a transformed Mesh

texts:
Lets say i have 2 polygons A and B where polygon B has been derived from Polygon A by an unknown(!) transformation matrix:

Now i have a point p that is placed somewhere on the surface of polygon A. How can i find the corresponding point p' on polygon B when i know [a,b,c,d] and [a', b', c', d'] ?


texts: Keep Offset keeps doesn't work as planned

texts:
I have been following this tutorial:
https://www.youtube.com/watch?v=cGvalWG8HBU

And I reached the part where he assigned 2 bones and kept it as offset. The problem that I am facing is that whenever I do Keep Offset, the Foot keeps disconnecting from the Leg and joins up with the Leg IK. Any Ideas for solution???


texts:
Trying to recreate a miniature machine gun in Blender (2.9) - I'm just starting out, so thinking up clever solutions is hit and miss still.
I've used 'paths' to get the initial shape of the magasine and extruded those after converting to meshes, but now I need to make these sections along the sides as per the 2nd image.
I tried insetting faces on the main face, and that kind of worked (see 3rd image), but required quite a few steps of cleaning edges afterwards, and it seems to be a silly way of working.
Any ideas?


texts:
While making an PBR Orange in blender cycles, I found the problem that the material color was very pallid. I don't know how to make a more appetising material so I came here in order to solve this problem. The model is iluminated by a plane with and emission shader. In the following image you can see in the top-left corner the actual CG orange, in the top-right corner the color I want to have and in the bottom the material node

Here's a quick explanation of the material. At the bottom a procedural bumb mapping generator for the orange conected to the displacement of the material, in the middle the color of the material (a noise texture to give a bit of variation) and at the top fresnel with a sistem to control the amount the of fresnel.


texts:
Im creating Table Fan. For the blade the rotation looks slow. I added Motion blur yet to it looks slow. Any suggestion how to increase the speed to look more realistic.

With the reference of the answer Edgel3D

Whats missing im not getting the same effect in the answer shown. I tried all the setting in the answer. Any suggestion what im missing. Thanks


texts: How can I edit the textures live with photoshop?

texts: I was wondering if there's a way to paint my model in photoshop and apply it in blender in real - time, as it is possible in 3ds max.


texts:
I'm trying to use debug functions to achieve an unusual behavior with OSL in Blender. I'm trying to use the fprintf function but I'm getting the following error:

ERROR: Parsing shader "node_test": instruction "fprintf" is not known. Maybe compiled with a too-new oslc?

Can someone help?

Thanks!


texts:
I'm trying to animate tiny paint droplets sliding and merging on a smooth surface. I want them to look semi-realistic so It'd be better If they shook like a less dense jelly.
So Is it possible to add soft body physics to metaballs? Or at least edit the mesh manually in any way?


texts: Maya to blender,Change view selected component

texts:
I have been working with maya for a very long time and just started with Blender so navigating is quite difficult for me.
I checked online how to change the preferences and managed to get most of it except  for 1, frame selected component (vertices,edges and faces).
I have changed both the 'view selected' in preference with 'F' as the shortcut but that works only in object mode not in edit mode(thought that same shortcuts would work somehow:P)
Is there anyway to apply both with 'F' so I have frame selected in object mode as well as edit mode?


texts: How to lock to desired axis permanently in edit mode

texts:
Is there a way in edit mode to lock tweaks to the desired axis permanently? I'd like to tweak a couple of vertices consecutively without pressing "y" or whatever all the time invoking the tweak (grab, or simple grab after selecting the vert).

Thank you,

Mihály


texts: Does anyone know how to fix this wierd line?(I'm new to blender btw)


texts: Boolean Union Modifier Disappearing Components

texts:
I have seen similar questions regarding this issue, but this seems a little odd. Whenever a Boolean Modifier is used between two components, everything disappears. Although whenever I scale both components down half the size, the modifier works perfectly normal. The union turns out exactly as anticipated, which I could then scale back up to the normal size. Having to do this work around seems a little odd, since its telling me there are no issues with the geometry of the components.

I did complete a basic list of checks on the components before any boolean modifier is used in order to limit any issues that may occur:

Applied any scaling translations on the components
Removed any doubles
Recalculated all the normals making sure each is facing outward
Verified components are manifold to the best of my knowledge

Is it possible, due to a larger volume being taken up, that blender ended up running out of memory while executing the modifier? This would make sense since the values used during the calculations would end up larger based on the coordinates each point has (everything is farther apart). Any thoughts?

I should note that 4GB of RAM is available and I'm currently working with version 2.75 of Blender. I have also attached the .blend file of the two components I am trying to merge together for anyone who feels the need to try the union on their system.


texts: Blender v2.79 Brush does not go deep enough and is to big

texts:
Hello everyone,
I'm using Blender v2.79 on a Linux Mint software.
I've been following a tutorial on YouTube about how to make donuts. What ever, I'm trying to Brush "F SculptDraw" to make some deepness into the donuts. By doing so the brush does not go so deep as wanted, it's going really big... I don't know how to explain it good.
I'm just going to leave a short video showing how it suppose to work and after so also my results... So it's easier to understand.
If there are issue by opening the link... I will leave one here also
https://drive.google.com/file/d/1-Z8n0TJSJ4xQcIb3zHI0Yolqczu2i2Ju/view?usp=sharing
Hope your understanding my situation and if there is any solutions for it.


texts:
I am having an immense issue with using my normal map in blender cycles engine. It works perfectly fine in Blender Render (but I can't get my transparency to work there, so I figured it's time to move to cycles anyway), but not even close in Cycles. It is the exact same model and the exact same texture.

I am VERY new to Blender/3d-modeling, so I don't have any idea where the issue is coming from. The nodes were very straightforward as I essentially copied a tutorial on Normal Maps. I made sure the Image Texture was using non-color data, but that didn't help at all. The texture appears to just create creases on the object now, and isn't really smooth at all.

Here is an image with a set of screen captures that depicts the issue fairly clearly.

Any help would be greatly appreciated, thanks!


texts: How do I delete a reroute node in the node editor without deleting the connection(s)? Or is this not possible?


texts:
How to move a node group from one scene to another?
Is it possible to move a shader node tree from one scene to another, or for that I have to merge the nodes in a group?
Thanks in advance!


texts: My sculpting brush is very long and narrow as shown in the image, but even when I subdivide the bejesus out of it I am getting the same result.   Is it my mesh or can I reset the tool settings?  Thanks!


texts: Is there any way to iterate the name of output image file?

texts:
This is the command that I'm putting into console:

cd /home/ds/Documents/blender2.80/
./blender --background filename.blend --python myscript.py --python myscript2.py -o //BlenderRepository/Images/ -f 250

And on the output I'm getting a 0250.png file

So I want to get 0001.png file once I put my command in console. Then I'm closing console, and re-open it again and put the same command and get 0002.png

Is there anyway to achieve that? via console command or python


texts: How to limit a bone between other two bones, for scale and position

texts:
I have this situation:

I want the bone "A" to always be between the other two bones, extension included. This bone receives user movement, grab and scale, using any number of extra bones.

I already tried to give bone "A" constraints like Floor and that worked nice, but it doesn't work for the other handle of the bone.

This second image show an auto adjustment making this effect, using Floor and  Stretch, but the interaction bone (the selected one) lacks for limits in it's extreme, making it imprecise.


texts: I've created a vehicle by the reference, exterior obviously. I realized I have no idea how to model interior now. It is complex mesh with the wheels and windows, but there's no insides. If I flew inside of the model I'd see the inside faces which will not rendered by the game engine. I want them to have shape from both sides. Is there a way to make inside of the model hollow or something?


texts: Fixing Boolean issues between objects with matching edges/vertices

texts:
I'm currently working on a project for 3D printing that involves a bunch of subdivision and multiple parts, and for those who are familiar with 3D printing, usually a solid, single volume mesh is required to avoid issues with printing. I figured using boolean modifiers would work best, but I ran in to some problems.

When using union, my mesh does not properly form into a new, single volume because of edges that are similar

Offending Edges (Second set hasn't been subdivided since applying boolean applies all modifiers from the target)

What happens

I can create the result I need by moving one set of offending vertices, but then the clean edge I needed is destroyed in the process

I can't join the parts together manually because presubdivide, the subdivision modifier obliterates the edges/shapes I want (yall know how it goes with edge creases)

This happens multiple times throughout the rest of the parts. Is there any way to circumvent this issue, or is the only way to fix it is to manually fix any issues afterwards? I'm fine with doing the manual work (I'd rather not risk a print messing up, as this is going to be a massive multiple piece print so failed prints would be costly), but just wanted to see if anyone knows a workaround.


texts: I have a problem with blender sometimes: when I am running a simulation bake of some kinds, i.e. the point cache bakes, Blender will not allow you to interact with the interface at all. This is not the case with fluid bakes, but with just about every other bake. Cloth, soft-body, particles, rigid-bodies, etc. Is there a way that I can stop the bake while retaining the information from it?


texts: HOW to make a Sharp Ambient occlusion Shader in [ Cycles ]

texts:
in the shader below, i have i soft AO , i want to make it more sharp/Cartoon Shadows
what lighting / shading / world setting should i use ?


texts: How to fix "Fake_module : Addon missing 'bl_info' give bad performance!"

texts: I download new Blender 2.77 RC1, when i open console, this errors show up, please help me how to fix this ???


texts:
I'm trying to extrude a new face and shrink it by a fixed number of units, rather than a percentage.

Starting from something like this:

I want to end up with this:

Note the distance between the original face and the new one is equal all round. I did this one by extruding the face, moving it a fixed numeric distance, then moving the 2 incorrect edges back double that distance. Obviously this only works for 90 degree edges, so less than ideal.

Using the normal scale method (E, S) I get a percentage based result, like this:

I've seen two possible method of doing this, mianly from this question:

Shrink / Fatten: I've tried (E, Esc, Alt+S) for this, but the face just travels straight up and down - I assume the vertex normals are not correct for this approach.
Push / Pull: This is just apply percentage scaling for me at the moment.

If I actually extrude the face out a bit, then use Shrink / Fatten it works as expected, but I don't want to have to keep manually resetting heights.

Is there a quick way of scaling a face within it's normal, but by fixed units instead of axis percents?

Edit: @zeffii has pointed me in the direction of the Inset tool (W, I).


texts:
The effect i want achieve looks like this where there's an image moving in space with particles (dust, grain, dirt, scratches) moving over them.

The Video is here: https://www.youtube.com/watch?v=altvY5rt6oc

You can see the effect in action here in this video at 0:40-0:49.

So far I've got stock footage of dust particles but I don't know how to find out if it has an alpha channel and whether one is needed to achieve the effect?

I believe I would set up the scene in the 3D view and then overlay the footage over my images using the compositor. But as i'm still fairly new to the compositor i'm not sure if it's possible and was wondering if anyone knew how to achieve the effect?

I'll experiment and put down what my experimentation with the compositor results in later on today.

I'll probably ask another question on how to achieve the image distortion thats used as well which ill link to this question.

Many thanks to anyone who helps me out.


texts: How can I scale proportionally into the center? For some reason it keeps going to which ever edge or vertex was first selected when making the edge loop.


texts: Is there a way to symmetrize a mesh without messing up the armature underneath?

texts:
I've been working on a character rig that I am currently in the process of weight painting to get better relationships between the bones and the mesh, but as I go about my business, it's become clear to me that there are parts of the mesh that must not be entirely symmetrical. Most of the mesh is as it responds to the x-mirror, but there are areas that blender doesn't seem to register as being symmetrical, even if it looks symmetrical to my naked eye. No idea what happened.
Ideally, I want to re-symmetrize the mesh again, but the problem comes in where symmetrizing now messes up all of the bones and drivers and things that I already have assigned - specifically, it de-parents half of the bones on one side of the x-axis, and the other side of the x-axis will end up controlling both limbs. Not ideal.
If I try re-parenting the armature back to the mesh in this case, it is destructive as well - it either destroys bone relationships I've already set up, or if I do it with automatic weights in pose mode, there goes all of the weight paint work I've already done as well as me needing to set up my drivers again. (...Unless I'm fundamentally just misunderstanding something about the different types of parenting. I'm still a beginner.)
I'm basically wondering if there's any way to either a) symmetrize a mesh without affecting the armature (or already established weight paint) or b) somehow be able to force weight paint to go in the same-ish places on both sides even if there isn't perfect symmetry (not a big fan of option B out of pickiness and perfectionism though).
It's a little late in the game to be having mesh symmetry problems, I don't know how it always seems my mesh becomes asymmetrical when I keep x mirror on all the time. If I have to restart all of this over again just to symmetrize then I guess it's par for the course, but I'd really like to avoid it if possible. Maybe there's some really obvious answer to it, I'm crossing my fingers. I'm happier to look like a clown than have wasted a few days doing all this work on a doomed mesh. :(


texts:
I have a scene of an office and I want to capture the whole room with the camera when I render it.

When I try to bring back the camera using ⇧ Shift+F to capture a shot of the whole room it just goes through the wall and I can't see the room anymore. I can't remove the walls because I need them.

How can I get a shot of the whole room without removing walls or distorting the camera?


texts: Why can my NLA strip only be 10 000 frames long?

texts:
I have NLA strip with path animation, But it seems like I can only do animation for about 10 000 frames if I'm using NLA strips?

Really?

Am I doing something wrong?


texts:
My mesh won't move with the armature. I've been trying everything that I could to fix this, but it hasn't been working.
I was told how to attach the mesh to the armature (via selecting the mesh and armature and parenting them with automatic weight painting), but it still doesn't work.
I just want this to work...


texts: Why doesn't the focal length of Viewport change upon zooming?

texts: As far as I know, to "zoom" means to change the focal length of a camera. But no matter how much I zoom the Viewport (not a camera in the scene) with Ctrl+MMB, the Focal Length property shown in sidebar remains "50 mm". Does Ctrl+MMB actually dolly rather than zoom? Or am I missing something?


texts:
I am trying to draw color to a duplicated face. If someone could help me, it would be very appreciated. I am actually working on eye painting but tried if easy sample also have same problem or not then it happened.
What I did was below.

Create a new general which have a cube.
Select face (3) below in picture right pane and duplicate it(shift + D) and move to (2).
Put a loop cut which is (4).
Select (4) and duplicate it(shift + D).
Move the duplicated edge and move to (1) place.
Grid fill the edge.
Select all and made a texture paint slot.
Paint on unwrapped 2D in left pane.

I can see the blue paint was applied to cube and duplicated face which is (2). However, never be able to paint on (1). I even tried to paint on right pane but also that did not work.
I went to Edit mode on right pane then select each face. Other than (1), I can see the face was selected on left pane but nothing I could see for (1) selected.
I guess, it does not recognized as a face in blender. Can anyone help me to do fix this situation? I would like to paint on (1). Thank you for your support, in advance.


texts: Alternative Render engines can I use instead of Cycles for AMD Radeon GPUs?

texts:
I am using Blender with the AMD 12 with Radeon R7. Blender renders using OpenCL but I would not call the performance fast.

I have only recently moved to this AMD 12 ideapad which I purchase on the understand that it was strong on graphics and it was my intention to use this laptop to work up scaled plans.

I have started to use blender to create the plans/models which is working well with the exception of the rendering process.

I understand that there are other rendering engines other than cycles that may work better with the AMD R7.

The trouble is that whilst various posts allude to this none so far have stated where they can be downloaded nor how to incorporate the render engine into blender.

If anyone has any ideas on this I would be very grateful if they would share.

Many Thanks.

I note that this has been marked as a duplicate. I am sure that it is I imagine that it is a common question. However the title of the question that this question is flagged as being a duplicate for is not something that I would have searched for as a newbie to blender. Hence this edit.


texts: I accidentally overwrote a blend file. I was making a small thing and instead of opening something else I saved new small unimportant file over one of my biggest projects. Can someone help me please?


texts:
I've lost vertex dots in edit mode, is there any chance to bring them back?
I have lost vertex dots in edit mode


texts: How do I get the x, y bounds covered by the camera?

texts: I need to get the bounds of the camera view, in other words a rect of (x, y) coordinates so that I know anything outside these coordinates will be outside the camera view. I would like to do this via a script if this is possible?


texts: Bone "Mirror names" function makes bones parented

texts: I wanted to ask if this is a normal behavior. SO the problem is I am creating a simple right leg rig with three bones and parent them to the pelvis. Then I mirror it to the left leg. And I have noticed that when I leave the checkbox "Mirror names" unchecked - everything works as usual. But when I want to mirror names(Thigh.l - Thigh.r) - the function works but causes some weird dependence between the bones - they rotate together if I try to rotate any one of them as if their rotation becomes linked. If I rename them - everything works as it should, but if I return to the Blender naming convention Name.l, Name.left - the glitch returns. Can someone tell me what I am doing wrong?


texts: How to get all "collections" name in one line output from "for loop" (python)

texts:
Currently I have this code:
col = bpy.data.collections
for i in col:
    list = i.name
    print(list)

Output:
Collection 1
Collection 2
Collection 3
Collection 4
Collection 5
>>>

how to get output list like bellow?
['Collection 1','Collection 2','Collection 3','Collection 4','Collection 5']
>>>


texts: How do I make the mat_name = all the materials on an object?

texts:
I'm creating a script in Blender and I need the mat_name = " " to be all the materials on the active object. To be more specific, this object has 2 node groups:

And I want to add an image texture in both of those materials in one click with python. How would I do that?
I also need the object name to be the active object, not a specific object. So if the object is named "Cube", I don't want it to just go to the object "Cube", I want it to go to any active object.
Here is my existing code:
import bpy

mat_name = "ActiveMaterial"
materials = bpy.data.materials

mat = materials.get(mat_name) or materials.new(mat_name)
mat.use_nodes = True
nodes = mat.node_tree.nodes

node = nodes.new('ShaderNodeTexImage')
node.location = (0,0)

(where it says "ActiveMaterial" I don't actually need it to make a new material called active material, that is just where I'm struggling adding the image texture on the active object's materials)
Thanks
Daniel


texts: New PC - Blender keeps crashing when rendering

texts:
I've seen people on YouTube and other social platforms designing great environments and highly detailed 3D-artwork with Blender, so I brought this new computer with pretty high specs, so that I could practice longer animations in larger worlds, but as soon as I have one single character and one single house as my entire scene, Blender crashes when I try to render (both as animation and/or single frames).
What am I missing? Ain't my hardware powerful enough?

I have the following hardware in my PC:

-

Motherboard: Asus - STRIX Z270-E GAMING ATX LGA1151

GPU: Asus - GeForce GTX 1080 8 GB ROG STRIX

CPU: Intel - Core i7-7700K 4.2 GHz Quad-Core

Memory: Kingston - FURY 32 GB DDR4-2400 (4 x 8 GB)


texts:
i'm new on Blender 3D and i want to realized something.

I have a video during 250 frames, i just want to add a text object using Glass BSDF Surface material it is possible ?

Thanks for answer.


texts: Gradient biased to black (it seems); why?

texts:
Working on the solution for How to use transmissive voxels with color gradients? to be transmissive instead of reflective, I have a problem that I do not understand (Blender 2.79):

The gradient that is meant to be linear does not blend in a linear way in my eyes. Instead the gradient seems biased to wards black or darker colors. Even when I try to apply gamma correction, the gradient does not improve.

As I'm a beginner with blender, it's possible that I mad some mistake due to misunderstanding, so please tell me what I did wrong, and preferably how to fix it.

First here are the colors that should be blended (basically an RGB cube):

And here is how my attempts look:

Remark: The first image on the second row does not match the view angle of the cube in the first row, but the second one does.
Finally, this is my node setup (hoping that's enough for the expert to understand):

The result I'd like to see should be as smooth as this if possible:

Unfortunately the emissive version does not have smooth gradients:


texts: How would I import/export Blender's preferences?

texts: I constantly stay up to date with each new release of Blender, but this means my preferences are wiped clean each time. How do I export/import these preferences to avoid loosing my carefully crafted set up each time?


texts: How to set the frame range for rendering?

texts: I use Blender 2.8 cycles. I rendered my animation from frame 1 to 35 than I, stopped the render because I heard that I can render in more sessions if I render each frame as a picture. Now when I click the render button it starts from frame 1 not from 35. What can I do? I can render each frame, but this it means that I must click render at every frame.


texts: How to rotate model so it matches X, Y and Z axises

texts:
Hey blender stackexchange,
I am working on a remake of a game called Assaultcube, and want to use an original gun model as a reference. I found is in usr/lib/games/assaultcube/packages/models/weapons/assault/world/tris.md2. I used a md2 to .3ds converter (there was no direct md2 to blend converter I could find) and imported it to blender. I used Shift + Ctrl + Alt + C and set the origin to geometry and set the object's location to 0,0,0. However, the gun is at a weird angle. I want the gun to be perfectly snapped to all 3 axises, but I'm not sure how. Could someone please assist me? Thanks.
Here's the blend file, I hope google drive works:
https://drive.google.com/file/d/0B6smClKpjHImOWdvVFRJT3JVSTg/view?usp=sharing


texts: How to open system console to get output from Blender on Mac OS 10?

texts:
Noobie here.

Should I open Mac terminal and cd to /Applications/Blender/ which is where my Blender app is? Doesn't seem to work for me trying to run script from Text screen in Blender. I guess there is no way to see output within Blender itself?


texts: Blender 2.9 Merging armatures distorts scale

texts:
I have a character object, and I need to merge the face rig with the body rig
(1 armature is a must for now), however when I join the two rigs together my character's tongue object scales up a lot. How can I fix this? The two rigs are already weight painted.


texts: Only render particles on silhouette of model

texts:
I have a particle system on a curved model. I want to have the particles only show up near the edges, at glancing angles. This means I have to have them only be created on faces with a glancing angle above a certain amount, or have them present but render as transparent. Using a texture to control their placement does not work because I need to be able to turn the model.

Is there any way to do this?

If I could use the emitter's normals in the particle's textures, that would be the most simple. But there doesn't seem to be a way to do that.


texts: Handling a deep hierarchy of empties imported from C4D

texts:
I have a project with a lot of parts that I organized using null objects in C4D, which are interpreted as empties in Blender. It's quite a deep hierarchy, think 6000 objects with 800 null objects as "folders" to sort them.
I want to only have a selection of those empties visible in each frame.
Here's my initial workflow, it's what I'd do in C4D:

Main empty contains everything and is set to not visible
For each frame I set a key for the visibility of the selection of empties I want to show to visible, and create a key before and after to not visible (or better: inherit the value of its parent)

This would be very easy in C4D, but I don't know how to do something like that in Blender. I'm not even sure that it's practicable.
Here are my issues:

I can't find out how to create keys for multiple selected objects
When objects are invisible, they are greyed out in the Outliner and can't be selected by Select Hierarchy, which makes it hard to work with a deep hierarchy where nearly every object is hidden
The visibility of an empty is not inherited by its children. Apparently, empties are not made for that, collections are better. Is there a way to convert a hierarchy of empties, that are used like folders, to collections?

Lastly, I'm new to Blender, but I have been a C4D user since 2003, so I may have some specific workflows ingrained in my brain, even if there are better ones. If my approach is completely wrong please advise me!
This project is for a free libre hardware project and the blend files will be released with it, so it's a great opportunity for me to finally learn Blender :)


texts: Dimensions not shown under Transform panel

texts:
I am unable to find where you can type in the dimensions of an object. Scale, transform etc are all there but not dimensions. I am trying to edit the active object under the Properties/Data menu. I can successfully scale the object but I need to be able to type in values.
I found this question but the answer did not help, i.e. that you had to be in Object mode.  It does not matter if I am in Object or Edit mode.
I am using 2.91.
I guess I'm doing something daft or missing something so please take pity :-)


texts: Is there a Blender alternative to Chroma Key rendering in OpenGL?

texts:
Self answered Question - no points being sought here.

For some months I've been using a transparency phenomena in Blender's 3D viewport that renders objects that are behind semmi-transparent objects such as a window, completely invisible!

For convenience I've been calling it the "Inviso effect" and using it as an alternative to Chroma Keying.

As it has proved very useful for my own videos, I'm placing this question/answer up in the hope it could also be of value to other Blender users.


texts: How to make a reflective object have a solid texture in Blender internal?

texts:
Using Blender internal, how would I go about adding a non-reflective (or less reflective) image texture to a highly reflective object? For example, how to make the black printing on the shiny gold lego C-3PO be non-reflective, like the following photo of the physical object:

(when I apply an image texture to a highly reflective material, the image gets washed-out/diluted by the reflective value)


texts: how to approximate the appearance of the shadows of objects with the shadow of the background image?

texts: My scene is lit only with HDRi image. It has two objects and a floor made with a plane. This plane has a node material that reflects the same position as the HDRi image regardless of the camera position, simulating the same floor from HDRi. But the shadows generated in this plane are very different from the shadows of the cars in the image.


texts: Where can I find documentation for the Blender Game Engine?

texts:
where to look documentation for the following?
getCurrentScene,hitPosition,worldPosition,and others?


texts: shift alt left click for loop select doesn't work in 2.8 anymore. What did they change now?

texts:
The title says it all. This is so incredibly, unbearably annoying.

mesh.loop_select doesn't work now... and I can't figure out that they've made it into. Even when reset to default settings I can no longer loop select... so what's up here?


texts: Photogrammetry using blender to Create a Dense Mesh and automatically texture them

texts:
Photogrammetry is the basic requirements when you are working with rocks and other nature assets.

I searched the whole internet in order to find out if there is any tool which can help me in that. To my surprise, there is not a free and open source tool which can do that and support Windows 7 32 bit processors.

So, as we know blender has camera trackers which can be used as markers to create a light mesh (convert markers to vertices). but the problem is that there is no such thing which can help me to create dense mesh cloud and automatically triangulate them in order to be used.

So, my question is that is there any way to create a dense cloud and can be used to texture the models?

VisualSFM, Insight3D don't seem to help me with that.

So, if there's no anyway, so \how much manual work is required for that?

I want to create a mesh of a human head and few rock and tree pieces.


texts: Eeevee Light Path, how to make transparent to camera

texts:
In my tests, Light Path -> Is Camera always seems to be 1.0, and Ray Depth always seems to be 0.0.
I'm trying to have an object be invisible to the camera, only appearing through a glass object in the scene.
Background: This is because the scene has a background video, handled with motion tracking, and I need some semi-realistic refractions through a glass within the scene.  I placed an object, matching the motion-tracked ground, under the object, with a frame uv-mapped to it, but it's obviously in 3-space and won't match the background properly, so I was trying to use only the refracted "light" through the object, and the rest be transparent to the camera (thus showing only the background video there).  You can safely ignore my messy shader experiments in this screenshot -- but it does show the oddly-shaped mesh object on which a frame is uv-mapped

Ray depth 0?


texts: Shrinkwrap modifier not using subdivision surface vertices

texts:
The reason the shrinkwrap modifier won't work properly is apparently because I have too few vertices in the relevant part of my mesh. (See my previous question.) However, I thought that the shrinkwrap modifier was using the vertices generated by the subdivision surface modifier. This doesn't seem to be the case.

How do I make my shrinkwrap modifier use the vertices generated by the subdivision surface modifier?

Thank you.


texts: What does clip=True mean in mathutils.geometry.intersect_line_sphere()

texts:
This argument seems to be undocumented.
Does it mean that if an intersection point is not between the line's two endpoints (line_a and line_b) then it is not returned?


texts: How to change parametric object attributes after creation

texts:
Once a cylinder is created, how to go back to its attributes ?
"Vertices, Cap Fill type etc.."


texts: Cannot get clothing physics to work in animation

texts:
I have a character wearing a tunic with cloth physics applied. The upper part of the tunic is pinned so I can animate that manually, its only the bottom part with clothing physics applied so it can interact with my characters legs. Now I've rigged and am animating my character, and the bottom of the tunic is animating with cloth physics but it is not "moving with" the body that has a collider set on it. It just stays there in place while the rest of the rig clips through it.
Does anyone know why this is happening? Hopefully this makes sense or I can post pcs.


texts: How do you quickly clear the mask when texture painting like when sculpting?

texts:
I know that in Sculpt mode you can use Alt+M and Alt+I to clear or invert it. This is super important for a fast workflow. I tried to make my own new Mask Flood Fill shortcut under Image Paint by adding "paint.mask_flood_fill" to the identifier field but it doesn't seem to work.

Am I missing something, is there no other way to do this but manually painting away the old masked areas by hand or adding a completely new image mask?


texts: How can I change (theme) the color of my objects in Object Mode?

texts:
Heads-up: I'm not talking about assigning materials or matcap, ok?? I'd like to change the default color of objects when you startup blender with a raw scene or when you haven't assigned them materials and is (not) using matcap. :))

I've been trying to customize my interface in Blender but I haven't found an option to change the color of the object in Object mode. It stays that slightly purple/blueish and I can't change that. However, there is an oprtion for changing the object's color while in Edit mode, very customizable.

Does anyone know how can i customize the color of my object in Object Mode?


texts: How to eliminate offset and follow rotation with parent vertex

texts:
I have selected two objects.
I used parent vertices to make the object follow the vertices of the object.
But when I use this, the distance between the object and the vertices is increased.
Also, when I select the base object and rotate it, the following object does not rotate.
Why does this happen?
Is there a way to solve these?


texts:
My question isn't really about a problem I'm having but me trying to avoid problems in the future.

So, I am modelling an armoured vehicle for a computer game and all of the handles and other details on the hull were made as separate objects, I've already joined some by selecting them and doing Crtl+J but this doesn't like the meshes in any way. However it not linking the meshes is a good thing as it prevents the resource count from going up but I'm not sure if this is the correct way to do this?

The main problem I can think of is when in a bit I want to UV-unwrap it that it won't do it as I want as the meshes aren't connected and this I can mark seams etc?

Any input on this would be most welcome.

Thanks!


texts: How do I get just the surface of a complex object (with a lot of overlaps)?

texts:
I'm using Blender to create some procedural shapes by using textures and modifiers. Whith this process, I get a lot of overlapping, as some faces get though other faces and the normals are probably a mess.

Of course this object has A LOT of useless internal geometry that I would like to get rid of. My first thought was to use the Shrinkwrap modifier, but even with a lot of vertices it gets "stuck" in those "spikes" of the shape.

Any ideas?


texts:
I press Ctrl+B and create a region for Cycles to render in Blender 2.92. The border is visible in the viewport and it all looks set to go. But every time I hit F12 to start the render, Cycles ignores the region and starts rendering as it would from the full camera view. I tried everything I could think of, including disabling the camera, but nothing seems to fix it. What could I be doing wrong? Could someone help me please?
This is how I've set Cycles up for this scene.

And this is how I've set up the Output Properties. As you can see Render Region is ticked.


texts: How can I quickly find the collection an object belongs to?

texts: I'm building a complex model that has many collections. Sometimes I add a new mesh to my model and it gets attached to the last collection I was working with. I need to move it to the appropriate collection. But it's not easy to find in the outliner.. So, is it possible to find which collection an object belongs without having to trawl through the outliner to find it ?


texts: Is it possible to get the path of a .blend file from within OSL?

texts:
I'm aware of how to do this with Python, that won't solve the issue in an ideal way for me. Introducing Python is uncomfortably outside of the scope of what I'm writing.
I'm attempting to use a texture lookup from within OSL, as part of a tutorial I'm creating; but the default working directory is the same as Blender's. That makes it very difficult to write portable code that will work on any other machine--I can't use relative paths. I'm really trying to ensure that the tutorial file will immediately work on 2.92, on any machine, out-of-the-box.
Is there a manner in which OSL can retrieve the path to the current .blend file internally?


texts:
I moved the object below with the grab tool and the origin did not update.

This occurs whenever the object is moved (with any transform tool, in any manner).  Nothing in this scene has parenting.

I believe that this issue may have been aggravated by repeated use of setting the 3D cursor position, then setting object origins to it.  As a matter of fact, they move together!

Here are some things that I tried to remedy the situation, none of which worked:

  Setting the object's origin to its geometry
  Clearing object origin
  Applying transforms
  All items under the "snap" and "set origin" menus.
  Selecting different objects (the origin never moves... it might still be the origin of the object in the picture)
  Selecting/deselecting all objects
  Saving to a different file and opening.

As, err, intriguing as it is that the origin is permanently locked into the 3D cursor's place, I want to know if anybody can find a solution to this.


texts: Blender crashes when running custom operator EXCEPTION_ACCESS_VIOLATION

texts:
I'm trying to write my operator that will simulate the local view (Because I need to create new meshes, and some other functionalities that are not supported in blender's local view). Script acts as expected, but when I try to run some other custom operator that I wrote (for example, one that adds some custom properties on an object), blender crashes from time to time without warning. Crash doesn't happen every time, but at random, maybe one in ten times. I tried running blender from windows console, and I get an error: EXCEPTION_ACCESS_VIOLATION. I'm pretty much lost here.

Here is script for local view:

bpy.types.Scene.hidden_objects = []
bpy.types.Scene.is_isolation_mode = bpy.props.BoolProperty(default=False)
bpy.types.Scene.is_isolation_mode = False

class IsolationMode(bpy.types.Operator):
bl_idname = "my_operator.isolation_mode"
bl_label = "Enter/Exit Isolation"

def execute(self, context):
    if bpy.types.Scene.is_isolation_mode:
        for hidden_obj in bpy.types.Scene.hidden_objects:
            hidden_obj.hide = False
        bpy.ops.view3d.view_all()
        bpy.types.Scene.hidden_objects = []
    else:
        for obj in bpy.context.scene.objects:
            if obj.select == False and obj.hide == False:
                bpy.types.Scene.hidden_objects.append(obj)
                obj.hide = True
        bpy.ops.view3d.view_selected()
    bpy.types.Scene.is_isolation_mode = not bpy.types.Scene.is_isolation_mode
    return {"FINISHED"}

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

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

And custom script that crashes Blender (this is just one example, there are several scripts, and they all tend to crash Blender:

bpy.types.Object.material_type = bpy.props.EnumProperty(items=
                                                    (('0', 'Normal', 'Normal layer'),
                                                     ('1', 'Additive', 'Additive Layer'),
                                                     ('2', 'Subtractive', 'Subtractive')),
                                                    name="")
class SetLayerType(bpy.types.Operator):

bl_idname = "my_operator.set_object_type"
bl_label = "Set Layer Type"
bl_options = {'REGISTER', 'UNDO'}

layer_type = bpy.props.EnumProperty(items=(('0', 'Normal', 'Normal layer'),
                                         ('1', 'Additive', 'Additive Layer'),
                                         ('2', 'Substractive', 'Substractive layer')),
                                  name="Mode")

def __init__(self):
    self.update_properties()

def draw(self, context):
    layout = self.layout
    layout.label(text="Layer Type")
    layout.prop(self, 'layer_type')

def invoke(self, context, event):
    if len(bpy.context.selected_objects) == 0:
        self.report({'ERROR'}, "At least one object must be selected.")
        return {'CANCELLED'}
    return {"FINISHED"}

def execute(self, context):
    for obj in bpy.context.selected_objects:
        obj.material_type = self.layer_type
    return {"FINISHED"}

def update_properties(self):
    if len(bpy.context.selected_objects):
        obj = bpy.context.selected_objects[0]
        self.layer_type = obj.material_type

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

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


texts: How to paint vertex alpha in the new version for unity?

texts:
https://youtu.be/DMS1I-gJkzE

According to google, making bottom vertecies opaque and top ones transparent should fix the sliding grass issue.

https://www.youtube.com/watch?v=1QbpCZuGe7M

I tried following this tutorial, since blender recently got alpha paint feature, but I cant fix it. I tried making the bottom vertecies black and top white, I tried making top vertecties black and bottom white, I tried top vertecies transparent and bootm full opaque, I tried top vertecies full opaque and bottom vertecies full transparent, I tried top vertecies 1.0 weight and bottom vertecies 0.0 weight, I tried top vertecies 0.0 weight and bottom vertecies 1.0 weight.

Am I using it wrong? When I am painting the alpha, I can see the change in blener , I can see it get more transparent in vertex paint mode, but when I export it to unity, it still slides arround.


texts: I am making a game in ue4 and I am trying to import my character into it. I tried to import the character into UE4 and when I did, the hair which was made by a particle system disappeared. Does anyone know how to make it not?


texts: Need help with creating a custom material node with python

texts: I'm trying to make a custom node in python, and I've been able to make the input and output sockets, but I have no idea how to connect the input float values to the output float values. I've already tried learning parts of the Blender API in order to figure out how to do this, but I've made no progress. How do I connect the inputs to the outputs, or even set an output value at all?


texts: How do I get lit textured materials in Multitexture BGE?

texts:
As the title says, how can I get Materials that contain textures to work and not be shadeless in BGE that is set to Multitexture mode? I cannot use GLSL.

I need to use materials so I can control the specularity of my objects. If I set the Blend mode for my textures to Mix the object becomes shadeless, if I set it to multiply the object becomes black.

Here are some pics to demonstrate my predicament...

Normal viewport:

BGE running, texture set to mix:

BGE running, texture set to multiply:

BGE running, no material assigned (using UV image texture):


texts: How to disable transparent drop menus and tooltips?

texts:
I installed Blender 2.9 on Windows 7 and spent lot of time in Preferences but could only find out how to disable overlap of editor windows (Region Overlap). What did I miss with drop menus and tooltips? Other programs let me adjust transparency directly if it's a feature.
I have so far checked my drivers are up-to-date, tried different themes included in Blender, disabled all unnecessary animations and effects on Windows (most before installing Blender), restarted computer and asked around google and other places.
Edit: I tried Blender 2.8 stand-alone version and it sometimes showed menus correctly but flickered most of the time when using them. What gives?
Edit2: There's no graphical bugs on 2.79b and I'm pretty sure it was about my graphics card.


texts: Generating hillshade from different ranged rasters

texts:
I have nine digital elevation model raster files in 16 bit unsigned TIF format from which I'm trying to generate hillshade. The reason for this is that my computer isn't powerful enough for Blender to tackle only one or two files.

Everything works as expected and I'm very happy with the results, but only when I tried to merge them I realized that they look different.

I suspect it has something to do with the fact that each TIF has a different value range than the other eight. For example 1.TIF has 0 - 39961 and 2.TIF has 9791 - 40104.

I am using a node-based shading:

Using these files, is there anything I can do to generate hillshades that have the same value range so they don't look inappropriate when merged together?


texts: Unable to render with cycles using GPU: failure to compile CUDA kernel

texts:
I am failing to render with Cycles. When I hit F12 in a default scene (just a cube) it says "CUDA kernel compilation failed, see console for details." I read that you can pull down from the top of the Blender window to see the console, but that didn't contain anything of value other than the same error message. So I started Blender from the terminal and got the following:

CUDA version 9.10 detected, build may succeed but only CUDA 8.0 is officially supported.
Compiling CUDA kernel ...
"nvcc" -arch=sm_20 --cubin "/usr/share/blender/scripts/addons/cycles/source/kernel/kernels/cuda/kernel.cu" -o "/home/tim/.cache/cycles/kernels/cycles_kernel_sm20_F85D76AC61003DDA20889AF653A705B3.cubin" -m64 --ptxas-options="-v" --use_fast_math -DNVCC -D__KERNEL_CUDA_VERSION__=91 -I"/usr/share/blender/scripts/addons/cycles/source"
nvcc fatal   : Value 'sm_20' is not defined for option 'gpu-architecture'
CUDA kernel compilation failed, see console for details.

From googling it seems that sm_20 means "Compute 2.0" (which my GPU supports) and that as of CUDA 9 sm_20 is no longer supported. So are my only options to try and install CUDA 8 via nvidia's site or upgrade the GPU in this machine? Thanks!

Software:

Blender 2.79b
64-bit Ubuntu 18.04.1 TLS
proprietary driver: nvidia-driver-390
nvidia-cuda-toolkit version 9.1.85-3ubuntu1
nvidia-modprobe version 384.111-2

Hardware:

Nvidia GTX570, Intel 6600K, 16GB RAM

Blender Setup:

Preferences > System > Cycles Compute Device is set to "GeForce GTX 570 (Display).
Render button's device is set to "GPU Compute"
Cycles Render is set at top of 3D view.


texts: How do I cut up a 3D object into separate pieces

texts: I have here a 3D piece of glass which I need to smash in Unity. Is there an easy way of cutting it in Blender into separate pieces? As you can see I have started cutting on one side but can't separate with both sides of the cut having faces and when Unity doesn't see a face it leaves a blank space.


texts:
By some miracle I managed to get a simple fluid simulation (kind of) working, but the collision objects I've set up are completely wonky, and some of the fluid just passes right through the surface.
They have thickness, and I've tried changing the "Surface Thickness" value to no avail.
Here is a video that more obviously demonstrates my problems:
https://streamable.com/j31e9s
If anyone can help me improve the accuracy of this simulation, or point me to what I'm doing wrong, it would be greatly appreciated.


texts: Where is the "default color" of a face, when a texture is applied?

texts:
In the first image you can see the materials displayed in the SOLID view.
T stands for a material that has a texture applied to it.
W, R, Y stand for 3 materials that have no texture applied to them and only use BASE COLOR.
Now, in the second image you can see that the materials render correctly in LOOK DEV mode.
They also work correctly when rendered.
Why, in the MODELING view they are colored weirdly?
Where do I find that color setting?
If I didn't need to use transparency, I wouldn't care, but unluckily I'm in need of that, and transparency is not allowed in the LOOK DEV mode.
If at least it was all grey.


texts: I downloaded a set of textures and one of the textures included was called a glow map. I looked all over the web to figure out what it was and can't find anything. How do I use the glow map? By which I mean, how do I connect it to the Principled Shader?


texts: How to make an interactive two-finger robot gripper and grab things with it?

texts:
I am trying to make a two-finger robot gripper. The grippers use soft body physics and my goal is to move them towards an object in the middle of the scene to just grab it by pressing the grippers to it. Note that I don't have to move the object necessarily although it would be great if I can do this as well!. I also want to take the grippers away from the object in the middle in an arbitrary time. This gif (32MBs) shows an advanced version of what I want to make. Basically, I want to have the freedom to control them the way I want while the physics is running so baking the physics is not an option here. Ideally, I want to run the physics simulation frame-by-frame using bpy.context.scene.frame_set(bpy.context.scene.frame_current+1) so that: 1) I do not need to have a fixed path for the way the grippers move and 2) I can get some data about the soft body physics (forces, static and dynamic friction for each vertex/face) for each step of the simulation; I already know how to get that data that I need.

Based on the discussions I've had with people it looks like there is a couple of different ways of doing this, potentially. The most promising ones seems to be: 1) Using armatures and IK bones and 2) Animate what I want to do (maybe something like this?) and 3) Apply forces directly either by using Force Fields or somehow directly apply forces on the vertices, something like this. So I wonder, does anyone know which of these methods best fits my needs and post an answer which includes helps me make a soft body robot gripper in Blender?

I don't know almost anything about setting up armatures and IK bones properly to do this task so I don't know what could be the limitations of method 1 and how well it can satisfy my need. It looks like method 2 can do what I want as long as I know the path/curve on which the objects should move, which is undesirable for me. For 3, it looks like using Force Fields and Effector Groups can enable me to move the grippers closer and further and freely move my objects in the scene. However, it looks like it is a bit unintuitive to control Force Fields to achieve the desirable effect since I might want to quickly stop the grippers and move them.

I might be wrong about the limitations of these methods. However, it looks like to me that being able to directly apply forces (something like this but for soft bodies) to parts of the soft body objects would be the best option. Still, if you think you have a better idea on how I can make the gripper so you may ignore all of the methods that I described above and propose your own solution but make sure you the grippers are soft body objects.

While searching for a method to use to achieve what I described above, I sort of devised my own way of doing this (shown below) which is not ideal. The way my method works is that I have put an empty on top of my "grippers" and used the Transformation constraint to move the grippers. This method works okay but since I am not applying any force to the objects, the behavior of the soft bodies is not accurate as they collide with other objects. The good thing about this method however is that I can pin the vertices of the grippers so that they won't wobble as the grippers are touching the target object. Also, this way of pinning the objects will keep the grippers behave more realistic which is desirable (and needed) for my application. Maybe armatures can help with the pinning thing? Below you can see a .gif that depicts how I control the grippers using my method:

And here's another one with only pinning one vertex from the top and one vertex from the bottom:

And here's the .blend file for what I show in the gifs:

By the way, this question could be seen as an advanced version of the questions asked here and here.


texts: Selecting Visible Objects Only in Blender 2.8

texts:
I can't seem to be able to select the visible objects (in object mode) only without selecting the ones hidden behind other objects, toggling X-Ray mode doesn't make any difference.

Just create two objects one smaller than the other and place the small one behind the big one so you can't see it and use the box, circle or lasso selection tool and it will select both objects.

is there a way to use these selection tools without selecting the non visible objects?


texts:
I need to fill these holes in the mesh.
The fill holes command doesnt work - There are no double vertices.I have also tried to use decimate modifier bevore.Also i cannot use edge loop to fill it manually.

Please help out - thanks


texts: Create image and textured polygon from python

texts:
I am trying to create a textured polygon from python and have it display properly in the 3D View in Texture mode.

I can create the  mesh, uv coordinates, object, material, texture, and image.
If I select the "Rendered" display mode in the 3D View it shows the properly textured polygon.  However, if I switch the 3D View to "Texture" display mode, the polygon is not showing texture but the material color.

This can be manually fixed by selecting the object, entering Edit mode, and switching to the UV/Image Editor (where the correct UV coordinates are already displayed) and selecting an image to be "linked" from the menu:

This causes the object to be properly displayed in the 3D View in Texture mode, but alas the python console and Console Window do not reveal what this does.  Can anyone tell me what property of what kind of object is being set?

Below is the python code I am using to create the polygon and the materials/textures.

import bpy
from mathutils import Vector

def set_pixel(img: bpy.types.Image, x: int, y: int, color: list) -> None:
    width = img.size[0]
    offs = (x + int(y*width)) * 4
    for i in range(4):
        img.pixels[offs+i] = color[i]

def get_pixel(img: bpy.types.Image, x: int, y: int):
    width = img.size[0]
    color=[]
    offs = (x + y*width) * 4
    for i in range(4):
        color.append( img.pixels[offs+i] )
    return color

def doit():
    global mat
    global tex
    global slot
    global obj
    global image
    global mesh
    global uv_tex

    verts=[
        Vector((-1.0, -1.0, 0)),
        Vector(( 1.0, -1.0, 0)),
        Vector(( 1.0,  1.0, 0)),
        Vector((-1.0,  1.0, 0)) ]
    faces = [ (0, 1, 2, 3) ]
    name = 'my'

    # build mesh
    if name in bpy.data.meshes.keys():
        bpy.data.meshes.remove(bpy.data.meshes[name])
    mesh = bpy.data.meshes.new(name)
    mesh.from_pydata(verts, [], faces)
    mesh.update()

    # build object
    if name in bpy.data.objects.keys():
        bpy.data.objects.remove(bpy.data.objects[name])
    obj = bpy.data.objects.new(name, mesh)
    bpy.context.scene.objects.link(obj)

    # add UV
    uv_name = name+'_uv'
    uv_tex = mesh.uv_textures.new(uv_name)
    vert_uvs = [(0.0, 0.0), (1.0, 0.0), (1.0, 1.0), (0.0, 1.0)]
    mesh.uv_layers[uv_name].data.foreach_set("uv",
             [uv for pair in
              [vert_uvs[l.vertex_index] for l in mesh.loops]
              for uv in pair])

    #generate image
    image_name = name+'_img'
    if image_name in bpy.data.images.keys():
        bpy.data.images.remove(bpy.data.images[image_name])

    image = bpy.data.images.new(image_name, 4, 4, alpha=True)
    w = image.size[0]
    h = image.size[1]
    for x in range(w):
        for y in range(h):
            set_pixel(image, x, y, [1, 1, 0, 0])
    [set_pixel(image, 0, y, [0, 1, 0, 1]) for y in [0,3]]
    [set_pixel(image, x, 0, [0, 1, 1, 1]) for x in [1,2,3]]
    [set_pixel(image, 0, y, [0, 1, 1, 1]) for y in [1,2]]
    [set_pixel(image, x, 3, [0, 1, 1, 1]) for x in [1,2,3]]
    image.filepath_raw = "//" + image_name + ".png"
    image.save()

    # build texture
    tex_name = name+'_tex'
    if tex_name in bpy.data.textures.keys():
        bpy.data.textures.remove(bpy.data.textures[tex_name])
    tex = bpy.data.textures.new(tex_name, 'IMAGE')
    tex.use_preview_alpha = True
    tex.use_interpolation = False
    tex.extension = 'EXTEND'
    tex.filter_type = 'BOX'
    tex.use_mipmap = False
    tex.image = image

    # bulid material
    mat_name = name+'_mat'
    if mat_name in bpy.data.materials.keys():
        bpy.data.materials.remove(bpy.data.materials[mat_name])
    mat = bpy.data.materials.new(name=mat_name)
    mat.diffuse_color = [1, 1, 1]
    mat.use_transparency = True
    mat.transparency_method = 'RAYTRACE'
    obj.data.materials.append(mat)

    # assign texture to material
    slot = mat.texture_slots.add()
    slot.blend_type = 'MULTIPLY'
    slot.use_map_alpha = True
    slot.texture_coords = 'UV'
    slot.uv_layer = uv_name
    slot.texture = tex

doit()


texts: Armature issue Importing an FBX file from Unreal Engine to Blender

texts: So i need to make a custom animation using the Conan Exiles(game made with Unreal Engine) Armature. I tried importing the sk_human_male.FBX into blender, and got this mess Rather than a working Skeletal mesh & Armature.. any Idea how i can fix it?


texts: How to make small objects fall properly with rigid body?

texts:
I have a bunch of dominos set up in my scene. I want them to tip each other over(aka the domino effect). However, they're not falling realistically. They're falling way to slow.

My dominos are reshaped cubes, which I've applied a box-type rigid body to. But because of limitations unbeknowst to me, I can't properly use rigid body on so small objects. Therefore I've scaled them up to 40 times larger. They are now 81,284cm x 25,414cm x 177,8cm. Because they are sooooooo large, they fall reaaaaally slow.

They are standing on a plane which have been applied a passive rigidbody.

Is there any way of making them fall realistically fast?

I've tested speeding up the scene time, but turns out a bit weird/unrealistic.
I've tested bumping up the gravity, but also feels a bit weird.

File: http://www.pasteall.org/blend/26893


texts: Why do I have the 2.80 API on blender 2.79

texts:
When I compare the latest blender api to the 2.79b API (based on the current link from https://docs.blender.org/api/), I see that the bake_action API changed from accepting start_frame and end_frame to taking a single frames iterable.

When I run blender --version, I get:

Blender 2.79 (sub 6)
        build date: 2018-12-25
        build time: 20:34:04
        build commit date: 2018-12-22
        build commit time: 14:10
        build hash: 2c0c1f494dcf
        build platform: Linux
        build type: Release

However, when invoking bpy_extras.anim_utils.bake_action, I get:

  File "/usr/share/blender/2.79/scripts/addons/io_scene_godot/converters/animation/constraint_baking.py", line 87, in bake_constraint_to_action
    do_visual_keying=True,
TypeError: bake_action() missing 1 required keyword-only argument: 'frames'

This suggests that I have the 2.80 API, even though I seem to be on blender 2.79.
What am I misunderstanding about blender versions?


texts: Cell fracture explosion with followed by reform of the object?

texts:
How can I explode an object then have them come back to form the original object. Kind of like going back in time.
The object is cell fractured into many peaces and it uses a ball object to explode it out. But how do I make the exploded pieces come together to original form?


texts: How to bypass OpenGL 1.2 requirement for remote GPU rendering?

texts:
Disclaimer: I am aware that this question is very similar to these two and that the answer to my question would probably be applicable to them, too:

How to run blender 2.77 on a virtual network render machine with no Opengl support on windows?
How to run Blender through RDP on Windows Server 2008 R2 - opengl error

However, my situation is different from the two mentioned above in that the machine I want to render on is a physical machine that has an nVidea GTX 870Ti GPU (i.e. I definitely do want to render on the GPU, not the CPU) but it has no monitor attached to it - I only ever access it via RDP from my main workstation. Now, the RDP display driver apparently does not fulfill Blender 2.77's minimum OpenGL requirements and the fact that there is no physical monitor attached means that I also cannot connect via TeamViewer... (haven't tried VNC yet... would that work?)

I am currently working around this by using Blender 2.76 on that machine but I've already encountered situations where the render results differed from Blender 2.77 due to bugs that were fixed in that version and thus were unusable for animation rendering.

(Quick explanation on what I'm doing: I'm trying to distribute rendering of animation frames across multiple machines. For this purpose I have shared the project and output directories with the additional render boxes. I also have the "Overwrite" option unchecked and "Placeholders" checked. I.e. I'm not using any special network rendering addons.)

Is there any solution to this? Maybe a custom 2.77 build somewhere?


texts: I deleted my light source... now my bakes look pitch black

texts:
If i remember correctly, if you deleted your only light source in a scene, blender would automatically light everything related to bakes as seen in the image below

apparently, if you delete your only light source in a scene on blender 2.9, your bakes will be pitch black as seen in the image below

I'm quite new to blender 2.9 and i don't really know how to fix this without adding a new light source, which is exactly what I'm trying to avoid because i want the results as seen in the first image


texts: Blender 2.8 Leaf Transparency Issue, with Eevee

texts:
Somehow i'm not being able to pull this off.    I've tried searching on google for solutions but couldn't find it.   I thought the setup was quite simple, but it don't seem to work properly.

If you take a look at the image below you'll see what i mean.

I've tried changing the Blend Mode on the Settings TAB, i've enabled screen space refraction...

It seems that i'm missing out on something.     Any thoughts ?   Thank you


texts: bpy.ops.object.scale_clear(clear_delta=false) (the alt-s command in 3d view) lowers ram usage?

texts: One of my projects has a script that creates thousands of objects every time it runs and even though it deleted the old objects there's still a ram build-up over time. For example, just now it hit 24gb (out of my 32). I found a trick a while back where if I run the alt-s command repeatedly eventually the program will freeze for a minute then drop my ram. It dropped from 24 to 6 gb with no apparent consequences since I create objects by dimension not scale. Does anyone know why this is the case? Is there a better way to delete objects than just the delete() method?


texts: Why does this piece of cloth collapse if I enable 'cloth collision'?

texts:
I want the one piece to simulate as cloth, but it doesn't work.

If I don't check the "cloth collision", it works correctly. But if I check it, the one piece collapses.

I already tried to change some values on simulation tab but it didn't work well.

So please tell me what should I do?
I'm using blender 2.79b on Mac OS Catalina.


texts: How to make looping/cyclic clock-hand animation seamless?

texts:
I am making a (non realistic) clock hands animation. But there's a slight pause at the end of the loop. I have copy/pasting the first frame to last, making the graph cyclic, using the steps modifier, but none of them seems to work for me. :(

Also, how do I create and upload those nice gif captures I often see here in theis forum? Is there a native method to capture gifs from blender and host to here?

UPDATE: In the other thread marked as duplicate of this one, the 'set keyframes as linear option' solves this issue, but not completely. There is still a tiny pause at the end of the loop, probably due to the end keyframe sharing the same values as the first. But if I duplicate the first frame to the last, the entire clock animation rewinds at the last frame, and then starts again normally.


texts: How to remove background colors in antialiasing pixels in Eevee?

texts: I have a shadeless red material applied to the default cube.  The world background is green.  When the scene is rendered with Eevee, transparent green pixels appear at anti-aliasing pixels along the contours of the cube.  How I can remove the green color and make the anti-aliasing pixels purely red?  The green color seem to come from the world background.  No transparent green pixels if the same scene is rendered with Cycles.


texts: Issue with UV mapping and Texture paint tools

texts:
I'm very new to Blender so sorry if this is quite obvious. I've been using Darrin Lile's character modelling tutorials on YouTube. It was all fine up until texturing. To briefly explain what the issue is, when using the 'Texture Paint' mode in Blender (the one that allows you to paint directly onto the object), the paint is appearing on the opposite side of some parts. For example, if I add paint onto the stomach, it will appear on the character's back.

I'm hoping the solution is something very simple but it's possible I've messed something up with the UV maps. However, my UV map seemed fine.

If anyone could help with this that would be great. Thanks for reading!

Here's the download link to my model:


texts:
i want to use a Uv and occlusion map to generate a new mesh over the top of an existing mesh but with different topology.

My logic goes like this:

Create an occlusion and UV map from an existing model.

Generate a new UV map over the top of the old one with a different shape.

Use the old UV coordinates to project new UV map into 3d vertices.

In other words, i want to use the old useless topology to provide the x,y,z info for a new topology via a UV map.

Is it possible to get the x, y, z info from the UV map?

heres a before:

Heres an after:


texts: Ideal camera settings to approximate human eye?

texts:
As far as things such as Focal Length, Sensor Size, etc., what are the ideal camera settings in blender that most closely approximate the human eye?  Right now, everything in my scene seems like it is way smaller than it should be at the default settings.  I believe this is because the defaults assume a scale of 1BU = 1cm or 1mm, whereas I am using a scale of 1BU = 1 meter.  I am doing so largely because I will be constructing large indoor and outdoor scenes (including an entire city) where working with a scale of 1cm or 1mm would be too unwieldy, and possibly run into internal software limits.

Now, I realize that because blender's camera uses monocular imaging instead of binocular imaging (like the human eye) it cannot perfectly match how a human would view the scene.  However, I'm not looking for perfection: I'm looking for a close approximation that is "good enough".


texts: I recently installed Blender(2.82) on Steam and when I wento to run it, Blender simply flashed a grey window and didn't launch! Can someone please help me?


texts: How do you disable physics force field for multiple objects/meshes?

texts:
I have 500 meshes grouped together and I can't find out which one of them has the force field physics activated, but it's there. I assumed a possible solution would be to select all objects, disable force field physics for the active object, then apply the changes to the rest of them... but, if so, how do I do that?

Thanks!


texts: How to recalculate bone transforms/constraints to originate from armature origin point?

texts:
I'm trying to make an export script, and I need all the exported bones to be positioned at the armature's origin point. The trouble is that I would like to be able to position the bones anywhere in the scene so that the animation process is more efficient. While for me it is quite doable if I only work with individual bones, the complicated part for me is that I also want to be able to add constraints and other bones it would be linked to. (These would be discarded in the export process)
Here is a link to a blend file. In that I have two rectangles which are each applied to a bone. "BoneTransform" has a bone which is located some place other than the origin point, while "CursorTransform" has a bone which is located at the origin point. My basic desire is to be able to animate with an armature set up like BoneTransform, but for the export to output the transformation data of CursorTransform with the added twist of constraints and what not, so please address this in any answers which you might post.


texts: How can I add holes at specific offsets from the edges of my object (as per picture below)? Using edge loops, I believe I can measure from the middle of the object, but it would be much easier to measure from the edges. Is that possible? Tks!


texts: How can I make this cinnamon stick material more rough and dusty looking?

texts:
I would like to make a realistic cinnamon stick texture / shader as shown below.

Reference image:

my attempt

and a close-up render -

I could come this far, but i can't figure out how to make mine bit more rough and dusty looking surface. Help please

you can download my blend file here

thanks


texts:
When I use scrape brush on right side, that's okay.

But let's go into next photo.

This is result of the other side from mirror x axis. This is problem.

I would expect to show me the same result.

Why did this happen, and how can I solve it?

These are the brush currently setting.

This this is the topology of the esh in edit mode


texts: Is there an automated way to convert a scene's Cycles materials into Blender Internal materials

texts:
I'm working with Cycles, preparing a scene with many objects to export it as fbx to Unreal Engine 4, I unwrapped and baked all textures, named all objects, textures, and materials properly.
The problem is, when I import the fbx file in UE4, textures are not linked properly to the materials, I need to import all textures, link them one by one to each material, it's a painful process.
I know that this process using BI is a piece of cake, is there a way, an addon or a script that makes materials and textures well embedded in fbx using Cycles materials? Am I missing something, a checkbox that I need to enable maybe?
In case that is not possible in Cycles, is there a way to convert Cycles materials to Blender Internal materials without having to go through the whole process of linking manually all broken textures links?


texts: Transparent faces even with Limit Selection to Visible

texts:
I was wondering why the objects of this file are always displayed transparent in Edit mode, even with the Limit Selection to Visible option enabled, and no Shading enabled in the 3D properties panel. I think I miss something. Here is the file.

Thanks a lot.


texts: Why does turning off Auto Smooth removes blotches?

texts: Often with imported OBJ meshes I noticed that some seemingly random vertices are surrounded in dark blotches and sometimes adjacent ones are pale. Yet all the readable characteristics are identical to a normal vert angle stats. So why when I was messing around I unchecked Auto Smooth did theses anomalies go away?


texts: How do I increase the Grease Pencil render quality?

texts:
I have various Grease Pencil assets - rigged & linked to the scene. And I've noticed that the quality of rendered Grease Pencil objects (detailing of lines, its "cubicity") doesn't change - no matter what amount of samples I use for rendering. Have tried both Eevee & Cycles: 64 samples look the same as 4096 samples. The only thing that helps to achieve smooth and clear lines is rendering in 4K and downscaling the image.
Do GP objects use render samples in common way, like mesh for example (I've noticed that Cycles renders tile by tile depending on samples amount & resolution, and then GP just emerges at once - like it's not being rendered, but just... drawn, added after main render is done)?
If not, how can we affect GP render quality?


texts:
I am wondering if it's possible, to add a prop_search per Item in a UIList?

I'm trying to create a item/row, where it has like, 2 Labels, then the prop_search element at the far right.   So basically the row would read like:

index:0   "text"   prop_search

I would ideally want to do it, per Row/Item in the List, as I have.
So the user could click the dropdown/search, and choose a Mesh/Object per entry.

By default I'd like to have the prop_search populated with a specific object in the scene, but let the user change the object in the prop_search if they choose so, and I use that / change other things based on that.

I'm trying to create a condensed Boolean Popup Dialog/List, and let the user change the Bool Objects there / Operator Mode, and do some other things.

Right now as I change 1 dropdown, they all change.  Also they are not getting the specific object I want to use/set in there.

Seems like I'd need to maybe make a pointerProperty per item, or add entry to pointerProperty Array, if is a thing that exists?

I'm very new to Python/Blender, so have alot to learn.

Any ideas?

Thank you!!!

Edit:

So I found out that doing something like this, almost works.  I can load in my Objects, choose another one, but it then RENAMES the original object with the chosen one....

I was able to use a regular layout.prop, but then I can't get the search/dropdown to select another object.  But I can rename OK.

Maybe since I'm supplying object,"name", it's updating the current one, instead of replacing...

split.prop_search(obj,"name",bpy.context.scene,"objects","","",False,'OBJECT_DATA')


texts:
Goal

Generate several scene from files (csv, yml with parameters) and thus, initialize the scene before loading a file.

Bug

In my code, I am creating a plane(object mode) and want to subdivide it (edit mode). Yet I have this error message:

RuntimeError: Operator bpy.ops.object.editmode_toggle.poll() failed, context is incorrect

can anyone has a solution?

Info: before toggle to edit mode, I select and activate the plane
and on my Blender GUI, the plane seems to be in Edit mode (with the vertices visible) yet I am still in object mode

UPDATE

It seems that it come from the bpy.ops.wm.read_homefile()..

@rob: I made a little addons that you can place in a directory "test_addons" in the scripts/addons. This show how you cannot (?) use

bpy.ops.wm.read_homefile()

with a toggle_mode right after...

__ init__.py

bl_info = {
    "name": "Test Addons",
    "author": "",
    "location": "View3D > Tools > Test_addons",
    "version": (1, 0, 0),
    "blender": (2, 7, 9),
    "description": " ",
    "wiki_url": "",
    "category": "Development"
}

if "bpy" in locals():
    import importlib
    importlib.reload(ui)
    importlib.reload(new_plane)

else:
    import bpy
    from bpy.types import PropertyGroup
    from bpy.props import (PointerProperty, FloatProperty)
    from . import ui
    from . import new_plane

class MyPlane(PropertyGroup):

    size = FloatProperty(name="Size", default=5., min=0, max=100,)

classes = (ui.NewToolBar, new_plane.NewPlane, MyPlane)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.Scene.my_plane = PointerProperty(type=MyPlane)

ui.py

import bpy
from bpy.types import Panel

class NewToolBar(Panel):
    bl_category = "test_addons"
    bl_label = "test_addons"
    bl_region_type = "TOOLS"
    bl_space_type = "VIEW_3D"
    bl_context = "objectmode"

    def draw(self, context):
        self.layout.operator("my_plane.new", text="New Plane")

new_plane.py

import bpy
from bpy.types import Operator

class NewPlane(Operator):
    bl_idname = "my_plane.new"
    bl_label = "My Plane"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):

        # I load the home file
        bpy.ops.wm.read_homefile()

        # create an object and change its mesh in EDIT mode : I have an error message...
        my_plane = bpy.context.scene.my_plane
        bpy.ops.mesh.primitive_plane_add(radius=my_plane.size, location=(0., 0., 0.))
        bpy.ops.object.mode_set(mode='EDIT')
        bpy.ops.mesh.subdivide()
        bpy.ops.object.mode_set(mode='OBJECT')

        return {'FINISHED'}

Error message

bpy.ops.object.mode_set(mode='EDIT')
File "C:\Blender\2.79\scripts\modules\bpy\ops.py", line 189, in __call__
ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.mode_set.poll() failed, context is incorrect


texts: Python - Use bpy.data.libraries.write on only the active action

texts:
I am trying to create a small addon to export actions into new blend files for easy access later. That way I don't have to dig around my other blend files looking for specific animations. I have been able to make an addon to export all the actions in the scene, but am looking to only do so for the active action on the active object.

Here is the code if someone with more experience can help me out. Thanks

    scene = context.scene
    obj = bpy.context.object
    action = obj.animation_data.action

    if action:
        print(action.name)                                                      #Grab current action name

    if obj:
        print(obj.name)

    print (scene.my_tool.path)
    filepath = scene.my_tool.path
    #data_blocks = {action for action in bpy.data.actions if object == obj.name}
    data_blocks = {action for action in bpy.data.actions if action.name}
    bpy.data.libraries.write(filepath, data_blocks, fake_user=True)


texts: how can i make light pass through an object in blender? (V. 2.92)

texts:
i want to make a sun, but wen i put the light point on it, the light don't come out of the mesh.
before:

after:

what i can do?


texts: Why my texture is not the same in blender and when i export collada?

texts:
I don't know why, i try everything after a bake to put my texture instead of the old one. The only way i see my old texture is in the outliner but i don't know why it's there because in my shader the only texture i have is the baked one...

I'm trying to get a baked texture to export in collada for playing with webgl after but this is really hard to get.


texts:
I had experience that mt blender gone crashed, I try to open autosave file, but both original file and autosave file has gone corrupted, so I can’t open any of them, it happened sometimes when huge blender file got crash, autosave didn’t save it’s backup property.
I notice that autosave only provide one back up file.

My point is is there any option I can save number of autosave version like zbrush??
or maybe script for it?


texts: I Separated the Bird into Loose Parts, how Do I Animate Those Loose Parts Independently, without everything else being animated?

texts:
The bird in the picture is a whole bunch of loose parts combined by Ctrl J. I separated it in edit mode. Now, whenever I try to animate the wings of the bird, the whole body is animated to, only when I animate the wings.

I am very new to blender.


texts: Trying to bring back transparency on background of freestyle render

texts:
So eevee freestyle does not render the lines beyond a transparent object, I guess because it doesn't recognize transparency in the same way Cycles does.
I seperated the glass textures onto a different render layer, but now I somehow don't have a transparent background, which is an issue. Any idea on how to fix this? Here is my node setup for Comp:


texts: How can I make a long strand of bones without having to extrude each one? Here is what I'm trying to accomplish:


texts:
When I go to the rendered view, the object is very hard to see and I cant put any textures s on it.

and here is a rendered image of it

It's a .png file and the white surface should a plane, but there are no textures. This error corrupted every blender, including the already created ones. What should I do?


texts: so I'm trying to bake this high resolution belt buckle with this antique metallic procedural texture, but it's not looking correct after it finishes baking as a normal map. I googled this and to my understanding, by default, Blender has no option to bake a metal material. Is that correct? Do I need an add-on to do this or is there a way to get the nodes setup to bake this look from my high poly model to the low poly one?


texts: Why does this model unwrap despite having no seams marked on it?

texts:
I am very new to Blender and wanted to use the program to UV unwrap a 3D Pokemon model from the games to use it as a sewing pattern. Now after watching some basic tutorials about unwrapping and marking seams I've noticed that the model itself unwraps on certain edges with no existing seams or anything and I don't know why. I haven't found any help while Googling my problem yet and am hoping I can get some help here!
This is how it looks without adding seams and no UV unwrapping, just selecting the whole thing in UV editing mode:

And this is after adding my own seams and UV unwrapping it:

This is where I got the model from


texts: Why is my texture stretched over my model?

texts: I'm following this tutorial to create a building. And am facing some problems with shading/ texturing. The tutorial is for Blender 2.7x and I'm using 2.8a. If you look at the screenshots below, you'll see that the image texture looks weird in Shading mode and fine in Texture Paint mode.


texts: How to hide one level for all collections with Python?

texts: Using python how would I hide one level? Like shown below.


texts: Load and update Enumproperty values in a import filedialog

texts:
I´m using the ImportHelper template in blender 2.8 for context:
I have an importer that load data from *.xml or form a plain bynary container *.ar that have a list of file.
So i want when i click a container file in the file dialog panel, its update an enum and only extracts what i selected. (currently import all files of the container)

I saw this question but i can adapt any answer yet
Load and update enum values

The principal problem is that i dont know how to update a filelist menu,
if in the draw method or any method that is trigger when file changed , i can update the enum property i solve it.

class ImportSomeData(Operator, ImportHelper):
    """This appears in the tooltip of the operator and in the generated docs"""
    bl_idname = "import_test.some_data"  # important since its how bpy.ops.import_test.some_data is constructed
    bl_label = "Import  Splines Data(*.path.xml;*.ar.??)"

    # ImportHelper mixin class uses this
    filename_ext = "*.path.xml|*.ar.$$"

    filelist: EnumProperty(
        name="Example Enum",
        items=(
            ('OPT_A', "First Option", "Description one"),
            ('OPT_B', "Second Option", "Description two"),
        ),
    )

    def draw(self, context):
        layout = self.layout
        if re.match(r".*\.ar\.\d\d$",self.filepath):
            if(self.lasfile!=self.filepath):
                (_,self.filetuples)=ar_tools.getARFileInfo(self.filepath)
            layout.prop(self, "type",expand=True)
            for f in self.filetuples.keys():
                if re.match(r".*.path\.xml$",f):
                    layout.label(text=f)


texts:
I've been using a Death Star model from Battlefront II in a short clip i've been working on and today I noticed that in renders there's a double image of the Death Star, as if there's a translucent copy of it overlayed slightly offset from it. However in LookDev/Eevee its perfectly fine.
I've tried turning motion blur off, but it still occurs. I've searched for other threads but the only similar thread I could find fixed the problem by turning off fluid sim and I definitely don't have a fluid sim running in this scene. Any other ideas?
Can't upload the file as i'm still having problems with giantcow after 3 months, guess my isp is blocking them or something.
How it looks in LookDev/Eevee:

How it looks in Cycles:


texts: I imported a character from Daz, and it has a bunch of bones for the eyelid I need to pose. The problem is, I can't rotate them, even if I unlock the rotation and remove all bone constraints. There's some relation that pose them relative to the eye position but I don't know where this relation is. Where could it be aside from bone constraints?


texts: how i can export particles system with animation to three.js?

texts: i need to export particle system from blender to three.js with animation , i had export this model as gltf .


texts: blender game - animation of skeleton - not playing

texts:
In Blender i have a model and an armature with one action. When i play the animation in blender it works but in blender game i cannot get the action playing.

The used blender version is 2.70 svn running in Linux Mint.

To narrow down and locate the problem i made a simple blender scene.
Here is what i did:

Make model and skeleton and parent model to the created armature.
Create action with a small animation
in the logic editor i added this chain (Always - AND - Action: Play|Continue|Select Action)

here is a link to the blend file: https://dl.dropboxusercontent.com/u/91457585/animation%20test.blend

Thanks for any help!


texts: Is there a way to fix these weird faces without adding more polygons?

texts:
Imported mesh from Maya over to Blender. The shading and faces are weird.
Here's the blend file, mega.nz/#!N3RTgRwD!b2t7DqLzu3H7MyUrZ5SDdfC8wZW3mngz2LzeHe6jY2E

Here it is in Maya.


texts:
As part of my Bachelor thesis I'm looking to render a live preview of the model on the RealFiction Dreamoc HD3, a holographic display with three viewing directions.

Using bpy.ops.render.render() is too high quality, resulting in the three renders of the default scene (a plain cube) taking ~0.5 seconds, far from the desired 30 fps. Even rendering at decreased resolution (1280x720) and one side per frame leaves my addon at ~0.12s, still far above 0.0333s.

It would seem the only option is to render at "editing" quality, i.e. the quality the user can see on the main display, but I haven't been able to find anything on this in the documentation. Is this even possible?


texts:
I'm trying to debug a Python script by placing a print("foo=" + foo) statement in my code.

But where does the output appear?

It doesn't appear on the Python Console, and it doesn't appear on the area that appears when you drag the lower edge of the infobar downwards (what is the name for this area? My script errors show up in red here.)


texts: Apply different materials to boolean cuts

texts:
I have this cube which is being affected by another mesh with a boolean and a solidify modifiers, making those inner cuts, is there a way to apply a different material for the inside and not the actual mesh without applying the boolean modifier? I'm trying to animate it and It'll make it a lot easier
Edit: I've added a material to the base mesh and it only applies the material to the outside which is a good thing, how do I go on from here?


texts: Problem with Image Texture using Bump and Displacement (Cycle Render)

texts:
I'm trying to follow a star destroyer tutorial made by CG Geek and I've reached the point where I'm using Image Textures for the side. For some reason in rendered, the image texture looks quite odd as you can see in the image below... does anyone know why its like this? Also, how can I rotate the image texture cause its vertical in render
The first screenshot is how the star destroyer should look rendered (from tutorial)
Link to the tutorial video by CG Geek

The two remaining screenshots are from my project


texts: How to extrude surface keeping face angles

texts:
I have a simple object with two opposite faces at different angles. I'd like to extrude the connecting face such that the resulting extrusion follows both angles.

I would call this an extrude slide if I were to put a name to it, because it's similar to an edge slide. This scenario happens all the time, but I just can't find a simple way to do it.

What is the easiest way to do this?

My current model:

Normal Extrusion (not ideal):

Ideal Extrusion:


texts: How to filter multiple file-extensions to limit which files display in an operator's file-selector?

texts:
I'm creating an image file importer based off the operator_file_import template. I want to set script so that it recognizes image files, because right now it's only recognizing text. How do I go about defining a list of extensions that show up in the file browser when I launch the script? Right now, based on the starting template, the only thing I can import is a .txt file.

Here is the code - The generic comments are still there and anything that I changed is indicated by a comment/CHANGED tag.

import bpy
from bpy.types import Operator
import collections
import os
from bpy.props import (
        StringProperty,
        BoolProperty,
        EnumProperty,
        IntProperty,
        FloatProperty,
        CollectionProperty,
        )
from bpy_extras.io_utils import ImportHelper
from bpy.types import Operator

#CHANGED read definition to class name
def read_pbr_textures(context, filepath, use_some_setting):
    print("running read_pbr_textures..")
    f = open(filepath, 'r', encoding='utf-8')
    data = f.read()
    f.close()

    # would normally load the data here
    print(data)

    return {'FINISHED'}

#CHANGED class name
class ImportPbrTextures(Operator, ImportHelper):
    """This appears in the tooltip of the operator and in the generated docs"""
    bl_idname = "import_test.pbr_textures"  # important since its how bpy.ops.import_test.some_data is constructed
    bl_label = "Import PBR Textures"

#CHANGED filename_ext to png
    # ImportHelper mixin class uses this
    filename_ext = "*.png"

    filter_glob = StringProperty(
            default="*.png",
            options={'HIDDEN'},
            maxlen=255,  # Max internal buffer length, longer would be clamped.
            )

    # List of operator properties, the attributes will be assigned
    # to the class instance from the operator settings before calling.
    use_setting = BoolProperty(
            name="Example Boolean",
            description="Example Tooltip",
            default=True,
            )

    type = EnumProperty(
            name="Example Enum",
            description="Choose between two items",
            items=(('OPT_A', "First Option", "Description one"),
                   ('OPT_B', "Second Option", "Description two")),
            default='OPT_A',
            )

    def execute(self, context):
        return read_some_data(context, self.filepath, self.use_setting)

# Only needed if you want to add into a dynamic menu
def menu_func_import(self, context):
    self.layout.operator(ImportPbrTextures.bl_idname, text="Text Import Operator")

#CHANGED class registration to ImportPbrTextures class
def register():
    bpy.utils.register_class(ImportPbrTextures)
    bpy.types.INFO_MT_file_import.append(menu_func_import)

def unregister():
    bpy.utils.unregister_class(ImportPbrTextures)
    bpy.types.INFO_MT_file_import.remove(menu_func_import)

if __name__ == "__main__":
    register()

    # test call
    bpy.ops.import_test.pbr_textures('INVOKE_DEFAULT')


texts: Procedural Node Setup tied to Camera's View?

texts:
I want to color surfaces which are able to be seen from a viewpoint.　So I made nodes like this.

But the setup doesn't entirely work as expected. From the top, it does what I intended...

...but from the bottom, it does not show what I expected.

I rotated the spherical object 180° along X-axis and I expected both show the same result.

What is wrong with my node setup?


texts: Objects spawn on cursor rather than in the origin

texts: I just got Blender 3 days ago, and I messed something up. Whenever I create a new object, it spawns wherever my cursor currently is. But instead, I want it to spawn at the original world origin. Any help?


texts: Best strategy for complex hard-surface sculpt retopology

texts:
I have been having a huge amount of trouble finding the best way to go around retopologizing a model I made.
It has many curves, as well as many flat surfaces. There are also "seams" that are supposed to indicated paneling.
I have tried my usual methods that I use during my character creations (mirror+sub-surf+shrink wrap (if needed)), and have been unsuccessful all 5 times I have done this.
The closest I have gotten was modeling the panels separately, and joining them together afterwards. The problem with this is that the spacing between the panels was not an equal amount- and equated to a uneven and stylized version of the paneling.
Any pointers anyone has for this issue/technique used for this situation?