texts: Mirrored mesh deforms unexpectedly and becomes uneven when rendered

texts:
I've got a low poly character on Blender. I modelled it, unwrapped it and textured it with a Mirror modifier on, so that modelling and texturing was symmetrical.
However, when I render it, a some of the vertices just... move, without percievable cause. This deforms the mesh, interrupts symmetry and noticeably displaces the texture, albeit only slightly. It is most noticeable in the face, whereby the eyeball on one side of the face begins to clip through the eyelid, whereas the other remains fine.

The issue is only observable when the mesh is rendered; it otherwise appears fine. When I switch between any regular viewport and a rendered viewport, I can see these particular vertices move away from their original, mirrored positions.

At first inspection, no part of the model is influenced by errant keyframes.

Any assistance greatly appreciated.

EDIT: I'm not sure how to upload a .blend just yet; I am working on it.
Here are some before and after shots that hopefully demonstrate what I mean a little better.

EDIT 2: Here is a copy of the .blend file for your perusal. This iteration does not include the texture. The issue is observable when switching between rendered and non-rendered views of the mesh.
ALee - Zombo Man

The before screenshot: Note the eye and general facial symmetry.

After I hit render: The eye on our right has begun to clip through the eyelid. The area of the texture representing the jowls/dental sphere has also changed. I have deduced that the cheekbone/zygomatic arch has changed due to aforementioned vertex movement. The texture around the neck is also seeing deformation due to vertex movement.


texts: how to paint on sculpts without retopo for idealization?

texts: I am trying paint in eye brows and eye shadow without having to retopo because  I just want to see the idealization of the model/sculpt. Is this possible or maybe there is a better way to do this that im not thinking about any advice would be awesome!


texts:
If I want to keyframe a simple location change then I just set a key frame by moving the object to its initial location, press I, select location keyframe, move the timeline cursor to when the change ends, move object to next position, make another keyframe as before. The animation runs as expected.

If I do the same using delta keyframes FROM THE I DROP DOWN, I was expecting the object to move the same as above relative to whatever starting position I put the object in. But the object doesn't move. In the Properties, Object tab the delta transform numbers remain at zero. The object stays at the end of the cycle.

I know how to duplicate the object and type in numbers into the Object tab Delta transforms to produce the same movement but offset. I also know how to convert [all of the] keyframes to delta keyframes. I just do not understand what the purpose of delta keyframes in the I menu are for and how they work.


texts: Export to JSX for After Effects no longer working on 2.91

texts:
I've installed the After Effects JSX export add-on, and it was working fine in 2.90, but with 2.91, it says "Upgrade to 2.8x required" and it doesn't give me the option to export anymore.
As I do a lot of 3D to 2D workflow, that plug-in was very vital.
Is there any plans to update the plug-in or is there an alternative method?
Thanks guys!


texts:
i was making an blast for a clip animation, but the explosion in not working, besides that the explosion in not visible in the render mode .
This is the image of the render mode

This is the Solid


texts: Blender "double click" or "Open With" does not open .obj located on desktop

texts:
I have noticed that if I double click a .obj file on my desktop(which has the blender logo) it opens blender, but the file was not correctly loaded. Here is a picture showing the scene after the double click:

I also did some reading and saw that this may be caused by the Import/Export Wavefront .obj not being enabled...so I checked that, too.

It appears as though the only way that I can load a model into Blender is if I go through File -> Import -> Wavefront .obj. I could do that, but it really staggers my workflow when I have to go through all that instead of just double clicking the .obj file on my desktop. Is there a workaround for this? How can I fix this?

I'm using file-format as a tag because I don't know what else to put this under.


texts: Where to find Ubuntu arm64 version for latest blender versions?

texts:
I'm trying to run blender 2.83 on an arm64 device, but the latest version on the ubuntu repositories are version 2.79 and i can't find  the packages online.
Does the latest versions support arm64 and if it does, where can i find the files for it? Or do i need to compile them myself?


texts: Is there any way to transfer every property from 1 mesh object to another?

texts: I created an intro in blender 2.79 a while back with letters appearing 1 by 1 from a smoke domain. I'm going to rename my channel so I went back to blender with the newest 2.92 version and I'm completely lost there. Anyway I created a new text intro, converted it to mesh object and I was wondering, if there is a way to just transfer all the properties from the old mesh to the new one. I found Data Transfer modifier but I'm not sure, if it can work that way (also all tutorials online are on 2.79 or 2.8 versions)?


texts: How to set the origin to the center of a circle?

texts:
So here is my circle. I try setting its origin. I've tried every single option in object > set origin. I've tried to set the cursor then set the origin to cursor but the shape follows with it. I use a simple deform modifier.
Edit: I use the portable version of blender if that matters and in both images the origin is at the cursor.


texts: Modifying my rough hard plastic material for photo realism

texts:
I spend way to many hours on trying to find a working node setup for my plastic material. I tried using PBRs, suggested node setups from Stack Exchange for Blender 2.7 and less, but nothing really worked. Can anybody suggest some tips for tweaking?
Subject:
Optical fiber connector (MTP)
Problem:
Realistic rough plastic material


texts:
I'm Trying to add the Cycles Materials Converter but I can't find materials_cycles_converter? What should i do?

I've looked everywhere on my drive, but no luck. Please help, because I can't find properties in blender, either.


texts: How can I change a scene using python BGE

texts:
I was working on blender game engine, and I have no idea how to change scene using python.

I have an actuator set in to change scene, but I don't understand how

I have made a sample blend file . What I want to do here is to switch to changed_scene using the actuator change_scene (Under player logic) using python. I need to know this, because I am making a game and the game requires switching scenes when the player dies.


texts: bpy.types.PropertyGroup properties not updating when changed in Redo Panel

texts:
EDIT
So after some more reading I now have the following, but still cannot modify any of the values...
class ADDHOLE_PT_redo_panel(bpy.types.Panel):
bl_label = "Add Hole Panel"
bl_idname = "ADDHOLE_PT_redo_panel"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "Tools"
bl_context = "objectmode"

def draw(self, context):
    custom_props = context.scene.custom_props
    layout = self.layout
    row = layout.row()
    row.prop(custom_props, 'holeSize')
    row = layout.row()
    row.prop(custom_props, 'holeType')
    row = layout.row()
    row.prop(custom_props, 'holeDepth')
    row = layout.row()
    row.prop(custom_props, 'holeDiaCustom')
    row = layout.row()
    row.prop(custom_props, 'isPrinting')
    row = layout.row()
    row.prop(custom_props, 'subsurfMod')
    row = layout.row()
    row.prop(custom_props, 'subsurfModLevels')
    row = layout.row()
    row.prop(custom_props, 'segmentsNum')
    row = layout.row()
    row.prop(custom_props, 'align')
    row = layout.row()
    row.prop(custom_props, 'location')
    row = layout.row()
    row.prop(custom_props, 'rotation')
    row = layout.row()
    layout.separator()

But, if I create a separate class for the panel and put it in the N-panel, I can modify the values but they have no effect on the part unless it's run again.
It seams like the properties are readonly when accessing them from the redo panel...
EDIT
I have a bunch of custom properties in a class CustomPropertyGroup(bpy.types.PropertyGroup):
I'm using the following as the main class which also populates the Redo Panel:
class MESH_OT_add_object(Operator, AddObjectHelper):
"""Create a new Mesh Object"""
bl_idname = "mesh.primitive_add_hole"
bl_label = "Add Hole"
bl_options = {'REGISTER', 'UNDO'}

def draw(self, context):
    layout = self.layout
    row = layout.row()
    row.prop(context.scene.custom_props, 'holeSize')
    row = layout.row()
    row.prop(context.scene.custom_props, 'holeType')
    row = layout.row()
    row.prop(context.scene.custom_props, 'holeDepth')
    row = layout.row()
    row.prop(context.scene.custom_props, 'holeDiaCustom')
    row = layout.row()
    row.prop(context.scene.custom_props, 'isPrinting')
    row = layout.row()
    row.prop(context.scene.custom_props, 'subsurfMod')
    row = layout.row()
    row.prop(context.scene.custom_props, 'subsurfModLevels')
    row = layout.row()
    row.prop(context.scene.custom_props, 'segmentsNum')
    row = layout.row()
    row.prop(context.scene.custom_props, 'align')
    row = layout.row()
    row.prop(context.scene.custom_props, 'location')
    row = layout.row()
    row.prop(context.scene.custom_props, 'rotation')
    row = layout.row()
    layout.separator()

def execute(self, context):
    custom_props = context.scene.custom_props

    object_data_add(
            context,
            AddHole(self, context), # This calls a def to built an object and return a mesh
            operator=self)

    if custom_props.subsurfMod == True:
        objMod = bpy.context.selected_objects[0]
        subsurfMod = objMod.modifiers.new(name="Subsurf", type='SUBSURF')
        subsurfMod.levels = custom_props.subsurfModLevels

    return {'FINISHED'}

all registered like so:
def register():
    bpy.utils.register_class(MESH_OT_add_object)
    bpy.utils.register_class(CustomPropertyGroup)
    bpy.types.Scene.custom_props = bpy.props.PointerProperty(type=CustomPropertyGroup)
    bpy.types.VIEW3D_MT_mesh_add.append(menu_func)

but when I change any value in the Redo Panel it immediately returns to it's default value. I'm assuming it's simply re-initializing the properties.
With all the code in one long def execute the Redo Panel works as expected but I cannot organize the panel to my liking (AFAIK)
How can I make the Redo Panel update upon user input but can also have a custom layout?


texts: Rigify Generate Rig Error Index 0 Out of Range 2.83

texts:
okay, i've run through this process a few times in 2.79, and i have gotten it working.
however, now i need to create the rigify metarig in 2.83.4, and i'm running into an error i don't understand.
other instances of this problem here seem to indicate that bones rigify needs were deleted.  but i haven't deleted any rigify bones.  i AM starting with a plain single bone and only adding limb "samples."  again, the same way i have done multiple times in 2.79.
https://prnt.sc/uaygcs
i tried using the "standard" names for Paw limbs on the bones, as listed in the blender/rigify manual, though i didn't have to do that in the old version.
the 2.8 rigify also threw an error when i had an extra bone on the end of the hind limb (previously, it had just ignored that bone, but at least created a DEF and ORG bone for it).  i removed that, but still the indexing error.
it creates the root, and the other basic super copy bones, then croaks on the limbs :/
it wont do the hind by itself, nor the fore by itself.
i manually separated the tail of the collar/hiplink bones from the chain, even though they are parented but not 'connected,' which rigify should recognize.
okay, i deleted all the bones except the root, added an UNTOUCHED paw sample, hit generate, and no.  same error.
WHAT DOES THIS ERROR MEAN?  it sounds like it's not finding any bones in a chain?
Duplicate rig: 0.004
Make list of org bones: 0.001
Instantiate rigs: 0.000
Initialize rigs: 0.000
Prepare bones: 0.001
Rigify: failed to generate rig.
Traceback (most recent call last):
  File "E:\GFX\blender\blender-2.83.4-windows64\2.83\scripts\addons\rigify\ui.py", line 765, in execute
    generate.generate_rig(context, context.object)
  File "E:\GFX\blender\blender-2.83.4-windows64\2.83\scripts\addons\rigify\generate.py", line 523, in generate_rig
    raise e
  File "E:\GFX\blender\blender-2.83.4-windows64\2.83\scripts\addons\rigify\generate.py", line 511, in generate_rig
    Generator(context, metarig).generate()
  File "E:\GFX\blender\blender-2.83.4-windows64\2.83\scripts\addons\rigify\generate.py", line 409, in generate
    self.__create_root_bone()
  File "E:\GFX\blender\blender-2.83.4-windows64\2.83\scripts\addons\rigify\generate.py", line 218, in __create_root_bone
    spread = get_xy_spread(metarig.data.bones) or metarig.data.bones[0].length
IndexError: bpy_prop_collection[index]: index 0 out of range, size 0
Error: Generation has thrown an exception: bpy_prop_collection[index]: index 0 out of range, size 0

file:
https://drive.google.com/file/d/1evuiAaeHtfNl3eyheyHXQeKxUrZDJO5G/view?usp=sharing


texts: I have a 3d model that I want to add a butt to. (I am not doing this for NSFW purposes). I have tried various techniques including the inflate tool and proportional editing, but the model appears blocky and out of shape. (subdivision doesn't fix this). What's the best way I can edit a model to add a butt.


texts: How can I select multiple vertices and create faces with a single command

texts:
If I am not wrong once I saw a tutorial, in which something similar was done, but I do not remember, as it was, nor, the tutorial that was, I leave some captures to better understand what I want to do.

I hope you can to understand me and I'm sorry for my bad english.

I know I can do this by selecting the vertices and pressing the f

But how can I do it by selecting multiple verties and doing them all at once, with a single command.


texts: I am making a guillotine in Blender as a random beginner's project to get more comfortable with 2.8 and practice a non-destructive way of doing stuff. However, the boolean modifier (using bool-tool) is not working. Blender file will be attached.


texts: Change spacing when using ctrl to move specific amount of units

texts: When I want to move/rotate/scale with a defined spacing or amount of units I use the ctrl key but it moves one whole blender unit, does anyone know how can  I change this spacing so that it moves 0.1 blender units?


texts: How can i make my particles spin/rotate?

texts: The particles on the text/mesh for my app game are based on the large star pictured which has spinning animation data. I thought if i based the particles on this they would inherit the spinning animation. Any help i would appreciate as think this would be a nice touch on the game. Thanks.


texts:
I'm fairly new to blender (2.8), been using it for just about a month now.

How do you combine a bunch of different objects (e.g. light, mesh, etc) to act as one object? That is so I can easily duplicate and edit the resulting composite object.

I've already checked collections, appears to be not I need. Already did some googling but I guess I'm in the wrong rabbit hole.

Thanks!


texts: problem opening files after moving them to a different folder

texts:
I moved around some of my blender files by putting them in a new folder ("failed tests") and now blender seems unable to navigate to any new files in the initial open file screen. I can open a file it has on the recent files list, but when I go to "open.." to navigate to another file, the file browser that opens up there won't let me click on any files other than whatever file I've opened last. If I go into the place where I can write the file path I can tell it to get to a specific file, but even then it's having problems with those files: it won't select anything in object mode. Any ideas what on earth is happening? I reinstalled Blender but the same thing is going on...
Edited to add: I can use the file path to get where I want to go, but I'd rather be able to double click on files in the file browser window: any idea why I can't?


texts:
In the past this was due to still having an image strip within the Video Sequencer Editor, but this time that's no longer the case. I'm not sure what's happened to cause this, but whenever I try to render out a single image or an animation sequence, I just get a black screen for each render.
I'm trying to render out a lightning animation on a separate Render Layer, along with a background on another. The Output under Render is set to PNG. I'm not sure what I've changed to cause it to give me a black screen. :-\


texts: Easy way to carve out displacement from Plane

texts: I am trying to trim all of the vertices or faces off around my displacement, which I applied to a plane.  The vertices on the plane are not at 0, so even though they look flat around the main image they aren't completely, they didn't move too much though.  Is there a way to select vertices that are less angled than others?  I tried sharp edges, but I can't select the rest of it, because it starts to select all that I don't want too.  Or maybe a way of conforming the flatter vertices toward the middle?  This image doesn't have alpha.   Just trying to "carve" my image displacement out without a lot of manual work.  Then extrude it to a mesh.  Thanks!


texts: So, I'm not sure what's going on here. But I just finished an animation in another file and came to this model I'm working on and... well I don't know how to explain it but any time I get close to the object or camera, it begins to disappear. I'd rather not factory reset as I have a lot of custom things set up. Any idea's what causes this? I use Shift+f to move around, scroll to zoom in and out etc... Blender 2.79b (still need to get used to 2.8 I have used blender a lot but still a noob)


texts: How to Import Python Blender Modules in PyCharm IDE

texts:
I have just started using Python as a language.

I have built blender as python modules using the instructions at https://wiki.blender.org/index.php/User:Ideasman42/BlenderAsPyModule.

I have built it successfully on Mac OS X. The last operations I have performed successfully, as instructed by the webpage, are

cp ./bin/bpy.so /Library/Frameworks/Python.framework/Versions/3.5/lib/python3.5/site-packages/

cp -R ./bin/2.77 /Library/Frameworks/Python.framework/Versions/3.5/lib/python3.5/site-packages/

However, when I run the last test:

python -c "import bpy ; bpy.ops.render.render(write_still=True)"

I get:

  File "", line 1, in
  ImportError: No module named 'boy'

Even in PyCharm IDE, PyCharm IDE does not recognise import bpy.
I can see bpy.so and 2.77 on the site packages for python. I do not think the 2.77 contains the file in the correct structure.

How do you correctly copy the built files correctly to the Python site package folder?


texts: How can I prevent invisible faces when exporting to FBX file?

texts:
I started recently learning how to use Blender to create 3D models, to use them later in Unity3D.

Translating the vertices of a hollow cylinder, I created the following model. Please pay special attention to the selected face.

After finishing translating all the vertices, I noticed these "faces" were accidentally deformed or even deleted. So, I deleted them and remade them selecting the corresponding vertices and hitting the Make Edge/Face button. The result is the screenshot posted here, and they look good from Blender.

However, when I export it to FBX file and insert it in Unity3D, this selected face and the one equivalent at the other side are completely invisible from any angle. I tried flipping normals but they still remain invisible.

I also tried to press CtrlShiftAltM just in case there was some undetected non-manifold geometry, as suggested in this answer from another question.

I barely can guess that this is probably because of the twisted geometry of the face itself, but I can't figure out in detail the true causes.

What kind of techniques may help to correct this issue?


texts: Can I restore object rotations from an already applied-rotations mesh?

texts: If I create a sphere (Shift+A) in Blender and rotate it various degrees in x, y, or z, these rotations show up under the N -> Item -> Transforms tab, and the object's local XYZ are determined based on those transforms. Once I apply the rotations, these values reset to zero. How can I restore those transforms to an already transform-applied mesh? Is it possible to do this with scale as well?


texts: Can't write bmesh object back to mesh datablock

texts:
I'm struggling to learn Blender's structures and types and use Python to modify meshes.  In trying to sort out image updating, bmesh and mesh data, I copied the following code from the Blender 2.64 API reference (Blender 2.74 installed):

# This example assumes we have a mesh object selected

import bpy
import bmesh

me = bpy.context.object.data

bm = bmesh.new()   # create an empty BMesh

bm.from_mesh(me)   # fill it in from a Mesh

for v in bm.verts:
    v.co.x += 1.0

bm.to_mesh(me)

me.update

(I added the last line as suggested by another question here.)

Using the startup cube, and switching to Edit mode, I tried the script.
It fails, pointing to:

bm.to_mesh(me)

What have I missed?


texts: Getting wires displayed in OpenGL MeasureIt render

texts:
I'm trying to get a "CAD-like" 2D render of a model in Blender (2.79, sorry old OSX version so can't upgrade) using MeasureIt for dimensions. Some dimensions are to edges within faces.
I've managed to get the OpenGL render to display the wires for the internal edges, but they are removed when I do a MeasureIt OpenGL render. Any ideas how to get them back?
The Viewport (see 'Render' button on the left):

The OpenGL render:

The MeasureIt OpenGL render:


texts: Why can't I scale or rotate objects in the viewport?

texts:
While it was working a while ago, scale and rotate is not working in the 3d View anymore, grab is working though. I'm allowed to scale the objects manually using the N-key but the shortcuts are not working, no matter how much I press S and R:

Did I press a key or something?


texts:
I am using
Blender 2.83.3
    build date: 2020-07-22

    build time: 06:01:36

    build commit date: 2020-07-22

    build commit time: 06:01

    build hash: 353e5bd7493e

    build platform: Linux

    build type: Release

In "video editing" the output property of the current scene looks like this

shows only three movie formats. Formats that can also store audio are missing.


texts:
Sorry if this is a noob question but I started using Blender today as a free video editor and now that I'm rendering my project, it's taking a lot longer than I was expecting.

The project is basically splicing two 1920x1080, 60fps videos into one, 6-minute video with a simple fade out/fade in transition between the two videos and I have everything set up to use the correct resolution and FPS.

The problem is, I'm rendering at about 20fps (so about 3x realtime) while my CPU utilization is at 15% so I can't help but feel this could be going much faster if I found a way to increase my CPU usage.  I'm curious if I've failed to select the optimal settings for my system or if this is just par for the course with Blender's video encoder?

My specs:

Intel i7 4790k
Nvidia GTX 970
16GB DDR3 2400mhz
Blender 2.73a
H.264 encoder with default profile and bitrate set to 30000kbps


texts: Loading a collection with objects using bpy.data.libraries.load, to avoid using a bpy.ops operator

texts:
I want to append a collection and the objects within that collection from a blender file, using bpy.data.libraries.load. The reason to use bpy.data.libraries.load is to avoid using a bpy.ops operator, which will make the python script slow. If I load a collection from the blender file using the code below, the collection remains empty.
MainDir = bpy.path.abspath("//")
filename='Plants/Forbs collection.blend'

with bpy.data.libraries.load(MainDir + filename) as (data_from, data_to):
    data_to.collections = [c for c in data_from.collections if c=="Woodland forbs"]

for new_coll in data_to.collections:
    instance = bpy.data.objects.new(new_coll.name, None)
    instance.instance_type = 'COLLECTION'
    instance.instance_collection = new_coll
    bpy.context.scene.collection.objects.link(instance)

Does anyone have a suggestion?


texts: Multiple gpu render fail: illegal adress in cuCtxSynchonize()(device_cuda_impl.cpp:2077)

texts:
I keep getting this error when i am doing viewport cycle render.
My gpu is 3090 2080ti 1060.
 F12 render working fine but viewport render pops out that error
I was try to fix it by

Replace GPU
change card slot
different order gpu
try to plug one gpu and run it ( all card renders fine)
try many blender version 2.79b 2.80 2.83 2.90 2.91 2.92 2.93(beta)
non of them suddenly not working!

I remember that there was window major update and, looked up what is installed recently.
There is one update, and it called Servicing Stack 10.0.19041.925.
This window update can't be roll back once installed.
There is no way to delete this, so I can't test this that causing issue
to this Blender CUDA issue.
maybe, this is Window update issue, or Blender issue, or my GPU issue, or PCIE slot issue?
Or anyone having same kind of issue after window servicing stack update?


texts: Make hair particles respect the direction of heightmap / normalmap on the surface

texts:
I'm working on detailing a character which has short fur particles. The detail consists of a bump map I've been painting, which I use to give more depth to details such as muscles. As it requires increasing the level of subdivisions / vertices whereas the hair starts acting up if I change the geometry before its modifier, I'm trying to go the route of using it as a displacement texture in the material nodes (bump only, no micro-displacement for the reasons mentioned).
My problem is that I'd like to simulate the hair particles bending in the direction of the normals as well. If I were to offset the real geometry this would happen on its own: Hairs would point more outward in inflated areas and inward in deflated ones. Given I'm going for textured bump instead, I'm curious if there's a way to fake this effect too from the texture.
I couldn't find any particle settings that let me use a grayscale texture to exaggerate the velocity in a given direction. Let alone one to convert a normal map to hair direction... the normal option under velocity settings doesn't account for the texture plugged into the displacement output of the material either.


texts:
This follows from Garrett's fantastic answer here: In Python, given x-value on 2D Bezier Curve, return y-value

(EDIT: question generalised as per suggestion)

Say we have a Python file Foo.py containing the function X(p,q)

I would like to set things up so that my scripts can call X(...), rather than have to copy-paste its definition into each script that wants to invoke it.

How to accomplish this? And where is the right place to put Foo.py?


texts: Texture not showing using Project from View

texts: [Solved] Using 'Project from View', my second texture is not showing on the model.  The first texture IS displaying.  I used UVunwrap for the first texture.  Not sure what I am missing.  Any help would be greatly appreciated.


texts: pitchipoy IKFK parameter not showing in dopesheet or fcurves

texts:
i am using blender 2.76 on win 8.1 x64.
if i create normal metarig, generate and select arm control and insert keyframe with RMB on IKFK parameter in property bar, i get keyframes start showing on 'newly created action in dopesheet or fcurves.
where as similar behaviour on pitchipoy meta rig , generate and attempt to keyframe IKFK parameter doesn't show keyframe / channel name in fcurve. it shows a keysframe in dopsheet main action  (top) but i can't move it, and no special channel is added, i can't see that in time time or fcurve.
any ideas would be appriciated.


texts: I want to shrink these floating vertices to my mesh for superior editing accuracy but I can't figure out how. Any help would be appreciated.


texts: Sprites turn pink when moved to another computer

texts: I am having an issue with transferring files that contain sprites. On one computer they have an image and when I move the file to a different computer they come out pink? Can someone please help me?


texts: How would I wrap text around an object with multiple curves?

texts: I'd like to have this text lay on top of the hat as if it was made from felt, diagonal like it is currently, except actually fully placed on to the hat. My goal is to have part of the words on the cap and part of it on the hat.


texts: Why does a rigid body with Convex Hull collision bounds not move in BGE?

texts:
I have an object whose physic is Rigid Body, and I set its collision bounds to Convex Hull (else it would collide with its own children) but now it doesn't move when I play, and doesn't even fall on the ground.
Movement is force applied to the object when I press the correct key (W, A, S, D or Space for jumping)
Rotation works fine though, I don't understand why this is happening.

An automatic turret that shoots "on sight" in the same scene is having the same problem

Edit:

Here is the .blend file.


texts: Where to really learn the "theory" behind Loop flow, and sculpting

texts: Pardon the title, I am aware that topology is generally a lesser concern with sculpting, but I've been wonder if there was a book or lecture - perhaps on youtube or elsewhere - that could explain both why an artist would aim for a particular loop flow and what general method he or she would apply to sculpting?


texts: How to make a Jump Out Box with Constraint and Physics

texts:
I am making a Jump Out Box which want to prompt a Ball/clown from the box. I am currently using SkretchTo constraints on a mesh called "Spring". However, it is not as real as i expected.

when i rotate the clown, it is not aline with the spring normal.
It is too hard to simulate the actual behavior of a spring to me by just using the dope sheet
I tried to add physics on the spring but it will bounds out from the box. And the physical force are always pointing downwards. I have no idea on solving that.

Hope someone can give me some advice on this. Thanks in advance.


texts: where can i see what is my current UVmap used for an object?

texts:
i change textures all the time ,also i change uv maps when its needed.
 sometimes i come back to an object and i forgot what was the uvmap that i used ,
is there a specific location or menu where i can check what was that exact uv map i used ?
was it the "cylinder projection" that i used or the "sphere projection "?
i don't remember , but i would like to know what i did , and how to find this out.
is it somewhere shown in an info menu ?
i could not find it.

a dot in the list would be convenient for the specific uv map that i used for this object.


texts: Where can I find reference images for building modeling?

texts:
I am looking into modeling some realistic houses/buildings as a collection.

This is also one of the few times google images has failed me.

I can't seem to find helpful reference images and building plans. Anyone know of a good place to find these? www.the-blueprints.com/ sadly has no category for buildings.

Thanks


texts: How do I write a function that changes current frame to 150 if current frame is 250

texts:
I've a script that starts render animation from frame 1 to 250, I want a script that changes the current frame to 150 when it reaches 250

I'm trying to write a function that changes current frame to 150 if current frame is 250

here's my code:

def stop_playback(scene):
    if scene.frame_current == 250:
        bpy.ops.screen.animation_cancel(restore_frame=False)

bpy.app.handlers.frame_change_pre.append(stop_playback)

bpy.ops.screen.animation_play()

    def change_frame():
        if scene.frame_current == 250:
            bpy.data.scenes["Scene"].frame_set(150)

        change_frame()

here's my console output:

>>> def change_frame():
...     if scene.frame_current == 250:
...         bpy.data.scenes["Scene"].frame_set(150)
...
>>> change_frame()
Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "<blender_console>", line 2, in change_frame
NameError: name 'scene' is not defined


texts: When extra bones are added to my rig, why don't they scale correctly?

texts:
Normal scale 1

when Enlarged to scale 1.625

I have tried using copy scale on the rib bones and its location is going for toss.

When reduced to scale 0.647

Please help find work around


texts: How do I scale vertices evenly among a selection?

texts:
This seems like a broad question so I will put in a picture showing you what I am intending to do.

I have a very basic house structure, and I would like to extrude/scale it inward, evenly across all sides. However, you will notice that the two sides near the center are scaling at much smaller proportions, and I am looking for evenly distributed scaling across all vertices.

The reasoning behind me wanting to do this is to add an evenly proportioned brick-sized inset around the home for detail purposes. I am aware of the loop cut, however I am under the impression that extrude/scale is considered the fastest way of accomplishing this based on watching speed builders on Youtube.


texts: how do i get the hair particles to stand up straight

texts: The wheat is lying down and I do not know how to get the wheat to stand straight up like i would in real life.I do not know what i could try to fix this


texts:
The standard answer for smoke colour in Blender >2.8 is to write "color" in the "Color Attribute" field in the principled volume node. But this seems to have no effect.
Also there is much too little smoke I don't see the emission amount to have any effect?
And is it possible to have the smoke trace a litte bit more confined?
Attached please find the .blend.


texts: How do i remove images that are dragged onto an object?

texts: at the moment i am modeling a Honda s2000 and setting up a render for it. However, i have accidentally dragged a blueprint of the car onto one of the pieces of the car and i don't know how to remove it. I cannot find it in the node editor or in the uv/image editor. Thank you to anyone who helps :D. This is the picture of my car's handle piece and you can see the blueprint printed over my carbon fibre material:


texts:
When selecting vertext points with the drag and select option, Blender will select Verts outside of the area I am trying to cover. I've been looking through multiple forums and they all say the same thing( To adjust these settings or turn off Minimaps) Nothing is working so far and this just started happening out of nowhere. Updated to current .79 version today and have the Nvidia drivers updated. Any other suggestions?

The Red circle shows what I want to select, the red X is the parts it is selecting that I don't want.


texts:
HDRI do not work anymore when blender restart.
It is still as an environment texture but all becomes pink like nothing was there.
I have to reload the HDRI each times manually.
The path for the HDRI in in my documents.
I don't understand.


texts: How to color objects based on external CSV data?

texts:
Is it possible to color vertices according to a temperature data in Blender with Python script?

Let's say I have 10 coordinates xyz, which have their own temperature value.

1 is 3°C, 2 is -4, 3 is 0, 4 is +5, 6 is -8, 7 is +10, 8 is +3, 9 is -2, 10   is +1

So the coldest is -8 will be green, the warmest is +10 will be red. How to color all of them automatically?

In my project I have 130.000 coordinates (astronomical data in csv-file). I can build them. But how to color now?

Also I have density value for each coordinate. But it's not possible to change a vertex size, right? Is it any way to "switch on" density also?

Image is just to illustrate, how it should like in Blender.


texts: How do I restore the pivot point to the original pivot location?

texts:
I am trying to animate a character pivoting on his leg to turn around. I've found that I can click at the center of his foot, use Ctrl+Alt+Shift+C and select Origin to 3D cursor, but after doing that and rotating the character, I want to restore the pivot point to where it originally was. The creator of the rig made it so the pivot point it as a local Y=0, but selecting Origin to Center of Mass surface/volume just moves the pivot up to his face.

Is there a way to move the pivot point, work with the new pivot point, and "undo" the pivot translation without actually undoing the work?


texts: How to make scene using only specyfic colors

texts:
I want to make my scene in some particular colors (or even different shades of only one color), similar to the picture below.

I was trying to make render black and white and then use postproduction, but it didn't give this result. Can someone help how to achieve that?


texts: Importing MMD animations causes a 'traceback' error

texts:
I am having the most difficult time, and frankly I have no idea where to ask these kinds of questions, as no one has been able to help me yet..

Anyway, I'm trying to import MMD models and animations into blender. The models import just fine but when I try to import animations (vmd files) it gives this error and i have no idea what this means or what to do.


texts: Changing the "Pan View" Keybind works in Object Mode, Not Sculpt Mode

texts:
I know I sound crazy but try it. Doing this works perfectly in Object mode, but not in Sculpt Mode.

To reproduce:

Change the Pan View keybind from Shift + Middle Mouse to Shift + Left Mouse button.
Open Sculpt Mode and try Panning the View, panning the view will work in object mode, but not Sculpt Mode.

Some notes:

Right Mouse won't work either in sculpt mode, middle mouse is the only key blender will accept to pan the camera.
Alt + Left Mouse will work, but I need it to be Shift + Left Mouse.
I have looked through the keymap window for conflicting actions that use the same input, but couldn't find any.

I am just trying to setup sculpting for my iPad using the apple pencil, since the pencil doesn't have a "right mouse button" or "middle mouse button". If i can just fix this problem I will be home-free and able to sculpt on the iPad with blender.


texts: Animating interaction between characters

texts:
I have rigged character and I want to create animations of it interacting with another instance of itself.
For example in same character I need punching and animation of it getting punched (and various other interactions).
Is there a way to somehow reference skeleton inside project and select its frame so I can see other characters pose when animating current.
I don't need any IK or simulation just I want to be able to see position of object or subject when animating, in case of animating punch I want to animate keyframes of punching character but to also see keyframe of some sort of dummy punched characters getting punch animation.
Maybe punch is not good example, think more precise things like hug


texts: Passing data from one running instance of script to the next

texts: I am looking for the most efficient way to save data from one run of a python script to the next. My script generates a list , say presentList . The list is made up of a number of integers. Next time the script runs I want to use that list again as previousList. I would prefer that this data be written and read from memory rather than disk since my script runs quite often and I don't want to write so often to my disk. Can I use pickle with BytesIO to accomplish this? I am also using Animation Nodes. Perhaps there is a way to send the list to and from Animation Nodes to make the data persistent? Thanks for any advice on this. Perhaps this would be better asked on a python forum.


texts:
Sorry for the question but I'm new to blender and have recently found this gun model on Sketchfab that I would like to use https://sketchfab.com/3d-models/ak47-with-scope-d4d9720f3677485b958ceecc02f7965c. After downloading it and opening up the .fbx file in Blender, I was shown the same model but with very weird textures.
The textures folder contains the following files but I am unsure on how to apply them to the gun model in Blender.


texts: How to arrange objects in outward facing circle?

texts:
I'm trying to mimic the look of soundproofing but on a cylindrical object - this pattern:

All the pyramids need to face outwards. I followed some tutorials on arranging things in a circle but the direction isn't correct and depending on scale they overlap:

How can I make this pattern?


texts: so I'm looking to make a doll, and I wanted to start the head by modeling a perfectly symmetrical face that I could then 3D print and work on to of digitally. this is basically my first time sculpting in blender ever so I've run into a few issues, and one that I've just kinda ignored up until this point is this weird thing going on with the eye holes. I've been having trouble with them since I first created them by deleting some vertices. As you can see from my images when I went to work on them in sculpt they went wavy and they pinch in spots no matter what I do. Subdividing as created these kind of vertex milky ways that cause dimples I definitely don't want. And when I solidified the whole thing you can see that it came out wavy and created overlapping spikes in some places. My questions would be, "what do you think caused these problems?", "is there a simple/easy fix?",  and "do I need to start over to fix this?".


texts: How to highlight intersection of meshes?

texts:
I am making an animation of a molecule.
How can I highlight the intersection of spheres as shown in the below animation???

I tried volumes, but it is not showing the intersection prominent like this.
(Can we do it with Boolean)

Thank you so much in advance. :)


texts: Some materials aren't rendered in the Blender Game Engine

texts:
As I described in the title, some materials aren't rendered. I'm not sure, but I think it only happens if I "copy paste" or append objects with their materials. I can solve this problem by recreating the broken materials (but this is a tedious task).

The materials are visible in textured viewport. Only when I  start the BGE they are invisible.

Here you can Download the .blend:

Download

(it is a car game. on the left is a text editor where I describe the problem again)

in this picture you can see the Material which disappears.

Thanks


texts: Calling Blender from PHP/Python and Blender doesn't open

texts:
The code below is a simplified version of the process I am creating. On my local machine this process works fine, but on my companies server, it does not work. It will time out. One thing to note, when I look in the server task manager (Windows), Blender will start as a background process, but not active. In my regular process, Blender will render a file , but that does not happen in my full process. After the call to Blender, it never finishes. Below is a simplified version of my process.

Form to enter information

<!doctype html>
<body>

<form action="dosomething.php" method="post" enctype="multipart/form-data">
    <input type="text" name="time" placeholder="some number" id="time">
    <input type="submit" name="submit" value="Submit">
</form>

</body>
</html>

PHP to take values and pass to python

<!doctype html>
<body>

<?php

$outputDir = "output/";
$outputDirFull = 'C:/xampp/htdocs/test/output/';
$errorDir = "error/";

//move spaces to all spaces in blender path; will be removed in CallBlender.py; necessary to pass to python
$blenderWithSpaces = 'C:/Program Files/Blender Foundation/Blender/blender.exe';
$blender = str_replace(" ","#",$blenderWithSpaces);
$blenderFile = 'blenderfile/test.blend';

$blenderScript = 'pythonfile/testscript.py';

//Specify python and CallBlender.py
$python = "C:/Users/Render/Anaconda3/python.exe";
$pyscript = "pythonfile/CallBlender.py";

$time = $_POST["time"];

//creating the command, and passing time and efficiency; spaces are kept in command because the quotes
$command ="$python $pyscript $time $blender $blenderFile $blenderScript $outputDirFull 2>&1";

//executing the command to call processing python program
exec($command, $output, $return_var);
?>
</body>
</html>

Python to call blender

import os
import sys
import subprocess

testfile = 'output/output.txt'

#read in values from PHP
time = sys.argv[1]
blender = sys.argv[2]
blenderFile = sys.argv[3]
blenderScript = sys.argv[4]
outputDirFull = sys.argv[5]

# remove pound sign from blender path and replace spaces
blender = str(blender.replace('#',' '))

with open(testfile, 'w') as file:
    file.write(str(time))

#Below is the command to call Blender and run the blender file
command = blender + ' ' + blenderFile + ' -P ' + blenderScript + ' -- ' + time + ' ' + outputDirFull
subprocess.call(command)

Here is a snippet of the blender python script

import bpy
import math
import sys
from os.path import join

# try to read the path passed from BlastParse.php

argv = sys.argv
argv = sys.argvargv = argv[argv.index("--") + 1:] # get all args after "--"

Time = str(argv[0])

efficiency = '85'

outputDirFull = str(argv[1])

sys.exit()


texts: Unknown black and green objects added to Texture when UV Unwrapping

texts:
Title kind of says it all, very confused since I'm quite new to Blender.

Have looked around but couldn't find anything to help, apologies if this is a nooby question.

There is this weird green and black thing; it looks kind of mirrored (the green part I mean.)


texts:
I am a hobby Blender user and I would like to model a robot. I want to model its face with a hole for the eyes. Something like on this picture:

First I wanted to solve this problem with a boolean modifier.

My second try was modelling it manually.

I also tried to use shrinkwrap modifier but none of them were really well. So I am looking for an efficient solution which does not destroy the topology. I really hope someone has an awesome idea.


texts: Texture disappears when uploading to Sketchfab

texts:
This is my first project in Blender and I have made a cylinder and added a texture to it and want to upload this model to Sketchfab. When I render my model, it looks like it should, but when I upload it to Sketchfab the texture disappears and my cylinder is just grey. Is there anything I can try to fix this problem? I have tried the Sketchfab add-on, but after installing it I cannot find it in the list of add-ons you can activate, so that didn't work.
I am working in Blender 2.91


texts: Python API: Custom properties for vertices/edges/faces?

texts:
Is it possible to assign custom properties to vertices (or edges or faces)? If yes, how?

The manual says that custom properties are only supported for datablocks with an ID. what exactly is meant with this ID?


texts: Animating with Action Sets and Action Constraints

texts:
I have a rigged robot. I want to animate it so, that when I rotate or move the bone above the head, named EarMover, the EarRingL and EarBallL will move to the side. I set up an action for this movement. The EarRingL and EarBallL move to the side and back over 40 frames. Now I need to attach the action constraint to the EarRingL and EarBallL bones so that when I rotate (or move) the EarMover bone, the Action will get played.
This is what I don't know, how to set up this action constraint so that one triggers the other?

I'm attaching a screengrab and the blend file. It's educational material for me, based on a freely available tutorial, so it is open-source. You may reuse it freely.


texts:
How can I apply hair dynamics?

I don't want to convert it, I want to continue to edit it in particle edit mode


texts: Is it possible to cast shadows from a sillouethe made by alpha texture?

texts: It is possible to get/cast a shadow from the image on the 3D plane with alpha?


texts: How to export STL without duplicate vertices?

texts:
When I export mesh from Blender to STL I end up with STL file which has around 6 times more vertices than the actual unique vertices number. I checked that in MeshLab.
How to export a mesh in a way that the STL will have only unique vertices?
Thank you for your time and consideration.
Regards,
Jakub


texts: Combining two shaders, one with color map, one with a specularity map

texts:
I'm trying to add a specularity map to a mesh with a color map shader already on it.  However, when I attempt this, I seem to have to choose between one shader or another (see the body and glossy shaders in the materials tab in this screenshot of my screen

(source: deepplanet.com)

They just toggle back and forth, letting me use one or the other but not both.

So, do I have to remove the color image texture, and then somehow do this another way? Or is there a simple way just to add it? I was trying to follow this tutorial but it seemed like a really long way to go about it. Is there a simple, shorter way to do this?


texts:
Is there a way to make a custom hotkey for specific functions?
Like to solve my problem here:
I’m working on a piece, its a replica and I have many references setup in some collections and I need to hide/unhide the collections all the time. I do it by hitting the relevant checkbox in the object browser list. Can I somehow hotkey that specific checkbox?
If coding, IK how to code, but I do not know how to get console or script in blender, or at-least I need a ‘pointer’ to get started.


texts: How can I reduce the radius of this distance calculation?

texts:
I just created the scene shown in this "tutorial" (Is it possible to dynamically reduce the number particles based on distance from camera?), where you see how to dynamically reduce the number of the particles depending on the distance to the camera, but now i find, that the radius is too big and covers the whole plane.
I would like to just have a part of the plane covered with grass, but it should follow the camera over the whole plane.
Is this possible?

Thanks for answers (and sorry for my bad english, but I'm an austrian.)


texts: Saving animated render from compositor (with denoise)

texts:
So basically I'd like to denoise an animation I did, and I know the settings to achieve denoise on the compositor, but it only really shows me one frame of it. When I try to save the render result, it only offers me the option of saving as a PNG as opposed to a video format. How do I go about saving the whole video, but denoised? Do I have to re-render the whole thing?

Note: I composited only after I finished rendering the whole animation


texts: Python: After linking texture to material how do I add it to blenders texture list?

texts:
So I have created an image texture using python in 2.80, and linked it to the material and that shows fine.

However in the property editor under texture it does not show up in the list.

I tried many things, and cannot find an answer online.

Does anyone know how to do that?

texIm = material.node_tree.nodes.new('ShaderNodeTexImage')
texIm.image = self.loadImage("test")
#how to add that to the texture list in property editor?


texts: What is the best workflow to import entire complex scenes from Cinema 4D to blender?

texts:
I'm new here and somewhat new to exporting my scenes.

I would like to utilize the cycles render engine to speed up my render time, but still use Cinema 4D as my primary workspace.  What are the best methods to achieve this?  I'm working on a specific project that involves animation, animated textures, all sorts of reflective materials, plenty of geometry, switching cameras, and global illumination (including emission-based textures for most of the lighting).

I know this is a tall order, but I'd like to see if there's a way to get this into Blender purely for cycles GPU rendering.  I also understand that Cinema 4D will be getting cycles sometime in the "near" future, but this project can't wait that long.  Thanks in advance!

I'll be posting a similar thread within the C4D forums, but figured I'd try the blender community first as it seems you guys really know your stuff.


texts: pause blender project and restart and continue after a day.

texts: I am doing a project by placing new text  in 20th century fox logo .I want to pause my on going blender project and then restart the same project. how do I do it?. the project is half done. now i want to pause it and restart it again later.


texts: Cloth physics : drop/unroll a cloth sheet from the top of a building

texts:
I'm working on a project and I have a video shot where I would like to drop a cloth sheet through the top of a building - Well, it's not exactly a sheet, it's a banner, but that is the idea.

At the start of the animation, I would like the banner to be "rolled" or something (not deployed), then that it deploys itself using gravity.
There should be pins at the top (to fix it) and a weight at the bottom (so the banner doesn't "fly" to much).

I started to work on it: I have the cloth, I have 3 vertex groups (topPins, bottomPins, allPins), the topPins are attached to the top cylinder and the bottomPins to the bottom cylinder; which has rigid body enabled.

But I guess there is other things to do since... It doesn't work : the bottom cylinder keeps falling - and instead it should remains attached to the cloth, depending of its physic resistance/elasticity, I guess.

Also, I don't know how to handle the start situation.

Could someone help with some advices ?  Here's the .blend file if you want to check.

If this is too complex, I think i'll end up with a simplier idea (just wind on the deployed banner)

Thanks a lot !

I found out this on Youtube.
It looks like a great idea (roll the cloth curtain before unrolling it).

Tutorial for Blender - Curtain Call - Rolling up Material

I had several attemps but cannot reproduce its setup; maybe because of the Blender version ?

My actual .blend here if anyone wants to try...


texts: How to increase camera frames view area?

texts: The Camera view area is so small (see picture). How can I increase it?


texts: Is there an easy way to keep meshes in one piece when uv unwrapping?

texts:
I am trying to add a wrap design to a model in blender. I assume uv mapping is the easiest way to do that, however when I unwrap my surfaces, the meshes are getting split up instead of staying in one whole shape. Is there any easy way to get the meshes to project as the single surface that they are projected from?

I basically just want to flatten the mesh in order to easily scale it to the wrap template. Also, the model is a 3DM file imported from rhino.


texts:
I have this object that shows an extra origin point.

If I isolate selection, it disappears completely.

If I get back from isolate selection, it's again there.
The long stick is a completely isolated object, just a box, that I never parented to anything.
It is suspect also that isolating the "couple" of objects, still only shows one object, the right one.
If I Shift + Select another object, the extra origin point disappears.

Also, up to now pressing Alt + A to deselect all, always leaves visible the origin of the last object selected. Is this normal?
This troubles me a bit, for fear that the scene is going to be corrupted sooner or later.
The impression I have, is that Blender introduced an extra origin somewhere, linked to nothing, after I imported, reorganized and deleted several empty origin points coming from GLTF objects (that come with so many useless extra nodes...).
Edit: grabbing only moves the object: the extra origin point stays there.

Nothing selected, floating origin point:

I am really scared now.


texts: I looked up online how to open the specials menu and it says to press W in edit mode. But my selection options are on W though. What do I do?


texts: How to connect mix RGB with Noise Texture nodes

texts: I got a set up of nodes which I'd like them to connect with the noise texture so my object can has the ability to have noise and also control the colorRamp.


texts:
I currently have a Square based pyramid and a path that's beveled by a Bezier circle. is there any way to merge these two objects. and if so do i need to merge the path or the bevel object to the pyramid.

This is my first real attempt at making a character model, so any advice is greatly appreciated.


texts: Camera view range [Clip start and end not working]

texts:
I have the same issue as some of users on Blender with the camera.

So, my camera clip start is set to : 50 meters and my end is set to : 150000 meters. And, with this camera angle, we don't see the end of the square at the bottom of my building. I think the clip end is relatively correct to the the end of the square !


texts: I am working through the Blender tutorials by Blender Guru, and I am having trouble with linking the material of my doughnut sprinkles (objects) in Part 7 on particles; I'm using Blender 2.79b. As I go through, I have added the material to the first sprinkle. I unselect that sprinkle, then I Shift+Select the other sprinkles before selecting my sprinkle with the assigned material last (making it the active one). I press Shift+L, selected Material from the drop down menu, and all the sprinkles become unselected except the active one and none of the other sprinkles get the material assigned. I'm not sure what is going on here, and I can't find any suggestions. Now I can easily go through and select the individual sprinkles and assign the material, which is easy with a small number of objects, but if I want to create a scene with a large number of objects that are assigned the same material, that's not going to be so easy. Any idea what is going on here?


texts: What does it mean when a property is highlighted in green?

texts:
I'm trying to edit a template I downloaded for a personal project.  I have specific axis values from a previous version of the template that I wish to add to the updated version.  However when I do, and I move the timeline cursor to review it, the properties revert back to their previous values.  The fields that I'm trying to change are highlighted in green for a reason I'm not entirely sure about, but presumably it's connected to the trouble I'm having.

So my question is twofold; what does it mean when properties are highlighted in green and, if the two are not connected, is there any way I can correct the issue?

I'm running Blender version 2.62 on a Windows 8.1 64-bit operating system.  I've attached a couple photos in case they will be helpful.


texts: Shading artifacts in Cycles with no apparent cause

texts:
Why is my shading producing artifacts? I've search around with no solution. I can get a smooth look in Solid view, but Cycles and Eevee create artifacts. the topography is clean, no ngons, subdivided.
Things I've tried:
-Recalculating normals
-checking for n-gons (there are none)

Merge by distance to check for overlapping vertices (none)
smoothing options in Mesh->Shading.

The only thing that has worked is subsurf modifier, but I don't want to use that.
The model was imported as an .obj, and I find that most imported .objs have similar problems.
What can I do to get a smoother look, like in solid view?
Thanks


texts:
Im making a model of a creature for school and when i render its just black. How can i see my object? Image #1 is what my image should look like when i render it:

but this is what im getting when im rendering:


texts: I have a folder of X number of textures, I wish to render the same image X number of times, once for each texture

texts:
I have a model with the material set up, but I wish to change an image texture on this model for each frame. In the past I have set up an image texture node and mix shader for each texture but this is time consuming.

I wish to automate the process a little and have it so that blender sets the number of frames to be rendered to the number of textures / image files in any chosen folder and for it to load each texture for each frame.

I believe this should be doable in python but I am rather new to scripting in python. Is anyone able to point me in the right direction for this?


texts: I have shoulder pads which is combined with the shoulder and can't figure out how should I weight this due to random vertices

texts: So I have this shoulder with shoulder pads joined, Using retopology should I separate a base mesh and then the armor?, Because if I weight this I will get a bad result, any tip of this one or maybe what do you guys do when creating a base mesh then adding an armor.


texts: In wireframe mode, Is there a way to show edges at the back and not only whats directly in front?

texts: If I go to wireframe mode, I only see whats directly in front of me and not the edges at the back or the ones of the objects inside unlike in edit mode. Is there a way to show them or do I just use edit mode?


texts: Is there as way to export a blender object for cnc machining so it doesn't become a huge file size when converted to .stp?

texts: I am a beginner. I want to export a blender object to be cut on a CNC machine, the workshop ask me for a .stp file or a .igs file. My blender object has 250,000 tris, when I export to .stl the file size is 9mb but if I convert this file to .stp it becomes a huge 500mb file. Is there anything I can do within Blender before exporting the object to make this file size more reasonable?


texts: Computer crashes on armature set automatic weights

texts:
Not sure why it does this. Scoured the internet trying to figure out what's wrong with my mesh if someone could help that'd be awesome

I'm still at amateur level.

Specs

i5 4460
gtx 1060
16gb ram

C:\Program Files\Blender Foundation\Blender>blender -bC:\Users\slend\Documents\Benny{problemwithAutomaticWeightArmacher}.blend-d
Read prefs: C:\Users\slend\AppData\Roaming\Blender Foundation\Blender\2.79\config\userpref.blend
found bundled python: C:\Program Files\Blender Foundation\Blender\2.79\python
path not found
Traceback (most recent call last):
  File "C:\Users\slend\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\DNOISE__init__.py", line 206, in loaddnoisesettings
    fmutils.disablepasses()
  File "C:\Users\slend\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\DNOISE\fmutils.py", line 204, in disablepasses
    bpy.context.scene.view_layers[0].use_pass_diffuse_color = False
AttributeError: 'Scene' object has no attribute 'view_layers'
path not found
unknown argument, loading as file: -bC:\Users\slend\Documents\Benny{problemwithAutomaticWeightArmacher}.blend-d
Error: Cannot read file 'C:\Users\slend\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\DNOISE-bC:\Users\slend\Documents\Benny{problemwithAutomaticWeightArmacher}.blend-d': Invalid argument
... opened default scene instead; saving will write to C:\Users\slend\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\DNOISE-bC:\Users\slend\Documents\Benny{problemwithAutomaticWeightArmacher}.blend-d
Read blend: C:\Users\slend\Documents\Benny{problemwithAutomaticWeightArmacher}.blend
scripts disabled for "C:\Users\slend\Documents\Benny{problemwithAutomaticWeightArmacher}.blend", skipping 'rig_ui.py'
Traceback (most recent call last):
  File "C:\Users\slend\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\DNOISE__init__.py", line 206, in loaddnoisesettings
    fmutils.disablepasses()
  File "C:\Users\slend\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\DNOISE\fmutils.py", line 204, in disablepasses
    bpy.context.scene.view_layers[0].use_pass_diffuse_color = False
AttributeError: 'Scene' object has no attribute 'view_layers'
path not found

**fixed it if anyone else is having trouble like this try simplifying your mesh using the decimate tool.


texts: I am trying to extrude the surface of a lower jaw.  The surface from the outside, the inside and the top.  they are selected as one object from the stl file of a mandible.  when extruded in the z axis, one side is extruded (eg the outer) while the opposing side is extruded to the inside of the mandible.  Is there a way to extrude relative to the original object so I end up with extrusion from both sides similar to each other.


texts: How do I blur only a few objects in a scene?

texts:
I was creating a scene as the setting for animation when I stumbled across a problem. I want to blur some objects in a scene without blurring others. I would use render layers to do this, but if I do that then the blurred objects end up being displayed over top of some objects that should be in front of it. I would simply add another image layer, but I want to animate the scene and the objects in the foreground will change.

Is there a way that I can make a mask of the image that will allow it to only be displayed in the areas where there is a clear line of sight to it or something similar?

The scene in question:


texts: Strange shader/material on all my cubes I created in blender 2.8

texts:
Sorry if this is trivial but I can't figure out what this is and how I can disable it.
I have this strange shader/material (don't know which exactly it is) artifact on all my objects:

You see the outlines of the object and in the middle, it changes from a light gray to a dark gray. What is this? I tried deleting all materials on these objects but it's still there.

I have no lights and no camera.
It's there both in solid mode and in LookDev mode.

Please tell me if you need any more info. I genuinely don't know what this is and what info you need to help me

Thanks!

Update:
I made a brand new material and just changed the color to green and it's still there. This is what it looks like:

Update 2:
Here's the project file:


texts: Unexpected Selection Behavior- Selecting Random Faces of a Sphere

texts:
No experience in 3d modeling what-so-ever. Trying to make a pill object. Doing this by creating a sphere, cutting off the bottom, duplicating/rotating, and connecting it to a cylinder.

I've aligned my view to the object- NUMPAD . + NUMPAD 1.

Went into Edit Mode and selected Faces.

Used Bounding Box Selection (B) to select the bottom half of the sphere.

Got some unexpected results.

I can imagine why it would only select the visible side of the sphere, so I need to find a way to select through the sphere. But why would it select random faces above my selection?

Edit:

Using Wireframe does fix this.


texts: Mesh from a curve using Bevel Object gets flat when exporting to Unity

texts: In blender, I made a hair bow using Bevel Object on a curve. Afterwards I converted the curve into a mesh but regardless wich polygon resolution I choose, the exported fbx object doesn't look voluminous at all in Unity. It is therefore not possible to put the hair bow on top of a head, as too much of the head's surface underneath is visible. I dont`t understand the reason behind this, so I am a bit stuck now. (Added 2 screenshots of both objects)


texts:
On a line, I need to line up the bottom vertex points in relation to a top reference vertex point. How could I reset the X Y and Z coordinates of these vertex points to essentially line them up all through use of the vector of the reference point vertex.

I do not have access to Mesh -> Transform -> Scale on Axis for aligning vertices along a line.


texts:
I'm pretty new and want to mark some seams, but it won't let me mark them on certain edges and I don't know why. See image for what I'm talking about. It is an incomplete mark seam.

Thanks, guys!


texts: Using dynamic paint images for displacement

texts:
I have been having a lot of trouble getting this to work, and I'm hoping someone might be able to help me.

I have a dynamic paint canvas (ground) on which I want to animate the tracks of a vehicle moving across it (animated).

Both ground and vehicle are rigid bodies. I cannot use Vertex displacement, as the required vert density is too high to manage (the ground plane is large).

So I'm baking an image sequence, Displace type as shown here:

I have to use the depth type of image, as using a displace type only gives a 100% grey image. Using Depth I get small white paint marks where the tracks are touching the ground plane.

So I think I have a usable image, but I cannot get it to actually do anything. Even when using a single image, I cannot get any visible tracks on the ground. I've tried plugging the image into the displacement material output, I've tried adding it as a texture in a new displacement modifier, and I have even tried to use it as a Bump map. In all cases I've tried to multiply and/or invert the image, but nothing is visible at all.

Any suggestions as to how I actually get the below baked depth image or sequence of images to give some visible displacement? I know it just looks black, but there are actually very faint white marks on it... hope that makes sense.

Zoom in if needed to see the marks.


texts:
Selected objects no longer light up yellow when selected. I'm assuming that this is a setting that got tuned off somehow and not a glitch. Where is the setting that turns back on the selection highlighting?

2.8


texts:
Following:
What's the simplest way to wrap extruded text around a cylinder?
I've managed to wrap and scale text around a (circle) Bezier curve. There seems to be, however, no extrude option in the tabs for blender 2.8. Where is it?


texts: How do you change the "False Color" colormap?

texts:
I am testing the Color Management option to show an image with the setting of "False Color", which shows, for example, the following image:

It's a colormap according to the scene's luminance; red, orange, and yellow regions are highly illuminated, while blue, purple and black are barely, or not at all, as shown in the following image of the same scene but with a "Filmic" color profile:

The problem:
Is there a way the change the colormap (or color ramp) for another one? For example, is there a way to remove that gray circle in the middle of the green area? (which according to this source stands for the middle gray value.)
Where does that color map resides within Blender? Can it be changed like if it was a color ramp node?
The official Blender documentation page doesn't give any information on this particular topic. It barely mentions the "False color" feature.
(Yes, I know one can render the image as pure luminance, like the black & white one, and then apply a ColorRamp node in the compositing node tree, however, I would like to use this "false color" feature in real time (with my own colors), while working with Blender for setting up lights' and objects' positions, not necessarily for rendering a final image. Having control of the color ramp would allow me to adjust some luminance thresholds, therefore higher precision work would be possible.)


texts: How can I add auto weight to a new object and use the animation from other object?

texts: I had a 3d model animated. Now I want to add one more object upon the old model. How can I add auto weight to my new object so that it follows the animation sequence?


texts: how to make viewport lower res or take up less memory?

texts: I'm trying to make a scene with 100 characters and I need them to all be full res in the render but how can I make them lower res in the viewport so I can move them around without lag? They do not have sub surface modifiers on them so i cant lower those. What would be a fast way to do this?


texts:
I want to add in my script a list of this type of element (can you drag), but I don't know how.

row = layout.row()
    row.prop/template_Id/?????()


texts: Blender - Subsurface Modifier causing extreme pinching in L-shaped corner

texts:
I am working on creating an ISO enter keycap in Blender. Everything was going fine, until at the end where I applied a Subsurface modifier. Once I put the modifier on the mesh, it causes extreme pinching in the L-shaped corner of the mesh, where it looks like the mesh is overlapping each other and looks almost like a surf wave. I think it might be caused by the interior corner bevel but I'm not sure, does anyone know why this is happening?
Below are images of the model. Note: I have turned on Cavity in the Viewport Shading menu in order to make the issue more visible.
Top:

Bottom:

The model is also curved as you gave see from the front profile:

This is the mesh without a Subsurface modifier:

This is the mesh with a Subsurface modifier:

A closer look with a Subsurface modifier:

This is the mesh topology with the Subsurface modifier applied:

A closer look at the topology with the Subsurface modifier enabled:


texts: Make softbodys squeeze through other objects?

texts:
I'm playing around with the blender softbody physics and am trying to recreate something like seen in this video (around 24 seconds).

The sphere is squeezing through a torus-like shape. In blender, I figured I have to set the Pull and Push for the soft body quite low (~0.4) and make the inner Thickness for the collision object also smaller.

However, it is only working to a certain degree; the ring has to be almost big enough for the sphere to fit through without squeezing.

Is there any other way to do this kind of simulation? Any help would be appreciated


texts:
I've created a somewhat working IK rig for a video game character that I would want to animate for use in the game through modding.

My issue is that when I move my IK bones and set a key frame for all the bones, the ones that are moved by the IK only have a solid line in the dope sheet indicating that nothing has changed, so they stay still when exported and imported into the game for the character to use.

Is there a way to keyframe bones that are moved by IK bones?

Edit: This seems to work
How to use root motion with inverse kinematics?


texts: Loop cut and slide using python script in blender

texts: I have created a cylinder using python API of blender. This cylinder has only vertical strips. I want horizontal loop cuts in this cylinder so that it would have a perfect mesh shape of quads. How to do that using python script?


texts: Information about the side of the mirror (left or right) while using mirror modifier?

texts:
Is it possible to obtain the information node (with value 0 or 1) about the side of the mirror modifier?

For example, I have a mirrored object and I'd like to have the possibility to use one set of textures on the LEFT side and another set on the RIGHT side of the object.

Let's say I'm using Mix Shader and have two different Diffuse Shaders plugged into it, the first with right side textures and the second with left side textures. I'd like now to have something that will give me the information (0 or 1) that I could plug into the factor socket of the Mix Shader. 1 would mean LEFT side and 0 RIGHT side (or the contrary, it doesn't really matter).

Is it possible to obtain that information somehow?


texts: How do I connect these meshes correctly?

texts: I'm trying to model a gun and its requiring me to connect the meshes. I'm using blender 2.83 beta.


texts: What is the key combination in 2.8 that brings up the cursor moving pie menu?

texts:
I saw it in some tutorial but I don't remember what it is called or where I found it and I can't find it again.

It was a pie menu that opens with a combination of hotkeys that has a bunch of options like "cursor to selection", "move to cursor" or similar. There might have been origin stuff in there too.

What is the key combination in 2.8 that brings up that cursor moving pie menu?


texts:
I want to bake Ambient Occlusion Map of my mesh, In Blender Internal, but once it is Baked it is a Single colour. I have no idea why.

I would like to know on what really the Ambient Occlusion Map depend on, should I adjust my lighting?

EDIT: World Settings

SECOND EDIT: My Materials are just default as when you press the New button.

p.s. My first time baking AO

I actualy found out now that the Selection to Active was Checked, when I unckecked it everything worked fine, thanks for help Carlo.


texts: Is there a hotkey for 'centre view to selected', without zooming?

texts: Is there a 'centre view to selected' hotkey? Not to cursor or to mouse. Like 'view selected', but without the zoom (and no workarounds please with 'select all' or 'origin').


texts: Once camera angle is locked into place with location rotation, how do I delete?

texts: I'm editing a video and I locked my camera angles in with "locroc" but now I want to delete a few of the angles and I'm not sure how. I tried the undo button but it won't go back enough times to erase the ones I want to get rid of. How can I delete them?


texts: Which of this two topology variants looks better to you?

texts: I just need to clarify it for myself and appreciate any help and explanation. Each topology seems OK, but may be quad based is somehow better? It certainly looks better to me. (see topology_question.jpg)


texts: Unable to bevel an object from illustrator

texts:
I am playing with some object drawn in illustrator. Converted it to an object in blender, extruded and now I want to give it all over smooth edges, to turn it into a smooth 3d object, but have some troubles.
Bevel modifier doesnt seem to work, no matter what i set. It is quite complex, how to work it out?
Here's what i did:

Imported an SVG object into Blender.
Converted it to an object from curves.
Added some extrusion
Cleaned it using mesh clean up

second pic is what im trying to achieve, 3d object from photoshop, where I used a very simple inflate tool.


texts:
I have tried over and over to get snapping faces to work. Occasionally it works and I have no idea why. But it seems the main problem is that it always wants to snap to the MIDDLE of an object. Even if I try and move the 3D cursor to the bottom.

I have set the snapping to face, active, align to rotation and snap to individual elements. I am using the control key to snap.

As you can see in the screen recording, when I snap, the cylinder pops into the middle of the box, which is no good. Nothing I seem to do helps. I also wonder if there is a way to snap faces while in edit mode, which would be super helpful.

https://www.youtube.com/watch?v=SHTabuakfdE&feature=youtu.be


texts: How I can extrude icing of donut without intersecting meshes?

texts: Snap has Face option. I selected two vertices and press E to extrude. What I doing wrong? In famous Youtube tutorial it works fine.


texts: I am trying to shade an earth model. Trying to show night lights on the dark side, but I am having hard time on figuring out how to use light path node, to isolate night emission at the sunshine. I can semi-manually mask it with normal vector node, which gives me an gizmo I could rotate to align with incoming light. It is inconvenient that way and I need help if there is a more practical way to achieve desired results.


texts:
I am trying to loft a closed curve (e.g. ellipse) along two 3D curves. The closed curve would have two points defined which would be starting points of the 3D curves. Then the closed curve would be “lofted” along these two 3D curves while being scaled up/down as necessary, but being parallel to the starting shape all the time. This is exactly how it is done here in fusion360 (start at 5:45):
https://screencast.autodesk.com/Embed/Timeline/54b750e1-6aff-462f-b7e0-fd9f2564f8f5
I have tried using Geometry/Bevel and Geometry / Taper, but it is not exactly what I need: in the example above the cross-section of the lofted curve and the YX plane is of the same shape as the original curve but proportionally scaled down. With Geometry/Bevel the cross-section of the lofted curve and the YX plane is of the different shape as during beveling that shape gets bent along the path. In addition, it is unclear to me how to assure the closed curve follows the two curves along the points which attach to the closed curve.
I started writing python code which would take the original shape, replicate it along the two curves and scale it up/down to assure the points on the replicated shape are touching the curves, but I am far from finishing it.
I thought maybe there is a better way.
Thank you!


texts: Object vertices coordinates are returned as an empty list occasionally

texts:
I am trying to get the furthest/closest vertices on both the X and Y axis for a mesh object. However, Blender returns empty lists for the coordinates for the same object. I initially thought the mesh has not been loaded into blender but then I realized that although the object has been loaded, I still might get an empty list. I may note that the problem occurs for random meshes and not only for an specific mesh. Below I post the relevant codes:

Here's how I load a mesh:

    obj_file = os.path.join(model_path)
    bpy.ops.import_scene.obj(filepath=obj_file)

###############################################################
## obj file comes as a bunch of different meshes, unify them ##
###############################################################

    obs = []
    for ob in bpy.context.scene.objects:
        # whatever objects you want to join...
        if ob.type == 'MESH':
            obs.append(ob)

    if len(obs) > 1:
        # Join the meshes
        ctx = bpy.context.copy()
        ctx['active_object'] = obs[0]
        ctx['selected_objects'] = obs
        # we need the scene bases as well for joining
        ctx['selected_editable_bases'] = [bpy.context.scene.object_bases[ob.name] for ob in obs]
        bpy.ops.object.join(ctx)

    for ob in bpy.context.selectable_objects:
        #if ob.name.startswith('simplified_model'):
        if ob.type == 'MESH':
            obj = ob            # this is for scoping reasons
            obj.select = True
            bpy.context.scene.objects.active = obj

    if dissolve != None:
        if dissolve:
            # This is to be used for simplifying mesh models
            bpy.ops.object.mode_set(mode='EDIT')
            bpy.ops.mesh.dissolve_limited()
            bpy.ops.object.mode_set(mode='OBJECT')

            obj.collision.use = True

And then setting up the scene:

        bpy.context.scene.render.resolution_x = 448
        bpy.context.scene.render.resolution_y = 448
        bpy.context.scene.render.resolution_percentage = 100

        s = 1.25
        bpy.context.scene.camera.location.x = s
        bpy.context.scene.camera.location.y = s
        bpy.context.scene.camera.location.z = s

        empty = bpy.data.objects.new('empty', None)
        bpy.context.scene.objects.link(empty)
        bpy.context.scene.update()

        camera_follow_constraint = bpy.context.scene.camera.constraints.new(type='TRACK_TO')
        camera_follow_constraint.target = obj #empty
        camera_follow_constraint.track_axis = 'TRACK_NEGATIVE_Z'
        camera_follow_constraint.up_axis = 'UP_Y'

And finally here's how I get the coordinates. Sometimes, the xs or ys lists are returned empty and I haven't been able to find out why:

mat = obj.matrix_world
coords = [mat * vert.co for vert in obj.data.vertices]

xs = [co.x for co in coords]
ys = [co.y for co in coords]

I am using Python 3. I would appreciate if someone can give me some help on this.

Here are two links for two meshes for which I experienced the problem. I may note again that the problem does not only occur for these two models. I have thousands of meshes and each time it occurs for a bunch of them:

Model1
Model2

Thanks


texts: I have a problem with my head model. I used Mixamo Fuse to create only the head. I exported the head in Obj. format. On importing it to Blender, the model looks like this. Does anyone know why there are some missing faces? How to fix this problem quickly, as well as prevent the similar issues? Thank you guys.


texts:
So I'm trying to make a plane mesh out of triangles using subdivision. It "works" fine, however, I want it to look like the left, but when I go to use the mesh I made, it turns out like on the right. They both use the same shader/material in Unity, so I feel it has to be the mesh that is causing this issue. I have no idea on terminology, so I apologize.
Edit:  Here's what the planes look like flat. As you can see, the one I made (right) has obvious triangles still when flat, however the triangles are almost unnoticeable on the left.
Edit2:


texts: Area light creates whiteness only through glass

texts:
So I have an animated scene where the camera goes through a window into a house. The only issue is that the ceiling of the house is white (EDIT: it's actually not the ceiling, but the area lamp that's inside — see edit log at the bottom) while the camera looks into it from outside and I have no idea why. On top of that, a character's head is partially cut off, too - only when rendered through the glass.

PROBLEM:

[Rendered looking THROUGH the window]

[Rendered from INSIDE]

SCENE:

[This is what the scene looks like with the window plane hidden via "H"]

[These are the material properties of the glass. It's also been extruded.]

[And these are the materials of the house. Regular image textures UV unwrapped and assigned to the necessary faces.]

RENDER SETTINGS:

GPU rendering
Cycles
1080*1920/25
Clamp direct: 1.11
Clamp indirect: 1.17
100 samples
Bounces: between 5 and 0; Diffuse: 2; Glossy: 2; Transmission: 12
1/50 motion blur
256*256 spiral

The rest is set to default.

If you have any idea on how to solve this, please share it with me.

EDIT: So I just realised that the whiteness might not be the house itself, but the AREA LAMP that's inside!! And the guy's head is cut off, since that part is in the physical area of the lamp object! Now the only thing I don't know is what to change. If I simply rised the lamp, it would cure the problem with the guy's head, but the whiteness would still be there.
The lamp is - as I already said - an aerial light, its size is 3.433 , max bounces: 1024 , streght: 30


texts: Can I create a Link style connection to an external OBJ file?

texts:
I would like to create some parts in FreeCAD or other software and Export as OBJ. STL or other files to render in Blender. But I would like to create a Link so that if I update the files, the mesh data in Blender would update, that way I wouldn't have to reassign materials, modifiers or redo any animation.

I've done something similar between AutoCAD and 3Ds, I wonder if its possible here.

Thanks.


texts: Wire edges and Material don't move when I move the object

texts:
I download the last version of Blender and when I transform the cube wire edges and material don't move !

But in Edit Mode it seems there are no problem !

I've make a video capture , you can see here : https://youtu.be/enj35YWyIAI

Do you know this strange problem and is there a solution ?
Thanks.


texts: How can I prevent the occasional Zoom In / Panning from breaking?

texts:
I'm not sure if this is a bug or a feature, but occasionally (usually in Object Mode) while I'm Zooming In or Panning (using Shift + Middle Mouse Button), Zooming In will stop and won't allow me to zoom in any further (I can still zoom out, but can only zoom in so much), or Panning will no longer work.

I don't believe I've pressed any key combination to trigger this, as this usually happens during a time of me zooming or panning.

I did some research and found this question here (which is similar to my issue):

Panning with Shift + middle mouse button stopped working

But unfortunately, "Restoring to Factory Defaults" is in no means a proper answer for fixing something that feels more like a bug. (Especially if no settings/preferences were changed prior to this issue happening.) What does fix this issue is @GilesDMiddleton's answer to go to Object Mode & click View All (Home button, if you have it).

@GilesDMiddleton's answer found here

This is a good answer for quickly fixing this issue (while keeping all of your settings), but it's an odd fix and doesn't explain what causes the occasional (and sudden) "lock".

Now back to my main question:

How can I prevent this "bug/issue" from happening?

Or perhaps my question should be: What can cause the "Zoom In" & "Pan" to stop working, and why does Object Mode + View All fix the issue?

Blender Version: 2.78


texts: New to blender so the question may be silly. Ok , so having multiple objects in the scene each one with it's own UV map and texture, I want to combine those textures in a single one. I researched a little and so far I managed this by baking the texture in a new image and new UV map, but the new UV map , most of the tutorials I followed, they are generated using the smart project, I suppose you could manually unwrap each object AGAIN but makes no sense doing it all over again. Anyway, the only problem I have with this Smart project is that it changes the resolution allocated for each island if I am not mistaken , for example, I have a humanoid and I setup my UV in such way that the face takes the most resolution, but the smart project messes that up I guess, so is there any way to preserve the ORIGINAL UVs and combine them in one without the need to re-unwrap the model?


texts: Get usual right side toolbar in UV Editing mode

texts: For some reason, although everything is fine in the Default view, I can only ever get the Properties (hotkey N) toolbar to appear on the right-hand side of my 3D view (the right screen) in UV Editing mode. I can't for the life of me figure out how to get the usual 3D view right-hand side toolbar to appear there, like it normally is when im in 3D view in the Default setup. Screenshot attached (Properties toolbar on the far right side closed; that's where I want to be able to e.g. select objects, bake, etc.). Also, what is the name of this toolbar I'm trying to get to appear? Not knowing the name has made it harder to search for :)


texts: How to read excel file and use as coordinates in python code?

texts:
Currently this is the excel file:

How do I use python to import the file and get it to read it so that it effectively reads it as:

x, y, z, l, m, n, p, q, r = 5000, 300, 2700, 0.2, -1, 0.1, 0, 0, 0

And is it possible to read more than one line as shown in the image and create another set of coordinates?


texts:
I'm new to blender, and I wanted to try out shading. But when I go to the shading tab,I just get this:

Note that this is a purely new project, with the start cube and everything.
For some reason, I don't have the 2 spheres that should appear in the bottom right of the window, and everything is black.
When I modify the emission color, it shows the cube with the emmision color.

Here's the image with the solid shading
Again, I'm new to Blender, so any help would be apppreciated, thanks!


texts: text renders in black when it's red in 3d view, why?

texts:
I want to make this text red, which it is in the view port but when i render it out as a PNG image sequence and add it as a image sequence in the VSE it comes up black.

I've tried tickering with options such as ticking object colour, making the texture and materail colour the same, getting rid of the secular light but nothing works and im getting really frustrated.

I'll link my blend file here:

Here's my original question which this problem arised from: how do i achieve this simple text animation?

any help with the original question ive linked would be a huge help as the person who i followed the answer to before has gone silent so i'm stuck.


texts: How to pick good keyframes for motion tracking?

texts:
What are good practices for picking good keyframes when motion tracking? How are these frames used?

What is an "ideal" keyframe?


texts: What is an example of when I can use the 'Clamp' option in the MixRGB node?

texts:
In Blender Cycles, in Shader nodes, the MixRGB node has an option "Clamp" that says: "Clamp result of the node to the 0..1 range". I can't think of a scenario where the node would output a result that's outside of this range. There's already a factor slider to mix the two color inputs, and for each color input, the slider options are already clamped between 0 and 1.

What is a scenario of when the MixRGB node would output a result that's outside the 0-1 range (and therefore is a case where "Clamp" can be useful)?


texts: object.matrix_world doesn't update correctly

texts:
I'm using a function to render thumbnails of some grease pencils, and in order to frame it well, i use the object.matrix_world to get the world coordinates of my points.
def render_scene_frame(frame_number, gplib_data) : #gplib_data is a property group (stored in another scene)
    print('render frame ', frame_number)
    mode = gplib_data.mode
    scene = bpy.context.scene
    scene.frame_current = frame_number
    print('scene/fr, mode : ', scene.name, scene.frame_current, mode)

    for ob in scene.collection.all_objects :
        if ob.type == 'GPENCIL' :
            ob_matrix_world = Matrix(ob.matrix_world)
            gp_ob = ob.data
            print('****', ob.name, ob.data.name)
            print(ob_matrix_world)

    #... some more code

i'm calling this function from an operator, here's the part of code :
if self.gplib_data.export_anim == True : #assume it's true
    self.gplib_data.export_mode = 'ANIM'
    render_scene_frame(1, self.gplib_data)

if self.gplib_data.export_poses == True : #assume it's true too
    self.gplib_data.export_mode = 'POSE'
    for frame in range(1, ((self.gplib_data.export_range_stop - self.gplib_data.export_range_start) + 2)) : #assume it's something like range(1, 5)
        render_scene_frame(frame, self.gplib_data)

According to me, it will "render" (or at least print objects matrix_world) frame 1 twice, then frame 2, 3 ,4.
And it tries to. But the matrix_world print shows different values for both frame 1, which doesn't makes sense to me. Looking deeper i feel that the ob_matrix_world, is late by one iteration.
render frame  1
scene/fr/mode:  Template Scene 1 ANIM
**** _head _head
<Matrix 4x4 ( 0.9998, 0.0000, -0.0198, -0.7120)
            (-0.0000, 1.0000,  0.0000, -0.0000)
            ( 0.0198, 0.0000,  0.9998,  0.2139)
            ( 0.0000, 0.0000,  0.0000,  1.0000)>
**** _hat _hat
<Matrix 4x4 ( 0.9998, 0.0000, -0.0198, -0.7422)
            (-0.0000, 1.0000,  0.0000, -0.1300)
            ( 0.0198, 0.0000,  0.9998,  0.9114)
            ( 0.0000, 0.0000,  0.0000,  1.0000)>

render frame  1
scene/fr/mode:  Template Scene 1 POSE
**** _head _head
<Matrix 4x4 ( 0.9959, 0.0000, -0.0904, -0.6969)
            (-0.0000, 1.0000, -0.0000, -0.0420)
            ( 0.0904, 0.0000,  0.9959,  0.3414)
            ( 0.0000, 0.0000,  0.0000,  1.0000)>
**** _hat _hat
<Matrix 4x4 ( 0.9959, 0.0000, -0.0904, -0.7762)
            (-0.0000, 1.0000, -0.0000, -0.1720)
            ( 0.0904, 0.0000,  0.9959,  1.0350)
            ( 0.0000, 0.0000,  0.0000,  1.0000)>

I'm definetly missing something. Thanks for helping me !


texts: Start rendering a blend file from command-line WITH user interface

texts:
As the title says, I want to open a blend file from command-line (or rather with a batch file in Windows) and it should begin rendering the same way as if I pressed the Render Animation Button.

I have a batch file wich does all this in background:

d:\Programme\Blender\blender.exe -b %1 -a

But just omitting the -b option doesn't work. I tried:

d:\Programme\Blender\blender.exe %1 --render-anim

which opens Blender window and starts rendering, but it's just the main window with all inner content grey.

So is there a way to achieve this?


texts: I cant assign an object in the boolean modifier

texts: I would like to make a hole in a cube but I can't select any object in in the boolean modifier's "object". When i take the pipette and place it on the cylinder it is written "cube".


texts:
The panel on the left has small unreadable text and the panels on the right are readable. whats up with this? how do i get the left panel to be readble again. when I open a new file its normal but i cant adjust it in this file

[


texts: What identifier of operator must be entered for assign shortcuts

texts:
I have a couple of questions:

To configure a border selection to a left mouse button click and drag, I used the following example of parameter "Tweak".

After making these changes when I run this command, the subobjects selection occurs, those who fall within of the action zone the frame.
But now there is no possibility to make the deselection of certain parts of geometry (subobjects) by frame selection.
What do I need to do to deactivated part of geometry (subobjects) via hotkeys Alt +LMB?

And one more question:

In another post, is said that: The RNA value comes from the operator named above. Were you have entered "rotate view" needs to be the name of the operator to be run when the key/mouse combination is pressed. The standard operator to rotate the view would be view3d.rotate.

To get the value of a custom operator, you need to use the value of bl_idname defined in the operator you wish to use.

I do not understand exactly where and how should I use the value of "bl_idname" to get the value of the main operator?

Identifier of operator for the transformation tools (move, rotate, scale) has following view: "transform.rotate", etc.

However, to assign hot keys such tools as Move, Rotate and Scale must enter the following value: "view3d.enable_manipulyator". Why "enable_manipulyator"?
If I want to assign a hotkey to the "occluded geometry" button, What values do I need to enter?


texts: how to export Bezier curves control points?

texts:
How does one export a file containing all the control points of the bezier surface in a Blender object?

Here is an image showing my work.

The .obj file I export unfortunately doesn't contain those.

I am pretty new to  blender. I don't know any python.

Blender 2.7


texts: I am new with Game Engine, and I have a problem with something similar to bike chain. During simple animation, I used array modifier to duplicate those single chain elements, and then I used curve modifier, so that this chain was moving on a path created by me. Seems that all of those arragements don't work in Game Engine at all. Could anyone give me a hand with developing this on-curve-movement in Game Engine?Thank you very much for any help! With regards:)


texts: How to use both GPUs in for rendering by default

texts:
I have a Blender project where all is set up to render some cameras. I use 2 GPUs and, within the interface, the secondary GPU is never used until I go into properties and just uncheck and check again in the secondary GPU (even defined with Display).

However, when I'm rendering from console I'm not able to use both. As you can see, the K4000 is not rendering a single pixel.

How can I solve this ?


texts: Transparent Coffee Cup with Color Volume Makes Strange Objects

texts:
I'm following the Blender Guru beginners tutorial, and as I was making the coffee in the cup, it looked alright until you look at it from the side, where you see that it has all of these weird particles.

How do I get rid of these?
Blend File