texts: How to create lighting for an LED strip?

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I am creating a simple demo of LED strip animation in Blender. Currently I'm planning to use Blender Render, not Cycles (I'm less familiar with Cycles).

I have already created LED meshes themselves (just a tiny boxes along a curve) and now I'm thinking what would be the best way to add actual lights to make them look and work somewhat realistically (at least, as it's possible in Blender Render).

Additional problem is that I'm going to add a semitransparent screen object in front of these LEDs and I'll need to achieve an edge-lit effect - to make the colors of the LEDs blend on the screen.

Should I use a material with high emit value or should I create spotlights or pointlights? And what would be the easiest way to animate the LED colors for each individual LED?

For reference of what I would like to achieve, here are two videos:

a typical LED strip and how it lights up the environment:
https://www.youtube.com/watch?v=xxsI63zWk2w
an edge-lit screen:
https://youtu.be/4-1X7HJCLcg?t=2m5s


texts:
Here is the File http://www.pasteall.org/blend/35751
My question is about rigging , Long story short, I'm new to blender and i finished my latest model and began to rigging it (First time doing so) Followed the tutorial to the letter and when I flip the armature (Left side of it) the elbows off, no problems with the leg, so I fix it,  but when I sent automatic weights the whole arm and shoulder part are F'ed up, No idea why.
Can anyone help?  Here is the File http://www.pasteall.org/blend/35751

Also I have an alienware computer and not a particularly cheap one, And I've never really had lagg issues in blender up until I connected the facial features to the face, now whenever I click on anything it take a good 10 seconds to register, Is this just me making models with bad topology or is there a way to maximize processing speed after the models done and you want to do things with it.


texts: How to edit object deformed by a curve modifier

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In the objects that are deforming along a curve, I would like to know how to move an edge along the curve.

When I try to edit an object that is deformed along a curve in the "Edit Mode", the object reverts to its original form. I want to edit in a state of being deformed, before applying the modifier.
And if possible, I want to move some edges along the curve that are used for deformation. Sorry for my poor English.


texts: Copy tracking settings to selected trackers?

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It seems the Copy to selected option is not available in the Movie clip editor.

Is it possible to copy tracker settings from the active tracker to selected trackers? If so, how?


texts: Rendering multi-layer EXR using File Output node in Python

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I'm writing a multi-view synthetic dataset generator and I want to save my rendered images as multi-layer EXR. I have a basic Python script that loads a template file with the compositing nodes below, append an object and renders from different views by varying the camera position.
When I render a scene in Blender, I get the desired result: a multi-layer EXR image with denoised colors, raw normals and clipped depths. However, I cannot find a way to render to the File Output node in Python, since scene.render.filepath is different than nodes['File Output'].base_path. When I call bpy.ops.render.render(write_still=True), I get a multi-layer EXR that essentially ignores my output node and just uses the value in Output Properties. This is true even if I remove the denoising node.
Is there any way to render through the File Output node in Python? Is my Composite node actually correct? I need compositing because I want to use the denoiser to reduce render times. Both scene.use_nodes and scene.render.use_compositing are set to True in my code.


texts:
It's my first question on Stackexchange :)
I've been using Blender for a long time now, but I'm still a big noob about it. I use it to create or modify future 3D prints for my personal use.
I'm facing a problem : I would like to separate a part from a model. I did this a lot of times : I select all the vertices and I click on "separate". But as you well know, when you disconnect a part from a model, you only get the outside of this part, because the faces sticking directly to the model simply didn't even exist.
Is there a way to disconnect a part from a model, but without those holes ? You know, a "closed" disconnected part, with the shape of where it was attached...
I did a simple example in those pictures,

See ? I know it makes sense in Blender because all models are "empty", but is there any way to keep those parts "full" ? Thanks !


texts: Unable to properly load Blender-exported obj files in FleX

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I apply some mesh simplification operations on a mesh in Blender and then use the export function in Blender to save the mesh in an obj file. I then load the modified mesh in FleX to run some simulations. However, FleX gives me the following warning/error:

Face with more than 4 vertices are not supported

Here is the mesh I load in FleX after applying the operations:
bus-modified.zip

And here's the mesh before applying the operations:
bus-original.zip

I am doing the simulation in the background but I noticed that the simulation is not being done properly (materials go through the shape). So I exported the mesh through FleX and loaded it in Blender to see if the shape is consistent. However, the mesh seems to have lost a lot of vertices and is very inconsistent. Here is what FleX exports:
bus-flex.zip

Here is an screen shot of the shape after applying the operations:

And after exporting the object from FleX (it also seems that the shape has been scaled):

This also happens if I just load the mesh in Blender and export it (without applying any operations). So my guess is that FleX cannot handle slightly different obj file formats and that's why this happens. In contrast, the simulation will be fine if I directly load the mesh in FleX. But I need to apply those mesh simplification operations to fix the incorrect Normals before running the simulation. I wonder, am I doing something wrong when loading the obj files in FleX? If not, how can I save the obj files from Blender so that the format is compatible with what FleX expects? Any help would be highly appreciated.


texts: keep greasepencil strokes visible when zooming out (it's fading, not clipped)

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I use grease pencil to take notes by hand directly in the viewport.
I like to zoom in and out to move around and/or have a full view of all my notes.
However, since 2.83, when I zoom out the strokes fade to white and disappear. Kind of like a fog with distance.
The fact that they get thinner when zooming out is a good point, however I'd like to always see them, whatever zoom out I apply, a bit like when using the setting "Display as Wire".
That was perfect in 2.82.
The problem is still here in 2.90.
Actually the variation of the thickness is not a problem for me, on the contrary it is something I expect and like. In that regard I am not very fan of the annotations for which indeed the thickness is fixed even when moving out, making my text unreadable! (plus grease pencil is much more pleasant and has more features). Same problem with the stroke thickness connected to world space.
My problem is more about the “fading” of the strokes, the fact that the further I move out the brighter is my stroke.
I wish there would be an option or a modifier to be able to keep it full dark like it used to be in 2.82 (like the last image on my screenshot above).
Or maybe an option in the draw engine.
So I am stuck to the version 2.82a, but I am already sad to not be able to use some new grease pencil features of the 2.83 (e.g. the option “scale stroke thickness”).
Actually, building blender is pretty easy, at the current version at least. (using the source code at https://github.com/blender/blender)
So I wish I could spot the place in the code where I could tweak this fading part.
However I have no idea where to look in the code, I might try to find in which commit the change append but not easy as the compiling has error on every previous commit version I try :confused:
Bellow some screenshots of some grease pencil strokes and how they fade away when zooming out in 2.83 and further. And the same file in 2.82a, the strokes always remain visible :
Edit :
Ok I compiled all the commits since 2.82a to finally spot the one commit where it goes wrong:
https://github.com/blender/blender/commit/33c0861db89b2c0d67df6ae99d91ab64bca2562b
accordingly to the commit page, only 2 files are slightly changed.
However, when I checkout the commit just before (git checkout a5c4a44df67), I have a huge number of files changed.
I really do not get it :/
Even if I list all the commit from all the branches (git log --branches=*) I still see that commit (a5c4a44df67) to be the previous one.
(also the previous one if I list only the commits of the branch greasepencil-object)
Anyway the number of files changed is to huge to spot where my tweak should be.
I guess I have a misunderstanding of how git works.
Are there some commits in-between that I could get somewhere?

Thanks


texts: How to set blender default properties in addons?

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For example, when the custom addon is loaded, the value of bpy.context.scene.world.use_sky_paper is expected to be True, where its default value is False in blender.

Setting it in UI (the draw function) will cause an error, while writing an operator to set it will need users to toggle it explicitly. Can I have the behavior that the default value is True when blender is first opened.
Thanks.


texts:
Does anyone know, how can I check if I am using my two video cards?

It seem Blender is using only one of them. I have checked both on the user preferences settings. But reading temperatures in GPU-Z it seems Blender is using only one of them.

The first card card is Titan X maxwel and the other is GtX1080 TI pascal.

Please give guidance, I bought this new 1080Ti to speed up the render but is not helping much.


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In my scene I have a wheel shaped cylinder with rigid body dynamics attached to it. I also have a floor with passive rigid body dynamics. Now what I want to achieve is to have the wheel spinning while it falls down to the plane, to then get grip and roll off the plane. I already tried these three scenarios.

Rotating the wheel using an animation. In this scenario the animation doesn't play anymore once the dynamics kicks in. Checking the "Animated" option in the rigid body settings eliminates the gravity effect.
Using a shape key to rotate the wheel. This doesn't work either because the shape keys deform the object in the transition.
Using bones but this gives the exact same result as using animation.

I'm sure there is a ways so I am curious to hear your suggestions.

UPDATE:

Animating the "Animated" checkbox works partly. So the "How can I add motion to an object" does not work as I tried it already earlier. Rotation is lost eventually and I need it to work like a motor.


texts: How to list all collections and their objects?

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I have a scene with 2 collections of 4 objects each. I am trying to get all collection names and their objects' names. Unfortunately, info panel nor python hints have not been helpful to find the command.
How do I get a list of all collections' names? How do I get a list of all objects' names in a given collection?


texts: Relative path to script folder using text view

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I'm completely new to scripting, just started watching my first tutorial on this matter and the tutor in the video uses the built-in python scripting view, but has to copy and paste lines of code into the console to add the folder, that contains both the script and all associated files, and another line of code every time he updates the script outside of blender and also every time he restarts blender.
I've found it more convenient to load the script into Text View, where I can even edit and update it more easily, but I can't seem to get Blender to load and save files, that are in the same folder as the script itself just by specifying their name, it only seems to work, when I specify the whole path.
The instructor uses the command bpy.data.filepath to specify the filepath, but every time I try this, I get an error both in Intellij and in blender's text view, telling me, that bpy couldn't be found, in blender's python console, the command works just fine.

Any help or pointers in the right direction will be much appreciated.


texts:
I am new to blender and I want to make an object that is a bulbous looking screw merged with a sphere at the top.  I can't seem to get it to work the way I want, because I am having trouble getting the screw to have an edge by which to extrude in such a way that I can then merge a semi-sphere on top of.
As you can see I do not have an ending of my screw that is perpendicular in the z-axis, not only they but it is only half a circle too (by design to get a smooth looking screw) but I believe I will need a complete circle to easily and smoothly merge into my semi-sphere (moved up in this picture, and I know it's a sphere now I left it as such for easier viewing)

Any help you can provide in achieving my goal would be really appreciated. Please let me know if you need any more information.


texts: Can you perfectly line up one object with an array modifier with another object that has an array modifier?

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So here's the problem.  I want the cylinders to be smack in the middle of the cubes when giving them both an array modifier.  I know one way to make that happen, is to just join them together and give the new combined mesh an array modifier.  However, in order to use the cylinders as a boolean, the cylinder has to be a separate object (unless there's something I don't know).  But when I try to line up the cylinder to be in the middle of the other cubes by adjusting the spacing, it gets gradually more OFF center.

I'm asking because I'm once again, trying to put windows in a wall (not the basic type that could be done with the archimesh tool).  A while back I saw a video in which the person did this by having a mesh in the shape of the window placed in the middle of it, and doing a boolean (difference) operation on the wall to make a hole for the window with said mesh.  The only thing was, they only made one window for their example, and I'm attempting many on a big building wall.

So hopefully my question makes sense and someone can help me out by either letting me know if I can make that happen, or giving me another method of creating windows for walls.  Thank you for your time.


texts:
Setup

Here's what I tried:

Ctrl+n to create a new (empty) blend
Enter to confirm
Del to delete cube
Enter to confirm
Shift+a >> Mesh >> Plane to add a new plane
Right-click on the lamp
Del to delete the light
Enter to confirm
Select Cycles Render to use Cycles
Right-click on the plane
Open the Materials panel
Assign the existing material Material to the plane
Select Use Nodes on the material
Switch to the Compositor
Select the Texture node editor
Check Use Nodes
F12 to render

This produces:

Question

What steps are missing to render the checkerboard on the plane using Blender v2.74 (or greater)?

Notes

I tried to UV unwrap the plane as follows:

Numpad 7 to switch to top view
Tab to enter Edit mode
Switch to Edge select mode
Ctrl+e to Mark seam
u >> Unwrap to unwrap the plane
Tab to enter Object mode
F12 to render

No change.

I also added an emissive plane above the original plane. This brightened the original plane, as expected, but no checkerboard appeared:


texts: Blender doesn't render anything on my laptop

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So I have a decent laptop that used to render perfectly. In fact I'd throw some heavy scenes and it would do just fine. But recently after formatting my laptop, i am getting this weird issue where even the default cube-light set-up doesnt seem to light anything.Please help me out!
This is what the issue looks like..


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Freestyle can be restricted to certain objects using Groups. I have a file with freestyle settings and a group named Freestyle1. I also have a separate file containing ObjectA which is also inside a group called Freestyle1 within its own file. However,when I linked ObjectA into my freestyle file, freestyle does not show up on it, and it's group does not show up as an option within dupligroups, or anywhere else.

If I link the group instead of the object, then it shows up under the freestyle group drop down menu, but as a second entry of the same group name.

I assume that what is happening is that the linked object's group is considered to be a totally different group, despite having the same name.

Is there any way around this? I want to be able to define what groups an asset belongs in within its own file, then link it into my scene file and have it work. Complex scenes simply aren't viable if I have to manually assign every object to a group every time.

If I create a proxy of the linked object, it simply has no groups.

EDIT:
Test files: A scene with freestyle setup for a group named freestyle, and another file with an object also in a group named freestyle (place in same folder or re-link the suzanne from linked object.blend):


texts: Place stretched texture on outside of hollow cylinder

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As I am new to Blender this is probably an easy question, but I am kind of stuck.

I created a hollow cylinder (Create -> Cylinder -> No fill -> Add Modifier -> Solidify) and want to apply a texture stretched to the outside of it.

While I first struggled with the texture being applied to every vertice of the cylinder (this post fixed that - kind of), I now have the problem that I have horizontal "layers" in the rendering and also that the pattern/texture is applied to the inside of the element and not the outside.

Update: I fixed this part by using a pattern which has the right side ratio and by setting the "Extension" in Image Mapping to "Extend".

My final result should stretch across the whole outer surface like the label of a can. I have seen lots of videos regarding this, but they use older versions of Blender, so some settings have changed...


texts: How do I add multiple shapes to one skeleton

texts: Using Avastar, how do i add multiple second life shapes to one skeleton as displayed in this video Creating "Standard" sizes for the Second Life avatar using Blender's Shapekeys


texts:
I have just finished making a particle simulation to make laser fire but occasionally a "rogue" particle gets out and goes of in a random direction as you can see here.

How do I stop it doing that?


texts:
I have a i7 6700K with 16gb and a gtx 1070 and when I'm using blender, it doesn't feel smooth at all when I'm doing a Ctrl + Z  or even trying to change the shading viewport, from texture to no texture, or texture to texture+ light, I have to wait like 5/10 sec before being able to do something.

I have a friend with a 980Ti who has no problems.

Any ideas?


texts: Have problems with the Blender Eve character. Can only modifie one side of the character in sculpt mode

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I have problems with the Rain Character. One half of the character won't react at all in Scuplt Mode and don't understand why.
The Character is available for free here:
https://cloud.blender.org/p/characters/5f04a68bb5f1a2612f7b29da
Thank you very much in advance <3


texts: You know how raytracers pretty much just trace geometrical rays? I was wondering if Cycles has any wave optic features, where it would act as an actual electro-magnetic wave. Some really useful features would be diffraction, Interference, and polarization. Is there a method to getting/tricking Cycles into working this way?


texts: How to reset when creating new video editing file?

texts: Whenever I create a new video editing file in Blender 2.8, it already includes a file that I have previously cut and am finished with. How do I get the program to stop including that file and actually give me a brand new clean format?


texts: Why doesn't pasting X flipped pose paste arm poses?

texts: I suspect the cause might be the naming conventions of the arms, but I'm not sure.  Here's a picture of the model and armature with names.


texts: If I select all bones from a character and hit S for scale and reduce it in size. If I want that to be an animation how do I keyframe that scaling?


texts:
There is a brush in Zbrush called move. The brush itself moves parts of mesh and is similar to grab brush in blender but not the same.

Is there anything like move brush that I could use in Blender?


texts: Access blender interactive python shell from terminal

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Is it possible to get access to the blender interactive python shell from a terminal? I know I can start a python script with the the following command

blender --background --python script.py

But what i want is to get the actual shell that i can type in the terminal something like

>>> bpy.ops.active_object.mode
'OBJECT'

and get the result immediatly like in the normal python interactive shell


texts: Assign variable selecting vertex group in blender

texts: I have a mesh with particular vertex groups that form a circle around different sections of the mesh. I want to be able to call those vertex groups using a single variable name (radius 1, radius 2). I've been using bpy.ops.object.vertex_group_select() to select vertex group (but vertex group name must already be highlighted under "Vertex Groups" header. Is there a way to code a variable, that will select an individual Vertex Group when called?


texts: Loop copying over vertex coordinates is not working

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I'm completely baffled by this - it makes no sense to me at all!

I'm trying to copy over vertex coordinates from an object in blender into a list, and at the end of the loop the entire list is filled with only the last vertex.

This prints out the list with only the last vertex in every part of the list:

import bpy

current_obj = bpy.context.active_object
verts_l = [v.co for v in current_obj.data.vertices.values()]
verts_w = [current_obj.matrix_world * v_local for v_local in verts_l]

vert_list = [[None, None, None]] * vert_count

def build_vert_list ():
    for i, vert in enumerate(verts_w):
        vert_list[i][0] = verts_w[i][0]
        vert_list[i][1] = verts_w[i][1]
        vert_list[i][2] = verts_w[i][2]
    print(vert_list)

However, if I instead print out the vert_list during the loop, it prints out the correct data:

def build_vert_list ():
    for i, vert in enumerate(verts_w):
        vert_list[i][0] = verts_w[i][0]
        vert_list[i][1] = verts_w[i][1]
        vert_list[i][2] = verts_w[i][2]
        print(vert_list[i])

If I do instead:

def build_vert_list ():
    for i, vert in enumerate(verts_w):
        vert_list[i] = verts_w[i]

it works properly, and I can access the values in the list with vert_list[1][0] for example, however every member of list is headed with some weird  nonsense, which prevents me from doing round() functions on the data.

Can anyone help me? This has me pretty stumped.

(I only started learning Python a few days ago, so go easy on the technical stuff please.)


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Can anyone tell me how I can choose an arbitrary object from within a collection? My script leaves me with nothing active (or selected) at one point, but I need something to be active.

I have the collection name from this:

Coll = bpy.data.collections.get('Structure')

So I can do something like this:

if Coll:
   for obj in Coll.objects:
       obj.select_set(True)

Which makes each object active one at a time, leaving me with the last one active at the end of the loop. But that seems pretty heavy handed. There must be a neater way.


texts: Loop cut entirely after dissolving an edge

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I can still cut it entirely with the Loop cut.

Thing is, I want to get rid of that edge, I do that by dissolving it:

Now here's the problem, after that, I can't cut it entirely. I've also tried dissolving the remaining vertices but it didn't work.

So what I want to do is to cut it entirely after dissolving the edge, instead of doing it separately as you can see in the pic. Is there a way to achieve that? Did I make a wrong move?


texts: v2.80: Keyboard Shortcut for Import / Export STL Files

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I tried to find a way to abondon the slow mouse action on importing and exporting STL files... The keymap seems not have mapping for import/export...

For the export I normally use the export button within the 3d printing toolbox (great plugin btw!) but a keyboard shortcut to export the selected object(s) would be sooo helpful..

Any ideas?

Best Regards
Stefan


texts: I already have the points I need, I just need to figure out how to create a nurbs curve that uses those points (I know there are answers around, but I am hoping that since those answers are from over 5 years ago that there might be easier / cleaner methods)


texts: Is there a way to mirror a mesh with hair but without deforming these?

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i was trying to mirror some eyelids with some hair but they don't seem to appear on the mirror version of the eyelid, so, i decided to apply the mirror but then the hair deforms like this:

Maybe i'm still too noob, but i don't see a way of how to fix the deformed hairs on the other eyelid.
Also, i tried to duplicate and deform the mesh with mirror transform, but isn't the same like the mirror modifier, but unlike the mirror modifier, the hairs doesn't seem to get deformed. Still, it's not a good way to do it:

You can clearly see that the hairs remained good but the mirror modification fails on his mission (or maybe the one who's failing is me :P)

So, is there a way to mirror an object without the mirror modifier but with the same results as this?


texts:
Sorry for a simple question, but I have animated the movement of a door; just a movement of the X axis. Turns out I'll do this in code instead, so I want to delete this animation. How do I delete an animation completely from an object?

For that matter, at this point I could just as well delete everything animation related, so any hint of how to do that would be OK.


texts: list comprehension, avoiding the none return on animation nodes expression

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I'm stuck with an issue which is actually solved in the documentation of Animation Nodes here but as I'm still learning python I can't find the error.

This expression should append elements to a list after a condition:

[filas.append(x) for x in list if x == sector_name]

But as in the docs is explained the return will be none we have to add the list created like this:

[list.append(element), list][1]

but I can't figure out how to write my expression correctly, please some help.


texts:
I tried to do a test render of my animation to see what it looks like at full speed, but when I hit render, the animation didn't play. I installed the wiggle bones addon recently, and that plays in the render, but not the actual animation. There are also two animation things in the hierarchy under the horse armature, I don't know if that has something to do with the problem.
Here's a video showing the problem and here's the rendered animation


texts: How could I achieve the Twixtor effect with the VSE (Twixtor in After Effects).


texts: How do you merge linked or appended objects into a single layer?

texts:
After appending (not linking) a few objects from a different scene, the appended objects appear in all layers like this.

How does one put the appended objects on a single layer to turn on/off? After deleting the linked objects, the layers look like this:


texts:
I'm trying to use Blender to test some matrix transforms but I'm still trying to learn at the same time.
The problem is how to use the Python API to apply a rotation matrix, but to start with I have tried this step.

First I added a Mesh Plane then Scaled it along Y axis so it forms a rectangle.

Running the code causes the plane to rotate but the shape is "restricted" by the scale of the shape before the transform. I expected the whole plane to rotate around the x-axis and keep the shape.

import mathutils
from mathutils import Matrix
from math import radians
import bpy

mat_rot = mathutils.Matrix.Rotation(radians(15.0), 4, 'X')

curr_obj = bpy.context.active_object
obj_mat = curr_obj.data
obj_mat.transform(Matrix(mat_rot))
obj_mat.update()

I also notice in the Properties Transform, the Rotation X does not change.
Can anyone help me understand what's going on?

UPDATE

lemon, thanks for info on using obj.matrix_world.
I have now tried this code now, but even the results are still not as expected. The shape doesn't keep the 6*6 square shape and the Rotation X is only 40.1deg instead of the 45deg.
Any ideas?

import mathutils
from mathutils import Matrix
from math import radians
import bpy

bpy.ops.mesh.primitive_plane_add(location=(0, 0, 0))
bpy.ops.transform.resize(value=(6, 6, 1))
obj = bpy.context.active_object
mat_rot = Matrix.Rotation(radians(45.0), 4, 'X')
obj.matrix_world = obj.matrix_world @ mat_rot


texts: Join two parts of object faces to match shadow

texts: What do i have to do to join highlighted group of faces with others, so shadow will be the same when joined. All faces are already part of same object (Joined them via Ctrl + J). I tried merging them and bridging them but without correct effect. Also i selected both edges and filled missing spaces (F), but shadow didn't correct. Both groups are completly together.


texts:
My fire simulation on a match tip is producing very weak flames so they aren't visible in the render.
I'm not sure what is going wrong so I just included the entire file.
Plz help, thank you.


texts:
I'm quite the beginner with blender (just finished the donut) and I wanted to make a 3D replica of a radio that I have, but I have no idea how to make the little holes properly that it has in it.I assume the best way to make it is with the boolean modifier but it takes my pc like 30 seconds to calculate. Is there a better way to do this?

These are my modifier settings:


texts: Texture Video Progress Depends on Render Starting Frame

texts:
I'm struggling to understand how Blender processes video as a texture and can't find anyone else online who has the same problem as me.

To give some background: I have recorded the screen of my iPhone for approximately 1 minute and imported this video as a plane in Blender as part of a 3D app preview with real gameplay footage. I have overlaid animation in Blender on top of the footage and this doesn't seem to sync with the footage. When I play a preview in the Material view the background video plays at a different speed to when it is rendered. The transformation is not linear but seems to depend on how much movement is happening in the video texture i.e. if two frames are identical then only one is shown.

This isn't an unsurmountable problem however if I rchange the starting frame then the resulting render will be different which for obvious reasons is not ideal. Could anyone help me with this problem? I'm very happy to provide further details or examples however I'm not entirely sure what to provide. I have included some basic details below:

Video texture file type: .MOV


texts:
I'm trying to make a Skybox in Blender with a cube and multiple UV maps. My workflow till now: Added a cube -> added 6 Uv maps under Data panel -> new Material -> new Texture. I don't understand how to get UV information on each face of the cube to the specific UV Map. I tried to add another UV Map then selected the face and Unwrapped it, but that doesn't work. How do I do this? And also, do I need 6 Materials or is 1 Material with 6 different textures also possible? <3

Edit: I want to import everything into the Unreal Engine, and I need 2048 Resolution on each face.


texts: How to apply mesh sequence modifier to object duplicates frame by frame using python

texts:
I'm trying to create a "stop motion" mesh sequence animation that I could export as an fbx using stepped keyframes. I've downloaded some alembic data and I'm trying to create duplicates of the original object, change frames and apply the modifier of the duplicates to create the mesh sequence. For some reason changing frames dynamically with python does not have an effect on applying the modifiers, the duplicated models are stuck in the first pose.
This is my code till this point:
import bpy

main = bpy.data.objects['main']
start_frame = 1
end_frame = 10

C = bpy.context

for i in range(start_frame, end_frame + 1):
    current_frame = i
    new_obj = main.copy()
    new_obj.data = main.data.copy()
    C.collection.objects.link(new_obj)
    bpy.ops.object.select_all(action='DESELECT')
    new_obj.select_set(True)
    bpy.data.scenes['Scene'].frame_set(current_frame)
    bpy.ops.object.modifier_apply(modifier = "MeshSequenceCache")


texts: How to execute a method from the console

texts:
I'm just getting started with bpy and I wish to know how can I execute the addon below from the console.

# hello_world.py
bl_info = {
    "name": "Hello World",
    "category": "Object",
}
import bpy
class HelloWorld(bpy.types.Operator):
    """Print in the System Console"""
    bl_idname = "object.hello_world"
    bl_label = "Hello World"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        print("Hello, world!")
        return {'FINISHED'}

def register():
    bpy.utils.register_class(HelloWorld)

def unregister():
    bpy.utils.unregister_class(HelloWorld)

I tried:

import hello_world
hello_world = hello_world.HelloWorld
hello_world
>>> <class 'hello_world.HelloWorld'>
hello_world.execute
>>> <function HelloWorld.execute at 0x0000009F05C576A8>

But it did not really execute. Whatever if it is a print function or an object translation it did not execute. What am I doing wrong?

I can execute the script from the space bar, typing the label Hello World but I wish to call a variable from an addon and use it in a different addon. Thanks!


texts: How can I animate an airplane wing bend without scaling the wing down?

texts: I have an airplane wing that I am trying to show bend at one point, but the scale keeps changing for the upper part of the wing. How can I keep the scale the same for both parts of the wing and still show it bending.


texts:
So I want to texture my model using smart UV Project but when I make the smart UV project my reference image keeps popping in the background of the UV.
How do I make my reference image disappear?


texts: Net Render Outputs Black .exr Files, Regardless of Selected File Type

texts:
After watching this tutorial on setting up network renders, I set about trying to make one myself. However, regardless of what file type I have selected, it keeps outputting black .exr files.

I viewed a variety of links (tutorial, tutorial, problem post, very similar StackExchange post with no answer, unanswered YouTube comments reporting the same problem, and a post about compositing .exr s.) However, I still am not sure what I'm doing wrong.

Here's a link to the output and the file.

Know I didn't write a lot, so please feel free to ask questions. Any help is appreciated.


texts:
I need some help with animating a rotating object.

I am attempting to rotate the object with the help of a generated rotation matrix. I insert a keyframe for for every 5 frames with quaternion coordinates.

Here is some example code:

import bpy
from mathutils import Vector, Matrix

f = lambda angl: Matrix(((cos(angl), -sin(angl), 0, 0),
                     (sin(angl), cos(angl), 0, 0),
                     (0, 0, 1, 0),
                     (0, 0, 0, 1)))

obj = bpy.data.objects['Cube']

obj.animation_data_clear()

obj.rotation_mode = 'QUATERNION'

frame_start = bpy.context.scene.frame_start
frame_end = bpy.context.scene.frame_end
step = 5

for i in range(frame_start, frame_end, step):
    loc, rot, sca = obj.matrix_world.decompose()
    mloc = Matrix.Translation(loc)
    mrot = rot.to_matrix().to_4x4()
    msca = Matrix.Scale(sca[0], 4, (1, 0, 0)) * Matrix.Scale(sca[1], 4,     (0,1,0)) * Matrix.Scale(sca[2], 4, (0,0,1))

    Rm = f(pi/frame_end*8*i)
    obj.matrix_world = mloc * Rm * msca
    obj.keyframe_insert(data_path='rotation_quaternion', frame=i)

The mathematical model works just fine. The cube is rotated around the z axis like it should.

My problem arises when blender transforms the rotation matrix in obj.matrix_world to quaternion coordinates. The resulting curve becomes:

The cube in this case rotates one turn. Then blenders interpolation causes the cube to quickly spin back 360 degrees before countinuing its rotation. The problem may be tied with how I insert the keyframes with quaternions.

I would like the rotation to appear continous without this back-spin. There are modifiers that can take a rotation and repeat it, but that wont work for me since i want to visualize a mathematical model.

So my question is if anyone has any idea on how to mend this.

Thanks.


texts:
New to Blender, and 3D in general, I've been trying to rig a character but I always have that automatic weight issue showing up, and I can't really tell where it comes from.
I've tried to parent my character's elements to the meta rig, and to generate an automatic rig. None of these worked out.
See the screenshots to understand what happens: The hands are messed up, the chainmail disappears (made by instancing 2 tori over cylinders) the body goes through the breastplate...
Here are the solutions I've tried so far :

Merging by distance everything
Apply scale and Rotation to the model (note that  the chainmail disappears again if I apply transform, haven't found the reason out yet)
Apply modifiers, most noticeably skinwrap and subdivisions
Set Origin to Geometry to the objects (I may have forgotten some, but I didn't see any improvement anyway)
Joining all the objects into one single mesh (This time, the hands simply refused to move although the shape was preserved)

Here is a link to the file, I hope it's gonna work, first time I use dropbox
https://www.dropbox.com/sh/rok138fb33eye7e/AAD9NT1k-x1nDAu7qRXFTNVUa?dl=0
If someone could take a look at it and tell me how to solve my issue, I'd be eternally grateful :)
EDIT : As a last hope, I've tried to parent each piece of the left hand (from character's view) one by one to the metarig. The issue was reported for the main cylinder of the gauntlet, covering the forearm.
The other parts move, but are messed up in the process.


texts: How can I execute a .bat file when Blender starts?

texts:
I have to start a postgresql server when blender starts. To start the server I use a .bat file I start manually.

I want to automatically start the server (execute the .bat) when Blender starts. I tried this script but it not working. ideas?

import subprocess
filepath="C:\Users\PORTABLE\Desktop\pgsql_binaire\pgsql\test.bat"
p = subprocess.Popen(filepath, shell=True, stdout = subprocess.PIPE)
stdout, stderr = p.communicate()


texts: How to combine all textures in to a single texture (glb export)

texts:
I am a developer and recently picked up a WebXR project and where they're working with the .glb file format.
I received a textured model with a separate baked lightmap texture. I can combine the lightmap with the existing textures using a MixRGB node, however, the new texture doesn't export to the .glb export.
How can I combine multiple textures when exporting to glb?
Thanks in advance,
Mark


texts:
As stupid as this sounds, I would like to make a rig with one bone.
The reason why is because said rig doesn't have any actually moving parts, it's just one solid object meant to move on its own. Now the tutorials that I've seen on YouTube and other sources don't seem to provide any information on how to animate a rig that's just a solid object that can roll. I'm using this particular rig for an on-rail shooter in Unity, so I have no idea what to do when it comes to these turns for my player model.
Can anybody lend me a hand here?


texts:
I'm pretty new to blender, started making my first project just to learn the basics of the interface, but when I rendered my image on cycles render,it started showing these grayish dots and messed up shadows, it looked like recycled paper to me so it was the best term i found to describe it.

It may be just my stupidity, but I would appreciate your guys help.
As I said, I'm new to the community and ask for mercy upon me and my mistakes D:

my rendering:


texts: Why does Blender show trees in my glass cube?

texts:
What I’m trying to achieve is an glassy object. Therefore I’ve opened a new scene in Blender 2.82a. I’ve Enabled Screen Space Reflections in Render Properties and set “Shade Smooth” for the object. I’ve set Transmisson to 1, reduced Roughness to 0 and enabled Screen Space Refraction in Material Properties. I didn’t do anything else. Entering the Viewport Shading view I’m seeing this:

I’m afraid this is as newbie as it gets, but I’m stuck. I’ve dived into various settings for an hour or so and I’ve tried to google a solution for another without having any luck because I’ve no idea what’s happening and why. Why are there trees reflecting in my glass cube in an otherwise empty scene? And how do I get rid of them? I’ve found a place where I can change the image by clicking on the upper right downwards pointing arrow. But I’m unable to remove it or to replace it with a plain color or whatever. I’ve tried to enable ”Scene Lights“ and ”Scene World“ but that’s turning everything into anthracite leaving me literally groping in the dark.


texts:
So I watched "Suits" Episode of the Netflix Series "Love, Death & Robots".

I really liked the overall style. Sometimes you see it's low fps so I guess it's almost completely hand-drawn. Anyway, I took these screenshots:

I started Blender, created a feather mesh and used the hair-particle system to achieve this:

This is a hand-drawn texture on a default material (blender internal, viewport) with emission 0.5 (left) / shadeless (right).
But I am not yet pleased with the look. Do you have any tips to achieve this fluffy look?


texts: Shadows distorted and enlarged upon rendering

texts: When I render the scene, the shadows of the fish have become distorted and enlarged. I have played around with the shadow settings on the meshes, materials, textures and environment but cannot fix the problem. Any help will be appreciated. Thanks.


texts: How can a evenly spaced grid with a circular boundary be modeled?

texts:
I can't loop cut a circle and if I use the knife tool to go across the vertices the edges won't be evenly spread.
I was originally thinking of loop cutting the circle, beveling those edges and then deleting the faces in between, but that proved impossible very quickly.

My next thought was to use a plane and use the knife project to cut a circle out from it, but stupid me then realized I would need the area AROUND the circle to be deleted from the plane and not the circle itself. Haven't worked with many circles (obviously).

Any guidance here would REALLY be appreciated. I'm totally stuck.


texts: How to rotate an EditBone? is it possible

texts:
I have a dict of 2d data and I want to generate bones (skeleton), assuming z = 0 for translation and rotation is across z axis in given dict.

data = {"bones":[{"name":"root"},
{"name":"COM","parent":"root","length":35.18,"x":-128.09,"y":160.22},
{"name":"torso","parent":"COM","length":102.78,"x":127.78,"y":-116.67,"rotation":90},
{"name":"armL","parent":"torso","length":76.14,"x":62.96,"y":-39.81,"rotation":-103.29},
{"name":"armR","parent":"torso","length":92.75,"x":68.52,"y":32.4,"rotation":104.14}]}

here is my blender script to iterate on the dict. I can create bones.
currently placing new bone on top of each other(almost).
what I can handle is,
initial head position directly , on x and y coords
placing tail position directly via length
but

HOW to apply rotation? any ideas

Sample code for current progress..

import json,os,sys
from mathutils import Matrix
from mathutils import Vector
import bpy

def createBaseArmature():
    bpy.ops.object.add(type='ARMATURE',enter_editmode=True,location=(0,0,0))
    ob = bpy.context.object
    return ob
def createBones(amt,bonesData):
    print (str(len(bonesData)) + " bones found")
    for each in bonesData:
        bone = amt.edit_bones.new(each['name'])
        if 'parent' in each:
            bone.parent = amt.edit_bones[each['parent']]
            bone.head = bone.parent.tail
            rot = Matrix.Translation((0,0,0))
            bone.tail = rot * Vector ((0,0,each['length'])) + bone.head
        else:
            bone.head = (0,0,0)
            bone.tail = (0,0,1)

obj = createBaseArmature()
amt = obj.data
createBones(amt,data['bones'])


texts: Why does the frame range setting behave differently when using multiple scenes in the Video Sequence Editor?

texts:
I am having trouble to understand how Render > Dimensions > Frame Range works when used together with Video Sequence Editor.

Start a new scene. Create 2 keyframes for the default created box at position 0 and 100. Have the box make a simple movement. Now under Render menu > Dimensions > Frame Range, set the Start Frame to 50 and End Frame to 80. Render this frame range as video file. It renders correctly.
Create a new scene. Use the above setup but now also go to the Video Sequence Editor and do Add > Scene > Scene to add your scene stripe in channel 0.

If you now try to render the same frame range (50-80) to a video, you will see that the rendering starts from frame 100 and finishes at 130.

If I change the frame range to 20-40, then the rendering starts from frame 40 and finishes at 60.

In other words, when the Video Sequence Editor is involved, and I setup a frame range X to Y, the rendering starts from 2*X (twice as many frames after it should start).

I cannot work this out. Can you please help me?


texts: Object level (non destructive) Shear/Shean with children?

texts:
I'm writing a importer for Adobe Animate/Flash projects, and I'm trying to preserve most of the original structure of the adobe project. ( With some exceptions )
And I've most things figured on out paper except how to handle the object level transformation & hierarchy of symbols.
A bit of background info:
Adobe Animate/Flash Symbols has its own layers, and can contain drawings, other symbols. The location, rotation, shear/shean is inherited from the parent symbol in a non-destructive manner.
Further more, multiple reference instances can be made of the same symbol.
In blender terms, that sounds like a linked grease pencil object with child objects.
The problem is that I can't apply a non-destructive shear/shean directly to objects.
A lattice with hooks would work, but that isn't applied recursively to child objects.
TL:DR
How do I do mimic this behavior in Blender?


texts: Add existing texture (and material) to new object

texts: I have an object using a material "body" and an image texture "skin".  "Skin" is used by two other objects with a different material, and has the UV islands for all three objects.  I imported a new (fourth) object "head".  I am able to apply the material "body" to the object "head".  I am able to put the UV islands for "head" in the same UV map as the three other objects, with "skin" in the UV map display.  But I must be missing a step as "skin" texture is not assigned to "head".  How do I apply the image texture "skin" to object "head"?  I am banging my head against the wall.


texts: Animation doesn’t work in DAE when collada file is exported

texts:
Can anyone tell why am I getting a still image of an animation when I export dae file from blender. Although the animation works fine when I play it in blender.

I know that this question has been asked before but it hasn’t been answered satisfactorily.


texts: How avoid "esc" event and input by keyboard number, in the ui panel in a FloatPorperty?

texts: By default FloatProperty showed in panel can inset number by keyboard input, and if press esc return at the previus value, how to avoid?


texts:
I'm testing out an edge case in Cycles.

Here's the setup: I have two area lights: a large dim one and a small bright one. There's also a ground plane. Each light has a box behind it prevent light from shining from the back side. The large dim light emits a small amount of light downward and the small bright one emits light upward. The small one is positioned between the large one and the ground plane. Here's a diagram of the setup:

When I render the scene, I would expect that light from the small light should reflect off the large light and onto the ground plane below. However, that's not the case here. When I change the brightness of the small light, the illumination of the ground plane doesn't change at all. That suggests that there is no light being reflected off the large light source. Here are some example renders:

When I hide the large light, the light from the small one bounces off the object that was behind the large light and, as expected, illuminates the ground plane below. Some examples:

So my question is: why don't Emission BSDFs reflect light? In theory, they should; even the Sun reflects light (albeit a minuscule amount compared to what it emits). Is this a design choice or a bug? If it's a design choice, then why?


texts: Curve Modifier NURBS path Shape Key animation incompatibility with Unity

texts:
I'm a civil engineering student who's developing an augmented reality app on unity to help other students understand better how structures, such as beams and columns, work under certain load conditions.

I already created a simple 3d model and animation in blender 2.80rc2 that explain how a type of beam deforms under a certain load. In order to do that I've used a curve modifier linked to a nurbs path. After that I created a shape key animation into the cube but that didn't work because every time I did that the object would change positions what screws up the animation.

In order to fix that I created the shape key animation in the nurbs path what gave me the desired animation effect. However unity doesn't like that, it doesn`t recognize the shape key animation.

I was wondering if I could create the same animation effect applying the shape key animation to the cube (what Unity is totally fine with) instead of the nurbs path.

That's not my area of expertise and I'm really struggling with this


texts:
Hi and thanks in advance.  I have a project in which I can't seem to zoom in enough (anymore) and the pivot point does not seem to work as desired.  I have tried setting both the 3d cursor and pivot point to the world origin but it does not clear the problem.  No matter which object I select and the try to set the pivot point to, I never see the pivot point anymore and the rotation and mouse movements are all wrong.  I would expect to select an object, set the pivot point to the active element and actually be able to see a little dot in the object in one of the Viewport modes.

I started a new project and added a cone beside the default cube and I was able to easily set the pivot point to the cube, and then to the cone and all mouse movement, rotation etc worked as I would expect it to.  So I believe I understand the what and how but somehow I must have messed up my larger project.

I did find a post that talked about moving in and out of camera view (numpad 0) could cause a similar type of problem and that using numpad '.' would clear it but that has not worked for me.

Any ideas?


texts: How can I remove these little artifacts from my rendered image?

texts: I've read that too many reflections can cause these artifacts, but I couldn't find a solution to remove them. My sampling was set to 512.


texts: Can Blender (2.8) export Third Layer Children to FBX?

texts:
I have heard that Blender (2.8)'s FBX export has a Mysterious Issue when exporting 'grandchildren' of the Root object.

Is this true?

A particular LOD import system I am working with required grandchildren + naming convention for LODs to be imported.

I have tried, and had a number of issues when using 'grandchildren' in this project, in that: they just don't exist in the project after exporting the FBXs from Blender.

It's all super simple static meshes. No rigs, or animation or anything.

If Blender simply doesn't / can't export deep childing... Then I will have to look elsewhere :(


texts:
I just installed AMD's ProRender and I'm trying to experiment with it and see if I like it.  Using Blender 2.8 on Windows 10.

Here's a scene I made, previewed in Cycles:

Here's the drop down for the Render engines, seems like ProRender is there.  And I didn't have any errors or warnings while installing it or the materials library.

But when I select the ProRender and either hit "render image" or just chance the viewport mode to rendered.... nothing happens.  Like so:

In fact, the objects kinda disappeared.  When I hit "render image" the picture never shows up at all.  I never touched any of the default ProRender settings on the right there.

Any ideas?


texts:
I want to vertically align the toolshelf, so the main UI looks that way:

If you noticed, I've already moved the navigation gizmo and associated buttons, but I've been digging into the source code and I couldn't find any clue about where is the toolshelf's position defined.

Any help would be welcome, thanks.


texts: Approaches for animating swinging bridge?

texts:
I tried animating a small, very simple rope bridge, swinging against the wind. I tried using a combination of lattice deform, soft-body lattices, soft-body ropes with attachment vertexes on horizontal ropes, a wind source that is animated in locrot and str, and a turbulence source with the same.
But the result was not exactly good. Is there a better way to approach this? Should I try animating it manually?


texts: Smooshing faces against each other: Making features coplanar, while preserving surrounding geometry

texts:
How can I make the base of the pyramid coplanar to (smooshed up against, so they are flat against each other) the slanted face of the wedge (pictured below)?

The objects and their origins need to stay the same.
If all of the pictured geometry were part of one object, and #1 was not a requirement, how could this be achieved? (If this were a mesh level transformation instead of an object level transformation)


texts: Armature twitches out of position for single frame during animation render

texts:
I am running Blender 2.82 and rendering with Eevee.

I have a rigged character performing a simple swiping animation with it's arm. The animation plays correctly in the viewport and renders correctly if I render a single frame. However, if I render an animation, the arm will occasionally twitch out of position for a single frame and then snap back to where it's meant to be throughout the animation. If I go back in and manually render the single frames where the arm twitches out of place it will be positioned correctly.

In this manner I'm able to repair the animation, but manually re-rendering a dozen frames over the course of a 9 second animation gets tedious if I have to go back and make changes.

I previously had a similar issue where I was animating render visibility on objects and they would pop back in and out for single frames when I rendered animation, but would remain invisible if I rendered single frames.

Any insight into what might be happening would be helpful.

Thank you.


texts: Why don't the fingers from the metarig rotate properly?

texts:
I searched for the answer but couldn't find it.
I added a metarig to the scene for my character. The complex one with a face and fingers. I've posed the rest of the skeleton in place, however the ringers are giving me grief, as in they will not rotate with the wrist/hand bone otherwise they break apart like so:

And I can't figure out how to resolve it. Does anyone have any ideas? Would adjusting my fingers in pose mode work? They rotate fine there, but I don't know if somehow doing it in pose mode will cause problems later on.


texts: Mesh Curve not exporting properly to unity

texts: I tried to export a curve which i turned into a mesh into unity. However the curve appears in an extremely bizzare shape in unity. How do i get unity to import it properly? (P.S. im a complete amatuer)


texts: Apply color to object with animation nodes

texts:
I am stuck with a basic question: I cannot apply colors via animation nodes. I already tried several ways, and checked multiple tutorials but to no avail.
How can I get colors from animations? (i.e. make the cube blue in my example)


texts:
I've tried numerous answers on this forum and tutorials, but for some reason I can't get this light to hide properly and still perform a glow effect.  What I need is for the light (highlighted with a green rectangle) to hide properly, but still allow the blur and glare effect to show in the foreground.

Here is a screenshot of the node setup in the compositor:

And here is a screenshot of the issue:

EDIT: my attempt at LukeD's answer for reference.


texts:
I've been looking online for a long time, searching for documentation on the subject of Blender Voxel Data.  So far, I know that Blender uses many file types, including the .bvox file type.  For the .bvox file type, I have found that it uses ASCII characters to load in density values, starting with the dimensions.  For example, a data set with dimensions 64,64,64 would save into the .bvox file as:

@@@

However, only the density values are saved.  The data set I have is formatted as follows, where dd is a density value:

xx yy zz dd
xx yy zz dd

My python code strips each line and takes only the density values and uses pythons pack struct to pack the values into a .bvox file. This works fine, but I am wondering how Blender knows where to put the coordinates of the densities?  Each density value has to be at a specific point, and how does Blender know where that point is?  And also, is it possible to specify my own coordinates for each value?


texts:
I have a problem rigging a model I did.

I want to rig the base of the cannon so that it is divided into two pieces. I want the top part to be able to yaw and pitch, and the bottom one to not yaw, but still be able to pitch correctly (second picture).

Here is the original post: http://blenderartists.org/forum/showthread.php?383916-Help-rigging-a-sci-fi-cannon

and here is the blend file:


texts:
I have some problem to make this organic displacement texture
I want make it with procedural generator of blender, but I don't know if is possible.
[]
My example which comes closest to it :

if anyone has an idea, or a different technique, thanks in advance!


texts: "Timebase not supported by MPEG 4 Standard" Error when rendering AVI/MPEG-4 video

texts:
I've been trying to render a video but either it won't have sound or it won't have audio. Whenever I try to render it in a way I can get both video and audio, this error message shows up. Any idea whats causing this?

my render settings:


texts:
I am attempting to render a scene in OpenGl with several linked groups which include objects with transparent textures. While the transparency appears in the original Blend file of each model by checking Display > Transparency in the Properties panel, this option is not available when linking groups.

Posts as recently as 2013 mentioned this might be addressed, but is a low priority. Is this now possible? Is there a workaround?


texts: advice on how to reduce the polygon count for this twisted structure (made using simple transform)

texts:
I'm working on a mirror made out of twisted pieces of metal for a game. However the current number of polygons is far to high does anybody know of a good way to reduce the number of polygons without creating very ugly artifacts within this mirror?

The blender file can be found here


texts: Set GPU using python script no longer working

texts:
We have our own render queue manager at work, and i use a python script to set the compute device of each worker to GPU.
However, with 2.79 the script no longer works.

Here is the script i use:

import bpy
bpy.context.user_preferences.system.compute_device_type = 'CUDA'
bpy.context.user_preferences.system.compute_device = 'CUDA_MULTI_2'

Pretty simple right?
But in 2.79 i get the following error:

AttributeError: 'UserPerferencesSystem' object has no attribute 'compute_device_type'

Anyone knows what changed in 2.79 that causes this error?


texts:
The volume of an object resulted from a boolean operation is "sometimes" a negative number. Why is this happening? If I export this object as an STL file and import it back, the volume of the imported object is properly presented.

Here is what I did.

(1) A boolean operation (intersect) with Object_1 and Object_2

b = Object_1.modifiers.new(name='booly', type='BOOLEAN')
b.object = Object_2
b.operation = 'INTERSECT'
bpy.ops.object.modifier_apply({"object": Object_1},apply_as='DATA',modifier=b.name)

(2) Calculating the volume of Object_1 resulted from Step 1

bm = bmesh.new()
bm.from_mesh(Object_1.data)
bm.calc_volume(signed=True)

(3) Exporting Object_1 resulted from Step 1 as an STL file and then importing it (importedObject) back.


texts: Bevel works on one side but not the other

texts:
I'm trying to make a curved indent. I did one side, but when I try to select and bevel the other side, it doesn't bevel.

Selected edge

Bevel applied

Here's my file if it's helpful: https://drive.google.com/file/d/0B3TF2HeeQRyWWkpVeVV5Vmc3T28/view?usp=sharing


texts: I'd like to start adding a world node, but the "add nodes" button is replaced with a weird pin. What do i do?


texts: Issues exporting large amounts of animations to Unity

texts:
I'm having a few issues I have been trying to work around for a few months now when I'm trying to export a large group of animation Actions or NLA animations.

When I try exporting all my actions into an .fbx, my animations look more accurate, but I'm missing a lot of animations.

Anim List Blender:

Anim List Unity:

Next I tried loading all my animations in NlaTracks (I tried exporting with all of the animations in one track, and each animation in their own track) I noticed that all my animations were in the list, but then I came across another issue where the first couple frames were the same pose as the previous animation(This happened when setting my ActionExtrapolation to Hold, Hold Forward, and Nothing).

What it looks like in blender
https://media.giphy.com/media/xT0xey9xLaLvmpdbBS/giphy.gif

What it looks like in Unity
https://media.giphy.com/media/l4EoOHU033sfvkZgY/giphy.gif

Also, This wierdness happened with NLA exporting. And it happens no mater how I bake all the frames. The only thing that seems to fix this is if I make it the first animation in my NlaTrack list.

Original:
https://media.giphy.com/media/xT0xeoWNDS87p5p3Es/giphy.gif

Unity:
https://media.giphy.com/media/3o6nUN4AgEKu7cOxvG/giphy.gif


texts: Is it possible to create a render layer with no depth of field?

texts: I find that using depth of field (DOF) distorts the render pass masks, especially for very out of focus objects with a low f-stop (large aperture).  I am trying to get around this by making a separate render layer with no DOF which I will only use for pass index masks.  But I have not found a way to use no DOF on a specific render layer.  So is it possible to tell blender to not use any DOF in a specific render layer, either directly or by using a different camera?


texts:
Hi,
I copied the driver from the x-axis of the location of the object to(pasted it in) the r value in the rgb  color component of the base color of the material. When I move the cube around maually with "G", I see the object change color.

But when I animate the scene: the cube has rigid body aspects, active and convex settings;
the plane has rigid body aspects, passive and mesh settings
and the force field pushes the cube to the side, I can't see it change color.
thx


texts:
I'm still noob at blender and i was trying to achieve this kind of smoke on lightsaber.

I tried to play with force fields and was baking all and all over again but I'm not probably able to do it on my own. I wanted to ask how would you achieve such smoke effect on that main light, not the sides.


texts: My model is magenta in Texturing Paint. What does it mean?

texts:
I try to add texture to my cat.
My model is Magneta color in Texturing Paint. What doesn't it meaan?

When I select ViewPort Texture is like this.

I try to put hair in my cat. I don't know how .
Thanks


texts: Adding objects to new .blend files using python

texts:
I want to save a number of objects of my project file to a new external .blend file using python.
 filepath = bpy.context.scene.custompath
 data_blocks = set(bpy.data.collections)

 # write collection to new blend file
 bpy.data.libraries.write(filepath, data_blocks)

The above code works fine when running the full script for the first time. Repeating it with a second or third object, seems to overwrite the existing content.
When opening the created file, Blender tells me that some libraries were not loaded.

The outliner of the file that the collections where saved to looks like this:

It displays only the last collection which was written into the file. The first two collections are missing library paths (I don't understand why, it looks like the file is linking to itself).
So my question is:
Is there a way to tell Blender to add the collections - one at a time - to the existing ones in the created file when using bpy.data.libraries.write?


texts: How can the size of a .blend file be reduced?

texts:
I noticed that a .blend containing a single material downloaded from Open Material Repository has only 63KB.

The default scene saved with compression already uses 447KB of disk space. How can files with less than 100KB be created?


texts:
I am having problem with Blender: during my work I created a new mesh and suddenly after rotating it I just lost the option menu for the mesh which consists of its size, alignment and so on.

Can anyone please provide information about how can I can get the menu back?


texts: How can I make animation with 1 camera and 2 nurbspath in blender?

texts:
I have 1 camera and 2 nurbspath.
I wantto follow path 1 camera and 2 nurbspath.
How can I do that ?


texts: How do you reduce lighting when rendering? (See pictures to understand more)

texts: The first picture is how it looks like when i render it, and the second picture is how I want it to look like when I render it. I don't know how to reduce the lighing, somebody help because I haven't used bender in a really long time.


texts:
While using the official Blender 2.81 release for the first time (the last time I used Blender 2.81, it was still in Beta) I encountered a strange phenomenon while hybrid rendering in Cycles.

If I start a render with only my CPU enabled as a CUDA device my Ryzen 3600 chews through the 8100 tiles in about 3 minutes.

However if I additionally enable my GTX 970 and use both in hybrid mode my CPU seems to stand still not finishing a single tile.

The remaining time of 0.08 seconds is frozen as well, indicating that something is going horribly wrong. My system monitor is showing 100% CPU utilization, which is even more confusing to me. What is my CPU doing the entire time?

I have to mention, that I'm using Manjaro Linux and the AMD Catalyst driver-package has been discontinued recently, although that should only affect graphics cards not CPUs and my CPU has been rendering just fine on it's own.

Does anyone know how to fix this issue?


texts: Using project painting, texture obtained is much darker then the images projected

texts:
I'm using images to project-paint my model with the stencil brush.
After I painted, the texture originated, and ofcourse the uv layout image, is much darker then the photos originally used.

I tried changing the shading settings, adding lamps aimed directly to the model, but it seems to only effect the model itself and not the texture. On top of that I tried saving the image and externally edit it, increasing brightness or contrast, but it wrecks the fine details.

Anyone, any ideas? thank you!


texts: As you can see I have applied these nodes to my object but the object has the same material as in the begining,but in a preview menu I can see the material applied,please someone help me,your suggestion and answer is highly appreciated.Thank you!!


texts: How do I Create a script for geometry I create?

texts:
I was wondering, is there a possible way of selecting an object I create in blender and generating python code from it, so I am able to generate the object via code?

I was wanting to do this for creating my own primitives.


texts: Joining 2 Objects Doesn't Make Them 1 Mesh

texts: I'm having an issue where I join 2 objects with Ctrl+J and when I'm actually sculpting the newly formed object it's like there is a line between main object and the joined object where I'm not able to sculpt.


texts: (On blender render, not cycles) I turned off ambient occlusion to get a faster render for a while and I just realized my lamps don't work, Hemi, Spot, Sun, Area, Point... None of them cast any light, the scene is just completely black, I don't know what's going on! Help.


texts: CUDA Out of memory but RTX 2080 Ti has almost 8 GB free left

texts:
as mentioned in the title.
Here's a screenshot from task manager. It shows that the gpu has both shared memory and dedicated 3d memory free.
Why does this happen?


texts: timebase denominator exceeds H.264 maximum

texts:
I am trying to do some video editing in Blender. I can render using AVI format, the problem appears when I am using ffmpeg.

The steps I am following:

[Video Sequence Editor] Add->movie [...I select a video to import]
[Properties] Output -> FFmpeg video, Encoding -> presets -> h264 in MP4
[Info] Render-> Render Animation

The rendering immediately stops and shows an error:

Effective timebase denominator 3276700000 exceeds H.264 maximum

What am I doing so wrong? The process does just fine if I use AVI but I need to output mp4 for a school project.


texts: How to export with python a vertex's position before bone weights are applied

texts:
I have modified the obj export script for all my needs so far but I am having trouble with the Math in regards to how I get a vertex's position before you apply multiple bone matrix's (with their weights).

I can get it working with 1 bone matrix (weight of 1) but not with multiple bones (max 3) with a total weight of 1 (eg 3 bones with 0.33333 weight each).

I have tried many different combos but unable to find a working order.

Can you please point me to a source of how to export vertex's before bones and their weights are applied or what I have done wrong/need to do? (so the vertex shader does this during runtime)

Below is the code I am using for relevant parts if I have missed something you need let me know and I will add :D

Bone Matrix exporting:

oArmature = OBJECT.find_armature()
oBones = oArmature.pose.bones
for oBone in oBones:
    BoneMatrix = EXPORT_GLOBAL_MATRIX * oArmature.matrix_world *  oBone.bone.matrix_local
    oBoneName2Matrix[oBone.name] = BoneMatrix

Vertex Exporting:

#in the vertex loop
oVMatrix = mathutils.Matrix()
oVMatrix.zero()
for oWeight in oVWeights:
    oMatrix = oBoneName2Matrix[oWeight.sBoneName] #tried adding .inverted() as well
    oVMatrix += oMatrix * oWeight.fWeight
export = v.co * oVMatrix #tried adding .inverted() as well
#export = oVMatrix * v.co #tried adding .inverted() as well

Vertex Shader:

layout (location = 0) in vec3 Vertex_Position;
layout (location = 2) in uvec3 BoneID;
layout (location = 3) in vec3 Vertex_Weight;
uniform mat4 BoneMatrixs[10];

mat4 TotalBones = mat4(0);
for(int i = 0; i < 3; ++i)
    TotalBones += (BoneMatrixs[BoneID[i]] * Vertex_Weight[i]);

vec4 VertexPos_after_bones = TotalBones * vec4(Vertex_Position, 1.0);

Update: i am wanting to transform the final vertex position in blender to its position before any of the 3 bone matrices are applied.

vertex shader pov: ((bonematrix[0] * boneweight[0]) + (bonematrix[1] * boneweight[1]) + (bonematrix[2] * boneweight[2])) * vertex_pos_before_bones

i need to know how to get from the final vertex pos in blender to vertex_pos_before_bones but i can't get the math to work.


texts: Is it possible to import something into Blender from Rhino without it turning into a single object?

texts: When I try to import an .obj from Rhino into Blender the object I import always turns into 1 solid. This is really annoying because I have to select the individual meshes and seperate them manually. If it's a simple object it's not a problem but when I try to work with a more complex object with small mesh the workflow becomes almost impossible. I know one workaround, and it is to put the objects in different layers in Rhino, and then export with layers. But if I'm making a complex building, for example, this would be very annoying as well. Is there another way to keep my objects seperate? Also, the mesh gets very distorted and triangular when I import into Blender. Is this normal or can I avoid it?


texts: Having trouble with Blender and Substance Painter

texts:
I'm pretty sure I'm doing something wrong, maybe when creating the UV maps and was hoping to get some help.

As you can see here:  The wood on the front of the house seems ok, but for the wood at the left side it seems like painter doesn't apply the pattern for OR shows the front facing faces of the wood mesh, but it does show the back side of the faces.

I've attached a photo from blender just to get a sense of how it should look:

Update: Seems like mirroring the meshes for the faulty wood bars did the job, but why? Doesn't a mesh keep its properties after being rotated/mirrored?


texts: How to check if two meshes intersect in python?

texts:
I need to check if two meshes intersect or not. At the moment I have some python code to find intersections of world axes aligned bounding boxes, next step would be to implement check for mesh intersection for objects with intersecting bounding boxes.

In Blender Python API I found only very low level functions (like check if ray intersects a triangle), unless I'm missing something using them for my purpose would be slow and inefficient. Is there some kind of python library I could use?

By the way, I think all I need is already implemented in rigid body physics: it has a noticeable reaction when objects are intersecting, and seems to be well optimized. But I think I cannot access its internal data like if there is mesh intersection, so I have to continue with my own implementation. Please correct me if I'm wrong.

What I'm actually trying to achieve is to be able to do something with intersecting objects, for example search for intersecting objects in selection, and then delete or select them, but it all boils down to checking if two meshes intersect or not.


texts: How to darken crevices/grooves/engravings

texts:
I'm making 3D models of weathered gravestones with photogrammetry and using the textureless model with simulated shadows to read the engravings:

It works pretty well, but it's much more legible if I make the engravings black and the surface white and don't depend on shadows.  For some stones, I figured out I can do this in Blender by importing the .obj file, and making a shader that divides the world into white and black by coordinates, then very carefully rotating and shifting the model until the surface is in the white zone and the engravings are in the black zone:

This is tedious, and doesn't work at all if the stone isn't perfectly flat, like if it bulges out in the middle, etc.  You can see how the area around "July" is darker because it's not quite flat there:

How can I make only the engravings dark and the flat parts white, in a way that ignores broad curvature and doesn't require me to rotate it to a specific angle?  Is there some kind of "color by local depth while ignoring global depth" shader?  Or "take the median position of the connected vertices within a certain radius and then shade based on Y depth relative to that median"?  Or "anything that can be touched by a 30 mm rolling ball is colored white and anything touched by a 5 mm rolling ball is colored gray and the rest is colored black" except with continuous color variation vs ball size.


texts: I am trying to make an animation of a character riding on a helicopter, then jumping off. I have the bones of the character attached to the helicopter with a child of constraint. The animation starts off with the character on the helicopter. I keyframe the influence to 1 in the first frame, then keyframe it to 1 again at frame 189, then to 0 a frame 190 when he's supposed to get off. However when I keyframe the influence to be 0 at frame 190 it changes the other keyframes to 0 too. When I try change them back to 1 it also changes the keyframe at 190. pls help(am using blender 2.79 cycles btw)


texts: Python: Ctrl+Click for buttons (capture invocation event)

texts:
Is it possible to get if Ctrl key is pressed when I click on my python button?

I would like make different behaviors for my button operator.

Example:
LMB - Select some objects
CtrlLMB - Deselect some objects

I don't use a modal operator / the modal() method. I've been making a simple script.


texts:
Just when I went to Material mode to check if my textures were fine, half of my mesh seemed to disapear and once selceted the mesh, the half disapeard looked like in Wireframe view.

I tried changing in the Properties Panel and in Camera settings the Clipping End value but it doesn't help.

By the way this happens when I am looking through the Camera and when I am just in 3D view, and also the problem don't appear in Solid / Texture / Render mode.

p.s. There are no Modifiers on them, and this is happening in Cycles Render.

Alright guys the problem got fixed by itself after I restarted the file


texts: Adding multiple colors to an object without assigning them

texts: I want my object to be able to have multiple color choices to choose from, but I don't want to make it multicolored by assigning the colors to different faces. Like, say I made a ring, and I wanted people to be able to choose what color they want it to be. How do I do that?


texts:
I attempted to overlay a person's face with a mask I set up my composite nodes, but it just will not render it at all
If you could help me out that would be so appreciated


texts:
I'm trying to get an accurate RGB 255, 0, 0 color.

Render engine: Cycles

Here's my attempt, what am I doing wrong?

I've tried using different color management settings, but still pixels jump from 255 0 0 to 255 1 1.


texts:
I am fairly new to blender but I keep running into the same problem when using cycles. The noise is unbearable and I can't seem to find the reason. I followed every advice I could find through google and it all seems to make it worse. If you are interested I have a completed render that I tried to create.

If anyone can help me I would be extremely grateful.

UPDATE:
I would like to start by saying thank you for the links and the advice. I have been spending my time just messing around with blender settings and got the noise to clear using a combination of denoising and turning off refractive caustics. I'm not sure how the disabling of refractive caustics helped, but oh well. I have been able to drastically improve the quality of the image, but I would say that it still looks poor quality, but I think I'll look for other questions regarding this issue first. Here is what the finished product looks:


texts: Is it possible to display the thickness of hair particles in solid view mode, for ease of work, or do I have to regularly switch to the rendered view to check? Thanks.


texts: How to the set orientation for spin tool

texts:
I'm modelling an m26 grenade, specifically the top part (pic 1).  Ive used the spin tool to extrude and move down the top part of the clip (pic 2) . I want to do the same to the bottom face (pic 3) by using the spin tool and match the way the curve moves inward, however I cant seem to replicate the top spin and am struggling to find the correct orientation for it without causing weird spins to occur... any help?

I've created the curve going down (A) but want to do the same for the other side (B) on a different angle


texts:
I've spent hours searching the internet trying to solve this problem.

I have a green ball in my scene which is emitting particles. Ball is visible everywhere but the render, I have render icon in outliner turned on, duplication in object settings set to None, I've tried changing materials and moving it between layers but nothing works.


texts: Why does my mesh have lots of square on it?

texts: I made a render animation but the mesh seems to be too bright and it seems too square if you understand. Well, I'll add a screenshot, and I want to know what can I do to make it look better.


texts: Blender fail to close if a process is forked from it!

texts:
Hello I am writing an addon to ease the addon development with Emacs(and other editors... when it works well) and Blender. The goal isto make Blender reload  the addon on saving.

I use ipv4, TCP sockets for IPC. I had to fork a process from blender for the socket communication, because I could not close the socket any other way, the reason: I do not know a way to make a handler for closing in Blender (however it would be very handy).

With the child process I worked around it, when Blender (parent) terminates, the init process (pid = 1) will "adopt" the child, which can be detected with os.getppid(). It works now, but It has a side effect: Blender can not be closed from the GUI, but with SIGTERM. It is funny becuse blender is the most badass software when it comes to closing :) .

My questions:
1. Why is this hapenning?
2. Are there any more suitable ways for IPC or socket closing?

I use 2.76b offical build on Gentoo Linux(kernel version 3.18.12)

I am not an expert programmer so maybe I miss something important


texts: Anyone know where the other tabs have gone in Blender 2.8?


texts:
I'm running this fluid simulation at a small scale (real-world scale) and I find that the water particles clump together into balls?

I can't seem to find the setting to make it more like a constant flow and would love a hint on what to tweak to achieve the goal?

The image below shows the unwanted status quo.


texts: sorry, very new to blender,pls excuse the beginner question. Is there a way to set default clipping and dimensions in user preferences instead of in properties menu and side menu? is there a file I can edit? everytime I restart blender I need to reset the dimensions and adjust the clipping. would be good to set to a common used preference then adjust from the menus when needed. thank you for your help.


texts: Animation Nodes: How to cut copy and paste functions

texts:
For example I want a function who is
cossinus from less infinite to zero (time info)
then square root frome zero to 100
then end here.
How could I combine this ?
More explanations:
I got a funtion cossinus who use time frame for x. I want to cut it for the x value from less infinite to 0.
Then I have an other function who is square root and have frame time for x. I want to cut it for the x values from 0 to 100. Then I want to paste both cut to make one function.


texts:
linked a character
down scaled the character
Proxified the rig
The calculated motion path of the foot (or any other bone) appears to be down scaled

is there any way to fix this ?


texts: Can I record unrendered scene/animation?

texts: I like how 3D View exposes me the auxiliary objects, like cameras, selected object coordinate system and TrackTo line. But all auxiliary objects are removed in the rendered view, that is stored to output device by animation. Can I render the animation in Solid view instead of Render, for instance?


texts: 3D Manipulator only selects a handful of times

texts:
I have tried this fix and it did fix my problem.

I have noticed one thing as I've been trying to get the 3D manipulator to work. It is that everything has the manipulator at the a place other then the center of the object. I don't know if that is what is causing the issue but it did seem strange and worth mentioning.

Another strange this is that when I am able to select an arrow it moves in the wrong direction. In the picture included I am trying to brag the x axis and when finally grabbed it moves in the 7 axis.

 is my screen shot I think everything needed is in the picture. Let me know if you need more information.


texts: Where should my add-on save its presets .txt file?

texts: I created a script that saves all my Property Groups in some callable text files, it works fine, for now the path is path = os.path.join(os.path.dirname(__ file__), "Preset"), I can read and overwrite on ".txt" files the data correctly. I now have the permissions on Win10 to access this folder and write. But I don't know very well if it's a correct practice when creating an add-on others will use, especially on other operating systems Mac and Linux. Does anyone know how to handle it correctly? Where should my add-on store this file?


texts: Changing moment of inertia in rigid body simulation

texts:
I'm trying to use the Rigid Body engine to simulating a rotating body. I want to change the shape of the object, e.g. shortening the length of a rotating stick, and see the change in angular velocity.
I initiate a simulation with a rotation using the Animation check box and keyframes. When the simulation runs I use shapekeys to shorten the box, but this results in no change in the angular velocity. Is there a way to make this work for instance by linking objects together and moving them relatively to each other to change the overall shape?

Ultimately I want to be able to simulate (crude approximations to) things like ice skaters' pirouettes and somersaults of gymnasts.


texts: Blend mode to achieve "Glow" effect with texture painting from Image Editor (No Compositor)

texts:
I frequently have to create the below Glow effect on objects .Setting up separate render layers with an emission node is  overkill for such a simple effect.
In painting applications like photoshop this is simply applying a blend filter like Colordodge ,Screen or Multiply to the brush .But on trying these same blend modes on Blender texture paint brushes,the glow effect is  not achieved. Is there a proper setup to achieve this effect in Blender?


texts: How do you make a surface with no imperfections look good?

texts:
I'm trying to model/render this dalek is realistic is I can, but I can't really see any imperfections in the grey surface. Is there anything I can do to make it not look too flat? For context, the surface is moulded fibreglass painted grey.
I'm also using cycles.


texts: I don't know how I locked "view offset", but how do I unlock it?

texts:
When I attempted to navigate within the 3D viewport by using the CTRL-numpad options, it didn't seem to work, and I noticed a message in the communication part of the main header that gave the usual warning sign (an exclamation point within a red edged yellow triangle), followed by the text "View offset is locked". The warning appeared and closed so quickly I was not able to obtain a screenshot.

I don't know what I did to cause this, and cannot find any information in the manual or other Blender documentation about this warning message. How do I unlock the "viewport offset"?


texts: Following a osl in cycles tutorial And the option of what shading system to use is missing and also I cannot activate the scripting node when I am in node editing mode. I am using blender 2.67b, And I have tried to use the search option (as shown in attached image). If any body knows what is/or what i am doing wrong could they please inform me. Cheers


texts: Shapes disappear when selecting keyframe

texts:
Absolute beginner here. I am trying make a simple 2D animation, and have run into a strange problem. I have drawn the shapes, and inserted the starting keyframe. Then, on the timeline, I move the time marker to another frame (100), and on the screen move the shapes to the place I want to have them at frame 100.
I go to the timeline and insert a keyframe. Everything looks fine.

Then I select the keyframe that was just created, and all shapes disappear. I have not seen this happen in any of the tutorials that I have watched / read. If I play the animation then it looks great until frame 99, and then the shapes disappear and don't come back. Am I doing something wrong? Is this a bug in Blender?

This Blender 2.82a on MacOs 10.15.4 Catalina, if it makes a difference.

EDIT: Here is a screenshot from just before adding the keyframe:

And one from just after selecting the new keyframe:

A movie of the whole sequence can be found here:

http://renevision.com/ScreenRecording3.mov


texts: How can I make a heat distortion effect, like you might see around the exhaust of a jet engine?


texts: How can I automatically merge duplicated textures with his users, and materials using that textures?

texts: I got a model that has lot of duplicated textures and duplicated materials and I want to know how can I merge all duplicated textures and materials in a automatic way.(I mean by not selecting each texture by hand)


texts: How to snap to a face with axis constraints?

texts:
I'm trying to work out a problem that's best described visually: the problem.
I'm trying to snap a vertex to where its y-axis contraint intersects the face of another object, which apparently doesn't work the way you think it would. Instead of snapping to that one possible point, the vertex just goes as far as the y-coordinate that the mouse points to on the face, while the vertex is still on the axis constraint.
Is there an official way to do this? If not, what is a good workaround or plugin to achieve this? I don't want to eyeball it, I want to do it precisely.
If not, is there a place where I can request this feature to the Blender developers? It seems people have been asking this question on different websites since 2013, yet it seems the developers haven't been informed about this at all. There never really was a helpful answer, and I was hoping that there'd be an update of sorts by now (with the coming of Blender 2.83), hence me asking this again.


texts: How come I can see the outline of objects through other objects when I turn on freestyle?

texts: I turned on freestyle and can see the outline of meshes behind my main mesh. Why is this? I think I figured it out, the object was a plane. Is there anyway to get around this without redoing the object?


texts: Is it possible to create your own editor type with python? I know that I can edit the sources of existing ones like the INFO header. But I want to create a complete new one where I can place my operators.


texts: Example for creating and rotating of a mathematical function in a script

texts:
I want to make a body by rotating of this function in a script:
Function
X equation
(ln( ((v*pi)/1)-(pi/2) ) *(1/pi)+3)*sin(u)
Y equation
(ln( ((v*pi)/1)-(pi/2) )*(1/pi)+3)*cos(u)
Z equation
v
Are there any examples how I can do this?


texts: Blender 2.8 - render image creates only an outline of the image

texts: In 2.8, I have a complete scene in blender that I would like to render as a 2D image (and save as a .png file).  I view the scene from the camera and the attempt to render.  When I click Render->Render Image, I don't get what appears in viewport, instead I get just a faint silhouette outline of what appears in viewport.  Render settings are all default.  What am I doing wrong?


texts:
I'm trying to add textures to an object through the materials/textures panels, but no matter what I do, it won't work.

Render viewport mode just gives me black. Texture and material viewport modes give the color of the material but not the texture. Cycles render, blender game, blender render, all useless.

Maximum Draw Type is already set to "textured" and nodes don't work. I've been searching for an answer for hours and nothing's worked.

EDIT: There is no option to add an "image texture" anywhere in the materials tab. Not that it matters, because even the pre-loaded textures don't appear.

Here is the file:

EDIT EDIT: I also do not get an option to "unwrap" and even before that, I get nothing but a black texture.

EDIT EDIT EDIT: I get the brick texture on the body but not the hair. Using an image also gets just plain gray, not the image as a texture. And when I switch to Blender Render it turns bright orange.


texts: Is it possible to control where texture is applied with weight paint or similar

texts:
I am using a two noise textures to create different sized cracks in a iPhone display.
I was wondering, if it is possible to control the location and the density of the smaller cracks.
Usually the cracks on a phone display are not evenly distributed and there is an area of impact with lots of small cracks.
I was wondering, if it is possible to control the location and the density of the smaller cracks?
I thought of weight paint since I used it before, to control particel symstems.


texts: Seamless animation loop of procedural textures

texts:
I have a Voronoi Texture node and I want to animate a seamless loop of it moving around the mesh (last frame connect seamless with the first frame).

I set a keyframe in the Location parameter of a Mapping Node at frame 1. Then I change and keyframe Z to 1 at frame 30. But the result isn't seamless.

How can I make this texture move so the end connects with the start?


texts: How to change initial angle of rigid body Hinge Constraint?

texts:
My scene is a toggle of sorts that a ball falls on. A rigid body hinge constraint allows the toggle to pivot and a limit within the constraint keeps it within about 25 degrees to either side.

I want the hinge/toggle to start to one side at the beginning of the simulation, but rotating it in object mode also affects the limits. How can I offset the initial rotation?
(Blender 2.80)


texts:
I have been struggling all day with trying to figure out why the collision is not working on the right breast when the right arm or hand touch it.

I threw together a real quick animation and as you'll see, the left breast reacts while the right one does not.

What i didn't animate was when the left hand interacts with the right breast, it reacts correctly, and when the right hand interacts with the left breast, it reacts correctly.

I cannot, for the life of me, figure out what is causing the right arm and right breast to have no reaction.

here is the rendered out animation:
https://www.youtube.com/watch?v=7oiXVblYNU0&feature=youtu.be

and here's the whole file in a zip so y'all can fiddle with it. It's probably something obvious that I'm just not seeing.
http://www.mediafire.com/download/nic33h5jpbn9hq0/Unfinished%2C+need+help.rar


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