texts: I am trying to model a Arleigh-Burke class destroyer, but I can't make the structures above the deck symmetrical on any axis

texts:
So in this photo, the oval-ish structure in the front isn't completely lined up with any axis. It kinda looks like its a smidge to the right of the deck
Can anyone explain how I can make part of my mesh symmetrical on an axis? Or maybe tell me what tools I should use?
I can't mirror, because there are some structures on this ship that are supposed to be asymmetrical.


texts: Is there a way to limit the particle system?

texts: so that the grass particles don't go through the wall of my building, I used a boolean modifier to get rid of most of it inside the building, but there is still a little left.


texts:
Here's the rendered image. The problem is with the shadows on the green object's right side. It's like a weird wave shaped shadow. And I get this result in all my renders where I use subsurf and smooth shading. I don't know if it has anything to do with them. Help if you can, please.
Many thanks

I've tried a few changes based on the two links, but it's still the same. So gandalf3, it's not the same question, the problem is different, as it seems.


texts: Adjusting a pre-made normal map inside node editor on the fly?

texts: Is it possible to set up a node layout for a pre-made normal map with an alpha channel that can break up the black and white channels so that they can be adjusted to add or lower height for different parts of the image? Or is there a better way to achieve this inside the material nodes?


texts: Hard to catch a vertex because of the gizmo

texts:
Edit: Ok so it has been fixed by RJG, thanks to him, I had the same shortcut for select vertices and select gizmo, which seems the case by default? and I had to came back to right click for selecting vertices, which is perfectly fine to me.

I meet this very bad problem with 2.8. when the gizmo is displayed.

In Object mode it causes less problems, but when I switch to Edit mode and try to select a vertex close or even not so close to the gizmo, as if it seems like it's the same shortcut, Blender thinks I want to select and move the gizmo instead of the vertex, as if the gizmo was on a layer over the mesh, and not the opposite, which messes up a lot the work with the mesh, it makes you often move inadvertently some vertices.

In 2.7 it didn't work that way, because it was not the same keying for selecting vertex and selecting gizmo.

This doesn't seem logic nor convenient at all to me, it's even very bad   :/  Am I missing something like an option to activate?

In advance thanks for your answers...


texts:
Is there a simple, sure-fire way of just beveling a spline without it constantly either twisting or breaking or whatever else? I'd like to think i'm at least of an intermediate skill level with Blender, but i still can't get my head round Blender's splines. A different spline, a different experience. All i want is to bevel a spline and have the bevel thickness be the same throughout its length. This is as close as i got.

The weight, the radius and the tilt (1,1,0) is the same on all the vertices. The LocRotScale on the spline were applied numerous times.

Would really appreciate any help. Thanks.


texts: Is there something I'm doing wrong with reflections in Eevee?

texts:
I've added screen space reflections and want my renders to look similar to how cycle's reflections appear. I'm not sure if I've added irradiance volume incorrectly but my render doesn't seem to have the same reflection in the glass as cycle's. You can see the joystick in the cycles reflection, but not in eevee.
On cycles you can see more reflections in the back window too.


texts: how can I double an image for UV mapping?

texts: I am making a moth for use in Unity and it is flying great, but I need to double the png file so it is the same front and back. Is it possible to duplicate within the UV editor or do I have to make a doubled image in gimp and hope it fits?


texts: Why is there no save confirmation when closing a file?

texts: I was working in the default file which was not saved. And suddenly I remember I want to open a different file and from the file menu I selected the file. The old file open but the problem the file which was working (default file) was not saved. Blender did not prompt that you want to save the file. I lost the model from the default file and the old file open. Is there any function or why there is no pop-up for blender to save.


texts:
In the blender manual the options for camera data node are explained like this:

  View Vector

  A Camera space vector from the camera to the shading point.

  View Z Depth

  How far away each pixel is from the camera

  View Distance

  Distance from the camera to the shading point

So, what is the shading point? How is each of these options different form the other, and in which cases should one be used instead of the other?


texts: The variable is not visible outside the loop

texts:
I use this little script for a long time. .obj imported from Unity has some settings that i dont need in Principled node. For fix that, i remove all nodes except Image Texture and Material Output, create new Principled BSDF node with default Blender values and connect it with Image Texture and Material Output nodes. But by some reason that simple script stop work in new Blender version. Now i see error "NameError: name 'img' is not defined" on last code line. Inside the loop "img" and "out" variables defined by the same way and outside the loop link with "out" works well but not "img".

import bpy

for material in bpy.data.materials:
    if (material.use_nodes):
        nodes = material.node_tree.nodes
        links = material.node_tree.links

        for node in nodes:
            if (node.name == 'Material Output'):
                out = node
            elif (node.name == 'Image Texture'):
                img = node
            else:
                nodes.remove(node)

        principled = nodes.new('ShaderNodeBsdfPrincipled')

        links.new(principled.outputs[0],out.inputs[0])
        links.new(principled.inputs[0],img.outputs[0])


texts: Rigging a humanoid problem: Parenting with automatic weights twists legs around

texts:
This is what my humanoid mesh looks like:

As you can see, after parenting the mesh with the armature, the legs twist around while other parts of the body look correct. Is this related to the roll of the lower leg bone? Recalculating the rolls yields different, but incorrect results.

There are pole targets in front of the lower leg bones, I have adjusted the pole angle visible in screenshot 3 to get a correct a bending of the knee, but the mesh is still deformed.

Actually, I did get the mesh to look correct by correcting the pole angles of the lower leg bones, but then the bending of the knee is incorrect

Could somebody guide me in the right direction?


texts: Snap during transform can not snap to what I want

texts:
Why can't I snap the point I chose to the target point.
I tried for a long time to do this, but no use!

Could some help me? Thanks !


texts:
I have 2 objects. Zipper and a case. Both objects have a cloth simulation. I need to connect these objects together to animate together and create something like in the third image.
I tried to merge objects into one, vertex parent zipper and case, pin case to the zipper... But none of that worked. Maybe I tried the wrong way.

Is there a way how to get the two objects into one and achieve they correctly deform together?


texts: cycles transparency not 100% transparent

texts:
I'm using cycles to render transparency around some leaves, but the actual transparency has a slight grey tint. I read some other place on google to increase the Transparency under Light Paths in the Render Panel, but it doesn't work for me.

Anyone has another suggestion?


texts: I just downloaded Blender, and when I try to open blenderplayer.app it bounces in the dock (I'm on a MacBook Pro using Yosemite) and doesn't open. Can anyone advise me as to what to do? Thanks.


texts:
I’m trying to duplicate the lower part of my mesh to the other side of the model. So I select it, and mirror it to face the correct way, I join the vertices on the model. Seems nothing is odd, but once I add the modifier, I get 2 jagged vertices appearing. I cannot figure where they’re coming from.

Thank you.


texts: How to achieve white "fog" effect within an ice cube?

texts:
I modelled a set of ice cubes. I'm content with the result, but when I look at an actual ice cube from my fridge, it has a white foggy cloud within, like a microstructure. I'm trying to recreate that effect. For this I created some spheres within the ice cubes and applied a Volume Scatter material with density 1. This won't work. The result is gray and faint. I also tried the Volume Absorption, but it turns grayish too. I really need something more whitish, but not using the Emission shader. Also it has to be like a cloud, more opaque in the middle, more transparent on the sides (maybe some Fresnel here?). Anybody has an idea how to do it?

Here is a photo, the best I could get. As you can see its pretty full of this white microstructure, not very transparent.


texts: Hiding objects with scripting - unpredictable behaviour

texts:
I have a really weird issue with my script. It is extremely unpredictable and I have no idea why. Sometimes it works, sometimes it kinda works, and sometimes it doesn't work at all.

Here is what I want to do:

I have an empty parent object that controls the all of its children
I select that parent object, and then only select his children using the SHITFT+G shortcut, then select children
Then I hide all of the children using the H shortcut

This is the script that I wrote:

def makeInvisible(ob):
bpy.ops.object.select_all(action='DESELECT')
ob.select = True
bpy.ops.object.select_grouped(type = 'CHILDREN_RECURSIVE')
for sel in bpy.context.selected_objects:
    sel.hide = True

As you can see, I will pass the the parent object as an argument to the function. The problem is that it doesn't really work, especially when I call it multiple times.

What am I doing wrong? Is there a better approach to my problem?


texts:
we recently bought a windows desktop for archviz modeling and rendering with Blender (AMD Epyc + 2xRTX2080Ti). The pc is placed in a server room and we want to remotely use it, on an iMac with two monitors, using Windows Remote desktop.

Now I discovered Blender doesn't work well in this setup. I managed to install the .bat-solution (auto disconnect, then launch blender remotely en reconnect to the pc). Of course this has a lot of disadvantages, certainly because the pc is not used for rendering only but also for modeling, compositing, etc.

I'm wondering if there's maybe a new solution to this? Or are there any plans to implement a solution into Blender? A lot of other 3d-software don't have this problem, so maybe it's quite easy to solve?

If not, anybody knows a different solution to remotely use the pc? Teamviewer or chrome remote desktop is no solution, it should be smooth enough to work on all day.

Thanks!
Thomas


texts: Hello I am new to blender and as I was moving the skeleton of a cube I started having this issue where the edge pokes out and doesnt stick to the line of the vertice I make for it when I press z to see just the skeleton it looks like theres a transparent edge poking out is there a fix for this? (Sorry if this sounds confusing just new)


texts: Normal map appear dark without details cycles

texts:
I retopo my high poly sculpt, created UV map, selected the high poly object first, than the low poly (so the low poly is the active one), bake normal map (cycles used, so I had a texture image node selected), than apply normal map as in picture:

this is how appear the low poly models without normal map (note normal map texture node muted)

As you can see when apply normal map the model turn black, without details. I tried to add a texture coordinate node, on UV, as suggested on here (Object turns dark when using normal map in Cycles), but don't work.

not only the model turn very dark but need very strong light to illuminate it.

Maybe I doing something wrong with normal map creation? Anyway the map is here.

Thanks if advance for your help and sorry for my poor enghlish.

EDIT: SOLVED! I didn't change anything, open the some file made me crazy for an entire week and boom! It work, all details are here, normal map work correctly. Cannot understood why or what happened


texts: How can I add a collection using Python?

texts:
I'm new to Blender. Tutorial information as recent as January this year appears to be out of date and I can't figure out how to create a new collection and add an object to it. The most recent relevant question I could find suggests this:
bus_collection = ops.collection.new(name="BusRoutes")
context.scene.collection.children.link(bus_collection)

and apparently at least needs to be changed to this:
bus_collection = ops.collection.create(name="BusRoutes")
etc.

which throws the error:
TypeError: CollectionChildren.link(): error with argument 1, "child" -  Function.child expected a Collection type, not set

The API entry for Collection operators is beyond sparse, and I'm not even sure what Add the object to an object collection that contains the active object even means.
May I ask someone to give me a minimal Blender 2.83 Python example of how to create a named collection and add an object to it? Many thanks.


texts: How can I rotate object relative to it's local axis?

texts:
I found a blender 3d model that I would like to use in the game I'm making, however, it's front is at 45' angle relative to it's local axis (see the attached picture). The game engine I'm using (Unity) is using the local axis to determine the front of the object when moving it and as a result the ship "drifts sideways" instead of moving forward.
Is it possible to rotate all the meshes of the ship relative to their local axis?


texts: How to turn on the horizontal scroll bar in text editor

texts:
Is seems strange that the text editor has a vertical scroll bar but not a horizontal one.

Bender uses Shift-MMB to 'pan' most views, but I couldn't get it working on the text editor.  I don't like 'word wrap' for long lines. Is it possible to enable the horizontal bar?


texts: Blender 2.9 weight-painting only selecting vertices rather than bones?

texts: I am desperately clawing at this file that suddenly stopped letting me select the bones while weight painting and now only selects the vertices on the mesh. I can not change any weight value on the model. I really don't know how to be any more descriptive than "it's only selecting mesh vertices in weight paint mode" because I had just made some weight edits a few minutes before and changed no settings, and now it's refusing to let me select any bones.


texts: I’m working on a small animation/film, I will render the frames out as PNG then sequence them together.  How do I use the cryptomatte/render passes feature on this animation because when I add an image strip, all of the passes/cryptomatte are gone.  Thanks,


texts:
How do I separate them like romeo and juliet

I have selected the middle with alt and marked seam, but they don't seem separated?


texts: Real time mirroring of a selection of objects?

texts:
Suppose you're working on a room containing lots of objects, and you need an exact copy that is mirrored. This can easily be performed by selecting all the objects, then duplicating and mirroring them with Shift D and Ctrl M.

In this case, any time I make a change to this room, I would need to delete the duplicate room and contents, then perform the Shift D and Ctrl M procedure again to ensure that the room and all its contents are the same.

To make things faster and more convenient, is there a way to automatically do this? What I'm looking for here is something similar to the mirror modifier, where changes to the original piece are mirrored at the exact same time, so that you don't have to do it yourself. Unfortunately, the mirror modifier only works on individual objects, and thus, a room with hundreds of items in it would be a nightmare to mirror individually.


texts:
How can I make a bevel, like in the "Gibson," for my personal inscription?
Is there an automatic method to do so?


texts:
I am using dimensions to get the bounding box dimensions of the object.

me_ob = bpy.data.objects['myobj']
cor = me_ob.dimensions

When i construct a cube with those dimensions, the cube appears to be shifted along the z & y axis. It is good along the x axis.

I am creating the cube from blender wiki

At first i thought that it be be because of the arbitrary shape than the cube or a cuboid. For cube and cuboid, the center can be found out by dividing the sides into two. but for a arbitary shape it will not always be half. To validate it, i shifted the cube manually. It fits perfectly after this.

Why do we remove the shift ?


texts: I have an object with the following node network, When I add the remesh modifier with the block mode the mesh dissapears, why is this happening


texts: Curve from svg file has dissimilarities to original vector

texts:
I am trying to import this svg file but the curve which comes out as a result has a lot of dissimilarities to the original vector.

Can anyone tell what's happening here? I'm sorry if the answer seems obvious, I'm still quite new to blender.


texts: When I look through the camera a silver wall appears

texts: When I try to look at the camera this silver wall appears...someone can help me??


texts: I have been trying to learn blender. I've created a 3d model for Skyrim, and now I need to texture it. There are videos all over the place about texturing and mapping and it goes on and on. Where is the beginning point? What do I do first? Do I need to make a normal map first? Or the Texture? I can't find anything about the right order of doing these things, just a bunch of videos seemingly starting at the half way point, or somewhere along the process. Can anyone point me in a direction? Also, I'm very confused about scaling the object. I've already posted a question about it but I'm gonna ask here anyway. How do I know if my 3d model is the same size as the one I'm going to replace in game? How do I check the actual size of the object? I don't want a soul gem as large as a house.


texts: How to edit grease pencil in regular 3d mode?

texts:
I'm still adapting to the new way Blender handles grease pencil in 2.8.

I've used the grease pencil to sketch a front and profile view of a character I'm working on.  I'd like to duplicate this sketch and rotate one of the sketch layers 90 degrees so that I can view it in both front and side viewports.  However, none of the old UI for manipulating layers seems to still be there.  Is there a way to do this?


texts: Orthographic from Perspective Photograph

texts: Is there any way (perhaps within Blender or any other tool) to obtain orthographic images from a couple of photographs in perspective? That would be extremely helpful as not always you have the "luxury" of orthographic blue-prints or images. Thanks in advance for any reply.


texts: Rendering Animation from camera perspective

texts: I made an animation and rendered it. However, when i watched the animation, the camera stayed in 1 position, and did not follow the paths I gave the camera in blender. I see a "Camera Persp" view on the top right of my screen, and thats how i want it to be rendered. Any ideas how i can fix this? thanks!


texts: Rotation in local coordinate system: angle edition gives strange results

texts:
If I rotate an object in its local coordinate system, Blender behaves in a way which I do not understand.
Example. Let there be an object:

I rotate it with a mouse, by dragging the red ring:

Now I want to make a small correction by editing the text field Rotate/Angle in the dialog at the bottom left. As such edition previously gave unpredictable results, just to test it out, I select that text field and confirm with enter exactly the same value as was there before. I would expect the mesh to stay in place, but it is not the case:

Again, just to test, I press Ctrl-Z to undo and the mesh state goes back to the first picture, skipping the second step as if it never existed.
I do often such small corrections and it works, but not in this specific case of rotation in local coordinates. Why?


texts: Finding display state of a dynamic property

texts:
There is a BoolProperty p defined in a custom PropertyGroup class; and p is displayed in a panel based on some conditions (say cond1).

Later in the code, I need to find out whether p was displayed in the panel or not. (And it's cumbersome to repeat the cond1 check everywhere.)

How to find this out? (The params.p gives me access to only the value of the property (True / False) and not other attributes like its visibility.)


texts: Grab mode: constraint movement to an axis of a custom coordinate space WITHOUT the gizmo?

texts:
Up untill recently I thought you can only constraint grab mode to a global axis, but now I know that double tapping a needed axes will constraint the movement to that axis in the normal coordinate space, now my question is is there a way to do the same for a custom coorditante space (the one you can set up thought the "N" menu)?

Now I know how to do it with the gizmo: you just switch to the coordinate space you have created and use the gizmo, but is there a way to do it with the gizmo switched off (a hotkey/a command that can be made into a hotkey)?


texts:
I am having a hard time trying to manipulate the rotation of every object on a list:

import bge
import bpy

cont = bge.logic.getCurrentController()
own = cont.owner
scene = bge.logic.getCurrentScene()

keyboard = bge.logic.keyboard #Declare Keyboard
wKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.WKEY] #Declare Keys
sKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.SKEY]
dKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DKEY]
aKey = bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.AKEY]
spaceKey = bge.logic.KX_INPUT_JUST_ACTIVATED == keyboard.events[bge.events.SPACEKEY]

wKey_rel = bge.logic.KX_INPUT_JUST_RELEASED == keyboard.events[bge.events.WKEY]

cubes = (scene.objects["Cube.3"], scene.objects["Cube.4"])
for x in cubes:
    if spaceKey:
        x.applyRotation((0,.1,0), False)
        cubes.append(scene.objects["Cube.5"])
        print(cubes)
        break

The thing is that it works, but it only applies rotation to the first object and if I use x[0:3] or cubes[0:2] it doesn't work at all. What I am doing wrong?


texts: Texture Painting brush size relative to world space instead of screen space?

texts:
I'm trying to paint stitches on a model, similarly to how I do it in Substance Painter but using Blender Texture Paint mode.

How can I make sure my brush keep a size relative to the model instead of being the same size on the screen no matter how zoomed out or zoomed in I am relative to the model?

Also, as another question, is it possible to paint normal details (not Bump) while painting a diffuse texture? I'd like my stitches to have some depth, so I did this normal map


texts: how do to trigger a driver without doing it in local space?

texts:
I want to lift two variables: eyeslashes and the eyelid, both with shapekeys and drivers attached. The eyeslash lift ups the eyelid with child of constraint BUT, i realized that when I lift the entire character the driver triggers, and start to lift.
How do I make this not happen?

Closed eyes

open eyes


texts:
I want to add "C" release circle select to my hotkeys and keep it in a portable file/addon. This seems to work when I run the script in blender, but the modal doesn't work when I start up blender.

bpy
import os

def Keymap():

    wm = bpy.context.window_manager
    kc = wm.keyconfigs.addon

    km = kc.keymaps.new('3D View', space_type='VIEW_3D', region_type='WINDOW', modal=False)
    kmi = km.keymap_items.new("view3d.select_circle", "C", "PRESS").properties.radius=1

    km = kc.keymaps.new(name='View3D Gesture Circle', space_type='VIEW_3D', region_type='WINDOW', modal=True)
    kmi = km.keymap_items.new_modal('CANCEL', 'C', 'RELEASE', any=True)

def register():
    Keymap()

def unregister():
    Keymap()

if __name__ == "__main__":
    register()


texts:
Is there a way to make a Boolean union of two objects which have at least one touching/overlapping face (same orientation)?

Let's say I have a cube and a cylinder (same size), shift the cylinder on x and y and in edit mode move up the top vertices, so the bottom ones stay overlapped:

The I'll select the cube, add a Boolean modifier with union and select the cylinder as other object.

When I then apply the Boolean modifier, the cylinder disappears either or I will have non-manifolds, because of inner geometry.

The only known solution to me is to move all the vertices on the ground layer (z 0) a tad up or down so the don't exactly overlap.

But doing this to every object I want to Boolean union is very tedious, especially when they are rotated and I can't move the vertices exactly in the right direction.

So is there an easier way?


texts:
Is there a way to display an image DPI in the properties of the Shader Editor?

For context, I was trying to find a way to automate this in the Group node (or other option). But can't. So I'll leave this as a manual input. For a smoother pipeline, I want to display all information within the Sidebar.


texts: Why is the Z very noisy around out of focus objects?

texts:
I am doing a render of a tutorial I finished, and when I go compositing it I get a weird jitter on a defocused object. The tutorial had this too (at 1:04:00), but I wonder if it is possible to remove it. I tried adding a blur/defocus node but it ended messing up with the map value.

This is the jitter I'm talking about:

And this is my node setup:


texts:
I setup a VirtualBox machine under Windows for dev related stuff (python, visual studio etc), everything works except that I cant run  Blender :( it crashes with

 ./blender.exe
AL lib: (EE) UpdateDeviceParams: Failed to set 48000hz, got 44100hz instead
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FFD68CC702C
Module  : C:\Windows\system32\VBoxGL.dll

I can see that the gl driver is incompatiple which is fine but I am wondering if there is a way to make it work in some software opengl on Windows guest.

thanks


texts:
I'm making a mountain model (in cycles render), but for some reason when I get close to the mountain the shading looks boxy instead of smooth.

I have smooth shading on, and I put a subdivision surface modifier on, but it still looks boxy when I get close up.  How to fix this?


texts:
Is there a way to make HDRI, a 360 illumination, without world node ?
Just using lamps.
I would like to have a darkened area.
Everything needs to be lit but center object should have small color tinted light.

I would like to save that setup and use it in different scene.
Also, could I have some control to overall rotation of the lamps as in mapping node = rot. along z axis?


texts: How to fix bland-looking renders (Cycles)

texts:
Does GPU affect the rendered image quality and level of detail? I just feel like my renders are bland and like, the glossyness on the materials just make it look like someone rubbed their shirt on a CD or something, it just doesn't look right.

I try to make my images bright as possible without getting crazy bright. There are no fireflies, but everything just looks bland overall.

Like, nothing looks crystal clear, i'm trying to say. I've seen PS renders, and Cycles renders, which both look more photorealistic.

I'm trying to keep a low amount of materials used, but, I think it has to do with light falloff or something? All I know is that the sharpness in the renders are terrible, the edges aren't that defined and it generally looks smudgy, not sharp and clear.


texts: Is there a way to achieve two-way coupling in fluid simulations in Blender?

texts:
Usually in fluid simulations in Blender (I'm using Blender 2.90 and the fluid sim is done with Mantaflow), the Effectors can affect the fluid is the scene. However, the fluid cannot move any objects along with it.
For example, imagine a water damn that has just burst. When you release a huge volume of water, the liquid splashes around and this can be achieved in Blender. However, the huge inflow of water would also carry with it sediments from the soil or carry with it houses and trees and other debris. Can we simulate this phenomenon in Blender?


texts: How do I add a porous texture to a mesh?

texts:
I want to create a porous bone texture for my mesh. I've tried importing image of bone pores and it looks distorted and bad.

I am a newby, is there something I'm doing wrong?

I tried the noise texture and a few others and they aren't cutting it!

I need to create a mesh with an appearance of tiny hollow cavities.


texts:
I have a problem when exporting animation in FBX to other softwares. Even if I import the FBX file back to Blender the animation goes wrong.
(I baked all actions by the way). File is below:
http://pasteall.org/blend/index.php?id=49510


texts: I have 2 curves name Top curve and Bottom curve and bevel with name bevel pipe. In the curve bevel i have given both the curve same bevel but the result to the top is thick (yellow color) and the bottom curve is thin (grey color). Any solution


texts:
I started using blender a few days ago, and decided to make a dog, so I'll learn how to use blender properly.

One night I saved the file and got off the computer. A few hours later I opened the file, but couldn't select any vertex, it's like they're not there (although it shows me the grid). I am in vertex and edit mode.


texts: Step-by-step execution of BGE mainloop for debugging?

texts:
I'm wondering whether it is possible to run the game engine in a "cycle
- by - cycle" fashion.

I.e. a sort of debugging mode where one could
associate the mainloop cycles to keyboard events (for example) rather
than a time interval.


texts: What are the light blue lines on my imported objects

texts: So recently, I have been noticing neon light blue lines on objects I import, in place of the the normal orange selection lines. Maybe I was supposed to be getting this variant of line before hand or maybe I just somehow haven't noticed it till now. But assumptions aside, I'm wondering what this line is for and how can I get rid of the light blue lines? Also Along with this my objects that are imported seem to  have their faces turn from gray to white.


texts:
I want to recreate the above images for an animation. How do I go about it? I tried using particle systems and smoke simulators but to no avail.
Also, I want to model a sparkler, but more akin to a sparkling point or sphere that emits in all directions.


texts:
Anybody knows how to move linked groups to another files keeping it linked?
If i am appending the scene to another file all linked groups became a real objects which increased size of the scene dramatically!


texts:
Here is something I made:

It is a mesh I made and rigged and posed and such into a little 11-frame animation meant to play at 10 fps to last a second.

I have two quick questions.

When I click then "Render" animation button in the scene menu, the output is weird as heck. It gives me about 60 black images in my folder, despite the camera pointing to the rig and the animation only being 11 frames long (marked on the timeline too.) How can I make it output my 11 frames?

Thanks!

Edit: I tried using OpenGL viewport mode and the animation works fine there.

Edit: My question isn't a duplicate. The answers in the other question do not solve my question.

Edit: Another user told me to upload the file:


texts: How can I save the line before cutting ↲ Enter? I thought of vertex groups, though can't use them for this purpose since the line disappears immediately on clicking outside the mesh.


texts: Argument values in `bmesh.ops.similar_verts()`

texts:
Can someone please help me understand the values for the arguments in the function bmesh.ops.simlar_verts(bm, verts, type, thresh, compare)

I understand that:
bm- is the bmesh you are working on
verts- is a list of BMVerts to base the selection on
thresh- is some kind of distance based threshold

But what on earth do the int values for type and compare relate to?

I have played around with the values and have noted they select different patterns of vertices but I can't figure out the pattern. The docs don't appear to have any information for the values.

If you can explain to me what these values relate to or point me in the direction of an answer I would be extremely grateful.


texts: Strange shading on surface. Normals facing right way, no double faces, no double vertices

texts:
I can't find the solution to this one; I don't know the correct name of the problem. The shading is different on parallel faces facing the same direction.

I've tried:
 - Recalculating Normals
 - Removing doubles
 - Tried smooth and flat shading
 - Deleting and remaking faces
 - Adding Edge Split modifier

Any ideas?
Thanks

Edit: Link to .blend:


texts: Lines come up in rendering after adding hair

texts:
I made a few color changes to this model and added hair. Now, there are some strange lines showing up in my render.

The material of the head is a mix of translucent BSDF, glossy BSDF and two subsurface scattering nodes. The hair is using the same material as the head. It is set for 1500 samples and took around two hours to reach 60%. At that point, the lines became a major concern for me and I starting searching for possible reasons though I have not found any yet. So, what are these lines and how can I get rid of them?

I am using CPU rendering but i don't think that could be the cause of it as the problem is with the hair Also I am using blender 2.77

.blend files:

node setup

before

Here is a picture after adding adding the hair


texts: How do I add additional bones to a previously made rig and mesh so that I can animate a 3d model's hair?

texts: I made a character and it has been rigged. Her hair doesn't move so I tried adding bones to it and parenting it in edit mode to both the main head  bone and creating a new vertex group for the hair mesh. I am trying to animate the character's hair when she walks. However, nothing I've tried so far has worked. Any ideas? Also if by some miracle I get this to work, must I animate the hair for each one of my animations?


texts: I created a scene using a bunch of clouds from the Cloud addon that comes with blender. I played around with the nodes but I cant find a way to change the color of the clouds? Also The clouds in the foreground seem to generate some weird dark border, I wonder why that is as well.


texts: Object lost in the space of 3d enviroment

texts: I had problems with the zoom, maybe because the scale of the object. I zoomed in and disapear, then out and i lost it, I tried to press the Numpad, but nothing


texts: Is it possible to pin distinct Bones of a Model to a Plane while posing?

texts:
I need several poses and would like to know if whether it would be possible to pin the feet or hands of a model to a plane (as floor or wall) while animating excercises like squat or push-up ?

If IK would be the answer: Setting an inverse kinematic constraint usually allows me to move the legs by moving a foot, but I want it the other way around. I used rigify and I'm still intimidated by the complexity of this rig, how should I setup the IK chain (without breaking it) ?


texts: Blender code to add text on any part of a cube

texts:
I use this code to add text

bpy.ops.mesh.primitive_cube_add(location=(5,5,3.8))
bpy.ops.object.text_add(location=(5,5,3.8), rotation=(0,-0.0,0.0))
bpy.ops.object.editmode_toggle()
bpy.ops.font.delete()
bpy.ops.font.delete()
bpy.ops.font.delete()
bpy.ops.font.delete()
bpy.ops.font.text_insert(text="     tishra nadai - 29 swarams per cycle")

This code adds text on to the right side of the cube. What code should I use to add the text on the left surface of the cube?


texts: faces in blender are shaded dark blue in edit mode after vertex extrusion

texts: i extruded two vertices to join them with two others, the face looked blue, i then continued working and didn't care, and now, it looks darker and ugly after i subdivided the mesh,I tried the clear sharp function in the mesh menu, that didn't work unfortunately


texts: How to key frame a clear action parent/child and change pivot point

texts:
I have two question on how I can key frame them.
I have a scene where a wagon looses two wheels.  The wheels are parented to the wagon.  A driver has been added to the wheels which rotates them as the wagon moves across the scene.

When I get to a spot on the time line, I have the wheels come off and tilt down as they fall.  I could do that without removing the relation ship to the wagon and I do want to preserve this forward movement.

I want to key frame the change of the parent relationship on the Y axis only at frame 814, so the wagon can tilt without tilting the wheels as shown in the picture.
I want to key frame a change in the pivot point of the wagon so it is the left side of the wagon so the left side does not rise up as the right side sinks to the ground.  The current center of the object is shown by the X Z axis in the photo

Wheel connected to wagon


texts: How can I simulate the atmosphere for an animation of sunrise?

texts:
I'm trying to create an animation of sunrise,
I searched for some videos and I noticed the sky has multiple color,
For example it starts with purple from black, goes to Yellow  then turns into light blue(day sky color)-

I tried gradient material on a dome with no luck.

How can I simulate this in blender cycles?
Can I use volumetrics and multiple light colors?
Fog? Or what?
My scene is in the sea so I need all around lighting which will have different colors.
I did some research but unfortunately I didn't find anyone who made something similar.

Thank you for your answers.
Cheers.


texts:
I've got a GeForce 330M and CUDA 1.2 as a consequence.

But Blender supports only >=2.0.

I read this page and they say that I have to use Cuda toolkit 5.0.

BUT:

the link leads to toolkit 6.0.37

=> I try with this one.
When I try to install it (32 bit .run for ubuntu 13.04 (I've got 14.04))
I've got this error:

  Using more to view the EULA.
  Error: unsupported compiler: 4.8.2. Use --override to override this check.
  Missing recommended library: libGLU.so
  Missing recommended library: libXi.so
  Missing recommended library: libXmu.so

  Error: cannot find Toolkit in /usr/local/cuda-6.0

  ===========

  = Summary =

  Driver:   Not Selected
  Toolkit:  Installation Failed. Using unsupported Compiler.
  Samples:  Cannot find Toolkit in /usr/local/cuda-6.0

  Logfile is /tmp/cuda_install_3711.log

Which compiler?

Is there another solution?

thanks!

Updates:

I just realised that they write just after the link "The CUDA toolkit 5.0 (64-bit version) or newer must be installed for this."

What should I do? Install a 64 bit on a 32 bit system (it's my test external hdd) ?


texts: Why does the mirror modifier disappear when I merge objects together?

texts:
For starters, I started studying blender it's been just a couple of weeks.

So, just for fun, I started modeling a key using a torus, a cylinder and a cube, as you can probably figure out by the images below:

It was all fun and games 'till I tried to merge the objects into one using Ctrl+J, weirdly the result was this:

I've tried changing the sequence of selection when I was merging, but it didn't solve the problem. That little thingy still disappeared. I think this error is due to the mirror modifier I used on the last piece of the key, and maybe when I merged it something wasn't compatible.

I also tried adding the same modifier to the other pieces but the result was the same. The last piece in detail can be seen in the link with the screenshots.

If anyone would kindly explain what's going on and hopefully come up with a solution I would be very much appreciated.


texts: I recently saw Andrew Price's tutorial on how to do realistic texturing.  At the end of the tutorial he said something along  the lines of needing to just "add scratches" to increase the realism.  How do you simply add scratches?  I understand that there are probably multiple methods, and I am interested in hearing as many as possible.  Thank you.


texts: Auto-merge is causing all vertices to snap to same distant vertex

texts:
I almost always edit with snapping to vertex and auto-merge on, but today when I started a project, no matter which vertex I move, and no matter where I move them, they all snap to the exact same vertex which is nowhere near them. I even scaled up significantly to make sure it wasn't a large threshold issue. If I move the vertex that they all are being snapped to, it just snaps to the nearest vertex no matter where I move it as well.

First screenshot shows the vertex I have selected and the arrow shows where I attempt to move this selected vertex...

And without fail, they always get merged to here...


texts: are bpy.context.object and bpy.context.active_object STILL the same?

texts:
So far I haven't found a clear distinction between bpy.context.object and bpy.context.active_object, are they currently interchangeable? If so, might they be different in the future?

edit: Blender continues to evolve - are these still interchangeable? Are they identical? Is there any plan or thought given to give them separate meanings being thought about for the future?


texts: How might I add an audio track to the 2D Animation dope sheet?

texts:
I'm hoping to animate some 2D characters based upon an audio dialogue -- is it possible to put the audio track as its own layer on the dope sheet with audible playback so I can match up the characters with their voice audio?

Thanks.


texts: Blocks of emission appearing if the emission strength of principled volume is increased

texts:
i was making an explosion in blender , but when i was preparing the volume for the final render , the emmision strength started glitching
This is the picture before increasing the emission strength

This is the image when i increase the emission


texts: Importing inventor model into blender - problem with coloring separate parts

texts:
I am new with blender program. I have a need to render animation for a inventor model I have.

I got stl. file from inventor which is an assembly. My problem is that I need to color that model before rendering ( In inventor model is painted but when I import it to blender its in default grey).

When I apply coloring in blender it affects whole assembly, which is not good for me, I have some parts that I need to paint in different color.

My question is how to separate those part? As for now I see that assembly as one part and anything I do will affect it whole?

Thank you in advance.


texts: Installing Fspy into Blender 2.83 issues

texts:
I have downloaded Fspy zip file, not unpacked it gone to add-ons and installed but Fspy is not showing in my Import-Export

I must be missing a step, any advice.


texts:
Why are my rendered images blurry... when I zoom in, its completely blurry.
I render my images to see how they are looking so far, and I zoom in to see blurry results... when I zoom in on the final rendered image, it is also blurry.
I tried changing the resolution, but it didn't help.
You may not think this image is blurry, but it is trust me. Does anyone know how to help?


texts:
I'm still learning blender 3d so I'm sorry if this is hard to understand.

I'm trying to edit the stroke/textures on the freestyle editor so where it looks hand drawn/sketchy I'm hoping to get some result like this https://youtu.be/5jZvFuaNNlY but I'm still new to blender and I know nothing about textures.

I heard about uv mapping but I don't know what to do with it when it comes to freestyle lines.


texts:
I'm working on the rear fenders of a Ferrari 458 Italia. This is the first car that I am modeling without a tutorial. I have one problem:
I can't finish the left part of the rear fenders (look at the images below). On the blueprint, I can't find it clearly. I think it's too rounded on the left side.
Does anyone know how to model panels like these the right way?

This is the blueprint that I'm using.


texts: How do I parent the head and the tail of a bone to two different meshes/empties?

texts:
I want to copy the movement of my hand to blender. I tracked some points on my hand and linked the tracks to empties in the 3d viewport. Then I made bones between the markers. I tried parenting and use the "copy location" constraint to make the bone move with the markers. The problem is that if you try to copy the location of two markers, the bone will only move with one. I need the head and tail to stay at two different markers and follow them both. I hope you understand me.

thank you for your help


texts: I can't see faces on my model in all modes

texts:
I'm new to Blender and this community.
Sorry for bad English.
I created a model with Blender 2.78. When I finished (no texture, no animation, only a model with grey original starter color) I added smoke effect to see what happens.
From that moment I can no longer see faces. Only vertices and edges in all modes. I have tried all options, all modes, all buttons but nothing.
I can only see my model selected(orange lines) in each mode. I can select vertices, edges and faces but this last it's impossible to see.
Is it a bug? Must I redo all my model from the begining? Obviously don't answer me with a suggestion to try h,  alt+h...


texts: How do I rotate two meshes perfectly aligned on the x-axis while both are rotating?

texts: I have two cylinder like shapes or meshes on the x-axis. I want the first to rotate then the second but when the first rotates it looks as if it is rotating around the cylinder behind it. So my question is how do I make sure that they both stay fixed in their positions while they're rotating? I am using two different plain axes to rotate these two meshes. I know the problem has something to do with the position of the origin but I just don't know how to fix it.


texts: Changing object dimensions along Y axis - scales Z axis

texts:
I am a bit confused about axis systems in Blender. In the first figure - the green and blue represent the Y and Z axis. When I translate the object in Y,Z directions it moves perfectly. However, when I change the object dimensions in Z direction it causes the object to change in the Y direction.

Also, in the first figure the dimensions in (Y,Z) are (725,2809) respectively - but obviously the extent of object in Y is much greater than in the Z direction. This makes me suspect that the dimensions are being shown in a coordinate system different from the one displayed on the screen. Any hints on how do I find it?

For sake of completeness - the airplane shown in the figure was imported as a .obj file. Since, it was composed a number of smaller meshes - I joined all these meshes into a single object and moved the geometry to origin. This is what is shown in figure 1.


texts: I'm new to blender, and would not consider myself to be 'good' at it. I'm trying to create a changeable sky texture that I can use for an animation by changing the world colours using sky nodes and noise nodes. But when I do so, the colour remains solid.


texts: "Add Sticky" texture option missing in Blender 2.7

texts:
In this video, the person adds a "sticky" texture to an object.  The effect is that the object takes on the appearance of the background so that he can use it to "hide" an object behind it.  My issue is that Blender 2.7 has removed "Add Sticky", and Sticky mapping.

I find if I use the same image texture and "Window" mapping coordinates, this has a similar effect, but if the actual background is a composite (for example, I have an image that has a transform and some other nodes on it) it doesn't take those into account. Anyway to incorporate those? Or to use the actual background? –


texts: Boolean Modifier (Difference) Issue Persists Even After Applying All Transformations, Recalcing Normals, and Fixing Non-Manifolds

texts:
I've been wrestling with this issue for the past couple of hours. Here's the gist of it (version 2.8):

I'm trying to "shave off" a piece of my mesh, and have a designated "knife" object. I intend on using the boolean modifier for this. Before using the modifier, I made sure both objects were water tight with correctly facing normals. I also applied all transformations. Yet, I still have an issue.

After applying the modifier, the "knife" object only "traces out" the pieces of the mesh that I wanted to cut, and does not actually delete the intended vertices.

I've included a YouTube link to a 1-min video that describes what I'm talking about (https://bit.ly/337UaC6).

Here's also a link to the actual blender file:

I've also included some pictures of my "main" object:

Please let me know if I need to provide anything else. Any help is appreciated.


texts:
I've added my UV texture, and I can see white pixelated borders around my red text. What's causing this?
also below are the nodes I'm using, The text is supposedly going onto a screen surface. which isn't so realistic, any ideas what other nodes I can use to give it some screen surface feeling? I've seen some internet suggestions which are overkill over 10 nodes to get what's meant to be a realistic glass reflection. But I'd like a bit more minimal node composition if it's possible to get a nice result.


texts: New Blender 2.8 Subdivision Surface UV Smooth isnt working

texts:
UV Smooth option isnt working for me in new blender.
I checked "Smooth,keep corners"
My mesh does not have creased edges


texts: How to disable dark edge outlines in sculpt mode ?


texts: Hair too rigid unable to get rid of right angle structure

texts: My hair is not smooth and too stiff, how can I make it less of a right angle near the roots?


texts:
I was following this tutorial to create an animation. There was a step to create animation using Image Sequence Texture in shader editor. Even though author said that using keyframes on offset value will stop animation but it's not working. I've used 2.92 released version and the latest 2.93, however in both cases I have to change offset value on each frame so my sequence holds a particular frame while playing. Currently I'm using same approach for cycles and eevee but both are not working as in tutorial.
Is there any way to completely stop image sequence?
upd- model link


texts:
I have been following a Yogyog.org video on using Blender and Rhubarb to lipsync. It is titled "Free automated lipsync Blender, Makehuman + Rhubarb" if that matters.

Anyway

When I tried to run "Rhubarb lipsync" to sync the mouth movements to the text and wav files I uploaded I got the message in the image below.

(did I install Rhubarb incorrectly and how do I fix it, it looks like the error is worried about "locations' too but I am not sure what that means)
(the board said to give this a tag, so I chose addon, I couldn't find Rhubarb or lipsync, anyway, that is why I chose such a general descriptor)


texts:
I have a cube and I want to cut along an edge so that I can move a face away from the cube.

Basically I want to make a cut along the orange selected closed line and at same time keeping all the faces (I just want to be able to move away faces without deforming the cube).

Note that my initial mesh is just a cube subdivided once, but seems the functions are a bit bugged:

Here's what I tried so far:

Attemp 1

Vertex Edit mode -> Edge Select -> Select ring to cut and press V

Don't work here's the result:

Attemp 2

Vertex Edit mode -> Vertex Select -> Select vertices to make a ring and press Y

Don't work either here's the result:


texts:
So I'm very new to Blender, literally only days old. I never studied 3D modeling, I'm trying to learn by myself, I'm watching lots of tutorials to learn, my main use for Blender will be 3D printing my models. I have been trying to make a 3d model of this shield

so I initially made a thin cylinder for the base, and for the curved area I made a UV sphere and bumped it down until it seems right, and deleted the parts that stuck out under the bottom. My issue is trying to model the thorny branch and gem in the middle. I finally managed making the branch itself with a bezier curve, but the thorns have stumped me because I can't figure it out, the gem impossible to make (tried making a sort of pyramid and rounding off, tried sculpting a sphere, nothing has worked). My first attempts were to directly sculpt on the curved base, instead of making everything separate objects. But the program refuses to sculpt anything, the brushes may as well do nothing. I'm aware there may be a setting I've missed that will solve it, but I try things I find on here for the same problem (sculpt not working) and nothing has worked. I've tried subdividing, tried NOT subdividing, tried changing strength, radius, tried pressing control, I don't know what else I could do.

Can someone please give me some pointers on how to efficiently go about this? I've seen such intricate detailed models from Blender and I cannot figure out why a seemingly "simple" shape is causing me grief. I'm willing to hear any answer, if I still cannot make this work I'll just 3d print the bare shield and sculpt the rest with real life air clay as a last resort.

Thank you for your time reading this and if you try to help. I'm really trying but I understand that when you're self-learning a lot of the obvious things fly over your head.


texts: Floating point precision problem with transparency?

texts:
I guess this is a question of understanding, but perhaps I'm overlooking something which might solve my hassle with rendering of objects with transparency in cycles.
I'm working on a project with large scale landscapes and found out that the original asset, if close to the world origin renders just fine, but when used in the actual scene transparent parts of the object (e.g. a decal) render black. This happens already at a distance of about 400 m from the world origin. However, this happens to cycles only, but renders correctly in eevee.
Below is an example of a decal rendered in cycles and eevee:

The same decal in cycles:

I figured out that when I move the decal further away from the background object it renders correct again in cycles.
I've also observed problems with glass shaders that are too far from the world origin, where the refraction renders incorrectly and looks faceted or blocky.
Besides moving everything which is in focus of the camera closer to the world origin, is there any other trick I don't know of to make this work? Imagine my hassle of creating an asset with roughly 30 decals, already appended to four different scenes (because linking and library overrides has tons of other problems) only to find out that for the final render in cycles it does not work out!
And my final question, why is it working just fine with eevee but not in cycles, where is the difference (technically)?
Edit #1:
Linked below is a very simple scene with a cube and a decal. With the cube on the world origin it renders fine. Move the cube 100 m in X and transparency renders black. The camera and light is parented to the cube to make this as simple as possible.
DecalTest.blend
Edit #2:
Seems to be a long known issue with blender :(:
https://developer.blender.org/T43835


texts: Why will my rigid body objects not come to a rest after landing in a bowl?

texts:
I am making this scene of a bowl of chips in a bowl and I am trying the use rigid body physics to place them in the bowl in a realistic fashion.

There are two ways I have been trying to achieve this:

Simulating all the chips falling at once.

When I try is this the chips fall down and collide with the bowl just fine but then will not stop jigging bouncing and catapulting out and and thru the bowl.

Dropping the rigid bodies in one at a time.

This seems the prevent the jigging and clipping issues but I can't find a way to switch the individual rigid body back to a normal mesh without the timeline resetting thus preventing me from simulating the rest.
(I suspected if the turn the physics off for each chip after they stopped moving would prevent the next chip violently reacting with it).

Any ideas on how to get the damn things into the bowl and then turn them back the normal meshes?

Mesh collision box deform base.

I looked at other tutorials but nothing helped, I just dont know what the problem is.


texts: What Inverse kinematics technique does the legacy IK solver use?

texts: There are different IK techniques like FABRIK, CCD, Jacobian inverse technique etc. Does anybody know which one Blender's legacy solver uses?


texts: How to co-simulate between Blender and a system modeling tool?

texts: Supplementing the Blender simulator with other tools can enable creating animations not otherwise possible. How can another simulator be co-simulated with Blender?


texts: how to build a scene with imported fbx objects

texts:
In the following two lines of code:
bpy.ops.import_scene.fbx( filepath = "C:/Users/Michael/Documents/plants_from_internet/Plant_one/Plant_Model/Plant_FBX.fbx" )
bpy.ops.mesh.primitive_monkey_add(location=(2,0,0))

the first imports a scene, the second "imports" a mesh to a specific location.  What I want to do is import the scene as an object (can that even be done?) and place it in my scene at locations and orientations of my choosing, with python.  The benefit of of working with the fbx (or equivalent files) is that they can be files produced by others that come with texturing, etc.  From my research so far, I'm afraid that the solution to this is not simple.


texts: Speeding up scaling about the true center with a mirror modifier

texts:
I know there's a way to scale along the median point of an object's virtual geometry and actual geometry combined, which is here:

Scale about true center with Mirror modifier

But it's not very quick, especially if you have a lot of parts to scale near the center of your mirrored mesh. Quicker means better productivity, so it should be in my interests to become quicker while keeping quality high. Is there something I can use, maybe Python code or a plugin, to allow for this or a similar process to be done automatically, for example, when I select something and press a keyboard shortcut?

Thank you very much for any help. :)


texts:
I have created a character that is basically a big moving eye with a tail. I am having problems wrapping my head around how to assign bones and weight it appropriately. Here's a picture:

I have been trying to mess with the weighting of bones, but it has not produced any good results. The most acceptable solution I have found is using two halves of a sphere and then assigning a bone to each of them. Here's how it looks:

However, this solution produces some artifacts where the spheres meet, and it gets even worse when lighting is added.
How can I go about adding bones to this character so that its eye can blink? Note that I can't use any fancy Blender built in stuff because this model is going to be used in my game developed with libGDX, which I believe only supports bones and weights.

If it's hard to imagine what I'm asking, you can think of it as a Pac-Man. How would you rig a Pac-Man so that he could move his mouth?


texts: How do you Rig a character with multiple pieces/parts?

texts:
I'm trying to rig this astronaut but whenever I parent the rig and the mesh some parts move incorrectly. When I move the arms, pieces from the torso move as well... When I move the helmet, some parts of it don't move at all.
I tried selecting the entire astronaut to "Join" all of the meshes together but it still doesn't work.
I've also tried using Weight Painting to no avail.  It seems like I have to do something to this model before rigging it... I just don't know what.


texts: faces semi-transparent in edit mode, revealing background plane

texts:
working on the hood of a car, I've been looking through the similar kind of questions here, couldn't find something that resembles my question.
So, how can I make faces a bit transparent (in solid view) in order to easily see the image background plane. It makes me kind of like forced to delete only the faces in order to see what I'm working with. (switching to wireframe view hides the plane)  Is there a easier way? Somewhere in the display mesh settings?

Thanks / Dan


texts: Offset on driver via scripted expression

texts:
I am trying to rotate a set of limbs on a centipede all slightly offset from each other in a 360 degree cycle. Each one will have a driver with an offset, thus the centipede would walk as seen here https://www.youtube.com/watch?v=ivWcwgfWR7Y

The turning of a main control wheel offsets the y-height of the target bone by x amount.

The driver so far is this

sin(abs(v*.25))*.9

where v (var) is the z rotation of main wheel, and drives the y height of bone. How can I offset the expression so that, say, plus %10 of rotation causes the next limb to lag or lead height by 10 percent?

Note that the wheel is located toward center/root of centipede.


texts: A Way to Create Blender Materials in Text or Script? (Included: Script to Retexture SFM Models in Blender!)

texts:
I have a model from Source Filmmaker that has a bunch of different textures. It's all imported and ready to be textured using Blender nodes, but since there are so many objects (over 40) in this particular model, I figure it would be a waste of time to manually reshade/texture every single material which could take several hours.
Instead, I could just write a simple script that could read the texture VMT files (from SFM) which define what each texture file is for (diffuse, bumpmap, etc.) in batch and create all the Blender shaders nodes automagically once the .blend file is there.
The snag is .blend is a binary file, and I can't read it or edit it in a text editor. Is there any way at all to create Blender nodes programmatically (i.e. not inside the Blender GUI but perhaps importing other things or using addons?)


texts: Why do the particles in my fluid sim move to the left with no added velocity?

texts:
I was setting up a fluid sim and noticed that even with no added velocity or anything like that changed the particles fly to the left. Why is that and how can I fix it? The effectors don't seem to work either. All effectors have the same settings.
.blend file


texts: Can't select any object in edit mode 2.9

texts: In edit mode I can only select the object I click in "object mode". When I click on others objects nothing happening. I always have to switch in object mode if I want to select another object and then go back to edit mode for edit the object.


texts:
I want to know if there is anyway I can make random instances of a group or list of object in to a mesh.
In the example I want to instance the 4 objects in to the 8 vertex of the big cube.
I tried also whit the instancer node but doesn't work

Thank you


texts: Strange problem with mesh/normals/normals direction

texts:
A strange problem with my mesh I have tried flipping normal's and Cleanup by distance but still have strange faces that don't smooth
Any ideas?
Its very visible with thickness mod added...
Physically there is nothing wrong with the mesh, quad based, clean and no overlapping faces or bad polls
I tried delete loose, flipping normals, set from faces (which made it worse)
A bit stick since I want to sculpt on it but with misbehaving normals that wont be possible...
I'm not sure what the blue lines mean but they seem related...
Clear sharp doesn't work though


texts: Why does joining two shapes render the mirror modifier to work improperly?

texts: Before joining, I can make a complete shape with the mirror modifier. After joining  the cone and a circle on the side, the mirror modifier no longer works. On previous attemps, it works; but now it just doesn't. I dont understand.


texts:
Perhaps its that I haven't used the right phrases but I haven't been able to find not only a solution to my issue, I haven't been able to see the issue raised at all.

In texture paint mode the paint is projected from the viewport through the brush. This has been an entirely unworkable process for me, Every stroke I make has unintended consequences - jagged edges, projected silhouettes... Instead of projecting the painted area based brush bound by the view, is there a way for the brush to essentially be anchored to the topology of the mesh, such that the brush literally serves to isolate geometry to work upon, rather than project from the view axis onto the mesh.

A line drawn from left to right, slight feathering

Hitting the edge of geometry from one view always leads to sharp, hideous edges etc etc etc

Like I say, I haven't seen anyone else post about this. I don't understand why, it's not workable for making a base coat never mind finer details

...appreciations and props to whoever points out the inevitably obvious setting I've missed, or first git gud post


texts: How to store a list or an array with python so its global available?

texts:
I think I know this is a basic question but I dont got the connection between values inside a class and outside.

I have an Array with string values defined in a OperatorClass and I can use it inside but what I really want is defining the Array Values outside of the class and then reference it when needed - everytime I define a PropertyGroup or StringProperty I cant find it...

I think I miss some basic understanding where values are stored in that blender data structure or how to add the array to some kind of globalness…

EDIT:
so I would like to outsource the Arrays from this class

class OBJECT_OT_createWorkFolder(bpy.types.Operator):
    bl_idname = "object.workfoldbtn"
    bl_label = "Create Projectfolder"
    bl_description = "Fügt dem Ausgew. Verzn. Arbeitsfolder hinzu"

    Workfolder = ["00_DATA","01_INCOMING","02_Workspace","03_Render","04_Compositing","05_OUT"]
    WS_Subfolder = ["02_0_Exports","02_1_Assets", "02_2_Textures","02_3_Light","02_4_Scripts","02_x_Caches"]
    Rndr_Subfolder = ["03_0_TestRender","03_1_FINAL"]
    Comp_Subfolder = ["Photoshop","AfterEffects","DaVinciRes"]
...


texts: How to change material to another material at specified keyframe

texts: Is there any way I could have the material be a certain texture and then at keyframe 20 it changes to a different texture?


texts: Why does F3 return nothing searching for dyntopo?

texts: I'm looking for the checkbox dyntopo (2.91). F3 returns nothing. How can I find it without asking here or searching the web?


texts: how to copy an animation from one mask to another mask

texts:
I Have an animated mask. I can copy the splines to create a new second mask of it very easily, but the animation does not appear on the dopesheet of the second mask.
Is there a way to copy this animation from one mask to another? or maybe an add-on that you could suggest?
Thanks in advance.


texts: Weird semi-transparent lines and rectangles problem in Blender Internal Render (2.79)

texts:
I just made this account to see if anyone could help me on an issue I have
As the title says I have a weird issue with rendering an animation with the Blender internal render where there would be random lines and rectangles and random spots in my render and I have no clue as to what's causing this issue, some help would be very appreciated :/

Thanks if you can help!


texts: is it possible to cycle only some keyframes in the graph editor?

texts:
I am creating an animation with lots of cycles and it would be nice to use the cycles modifier in the graph editor but to only affect some keyframes and not the whole thing because I have different patterns

Is there a way to do it?


texts: Can I change the wattage of a light in nodes?

texts: I recently found out that you can change the temperature of a bulb using a black body node, but it would be super helpful to be able to set the bulbs strength in nodes too. Is this a feature in Blender?


texts: How can I proportionally shrink an arrow in Blender 2.9?

texts:
I have this object:

And I want to apply an extrude so that it looks like this:

Thanks.


texts:
In the Object Properties tab I can choose the ray visibility of that object.
In other words I can choose if that object is visible on camera, if it casts shadows on diffuse shaders, on glossy shaders, and so on.
Is there a way to choose on which objects it will have ray visibility?
Maybe a trick using layers?
What I want is an environment HDRI that is visible reflected on a glossy object A, but not on another object B.
EDIT: I saw the question was marked as a possible Duplicate, but maybe I need to explain my question in a better way.
I don't need to remove the environment reflections from the glossy objects.
Both the object A and B have a glossy component in the node tree but I need:

the object A to reflect/refract the environment map with all its material components (glossy, diffuse, glass, etc...);
the object B to NOT reflect the environment map with any of its shaders.

I can choose which kind of shaders an object casts (in the Ray Visibility panel) but not on which objects it casts it (and that's what I need).


texts: How to apply gradient to small part of UV Map?

texts:
I want to apply a gradient, using the fill tool in texture paint, and apply it to only a small part of my UV map. Any ways I can do that? As you can see, when I apply the gradient, it gets applied  across the whole UV map. Instead I would like it applied to only a small part of the UV map. I could UV map each part separately, but then I wouldn't be able to apply one texture to the whole mesh.

Thanks,

Best regards,

IdealistDeveloper


texts: How can I fix this? Blender Mesh Problem

texts: I've been following the Blender Guru Donut tutorial and this keeps happening.My two meshes intervene with each other in edit mode but in object mode it all seems fine. Can anyone help me to fix it?


texts: Emission node with alpha blend is colorless in png

texts:
I have created the following flame material. You can see that the flame is red and emissive. Otherwise, the rest of the material is invisible, since I have "Blend Mode: Alpha Blend". Everything looks good in the eevee render. But when I save it to a png file, I see that the flame is no longer colored red (it is still visible, just not colored and clearly not emissive). I think it has something to do with the transparent background (If I put a solid black plane behind it, the PNG looks fine).
To test if the PNG file format is capable of holding those flames, but with color, I simply opened the png in krita, and changed the color of the flames then saved it back to PNG again.
Additional notes: I have chosen Color: RGBA, I have bloom enabled
The view in Blender during a Render:

The way the PNG looks when opened in file explorer:

My Node Setup for the flame material:

If I add a black plane behind it (making it no longer transparent), then the saved PNG looks like this:

Here I have simply changed the hues of the flames using krita, and saved it back to the same PNG format as before, still with a transparent background:


texts: Can I make my object semi-transparent by adding a PNG texture with alpha cnannel in EEvee?

texts: Like it`s possible when Importing images as planes but I want it to work on non-flat object.


texts: A pop to select environment texture doesn't come up

texts: When I click the circle next to color swatch under world property, a pop up is meant to appear so I can select environment texture, but nothing appears.


texts: What's the point of mixing the same shader types?

texts:
Many time I've seen some material using mixing of two same nodes like this:

Is there any difference from using this?


texts: How to make objects draw transparent/wireframe in the viewport?

texts:
I have several objects in my scene. I want all the objects to be visible so that I can see how they relate to one another, but I want to focus on just one. To do this, I'd like to make the other objects translucent and non-selectable. I know I can disable selection from the Blender outliner, but there doesn't seem to be an easy way to make just that object transparent. The reason I am trying to do this is simply so that I can see objects in my scene but focus on just the object I am editing.

I'm using glsl with mapcap for rendering and am mainly working in sculpt mode at the moment, and would like to stick with glsl if possible.


texts: Is it possible to automatically inherit/import custom shortcut mappings from an older Blender version to a newer?

texts:
I'm about to start experimenting with Blender 2.81; unfortunately, doing so means all of my custom Quick Favorites and Shortcuts (and other interface changes, e.g. select with RMB) have been lost.

Is there any convenient functionality for importing/inheriting Quick Favorites, Shortcuts, & other custom interface settings from Blender 2.80 to 2.81, so that I don't have to manually customize settings one-by-one?


texts: What is the difference between Evee and Cycles

texts: As mentioned in the title i don't understand which differences are and when is better tu use one render than another


texts: Node compositing - How to switch colours in frames

texts: I wish to switch colours of fonts & strokes in random frames and I wish to learn this for my future projects like motion graphics.


texts:
I wanted to cover my model with fur, but I can't make my hair band look transparent

Here's my nodes. I've watched a bunch of videos and tutorials but still can't figure this out. What am I doing wrong?


texts: How to create different animation states (walk, run, idle...) in the same file?

texts:
I made my character IDLE animation by assigning Actions to my model meshes.

The problem comes when i want another animation, let's call it the WALK animation.

If i'm not mistaken adding another Action to a model mesh, that already has one, seems to create a NLA Stack adding the old Action inside.

The Dope Sheet seems to only display the keyframes from the old Action, the one that has been addeed to the NLA Stack. Then how i can edit the new Action?

I thought i would be able to have one timeline per each animation state?

EDIT: So pressing the X button is definetly a step forward, it Unlinks the Action from the Mesh.

Now i can create a new Action in the Mesh without modifying the previous one.

What was happening in my case is that as i was not pressing the X button to Unlik, a NLA Stack was created.

But there's still something i don't really get, if i want to display the previous animation i need to Link, every time, the old Actions to the Meshes? There isn't a "Group Actions" functionality?


texts: I'm making a video, and I have two identical objects that start in the same place and then separate. I want to have a dotted line connecting them which appears only when the two objects start separating and continues to grow as the objects continue to separate. This takes out using the array modifier.


texts: Why does my mesh give wierd results when I apply a subdivision surface modifier?

texts:
I tried to create this musical note. I started with a plane, and dragged, subdivided and extruded things to get this shape. I wonder if something is wrong because of the gray interior of that shape - seems abnormal but I don't know what it is.

If I add a subdivision surface modifier, it looks like this:

I know normals can get screwed up, but I recalculated and they look okay:

What else should I check? I don't know why it draws that normal in the middle empty space with no face. I tried to select a vertex or something in there, and I can't select anything.


texts: Shortcut to switch between add and subtract in weight paint mode?

texts:
That is pretty much my question. When I am in weight paint mode, I'd like to use a key shortcut to switch between add and subtract (or cycle with mix but that's less useful in my opinion) blend mode.

Is there a shortcut already? Is there a generic way to setup a shortcut? (a little python won't scare me but I'm not an expert).


texts: My Unwrapped Baked texture is mostly bugged

texts:
As you can see from this image, every time I try and bake the diffuse for this object, with the indirect and direct influence turned off, the results turn out to be this weird mess of a texture file.

Haven't encountered this problem before and I tried several solutions like uv unwrapping again, chaging the normals, checking if the correct image file is selected in the node editor etc.

Here's the .blend file if it helps in any way.
https://drive.google.com/open?id=1OW6g5rU7EVIK8NZCmWU3AzuB9YSacIdy


texts: Searching For Text Objects By Their Content

texts: Are there any way (maybe using an add-on) to find and select the "text object" in Blender using the text it is containing?


texts: How do I get constraints to work in game engine?

texts:
In the game engine, my object needs to point at a target. How can I get it to aim at something that is constantly moving in unpredictable patterns?
The constraints actuator does not have a "track to" that I can see however the 'track to' is exactly the effect I want.
I'm using v. 2.71.


texts: Size of an object from a distance of the camera

texts:
In my example, I have set up a canvas 500 x 500 pixels, and scaled my object to fit in the camera boundaries. Once exported to Photoshop I can see it's the correct size I wanted to export my object.
But is there a way knowing the dimensions of the object in Pixels (if there's an add-on) since it's away
from the camera boundaries. I can see the dimension of the object in Metres, but the conversion of metres to pixels is confusing. So if there's a way to see pixels when sizing and object that would be great.
Thank you.


texts: How to use subdivision modifier properly on this cylinder?

texts:
So my friend is trying to make a plane out of a cylinder and we decided to make it smooth but ends up a mess...

anyone knows how to fix this issue? :(


texts:
My smoke simulation is acting as if the dissolve time changes even tho I haven't touched any settings.
Some examples below: Frames 142 239 and 351


texts: Changes in UV editor not updating in viewport

texts:
I am hoping this is pretty straight forward. I've searched around and nothing has solved the issue for me yet.

I am making a simple indoor scene. The walls have a baseboard which I have UV unwrapped. I assigned a wood material to the baseboard. In the material preview some of the woodgrains are rotated.

I'd like to rotate the wood grain for the vertical baseboards but not the horizontal ones. Using a texture coordinate / map seems to rotate the texture for everything. I assumed that I could rotate the individual islands for each baseboard in the UV map, but no changes I make in the UV map (rotation, scale etc) work, it just stays the same.

Any help or pointers would be appreciated.

Thank you!


texts: Any way I can remove everything except the outline?

texts:
Exactly like the question says. I'm using the freestyle tool. Is there any way to remove all the faces in this image and just keep the outline. Either in edit mode or rendering? Or do I need to learn how to use Photoshop or some kind of image editor?
I tried marking freestyle edge like it says here, but that didn't give me the affect I wanted.
How to get more control over Freestyle external contour lines
I also tried deleting just the faces and keeping the edges, but then nothing displays when the image is rendered.


texts:
The title is general: how can we use the API to edit Principled BSDF properties?

More specifically, I have a mesh that has vertex colors in it. The colors are fine, and I can use the mouse to have vertex colors as base color using the Shader Editor. Likewise, I can use the Material Properties and select "Vertex Colors | Color" for the base color of the material assigned to the mesh. This is all fine and both are equivalent ways.

However, how to accomplish that programmatically, via the API? I could do that in 2.7x but don't seem to be able to do the same in 2.81. Any idea?

EDIT: here a minimal example that works with 2.7x:

import bpy
mat = "MyMaterial"
bpy.ops.material.new()
setattr(bpy.data.materials["Material"],"name",mat)
setattr(bpy.data.materials[mat],"use_vertex_color_paint",True)

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
AttributeError: 'Material' object has no attribute 'use_vertex_color_paint'
```


texts: What mode to work on when texture painting - Solid / Lookdev / Rendered mode in EEVEE?

texts: Im creating a game asset, and i want to export it to Unity later on. So i have started texture painting this object, but as you can see it looks different when rendered compared to solid or look dev mode. I dont know which mode i should stick to when texture painting to get the most accurate colors. I guess rendered more is the best one because it will be the final render with all the lighting and etc but even though i have 3 sun lights it still looks dark compared to look dev mode (which  i prefer over rendered mode) but if its going to look really dark in a game engine as well then Im not sure which mode to stick to to see the real color/lights when texture painting. Please help!


texts: 3d models downloaded as obj don't show with all the textures and materials applied

texts: I am trying to download models for my interiors. There are lots in the net, but I cannot find one suitable to my blender which can be placed in the scene with all the textures and materials applied. Obj for example are only white objects. How can I use those models in blender with the textures?


texts: Blender Boolean modifier: Difference behaves like union

texts:
Attached is an example in which difference modifier behaves like union.
Is this is a bug (I think so)?
See this .blender example in which I tried to use boolean modifier difference (Child is subtracted from Parent so modifier is on Parent)
Behavior
In both, the expected behavior is difference, but actual behavior is union
Failed attempts
Before posting here I:

Checked that my objects were manifolds
Checked that normals are pointing outwards (Edit Mode -> Select All -> Ctrl N)
No shared faces between any two objects
Removing doubles (double vertices)
Converting to triangles

I have read extensively on StackExchange and other forums, and watched guides, including this very relevant guide.
Any advice would be much appreciated.


texts:
How i can add a RGB Curve node, like this example?
I want to improve colors of my PLY mesh.
(This screenshot is not mine, I've found in this forum.)


texts: Positioning the pivot point in center in part of mesh

texts:
I made three models which will be tiled next to each other in a game.

Center Tile, Corner Tile, Edge Tile.

My problem is I have trouble positioning them next to each other, I've come to the conclusion the problem is the pivot point.

My most left tile, the pivot is directly in the center.
But on the other two they are not in the center even though I used "Origin to center of mass" and also Shift-C and "Origin to 3D cursor".

I have also tried selecting the top vertices "the green part" and Shift-S "Cursor to selected", its nearly perfect but not quite.

How can I perfectly center the pivot point in the green part in each model?


texts:
Blender added an option to resize images in the Image Editor - Image - Resize
I wanted to know if anyone knows a way to make it proportional resizing given a maximum x or y, similar to what Photoshop and other programs do.
I know you can do x/2 and y/2 to resize with uneven portions, but lets say I want x to 1024 and the image to keep its ratio. Do I need a script for that?
Thanks


texts: Using Python, how to check if an object is linked from external blend file?

texts:
bpy.data.objects['my linked object'].library I found this code through a search and tried to check the linked object, but in 2.91, this code doesn't seem to print anything.
Is there a new way to check if an object is linked from external blend file?


texts: So I'm trying to render a logo for something that I'm working on. However, when I save the picture, it is just shown as black when I go to where it's located. When I save anything outside of Blender, it works fine, but Blender is different. Can you help me?


texts: In Glass shader, transparency in not displayed

texts: I want that when I apply glass shader then transparency must display but it is not , when I applied glass shader then reflection of trees are dipplayed instead of transparency , why? please help me, I am using blender 2.8, this problem is in both cyclic and EVEE


texts: A couple of tutorials I looked at said you had to turn on the import add on, but they're a little old, and I can't find that option in the add ons section. I'm guessing it's been made into a full feature, but how do I find that?


texts: bpy: How do you find the corners of a camera frustum?

texts:
... by which I mean the vectors from a perspective camera's viewing point to the corners of the rendered rectangle, as displayed by the diagonal sides of a camera's rectangular pyramid in a 3D View. (Normalized if you like, in Camera Space, if you like.)
The angle and view_frame attributes of a Camera don't seem to carry this information, unless I'm mistaken?
There are quite a few answers on how to test whether a point is visible to a camera, that's not quite the same thing.
Better still, and perhaps of more general use to others, too, would be a diagram of how bpy refers to a camera: what a Camera's important attributes actually mean, in 3D / device / screen space.
EDIT: following @batFINGER's examples (I think?)..trying to get the render frame, I run this:
import bpy

scn = bpy.context.scene

rx = scn.render.resolution_x
ry = scn.render.resolution_y
cam_obj = scn.camera

if (cam_obj.name in bpy.data.cameras):

    cam_mw = cam_obj.matrix_world
    cam = cam_obj.data
    vf = cam.view_frame()
    world_frame = [cam_mw @ v for v in vf]

    print (rx,ry)
    for v in world_frame:
        print (v)

And, changing the render resolutions, visibly changing the shape of the frustum in the 3D view, I get these outputs:
1512 1371
<Vector (2.1208, -6.3833, 4.1026)>
<Vector (2.3175, -6.8641, 3.2482)>
<Vector (1.3703, -7.1821, 3.2090)>
<Vector (1.1736, -6.7013, 4.0635)>

427 1432
<Vector (2.1208, -6.3833, 4.1026)>
<Vector (2.3175, -6.8641, 3.2482)>
<Vector (1.3703, -7.1821, 3.2090)>
<Vector (1.1736, -6.7013, 4.0635)>

Which is puzzling me. There's no change in the frame as a consequence of changing the proportions of the render - (the change isn't even hidden in the camera's world transform..)
SOLUTION: the camera's .view_frame() method needs its optional named scene parameter to update.. until I know why, I don't fancy making that an answer..


texts:
I am struggling for a week now, trying my blender to work with CUDA GPU Cyclea Rendering, did so many fresh installation, still no luck.

Current situation:

Fresh install of Blender 2.69 (from repository )
Installed Nvidia GeForce GT 640 driver from official website using text base terminal.
Installed CUDA 5.5 from official website using text base terminal.

My system:
Intel core i7, nvidia 640, OS ubuntu 12.04 64bit.

What I want to achieve:
I Want to run blender with CUDA GPU cycles rendering.
I also want to run some program which requires 32bit lib installed.

Current Problem:

Blender works fine, I can see the CUDA option but when I try to render using Cycles GPU render it does not work, no rendered image is produced.
Other program which needs 32bit lib does not work, it says it requires 32 bit lib, when I try to install that 32 bit lib it says its already there.

any help will be highly appreciated. thanks.


texts: NLA editor gets tangled all up in Blender 2.75?

texts:
Don't know what to do with this mess.
Plane.002 is just a still object in my scene. Don't know how It got an action strip.
I want to clean up NLA editor and action editor up by removing four actions indicated below. I tried to delete some of the action strips to remove the actions but other action got messed up.
Not quite understand the NLA editor yet. I'd like some one to clean up NLA and action editor for me and show me how the NLA editor works!
Thanks!

Blend file:


texts:
I realise this is a noob question, but while selecting materials for my objects I accidentally hotkeyed into this HDRI mode (I think). I just want to (pre)render with a regular light but I don't know how to remove this HDRI lighting.
Help is appreciated, thanks!


texts:
I did something and animation panel(where key frames) now is hidden.
How to restore visibility of animation panel?


texts:
So, I'm trying to make a model of the lamp from the Simpsons. This top part is giving me trouble

At first it was easy I just booleaned a sphere to a cylander cylinder and they fit together perfectly.

When I tried adding the other cylinder, it looked pretty okay but I know that it could be better. I see this dimples and pinches around where the cylinder and sphere meet.

The geometry is pretty messed up and I was wondering if I am stuck just editing the vertices one by one, or if I'm going about this the wrong was and there is an easier way?


texts: Blender 2.8 How do I find out which version and build I am using?

texts: How do I find out which version and build I am using? Normally this is in "About" under the Help, but not in Blender.


texts: Binding Shape Keys to a Empty with Distance Influence

texts:
Is it possible to bind shape keys to a empty and depending of the angle and distance it has influence on a character or object?

Example:
https://youtu.be/zM3psSxWTYM?t=39

Basically exactly the same, I timestamped the video at 39 seconds

Here's a .blend file of what I got so far:
https://1drv.ms/u/s!AnxeMsAWKW1ci1YaB1CoPcZJmphi


texts: How to import materials to a downloaded model?

texts:
Beginner question here. I just downloaded this pokemon model from models resource https://www.models-resource.com/3ds/pokemonxy/model/9320/ and used Blender Source Tools to import it into Blender. When I imported the model however and switched from solid to textured mode, the model is just pure white. No texture at all.

I know about having to unwrap and deal with the whole uv map shenanigans, which is something I really don't want to do, especially considering the 70+ models that I want to edit to add some extras to them so they could be even better for animations in Source Filmmakeer.

I've searched all over Youtube and every video I've seen where the person imported an smd file didn't have the textures applied, but when I watched someone's video where they imported an obj file, the textures were automatically applied. (Though that was in Blender 2.66a, so I'm not sure if that has anything to do with it) I could use a little help with figuring out how to do that.


texts: How to execute python code before blender operator is executed

texts:
Lets say there are operators (buttons .etc) that run or save the text in Text Editor. I need to change the text before such operators execute.

Is there a way involving some callback functions, listeners or handlers?

If there is not, is there a way to remove UI element and replace it in the same spot with custom operator? I only found a way how to append or prepend an operator to such menu or header.


texts: How can I constrain a bone to follow another bone from the same armature?

texts:
here's my question, simply and straight:

How can I make a bone follow (location and rotation) another bone from the same armature? Imagine a character with hand resting over the hip, I need to move the hip bone, and make the hand follow it.

What I already tried:

Creating an empty, vertex parenting it in the hip's mesh, and from the hand bone create a CHILD OF constrain to the empty. Not working.
Creating two empties, vertex parented one to he hip, and one to he hand, and adding rotation and location constrains (because copy transforms constrain doesn't have OFFSET) and struggling with the local space and the offset to pose the hand. This kind of works, but it looks to me that there must be a simpler way, the struggle with the OFFSET and the local/ world/ wherever space is insane.

Any thoughts how to make it in a simple way? I'm coming from Maya, and I'm used to constrain between rig controllers all the time (controllers in Maya are nurbs curves, not shaped bones), so there is no trouble with the hierarchy as it is with Blender bones.

Please, let me know if you need additional explanation.

Thanks a lot!


texts: Is there a way to change brush fuzziness in paint mode?

texts: Is there a way to make the texture paint brush fuzzy like in Photoshop?  I've tried playing with the Tools/Curve editor, but this seems to only affect the sharpness of the edge of brush stroke - most of the stroke is still thick.  It would be nice to have the curve falloff affect the entire brush head.


texts: What's causing this misshading, and how can I fix it?

texts:
There is a bizarre dark shading being applied to portions of my model. This is not intended, and only occurred after retracting the pinkish middle lines(on what was originally a cube) inwards. The shading looks really odd. It starting looking like this when I brought the middle lines inward

There are odd dark shadows appearing right near the middle section of my model.
It starts right before the mid-section, then stops after. I have tried various lighting strategies, and I've played with materials (which shouldn't show in the editor anyways). Nothing seems to change. (Normals are all facing the correct direction.

To clarify: My normals have all been corrected to be facing outwards. (At least as far as I've looked).
The shading is still wrong, and darker nearing the pink lines.

I created a rushed new version to try and compare/find the issue.

As you can see above, the right side of the bottom model has its top left cube significantly darker nearing the pink. This does not match the rest of the shading.
The below is what occurs when I try flipping the normals (to show that I have already flipped the normals, and no more flipping needs to occur)

And even in the editor, the models look different.
Light is reflecting much differently off of the two models, even without going into render-view.
Now seen below, the bottom model seems almost... metal, shinier. Without any in-edit-view materials applied. (And the only materials are basic diffuse colors. Simply a color change.)

The only out-of-place item I see is when attempting to move the middle square of the cube using proportional edit mode. The below happens, and the problems squares seem to be folding in half diagonally, while the others simply rise as expected. This might help give more clues as to the issue.


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So I make a new VSE session. Add in my video. All the fps and resolution is correctly lined up. First thing I do is set the proxy and rebuild it at 25%. Takes  awhile, then I go to the preview window and enable it to 25% so I can view it as a proxy. Done.

Problem is while I'm editing the frames are not always correctly displayed in the proxy preview window. ANd if I disable the proxy and go back to no proxy 100%, it'll show a completely different frame from the next scene. It usually happens on the frame right before a scene change in the video, it also happens on lip movements. So I could have a completely open mouthed character in the 25%, then I change it to no proxy and it's actually closed mouth....a very very big departure from the proxy.

Seems to be random. So only some frames before scene changes are displayed incorrectly, and only some lip flaps are displayed incorrectly.

The disturbing part is that the 100% no proxy also displays incorrect images in the preview window sometimes, and I have to hit refresh sequencer and it changes to the real scene. I've had issues where I hit refresh sequencer but it even renders the incorrect frames after they've been refreshed manually.

Is there a way to refresh the proxy or fix this problem? I need to use a 25% proxy or something with similar performance or I can't edit. 50% is too laggy as well and the other %'s don't solve the problem either it seems.


texts: Origin Points (and Colliders) Not Moving with Armature

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I don't know if this has already been addressed elsewhere, but I couldn't seem to find any information on this issue.

I'm trying to make a chain of rigid bodies using bones and empty axis(s) with colliders and constraints (to be able to simulate hair, ropes, etc.)

Only I've come across an interesting situation that has prevented me from moving forward. Here I have the cube shape parented to the bone at rest position.

When the bone is rotates, the mesh moves with it, but the collider gets left behind and warps. When I select the mesh, it shows me that the origin has not moved. I think this is perhaps the problem, the origin is not moving with the bone.

I have tried parenting the mesh to the bone as 'bone' or 'with automatic weights' or simply by painting, but none of these have changed the result. Also adjusting where rotation happens doesn't seem to have an effect either.

Not sure if there's anything that can be done, or if I should try a different method?


texts: How coould I scale a bone to fit inside the models body?

texts: the bone is too wider than the models body(hand) and it is giving me a trouble while weight painting(the model shrinks). And when I try to resize/scale the bones it doesn't go as I needed it(unable to make it thiner with out affecting the length). I don't get the problem on vertical bones. only when adding horizontally the bone gets wider than needed.


texts: Transparent object within transparent object in eevee does not display

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I have 3 objects in blender. They are inside one another(think russian nesting dolls) and each one is transparent except for the inner-most object.
My problem is I cannot view all three objects through each other at the same time. I can either see the smallest object within the largest one or the second smallest object inside the largest one but never all three.