texts:
I'm new to materials in blender. I've seen in many tutorials making Glossy materials like car paint shader. Most of them uses many mix shaders and glossy shaders combined. I just want to know how it is helping to make shader surface? How does it work? Is it adding additional reflections on the shader? I don't understand actually.

Please see the reference pic for example. Can anyone explain it? It will be really helpful if there are some good references for getting a good understanding of materials in blender.


texts:
How do I get my screencast keys to stay by my world axes when I open & close my Tools panel? I don't want them to stay out in the middle of the screen when I close my Tools if I'm doing a screencast.

Here's another scenario I want to avoid: having the screencast keys beneath the Tools panel:


texts:
I was following this tutorial on creating a watch and noticed that when I rendered the watch, some pieces were messed up.

I'm new to 3D modeling and I've just learned Blender,
I can't explain it well, so here's a picture:

Other examples:

I don't know if it's a problem with my World texture, the object, or the object's texture/material, so I can't even guess how to fix it. What causes this? Is it possible to fix it?


texts: How can I keep quads flat when fitting a mesh to a curve?

texts:
I'm making a race track using a bezier curve and a simple mesh with an array and curve modifier to fit the curves. This is for a racing game in Unity.

When moving the model from Blender to Unity, I noticed the faces of the track get triangulated, and that the tris also fit the curve. The result of this is that the quads are no longer flat where the track tilts left or right; instead there are  now 2 tris at slightly different angles causing a very bumpy and uncomfortable ride for the car that's driving on them.

In the top screenshot is what the quads look like in Blender. As you can see, they are perfectly flat and the shading changes with each quad. The bottom screenshot is after applying all modifiers and then triangulating the faces. Here you can see that the areas that were quads are no longer flat. The way the shading changes from one tri to the next shows the "bumpiness" I'm talking about.

Is there a way to apply these curves to my mesh without messing up the quads? I understand triangulation is necessary but I don't understand why each quad ends up with 2 tris that each have different normals than the original quad.


texts: I'm learning how to use blender and sometimes I use wrong tools accidentally. I just realize that one of my wall has bold edges as you can see below. I don't know how I did that. What does that mean and how can I fix that?


texts: Why doesnt my mesh follow my bones the way i want? (Video)

texts:
I am new to Blender and in the video below you will see a simple water creature mesh with an armature connected to it. The bones of the armature are placed inside the arms and body of the creature.

The body bone seems to deform the mesh ok, but when i move any of the arm bones the whole mesh is affected in a way thats not optimal i think... The end goal is to have each arm bone only move the mesh arm its placed inside of.

Is there any solution to this?

https://youtu.be/MSDIy4V8DFM


texts: How to keep a transformation after "set parent" if "clear and keep trasformation" doesn't work?

texts:
I'm using Blender for architecture modeling and I'm having a problem with the clear parent command.
I made a fence repeating a mesh on a bezier curve with the "make parent" and follow the father.
Now I want to work on this fence in edit mode but I can't really do it, I can just change the initial object and it changes all the elements along the perimeter.
I tried the command "clear and keep transformation" but it doesn't work as I expected.

There is a way to turn my fence a mesh more editable?

I took 2 screenshots

before clear parent and keep transformation

after clear and keep transformation the elements are gone.


texts: How to duplicate object along extracted curve?

texts: I have a curve that I extracted from my main object - a boulder. Now I want a "step" object to duplicate along that curve, but I get some weird, unexpected, undesired results using Array+Curve mods. I have applied transforms to both objects.


texts:
I'm trying to find a clear, safe, simple explanation to the ring and loop madness. I select an edge:

Then I run this script:

import bpy
import bmesh

# Walk rings from currently selected edges.
# Run this in edit mode!

def find_edge_loops(loop,max_loops=1000):
    i=0
    first_loop=loop
    while i<max_loops:
        # Jump to adjacent face and walk two edges forward
        loop = loop.link_loop_next.link_loop_radial_next.link_loop_next
        loop.edge.select = True
        i += 1
        # If radial loop links back here, we're boundary, thus done
        if loop == first_loop:
            break

bm = bmesh.from_edit_mesh(bpy.context.object.data)
selected_edges = [ e for e in bm.edges if e.select ]

for edge in selected_edges:
    # Get rings from "forward" loop
    find_edge_loops(edge.link_loops[0])
    # Get rings from "backward" loop
    # rings(edge.link_loops[1])

bm.select_flush_mode()
bpy.context.object.data.update()

(It's equivalent to select edge loops in select menu)
And I get, correctly:

Then, again, I select the starting edge, and I run this other script:

import bpy
import bmesh

# Walk rings from currently selected edges.
# Run this in edit mode!

def find_edge_rings(loop,max_loops=1000):
    i=0
    first_loop=loop
    while i<max_loops:
        # Jump to adjacent face and walk two edges forward
        loop = loop.link_loop_radial_next.link_loop_next.link_loop_next
        loop.edge.select = True
        i += 1
        # If radial loop links back here, we're boundary, thus done
        if loop == first_loop:
            break

bm = bmesh.from_edit_mesh(bpy.context.object.data)
selected_edges = [ e for e in bm.edges if e.select ]

for edge in selected_edges:
    # Get rings from "forward" loop
    find_edge_rings(edge.link_loops[0])
    # Get rings from "backward" loop
    # rings(edge.link_loops[1])

bm.select_flush_mode()
bpy.context.object.data.update()

(It's equivalent to select edge rings in select menu) and I get:

I summarized those scripts from sources here and there, and I see they work. But, for the life of me, I can't understand the precise relation which stems from:

loop.link_loop_next.link_loop_radial_next.link_loop_next (change loop)
loop.link_loop_radial_next.link_loop_next.link_loop_next (change ring)

Can someone clarify the way loops and rings are traversed, possibly with a picture? The api is obscure, I didn't find any official code examples, and I'd like to have a much clearer idea of what's suggested in the vague bmesh design documents


texts: VSE: Can you make a script to code in more filters? (add/multiply/subtract)

texts:
So specifically in blender you have 3 settings really: add/subtract/multiply. Image editors such as gimp give you these and a total of 21 setting.

Are these settings in blender just a mashup of modifier settings applied across 2 strips? Or is there some kind of generic coding that all programs share for these settings? Add/subtract/multiply are found across all programs really for example.
I was just curious if the other filters from gimp could be put into blender via a script.

Kinda open ended given I don't know how to script for blender, but just curious if any insights. If each filter has a generically shared code then I'm guessing you could just make a new filter name for blender and plop in these codes for each?


texts: How do I export a simple Blender 3D model, without armature, to Three js?

texts:
I have googled it and have found a little or close to no info.The existing info is for old versions of blender and three js.
I have tried this method https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender, but I am not seeing "Import-Export: Three.js Format" in the Addons in blender.
I have Blender 2.72, and three.js (r70).
UPDATE:
I have been able to export my simple cube model into .JSON file type.
Now how should I upload and use it in three.js?


texts: How can I separate part of an UV island without distorting anything else?

texts: I made a model, unwraped it and textured it, but then I noticed, that small part of which I thought it wouldn't be too exposed and therefore I didn't texture it too well (it was a nostril and I made it together with the inside of the beak, which I left just some darker red) and then I noticed, that it's clearly visible. I don't want to make it a second material or to make the whole texture again. It's just four quads, could I somehow separate them from the rest of the island and make it one small island of it's own?


texts: Is it possible to change reflection direction?

texts:
Completely new Blender user here. I'm part of a work training program and am just beginning to learn how to use Blender. As a personal goal I am trying to cobble together a Companion Cube from Portal and managed to make the core of the thing (I don't know how to be honest, just messing around with buttons) and I added a reflective floor underneath it for a neat look:

My question is if it's possible to change the direction of the reflection so that only the centermost corners are aligned while the left and right, from camera perspective, are not. Here's a crappy MSPaint mockup to illustrate:

Thank you in advance to anyone who takes the time to help, much appreciated from a complete newbie.

Edit: HenrikD's suggestion is step in the right direction, thanks a lot!


texts: GPu Usage on RTX 2080 TI 20% CPU 10% during Render Optix

texts:
I'm really new to Blender.
I have a workstation with a Intel i9 9900X and a RTX 2080 Ti and 64 GB of RAM.

I'm rendering a animation in Cycles(Optix - Denoising AI). The strange thing is that the usage of CPU is at 14 % and GPU is at 7-20%. Is there something wrong with my settings or is it the animation?


texts: When to use `getExecutionCode` and when `execute`?

texts:
Reading the documentation and the source I couldn't understand when to use what so far.
When do you use the method getExecutionCode and when execute?


texts: Can't find a way to import VDB files from Embergen to Blender for Octane

texts:
I've exported a fire sim as VDB files from Embergen, and want to import them into Blender to be rendered with Octane.
Following a tutorial, the guy said to go Object Data > Octane Properties > Volume > Use object for OctaneVDB, but I don't have a Volume tab in there. I've also tried following other tutorials but they use Cycles so of course does not work.
Where am I going wrong?


texts: How do I make a control object animate where I want in a scene?

texts:
I'm making an audio visualizer and using a cast modifier to animate an object. I have another object set as the control object. The control object is set to "Bake Sound to F-Curves".

I want to center the control object on the grid. My problem is that after moving the control object to where I want on the grid and pressing play animation, the control object moves back to where it was originally. How do I make the control object animate where I want it to?


texts: Why does my Ambient Occlusion bake and Exported UV Layout have color from my materials?

texts: I have created an object and I have assigned a bunch of materials, each with different diffuse colors (for use in dDo) to different parts of the model. What I can't figure out is why when I bake my Ambient Occlusion map I am getting color information in my AO Map. Clear is the only item that I have checked in the Bake Settings. I am also getting the same behavior when I export my UV layout. I don't think I have ever seen this before and I am totally stumped. I don't have any vertex colors on the model. I have no textures in the scene either as I removed them by holding down Shift and unlinking the datablock for my texture bakes. I have cleared all those out and restarted Blender. All I have is my model and a whole bunch of materials with different diffuse colors, that I have assigned to different parts of the mesh. What would be causing such a thing to happen?


texts:
I downloaded rigacar addon but when I try to install the add-on in preferences it simply gives me a blue message with the location details of my computer.
I cannot find anything when I look for it in add-on section under preferences.


texts: light bleed on objects in eevee render engine on Blender 2.81a

texts: in 2.80 there is an exponent and bleed bias slider on the shadow option on lights to get around the light bleed, but in 2.81a there isn't/missing and I'm having trouble on how to avoid/fix lights bleeding into the interior of objects, any ideas?


texts: How to reduce face/poly count for characters while keeping quads?

texts:
I really hope this is possible, I've made some characters for a game but the face/poly count is way too high as in like 10 times too high, I have tried using the decimate tool to fix it but one it still leaves quite a lot of faces even if I put it to 0.1, two it makes it triangles instead of quads and it also makes it look very bad.

Is there any way to reduce the amount of faces my characters have by a huge amount without using the decimate tool?


texts: Can't change opacity of scene strip in Video Sequence Editor

texts:
In the VSE, I have a scene strip, but I cannot change the opacity.  It just snaps back to the last value it was keyframed at as soon as I alter it.

(Blender 2.69)


texts: How can I take these two meshes and properly mold them together proportionately like the reciever of a gun?

texts: So I want to make that rectangle mesh, which is inside of the cylinder to smoothly transition almost like the cylinder mesh is just a smooth bump over the rectangle, I'm probably going at the entire wrong way as I've only just started using blender for about a week but this one has got me stumped I've tried subsurface as I have seen that used to make the transition between a hole and a flat object smooth out but that hasn't worked, would appreciate any recommendations on how to do this.


texts:
I want to create a mesh that looks like this sheep:

How could I go about achieving a look like this(I'm talking specifically about the puffy body of the sheep)? I tried using multiple spheres together and using a single sphere and sculpting it with the blob brush, but neither really got the look I wanted. I want it to look cartoon like in the picture, so I don't need realistic fur or anything like that. Any tips?

My blob brush monstrosity:


texts:
I'm trying to make a transparent cube or glass cube with fire in the middle of it so you can see it in the cube.  I've tried different ways to make the cube transparent but I don't see the flames but in the render, the emitter is visible but no flames.

Does someone knows what to do? :)

Thank you for your comments! I've tried to make it with a glass shader and both transparent and translucent shaders.  In the render, i can see the emitter and the glass cube as I like it. But I don't see any flames in the cube. They just don't show  up. I dont have any pictures now.


texts: Scripting setup to save all Cycle render passes to a single EXR image

texts: The answer here Save all render passes to a single EXR image to setup a node diagram to save all cycle render passes to a single EXR file is very useful. I am wondering if there is a programmable way to do the same with Python script?


texts: How to change the inherited F-curve independently from the original one ?

texts:
what I did:

I created a hammer, inserted two keyframes to rotate it a bit, set the curve to linear and extrapolated it linearly. Than I duplicated the hammer, the result was two hammers that spins synchronous.

What I want to achieve:

I would like the second hammer to spin with only half the speed or I would like to create a few hammers and each one spins some degrees ahead of the other. But I only have one curve in the graph editor for both.


texts: I am making  drone animation which includes the drone spraying pesticide on plants so how do i make the spray effect as in spraying a fluid on the plants. Thank You


texts:
Is there TRACK MATTE KEY effect for Blender Video Sequence Editor? I use this effect for Videos in Adobe Premiere Pro for Overlay Transitions of .MOV files. Not knowing how to do in Blender, I used Blend modes for these effects, but they don't work exactly as desired like with Track Matte Key effect.
Thank you,
Bhat


texts:
Just started using blender 2.81, I didn't see this issue with 2.80. I do weight painting on one vertex group, and it somehow ends up affecting another vertex group.
When I change weights of one bone, it changes another bone's weights. For example for low poly hair, I have bones with weights on, and after doing all the hair bone weights, it completely messes up the main head bone's weights on the hair mesh. What gives? Why is one bone's weight changing another bone's weight?


texts: Modeling a terrain accurately from a contour map

texts:
I'm modeling a specific hill. I have a topographical map of the hill and wish to plot the 1 meter height contour lines accurately. What's the best way to do this?

I cannot find a tutorial like this on Blender, but found one for 3ds Max: https://www.youtube.com/watch?v=EVuY3dBYQfk (from 1:55).

The image below shows a model I made in sketchup; I created a plane, drew in the squiggly lines with its freehand line tool, then extrude.


texts:
I am new here and i hope i am not making anything wrong.
So, my problem is : I want to render my animation, i have 5+ computers to do that and the scene has 2730 frames.
Its possible for example : on computer 1, render from frame 1 to 500; on computer 2 from frame 500 to 1000;on computer 3 from frame 1000 to 1500 and so on ?
If yes, how can i attach each rendered animation to the other ?


texts: UV 2d cursor and vertex coordinates from python script in Edit_Mode

texts:
I want to access to this data:

I tried:

Exporting UV coordinates

http://blenderartists.org/forum/showthread.php?254004-Accessing-UV-data-in-Python-script

http://blenderartists.org/forum/showthread.php?334400-I-want-to-select-a-vertex-on-UV-layer

but all that return the 3dview vertices coordinates....

some ideas?

thanks


texts:
I have already generated a model in Solidworks. I want to generate and export mesh of the model i.e., edges, vertex, faces etc. I can import my model into blender but I do not know how to generate mesh and extract edges, vertices and faces data. I want to read mesh data (edges, vertices and faces) in matlab.
Please anyone helps me, it will be appreciated.

Thanks
Adil


texts:
I'm trying to bevel a very simple model but its giving me strange results. I originally had beveled this edge fine before, but then I wanted to change its size so I deleted all the front vertices, then re-extruded the shape.

I've read some other posts about this issue and it seems like the general consensus is poor topology, but this shape has no duplicate vertices, and its in general very simple. Another suggestion people seem to mention is overlapping vertices, but again that is not the case here as I've merged all duplicates.

I could just recreate this part easily and it would probably work, but I'd really like to know whats causing this as its happening on other parts in my model as well. I guessing it has something to do with normals or scale but I'm not sure what to do about that.

Here is a blend file incase you want to open it:
https://drive.google.com/file/d/1JXQwqjJDnxlDsPIBmOwQaLsYQFIjePXp/view?usp=sharing


texts: How can I control the size (Diameter) of a ring that is made with the simple transform / Bend?

texts:
I start with a 1 x 1 x 1 cube set at -9.5 Y units from the origin. I use an empty at the origin as my Center of Deformation. I use the simple deform modifier / Bend with 360 deg as the deform parameter.
The resulting radius of the ring is about 10.159 and the diameter of the ring is about 20.318.
Yes, I can scale the ring in X and Y back to the desired Diameter=20, and recenter the ring at the origin. But this introduces a slight error in the inside diameter of the ring that is a challenge to correct.

Is there any way to predict what this dimensional difference is before I begin and adjust for it in either the mesh center, cube size, Center of Deformation, or anything else that is predictable?

The Bend Deform is simple, but the outcome is imprecise. Is there a more precise way to construct the ring?


texts:
I want to add a button to the “TOPBAR_MT_render” menu (basically the menu in the top bar were you click to render.) The button should look like the Lock Interface one, so it should have a checkbox.

Would be nice if you could help me with this.


texts: Some Particle Systems glitching for unknown reason only in render

texts:
I recently created an animation with 4 particle systems and some force fields. It starts out correctly, but at ~frame 60 one of the particle systems starts glitching like this:
Frame 65

Frame 66

Frame 67

Later this happened to the blue and white particle systems as well. I have attached the full 630 frame animation and the blend file. Sorry that it is in the video sequencer screen.
Video
Blend File
All 630 Frames


texts: How i can set animation of engine cylinders?

texts:
I mean several cylinders rise and fall. And the one that first moves up, he also moves down.

I made it with constraint "transformation" and one empty, but it only works when moving up, when it is time to going down they do it in reverse order.

Can somebody explain how to fix that with constraints ?

Sorry for my bad English language skills.


texts: Where can I find the custom bone in version 2.8?

texts:
When I import a character created in version 2.79 of Blender to version 2.8, I do not see a custom bone. I am currently using version 2.80.31 of Blender.

Some characters seem to have a custom bone, but there are more characters that do not.

Do I have to wait for the official 2.8 version?

Or is there another solution? I tried Google but I could not find the right answer for me.


texts: I somehow suddenly landed in a total different environment on blender, most of my menus are gone, I just want to go back to the normal default view with all menus. I saved the file and opened it again, but the same problem appears. I really hope someone can help...


texts:
I'm trying to make the Payload Adapter Fairing of a Falcon Heavy rocket, which has a foil texture. I like what I have so far, but I think it could definitely use some work.

This is my node setup for the material, using an image of foil I found online.

This is the result I got; it looks a little better with good lighting, but the bump is still visible.

Here is the reference.


texts: Through watching a tutorial on how to calibrate blender's 3d camera to a 2d picture, I learned that we could use the Blam addon.  The tutorial said to get into "movie clip editor", import the 2d image, add a new grease pencil layer, then draw out lines to represent perspective lines...  I'm not able to find the grease pencil tool and new layer in movie clip editor.  Please see screen shot.How do I access grease pencil in movie clip editor?  Good tutorial links on calibrating 3d camera to 2d pictures are welcome, too.  Thanks!


texts: Why do you have to not be in edt mode to delete materials or shape keys?

texts:
In edit mode, you can't delete materials or shape keys. If you switch to object mode, it works fine. Why? Is there a specific reason that these can't be deleted in edit mode?

I'm using Blender 2.8.


texts: How can I select edge loops with Magic Mouse on a Mac?

texts:
I’m on an iMac with a Magic Mouse (no scroll wheel or RMB). I use RMB selection, via ⌘ command LMB. I have enabled Emulate 3 Button Mouse.

I'm trying to figure out how to select edge loops. The usual method is Alt LMB, so for me that would be Alt ⌘ Command LMB, but that does nothing.

I tried adding this preference (and tried all the mouse action types: Any, Press, etc.), but still nothing.

How can I select edge loops with Alt ⌘ Command LMB?


texts: Duplicating light along path in blender 2.8

texts:
I've been following 'Create an Underground Subway Scene in Blender' from BlenderGuru in youtube.

When he started to duplicate the lights along the path using Duplicate menu in object tab he used an option called 'Frames' which, as I understand, duplicates based on frames generated by Follow Path option.

I was following the video using blender 2.80 beta and there is no 'Frames' option, nor 'Duplication' tab. I guess they changed Duplication to Instancing but Frames option is still missing. I tried to look for a solution to instance lights using 2.8 but most answers are made for older versions of blender thus I wasn't able to get past this problem.

What I tried so far:

Instancing with 'Verts' option. This did not work (I am guessing it is because light has no vertices)
Instancing with 'Faces' options. Failed, probably same issue as above.
Using 'Follow Path' constraint instead of Ctrl + P > Follow Path. Did not work either.
Using 'Motion Paths', even though i have no clue what it actually does, failed.

Any help is appreciated!


texts: Confused with chained Python script when creating data block

texts:
I recently dived into Python Blender scripting, while reading the Blender API some Python script got me stuck, I couldn't understand it, I can make it work though, here is the code from Blender API,
# Create new object with our light datablock.
light_object = bpy.data.objects.new(name="New Light", object_data=light_data)

The line bpy.data.objects.new(), Why 'data' can be chained after bpy? I'm sure 'bpy' is the module name, is '.data' and '.object' a method returning 'self' or is it a class name?
The menu said the 'bpy.data' is type of 'bpy.types.BlendData', I can not wrap my head around for this Python syntax, can you shed some light on what type of each section of the code really is so I can use the right term to search the syntax


texts:
in this my project I see for first time input fields in the left of the timeline; I don't know how I did it..
in other projects I don't know how to show/hide these very useful fields!!


texts:
So I'm doing this very basic animation here, but I'm facing a problem.
I have these numbers that I placed onto my project, but even though they appear on my screen (and on my live rendered viewport), they are not rendered at the final project. I'm using the default blender renderer, don't know if that is a problem.

How my screen is right now

How my render looks


texts:
First of all, I'm new to the forum so please forgive me any mistakes (also in my english).

Setup: I'm currently rendering a Smoke simulation in Cycles, for which I've also setup a ground and wall plane as a collision object, and more importantly, a shadow catcher.

The smoke domain material is the default setup created by the "Quick Smoke" effect.

The issue: When rendering the image, theres a grayish Box at the intersecting point between the ground plane and the smoke domain (which is set to adaptive, the box lines up with the edge of the adaptive domain).

(low sample demo render, also background color is set to white for clearer visibility of the gray box)

What I've tried so far:

moving the ground plane
changing the light in the scene
checking AO
Disabling "Shadow" Ray Visibility in the Cycles Settings of both the domain and the ground plane

It looks like I'm not the first one to experience this problem, but I've not discovered an answer that worked for me yet.

Any help is highly appreciated.

Cheers


texts: howto create glass test tubes with semi-transparent fluid content

texts:
I want to create some glass test tubes with semi transparent fluid content of some different colors. I'd like to see through test tubes on ones behind. There should be no scene background (transparent) and glass should be semi-transparent. Output is RGBA PNG

I know I have to set Transparent checkbox in Render -> Film.
I found this for glass:
how to render semi-transparent objects with transparent background as a png with cycles

I don't know how to make fluid content to be as realistic as possible.

It should be in cycles.

Is there any solution for light not only as world surface to have effect on objects?


texts: Section of my object is darker than the rest

texts:
here's an image of my issue:

I'm attempting to create a model, and I'm using vertex paint in order to colour certain faces. However no matter how I paint it one section of the model will appear much darker than the rest. I've tried changing the material, and setting the vertex paint of the entire object to white, however, nothing seems to negate the issue.
the darker section of the model is not connected to the rest of the model. The normals are correct throughout the object


texts: game engine hides cursor (windows 8.1/parallels) Also a OS X 10.12.5 issue.

texts:
Just installed blender 2.78 on windows 8.1 under parallels. When I start the game engine, the cursor disappears when it enters the blender window. Crtl-alt to release the cursor doesn't help. changing the settings to optimize or not for games doesn't help.

Different problem on blender install directly on the mac (10.12.5). Here, when I start the game engine the blender window just flickers rapidly and becomes entirely unusable.

In both cases everything is fine until the game engine starts.

Any guesses?


texts: Why isn't merge by distance allowing me to merge doubled vertices from different meshes?

texts:
Starting with a pyramid on top of a cube, selected all, and click merge by distance with an appropriately small distance with the intention of merging the points at the base of the pyramid and top of the cube:

As you can see, 13 verts selected and zero merged.
Now if I increase the merge distance to the point where it may merge multiple points on the same mesh, I get this:

So merge by distance IS working, it just doesn't want to be the tool that combines meshes. Why?


texts: Instantiating different number of objects per spline

texts:
I have a spline object that is made up of 3 splines and I want to instantiate an object using the "Evaluate Spline" node along each spline in the list, but I need to feed in the number of instances per spline in the splines list via an integer list. I'm kinda stumped cuz if I had the same number for the splines and the instances per spline, I would have been able to solve this within a single loop, but here I need n number of instances for the first spline, and n number of instances for the second spline and so on. Naturally, I want this system to be adaptive, like if I have 6 splines in a spline object, I will feed in 6 integers to specify the number of instances per spline in the splines list. Hope the explanation was clear enough :-)
Here's a snapshot illustrating what I'm after:
Thank you :)
AJ


texts:
I am new to 3D modelling so I know my hardware is not up to snuff, but I am running a 13 inch Macbook Air with a 1.6 GHz Intel Core i5, and an integrated graphics card with 121.12 GB of space and 8 GB of RAM.

There are 15,460,838 vertices in my scene. The scene worked fine until I saved it and closed Blender.

Now when I try to open the file, it won’t load properly and Blender is having the hardest time trying to show me anything. When anything changed, the words in the interface turn Braille-like, but all I see in the viewport is flat grey, black or the checkered loading screen.

Blender opens other projects just fine.
I’ve tried closing and restarting Blender.
I have tried opening the file after launching the  default (which works fine).
I have tried opening the file from  autosave.

None of this has helped. I hope I’ve given enough information for someone to make sense of my issue.

I could remake what I had in this file and likely make it with fewer vertices, but I would like to understand the problem to avoid it in the future. Any assistance would be appreciated!


texts: Ball Chain to follow path without distortion?

texts:
I am trying to get a ball chain to follow a path without distortion. I learned about "Path Animation" option, but the connecting bar between the balls for the chain still do not follow the path curve properly. I separated the two elements of the chain thinking this would help but it did not. What am I doing wrong?

I am only interested in a static image.


texts: How can I cut an edge at the mathematical middle?

texts:
I have an edge selected and I need to add a new point that is exactly at the middle of that edge.

How can I achieve that?


texts: Why the motion tracking results are jumpy after rendering it by sheep it?

texts: I did a very smooth camera movement and the solving error was too low and the tracking was so stable but after rendering it by sheep it render farm i received a very jumpy camera movement. Is it because of the difference between the graphics cards or processors? And after that I tried to render it only by processes and I received the same results !! Any suggestions ??


texts:
Its pretty uncomfortable to use Ctrl+TAB to switch between vertex/edge/face selections in edit mode. Is there a way to make custom shortcuts for each of them?

Allso Is there shortcut for sculpt mode? And if not can I create one and how.

Thanks!


texts:
I am trying to recreate this  in blender, and do not know where to start. The main difficult part is the top curved object. I tried extruding some sides of a cylinder and then shrinking them down like this  but I couldn't get any further. I am relatively new to blender, so all feedback, tips and tricks would be greatly appreciated!

Thanks, Dan.


texts: Launch failure after Download of 2.80 & 2.79 on windows 10

texts:
Currently have 2.79 on windows 10. Previously also had 2.80 but got rid of it to download a later build. Now WHEN I download it I cannot launch it successfully:

I proceed as normal to open it... ie click on blender.exe to launch it.But at this point it fails saying. " Code execution cannot proceed because the following cannot be found (though I can see them all there)..
avcodec-58.dll, python 37, SDL2, avformat-58.

Though I already have 2.79 working well - I  downloaded it again (to see if the problem was just 2.80 and when I came to launch it got...  code execution cannot proceed because following not found:
python 37.dll, libsndfile-1, open Al32, SDL2.dll

Any suggestions on how I can proceed to rectify this would be greatly appreciated.


texts: When I press "s" to scale it out like in many vids that I see, it just moves it to the side. I press "x" to make sure that im only moving on the x axis but it wont work. Please help me]1


texts: Softening the color of the line gradually

texts:
I want to make grid line like this.

And, I made this one with wireframe.

But, I don't know how to softening the color of line gradually.

The color of the line is thinner toward the back.

What should I do?

Any help would be appreciated.


texts: Cutting centered hole in mirrored object with subsurf

texts:
My problem, as you can see on the image below, is basically that the subsurf interpolation of the centered hole in that mirrored plane does not transform into a circle as intended.

I know that this is completely correct, since it just takes into account the additional vertex on the mirror axis, but is there any clever way to fix or work around this except fiddling around with the vertices manually?


texts:
I use http://www.manuelbastioni.com/ addon to create characters and I don't get materials when I import in Unreal Engine 4.13.
I am beginner user in Blender and Unreal Engine and I searched the solution how can I export to Unreal Engine that all material will imported in Unreal Engine.

I found that I must use UV things and reproduce colors and after save as png file.
But, there is no way to export materials in fbx without change something?

There is no compatible versions? For example blender 2.70 and unreal engine 4.11 or something like that?


texts:
I have this nice soda can:

I want to put a label on it, so I did some research:

  On the press, four (up to six) different ink rollers supply the colors that will coat the individual printer plates. Printer plates contact a rubberized blanket on a rotating wheel, resulting in a complete negative color image on the blanket. Clean cans are fed into the printer and are placed on a steel mandrel. The spinning mandrel then rotates the can body against the rotating blanket, resulting in the transfer of the final graphic image onto the can body. Other coatings are applied after the ink, and then are sent to the UV ovens.
  Next, the vacuum belts stabilize and support the cans in an optimal geometry for UV light exposure. The ovens operate at about 110 F and contains between six and eight 10-inch, 300 watt/inch, microwave energized mercury lamps. The lights focus maximum illumination on the exterior surface of the aluminum cans, as well as the interior to insure all ink is cured properly. Finally, internal coating is finally applied and dried through a gas fire oven.

The technical details (above) don't really seem to make it clear how the paint interacts with the can visually, so here is a comparison:

As you can see, the roughness stays about the same from the painted can to the non painted can, but, the painted can is colored. However, its not just changing the color of the metal because the white color apears to be less reflective than the rest of the colors.

Here is a screenshot of my current node setup. How should I make the can paint material?


texts: Why in Blender 2.7 many vertex group functions are "not yet implemented"?

texts:
how to contact developers?
Anyway, i found a simple solution e.g. for selecting vertices that belongs to a vertexgroup

def selgv (groupname):
"""selgv(groupname) -> Select vertices of active object by groupname given"""
bpy.ops.object.mode_set(mode = 'OBJECT')
obj = bpy.context.active_object
for group in obj.vertex_groups:
    if group.name == groupname:
        for vertex in bpy.data.meshes[obj.name].vertices:
            for g in vertex.groups:
                if g.group == group.index:
                    vertex.select=True
bpy.ops.object.mode_set(mode = 'EDIT')


texts:
I've made a piece of grass.
I'd like to now multiply it over my whole plain (which is a hill) for my game.
Copy and pasting an individual piece of grass would take me forever, I'm hoping there is a better solution for this.
Thank you if you can help.


texts: Cloth simulation appears corrupt in render

texts:
I am having problem with a cycles render.  My cloth simulation for a flag bakes just fine and seems to work.  When I render the image gets fractured (it looks like broken glass instead of cloth).  See attached images.

Someone said to post the blender file.  I can't figure out how to do that.
OK, here is the link to the file:
http://www.pasteall.org/blend/31495

I can't figure out which setting to change in the render settings to get rid of the "z fighting"


texts: How can I increase the performance in Edit Mode (ver 2.79/2.8beta) for my map project?

texts:
I am quite new to Blender and even newer at taking part in forums but there‘s always a first:

I am trying to create quite a detailed map for a videogame. It is supposed to become something like 1.700 km x 900 km big.

My problem:
As I have subdivided my single mesh of a land mass into more vertices (aiming for faces equivalent of less or 1 squaremeter), I encountered the problem that having more than ~99k vertices makes my edit mode laggy and I would still have a long way to go to reach a level of detail that makes it not able to perform or even move around in the viewport without a tremendous amount of coffeebreaks.

My question:
Is there a possibility to increase the performance of my edit mode? In older versions there was supposed to be a checkbox called „VBO“ in the system preferences, but I think I read it was removed for reasons I don‘t know.

Maybe my goal is a little too ambitioned, when I am using my ver
Macbook Pro
2,6GHz intel core i7
16GB Ram
Intel HD Graphics 4000 1536 MB
On OSX El Capitan

If you have some advice for me, I would be glad!


texts: Find all meshes that use a specific material

texts:
Is there a way to find meshes that use a specific material?

I have duplicated material and it appears that some mesh using those duplicated materials even if I don't find any in the Outliner list.

I know some materials are not used because there is a "0" next to the material's names.

Please help!


texts: Why does mesh have dark faces and is destroyed with Subsurf modifier?

texts:
This glitch is really annoying me and I'm not sure how to fix it.
I am making a character with no current textures or materials and I've been trying everything to fix it. I am using blender 2.76. I have provided pictures below. It looks prominent in Rendered and Material shading mode. It looks fine in Solid shading mode. It is also prominent when applying a Subdivision Surface modifier (which I am going to do later on anyway).

Thanks in advance.

This is the rendered view:


texts: What is this anomaly when I'm trying to sculpt and how do I fix it?

texts:
The mesh derived from a cylinder and I've put Mirror, Bevel and Subsurf modifiers on it before sculpting.

EDIT: Ok, so flood filling seemed to have fixed the weird stretching. But the brushes don't work on the top side of the mesh.. I can sculpt the sides just fine. Note: I've scaled the mesh down on the Z axis but I've applied the scaling.
Here's the project(excuse the messiness, I've been experimenting a bit on that project):


texts: On the cube when I split it to form blocks, how do you set the length and width of the split?


texts: How to scale objects along the length of a curve and keep them all facing the same way

texts:
I have created a long capsule shape and I want a large number of arches to be spaced along it. The capsule shape bends along both the y and z axis, but all the arches should be aligned to the x axis with no rotation.
With dupliframes I got them to follow the shape of the capsule, but because it bends, while they are all oriented along the x axis, they weren't as wide as they should be at the far end. It doesn't seem to be a tool where I can add something on to also scale the x axis of the arches further along the curve. With an array modifier set to fit curve they turn  to align with the curve.In that setup I could use an empty to scale the ones further down, but only if the arches can be made to align the right way.

The arches should align with the green highlighted arches. Is there a way to do this? Otherwise I think I'll break the curve into sections and create an arch with the right dimensions for each one, and an array for each. The structure is very large, there will be something like 600 arches, so it makes a difference.


texts: How to bake texture with same brightness as original?

texts:
I try to bake this simple model in cycles render engine.

but the bake result is always much darker than the original.

How can I bake it so that the result will be an exact copy of the original textures?

Render Settings:

World Settings:

I learned it from this video:

https://www.youtube.com/watch?v=Aq2tUT0iyCQ

Result of Turning Indirect and Direct off (only Color is on)

Looks washed out.


texts: Why do only some imported objects show textures in the viewport?

texts: Ok so I'm kind of a noob at blender but I was getting into rendering Characters for people. Sometimes when I import 2 objects in (like a chair and a character) the character doesn't have a texture but the chair has it's texture on, then when I hit "Textured Solid" and it just switches (character has textures, chair doesn't) so I was just asking if someone knew how to fix this.


texts:
I'm watching a lecture.
When a YouTuber added and changed nodes in composing, the image below changed according to that.
How do I get a real-time rendering image?


texts: why the particles not coming on the top of mesh

texts:
With the particle object i tweak all the setting. Why the object particle inside the me mesh.

The position or angle is good only the particles not on the top of the mesh gone inside the mesh. Any way to get it out without disturbing the angle or rotation. Any suggestion or help thanks.


texts: deform mesh along curve while keeping top profile

texts:
I'm trying to create a series of pipes, where two pipes diagonally above eachother split off into a series of parallel pairs. I'd like the top pipe to curve over the bottom one, ending up horizontal next to the other one, leaving as little room as possible between the two pair.
To start, I created two series of branching pipes. In the top view, the pipes are already aligned as I'd like them to be in the end.

Next, I deform the top curve around the bottom one using a bezier curve and a curve modifier.

However, after this curve modifier, the pipes are no longer aligned, leaving a large gap inbetween them. This makes sense, as the path is longer as seen from the top in the parts with displacement in the Z direction.

My question then is if there is any way to correct for the increase in length of this curve, or an alternative way of doing this deformation without creating this gap.


texts: What material is used in the texture viewport shading mode?

texts:
I am very satisfied with the way my object looks in texture mode:

But I am not satisfied with the way my object renders or how it looks in material mode:

I would like my object to render more or less exactly how it looks in the texture viewport, so what sort of material should I use to imitate the default material blender uses for texture mode?


texts: Is it possible to achieve Buffalo Plaid Texture with Checker Node?

texts:
Is it possible to achieve something like this with procedural texture nodes like Checker and/or Brick?

Regards,
Anusha


texts: Nothing is showing up on my compositing panel

texts: I have the nodes turned on and have even added things to the space, anyone have any solutions?


texts: Blender 2.8 Freestyle SVG exporter broken?

texts:
I'm trying to create line drawings from my model (which I have done many, MANY times before), but the new version is not working how I'm used to. Yesterday it was creating the freestyle lines in the render, but exporting blank SVG files. Today, it's gotten worse, and is not rendering any freestyle lines nor outputting any usable SVG files (all blank with a size of 1KB).

I have tried Cycles and Eevee, both with no luck. I've moved my objects to a new Blender file, restarted my computer, reinstalled Blender, all with no luck.

Also, the freestyle calculations are taking much MUCH longer than I'm used to, just to give me nothing in the end. Each time I render it takes 30-45 minutes to output a blank render window and a blank SVG file.

I can't post photos of my objects because of non-disclosure agreements, but if it helps, they are simple flat surfaces in various shapes, with holes for screws and such as well as freestyle edge marks for a few interior lines. I also have a plain cube which does the same: nada.

I've gone through all of the freestyle and SVG export options, and cannot identify a single one that could be causing this. I'm using all the same settings that I used in 2.79, and have also been playing with the settings to see if they change anything but no luck at all with anything.

So what changed? I know its a difficult question to ask when I can't post any images, but are there any newer settings I need to mess with to make this work again? I can't find any other posts with this issue and I need this to work ASAP.

I know this community loves its screenshots, but I hope I've provided enough information for suggestions. Let me know what you guys think is going on here. Thank you for your help!


texts: How to make the highlight of the illuminating object penetrate another object?

texts:
I am making a lantern, but I have some problems.
I placed an Emission object inside the lantern. The lampshade is mixed with Emission using translucent. The highlight of the middle light source cannot be penetrated through the lampshade.

How can I modify the node to let the center light source penetrate the lampshade?
cycles nodes：

i want to achieve that effect.

I have attach my blender file

Thanks!


texts: How to fix my mesh texture is transparent

texts: help me can someone help me here because I am in trouble the textures are not rendering


texts: Bouncing ball deflates when hitting surface

texts: Plane has a collision. The ball has a soft body. Bending of 5. turned goal off. I baked and when I animated I get the image attached, How do I keep the shape of the ball normal with a minor bending bounce? I get the same outcome when I bending to 0


texts: Why isn't my metallic material showing in lookdev mode?

texts:
I'm watching a tutorial, and the author made his sphere metallic in Look Dev mode and it shows. I do the same thing and it turns black no matter what I do, whether I turn on scene world or lights or keep them off (his are off).
Here are pictures of his screen: First, he turns the background all the way down;

Then he makes his ball metallic.
Here is what happens to mine:

Why is his Look Dev mode options different from mine, and why is mine black?


texts: Rotate angled plane in animation keep original angle (script)

texts:
I have a propeller as a 2d plane that is angled forward, I need to automatically animate an animation onto these propellers.

Thing is that at 180 degrees the whole plane get's rotated and makes the animation wobbly.

animatedPropellor.rotation_euler = startRotation
animatedPropellor.keyframe_insert(data_path="rotation_euler", frame=0)

animatedPropellor.rotation_euler = (endRotationX, endRotationY, endRotationZ)
animatedPropellor.keyframe_insert(data_path="rotation_euler", frame=animationFrameEnd)

Is there any way to set the pivot of this object in script in such a way that I can rotate it while keeping it at this angle?


texts: Image texture shows up gray in Evee render

texts:
I tried UV mapping this G-mod clone trooper model by reizer since it didn't import the FBX with a texture on it.
I tried doing a UV map (it's bad), but it seems to render some lines, but the object is still dark gray. The png file used is basically a white helmet.
I don't have any nodes manually done.
How do I make my helmet white?
Also, any suggestions on how to UV map this well?


texts: Problem with a particle System, two strange problems

texts:
I'm makin an animation where I want to show the way
of x-ray radiation through a device. To keep it doable
for me I use multiple sources for "radiation"-particles,
starting at one, flying to the next one, getting destroyed
there, then new ones getting created. I basically created
one radiation particle system and multiplied that for the
other sources so I just had to change the source, the starting
frame and the amount. Now I have encountered two problems:

A) Even though I deactivated any influence on the particles
except for getting killed on certain objects, there is a phase
where the radiation flies through a tube and they get slower
and slower and stop moving as if there was some kind of resistance
or friction. I cannot figure out the reason just why only THIS
specific particle System has this problem. (note: another particle
System exists, similar to this, particles flying through a tube and
there is no drag)

B) I "kinda" fixed my problem by speeding up the particles of THAT
particular System, then I tweaked the starting frames of the latter
parts so it still looks kinda fluid. Now three particle Systems that
were fully funtional before stopped working properly. Instead of the
average of 2 particles per frame it should send out it only sends out
2 particles in the rendered time (about two thirds of the whole time I
planned this animation to have). What reasons could that be?

I'd be happy if someone would know some ideas how to fix this.


texts:
this is a basic question but I can't find any answer. It's driving me (a bit) mad.

When I press F12 the UV/Image-editor becomes my render-editor but how can I change it back to an UV-editor?

:)


texts: Remove "Preferences:" label from AddonPreferences, no bl_label to " "?

texts:
I see no "bl_label" in "AddonPreferences" in the Blender API. One of the buttons in my AddonPreferences is "Preferences" and it would be nice to remove the default "Preferences" bl_label. Please, tell me there is a simple, python way, to remove this, that I can add to my addon scripting.
I've tried adding:
bl_label = ""

To no avail, it still shows as seen below.


texts: Can't resize bones that have multiple children

texts:
From an FBX imported rigged character.
All bones that have multiple children don't want to changes scale, they are so small that they are difficult to select in 3D view.

I tried Ctrl+Alt+S didn't work.

How can I change their size without affecting skin weights?


texts: How change color of flying parts from Quick explode?

texts:
How to make the flying parts from Quick explode change color depending on Lifetime/Age?
For example, there is Suzanne with Musgrave material. And I need these flying parts to gradually change their color to blue Emission.
If just move slider on Mix shader, then color will simply change for all pieces at once. And Particle info doesn't work, or I just don't know how to make nodes correctly. Please help!


texts: How to simulate a 3D Electromagnetic field

texts:
Anyone knows how to simulate an electromagnetic field in 3D?
Thank you guys


texts:
I've been having a lot of fun animating armatures, but I've ran into a problem.
I've been using the NLA editor to play around with repeating animations.
Let's say I have an object, that can rotate along the z axis.
My goal would be, to have the arrow slowly rotate to a random z-direction every time the action gets played by the NLA editor. Is there a way to do this?
Thanks!


texts: How to add a new audio track to a video clip

texts: I'm using Blender in the video editing mode and I'm trying to add a different audio track to a video clip than the one it originally comes with. The audio works on its own. The video works with its original audio. But when I add the new audio and delete the original, the new audio won't play even though the video clip is playing just fine. I do have the AV codec set to MP3 though the volume button below that is grayed out. I can change the volume from one, but it jumps right back as soon as I click out. I can, however, change the audio volume in its own properties box but it has no effect. AV-sync is on. File output is set to Xvid. The video is in channel one and the audio is in channel two. The audio is currently longer than the video clip. I intend to add more until the clips match the length of the audio, but this shouldn't affect being able to hear the audio, right? I need to be able to hear as I edit because matching the clips to the audio is the whole point. I'm not sure what else to add. Please use small words; I'm very new at this.


texts: Is there a way to access a collection's name other than through bpy.context so it can be renamed?


texts: Duplicating surface of cube adds a circle to it

texts:
I have recently started learning 3D modelling in Blender and I am making model of a Rubik's Cube.

Here is what I have done:

Added Bevel and Subdivision Surface to the default cube for smoothing its edges.
Duplicated one face of cube so that I can color it.

But when I duplicate the face it gives me a circle on top of that side instead of exactly duplicating the face. What am I doing wrong?

Here is what I am getting:

EDIT: I am duplicating the face because I want to keep the grey boundary while apply the material in central area. I solved the problem mentioned above by adding 4 loop cuts to the face. But when I apply color on faces they all appear kinda jittery when I rotate the cube. Can anyone tell me why is that so?


texts: Why is my rendered textured mesh showing up as black?

texts:
For some reason when I render (via cycles) my textured mesh shows up as black. I have a UV mapping setup on the mesh, a light source, and a set of nodes describing the material. When viewing through texture mode it shows the texture just fine

Edit Uploaded .blend file


texts: Artifacts appear when I connect the normal map (the presence of the texture itself is optional). the normals at the polygons are looking out.


texts: what file to put float property and properties class blender 2.8

texts:
Thanks in advance for any help :)

Premise:
I have three .py files for my blender addon:
1. init.py
2. panel.py
3. quadfaces_op.py

I'm trying to make a float slider that controls the face and shape thresholds.
When the code is in one .py file it works well enough.
Now that I've split the files I cant figure out the following:

Do I need to register the classes in the init.py and/or in the file from which they originate.
When I create a MyVariables(PropertyGroup) my intuition is that it ought to go into panel but it doesn't seem to work...

I've looked at various bits of answers but I can't seem to shoehorn them into what I'm trying to achieve here.

I if there's some basic premise (what file is inheriting from what) that I can be pointed to for further reading please let me know. The docs have been pretty cryptic so far.


texts: Weird box that I can't get rid of on the viewport

texts: When I made alt b this red box outliner showed up and no matter what I do I couldn't get rid of what should I do. I restarted blender and nothing has changed.


texts: difference between dimension and scale in blender

texts:
First time in metric system and I can't figure out what is the dimension in blender, first of all the scale of a cube is one and the dimension is 2:

scaling the edge of only one edge up in edit mode turns up the dimension of the whole object to the size of the scale of the edge, and not the object in an average:

So, I'm a bit confused, about what the dimension in blender actually refer to, and what the difference between it and scale is?

EDIT:  What if the bounding box length and the edge are of equal size:


texts: I combined two objects and they can still be selected individually - can they be joined as one surface so I can put a continuous material across?

texts:
My first attempt at blender so could be an easy/daft question.
I am trying to model a room in my apartment for an interior design experiment.
The room is a box plus another box (an alcove?).
I created two cubes of the right size and used Modifier > Properties > Add modifier > Union and it basically worked as planned but the results left the two pieces of floor individually "selectable" and I assumed it would just be a continuous piece of floor.
Is this going to be an issue when I try to model some flooring like wooden planks that have to go across that seam? Is it possible to join those bits of floor?
Thanks for reading.


texts: Connecting keyframes and physics animation in one scene

texts:
I have a liquid physics animation. It animates from 1 to 100 frame.
GIF:
https://gfycat.com/ru/mixedweeharlequinbug
Parallel I want to animate cube with location keyframe. Scenerio is:

Cube starts at frame 1, goes to a certain position in frame 40, then physics animation
starts.
Cube animation(1fr - 40fr) -> physics animation(40fr  - 140fr)

But when I'm simply setting Frame Start property under the Cache field, the Fluid domain is visible all along 1-40 frame. GIF: https://gfycat.com/ru/bitesizedrightfrenchbulldog
1.Is there any way to hide domain cube, still beeing able to see emitting luqid?
2.What is the proper way to achieve my goal?


texts: Blender bones are confusing. How do they work?

texts:
.

Coming from 3DS max, blender's bones are kind of confusing

In green i rigged like i usually would, creating "transition" bones that serve no other purpose than to connect more important bones together (like connecting the tail bone to the upper leg bone).

the big part of the bone would be the center of rotation. if you disconnect a bone it just turns into a dot, showing it's just a rotation point with no connections. Blender's bones don't do that witch makes it more confusing to figure out where the center of rotation is.

In red i rigged it according to all the tutorials i've followed. They always seem to connect bones with constrains instead of connecting the bones. This would be fine but blender's bones seem to work differently. As you can see the constrain connects to the top of the tail bone instead of the bottom part (the wide part) witch could cause problems with rotation. Can you make it connect to the bottom or does it not matter ?

Witch way am i supposed to rig ? additionally, if anyone has a tutorial for bone orientation i'd be grateful.

thank you very much, i'm loving blender's flexibility so far compared to other software.


texts: Why pressing F to join two vertices not work?

texts:
I press F to merge two vertices, but they only extend a bit (second photo below), not join together? Could you please help me out of this problem?

Link to my file


texts: Why does Blender suddenly not select vertices directly undernearth the one I am selecting in wireframe mode?

texts: I'm working in Blender, and I'm in wireframe mode in ortho view, and when I select a vertex it will also select the vertex that is directly underneath it. Suddenly this behaviour no longer happens. What's the deal and how do I get Blender to go back to its original behaviour?


texts:
Is there any way I can, after rendering an animation/physics simulation, write out said animation to an external file? Needs to be a file format compatible with Linux (I'm new to Linux so unfortunately I don't know what sort of file would work for this). I also need to be able to, ideally, do this within the script controlling the animation/simulation.

Thanks so much!


texts: Is there a way to use Textured Solid without getting a Backface Culling effect?

texts:
I am trying to have a blender file using Blender 2.69 that allows you to look around and also see textures.

Putting the shading on GLSL and turning on Textured Solid make the textures render great, but then an effect almost identical to Backface Culling occurs. I would like to avoid this as it makes everything look really weird and removes some important parts of the model.

Is there a way to avoid the backface culling effect while using Textured solid?


texts: Is it possible to have true transparency (without ghost shadows)?

texts:
Is it possible to have true transparency?

I have modelled a house with four walls and I want to do a section zoom where, at the beginning, I have the walls solid, but one gradually gets transparent.

I have animated a solid and a transparent material through a mix shader, but my problem is that when it's transparent the edges of the walls still have black shadows

I have tried to find some render settings that will remove those "ghost-shadows" but without any success.

I don't want the "hard clip" like the one that we get with the "restrict rendering".


texts:
I was working on a project in the VSE and editing some keyframes via the graph editor. I believe I used key: Mirror as my last known command because I was trying to invert the keyframe positions. It didn't work, the keyframe became a solid line and moved downwards for some reason, I went to undo and undo didn't work.

I've spent another 30 minutes in the project thinking it would fix itself, it didn't. I restarted the project still not working.

Looked online, tried shift+alt and shift+w but there was no change or any indication that keyboard change was the cause. I'm using qwerty and it's supposed to be control+z to undo and control+shift+z to redo as its always been. Checking controls it indeed still is. Under undo steps they had been set to 42 a while back and global was always on. I moved them to a lower value, no change. Keyboard is set to the same language its always been in the windows tray. I'm at a loss here on what happened or how to fix it. Only remaining thing I can think of is to mess around with the graph editor and see if that jogs it, perhaps a bug with the mirror options, perhaps it was an earlier operation or a bad strip in the vse?

This is rather upsetting as I still have a fair amount of work left to do on the project, mainly the finishing touches and filters and special effects, and those are the ones you need undo the most for.


texts:
What cross-platform (or cross-browser) resources are available to help make texture maps for generating  beautiful planetary images using Blender (Cycles)? Ideally, these would include:

Terrain maps (colour, land, ocean, lakes, rivers, mountains, etc.)
Height maps (normal and bump)
Specular masks (land mask)
Cloud maps
Gas giants


texts:
I have no bloody idea what setting I changed or what but the file used to render fine and now when I press F12, it instantly spits out a "finished render" of pure white. I've worked so hard on this animation. I can't redo it all in another file.
Oh and other files render fine.
Thanks!


texts: How to find and eliminate materials that aren't disappearing with orphan data purge

texts:
The files I work with have gone through a lot of versions and are linked a lot, and aren't that organized. I am trying to set up a new palette of colors and so I stripped off all the materials in a file (this way). When I reloaded the file most of the materials were gone, but there is this list of them that stubbornly remain, including after purging orphan data as explained here.

There are two groups in the scene that may well have been appended or linked from their own files, or the scene may have been created by deleting everything except these pieces, or both. I don't remember. Nothing is linked here anymore, except that Glossy Black material and that I tracked down in another file, where it was also linked from another file, and I don't remember that, and you see where this is going.

How can I find where those materials are coming from and remove them?

Edit: Ok, the materials seem to be coming from a library that has a broken link. I moved it to a new location, and tried updating the external data links with 'find missing files', but that doesn't seem to have worked for this.

Edit 2: I fixed the broken link to Materials-Lalande by replacing that file, which had been moved, in the place where it was looking for it. Now it doesn't list the library in the resources. Also, I can delete the materials now, which would just reappear when I reloaded the file when I tried to do that before. This is resolving the problem. There remains no indication where blender lists the materials as being used. Each one has 2 users, but I can't find what those users are.


texts:
im not sure if this is the right place to post this, if not i apologize

i made this render and as you can see, its very noisy where the chairs cast shadows, any suggestions? im rendering at 300 samples and i have tried increasing the samples, using the filter glossy, larger lights, decreasing the number of bounces and im also using pro lighting skyes, thanks


texts: Seeing other mesh vertices while editing another one?

texts:
How can I make it so that I'm able to see the vertices of other meshes while I'm editing other ones, if it's possible?

What I'm trying to accomplish is seeing one mesh's vertices while working on a separate mesh entirely.

So is this possible?


texts:
My first rigging.  I have tried following a lot of the suggestions given here to try and rig this golem.
It consists of an inner lava model and an outer rock model which was obtained with a fracture quick effect and joining its results.
The rig is made from a human-modified rig.
Both models have been checked for - Removed Doubles, Recalculated Normals, Removed Subsurface Modifier, Ensured Positioning for the Mesh and Bones are all set to Zero and Scale to 1.
I partially succeeded in rigging the inner lava but I absolutely cannot manage to rig the full inner lava and rock models to the rig.
I am uploading the file.  If someone can give it a look and tell me what is wrong I would greatly appreciate it.  Thanks


texts: My objects I add in blender are glowing? Does anyone know why?


texts: How to remove "Add Object" menu entry from Add (Shift A) Mesh, after running script "Addon Add Object"?

texts:
I am very new to Blender. Exploring it i have found a scripting template called "Addon Add Object". When i open and run it i see as much menu entries in the Add>Mesh menu as i ran the script.

Steps to reproduce my problem:

open the Scripting view
Click on Templates>Python>Addon Add Object
Click on button "Run Script"
in 3d View open the Add>Mesh menu and see a new entry named "Add Object"
repeat step 3.
in 3d View open the Add>Mesh menu and see another entry named "Add Object" AND the previous one is not removed.

As far as I understood the script, in line 88 the menu entry should be removed, but it is not.

Is that an error?

Did i miss something?

How can i remove the obsolete menu entry then?

I tried to find an answer myself, but the problem is so specific, that i did not know what to search for in Google.


texts:
I'm not so familiar with Blender and have a problem with displacement map.
I use software called "CrazyBump" and it generates specularity, displacement, occlusion, color and normal maps itself.

My intention is to make plaster material which is the material of the wall look more realistic. That' s why I want to use displacement map to change the look of the wall. However, it somehow won't work like this. The material of the wall is not changing its' shape, it's the wall itself..

The displacement map is right under this text:

I really tend to think that something is really wrong with my displacement map and doesn' t work right.

So here's the house with displacement map.

I am clueless what to do next as I have tried fixing this problem on my own for whole day already and nothing seems to be working. Maybe some of you have encountered this problem earlier and could suggest any solutions..


texts: How does the Particle Instance modifier work?

texts: I'm trying to figure out the Particle Instance modifier and how it functions, but as yet have had little success. I'd greatly appreciate it if somebody could give me a rundown on its functions and how to use it.


texts:
I want to use Blender to create a relief from a photo.  I am following the tutorial and he suggests subdividing the plane into 1000 cuts.  I can only enter 100.  I realize this is a "fix" that was implemented like a year ago but shouldn't we have the option using whatever our computer can handle?  I have a pretty solid, fast, PC and 1000 shouldn't be unreasonable for it.

Is there somewhere I can get the Blender version before this "fix" was implemented?

Thanks!


texts: How to make a sort of shockwave on the skin

texts: Like you might have seen by watching television or youtube, someone getting punched or something being thrown to him/her, but I want to know how I could make the sort of "shockwave" of the skin, getting impacted, I just thought about maybe soft bodies while writing the last sentence but i'm not sure, kinda new to blender


texts: Unexpected rotation when exporting .fbx for Unity

texts: I have had no problems exporting .fbx files for Unity except recently some of my .fbx started to rotate the mesh. The asset is correctly oriented, but the mesh is rotated 90 degrees. Is there an explanation and fix for why this happens sometimes, and works properly otherwise?


texts: How to turn off screencast mouse highlighter?

texts: I tried the Screencast function, and now this thing wont go away!! :((


texts: How do I make a surface look like a polished one in Blender?

texts: I am making some spheres like these . Hence I need a surface similar to this.


texts: How can I duplicate an object with independent meshes?

texts:
I am trying to duplicate a mesh object using python. After duplication I try to change the duplicated object's mesh, but the original object's mesh also changes.
Seem like both objects have the same mesh. How can I also duplicate the mesh?
Here is some Code:
>>> obj1 = bpy.data.objects['Cube']
>>> obj2 = obj1.copy()
>>> bpy.context.collection.objects.link(obj2)
>>> obj1.location = Vector((3,0,0))
>>> obj2.animation_data_clear()
>>> ve = obj2.data.vertices[0]
>>> ve.co = ve.co*2


texts: Prompted by my previous question, what should one do if they find something that might be a bug but aren't sure? Should these be reported? Ignored? Is there somewhere where there is a "tracker for potential bugs"?


texts: Adjusting plane thickness based on amplitude of mapped UV image

texts:
I have a subdivided plane with a number of cells removed. The final product, after removing cells, is shown below:

Even though the contrast is low, is there a way for me to add a thickness to the plane based on the value of the existing pixels? For example, I'd like the brighter pixels to be taller than the dark pixels.

I feel like I've seen a method of doing this before when making grass, but I cannot find it again. So far, I've played around with the "Solidify" modifier on the plane, to no avail. I am using Blender 2.79.0


texts: Project mesh on surface (or clip face with rotation)

texts:
Is there a way I can "project" a mesh on another mesh's surface?
I know clipping, but it doesn't align the faces that are touching and doing it manually can be very time consuming.

Is there an integrated function or addon to do such a thing?
In case not, can somebody please point me in the right direction to write a py script? (I regularly code in python, just never wrote anything for blender)

Here's a real-world example to explain things graphically:

I want to go from this

to this


texts: Is there a better method to add uniform thickness to a curve pattern that has been converted into a mesh?

texts:
I have the following mesh with no thickness or faces:

I wish to be able to apply a uniform thickness along with clean geometry without creating too many vertices.

The solidify modifier isn't getting me what I desire:

The skin modifier is getting me closer to what I want, but I am unable to control the thickness of the object, generating extra geometry from what I need and creating undesirable faces and edges.

The process here is after the skin modifier is applied, the geometry is flattened on the Z axis, vertices doubles removed, and then extruded.

There has to be a simpler, less computationally expensive and more flexible solution to this that I am unaware of.


texts: I'm using easycanvas to use the apple pencil as the pen for blender. However, whenever i draw, the pen doesn't lift from the canvas. So after drawing a stroke, i lift the pen up and place it in another location, the last location of the cursor just jumps to the new location and draws an immediate straight line. Any way to fix this ?


texts: NLA Editor: select specific NLA track in python

texts: Is there an easy way to select a specific NLA Track with a python script?


texts: How to achieve screen tearing effect or video glitches

texts:
I do not know at all what this effect is called, therefore I cannot search for the answer on the web. I am referring to the thing where the RGB color will shift individually when the camera jitters/move

So, how can I achieve this sort of effect in blender? and for future reference, what is this effect called?


texts: Cannot lock to custom z-axis when extrude-scaling with custom orientation

texts:
I have a part of a mesh selected, using a custom orientation called "ventil".

Now, if I want to add some thickness to the cylinder, by extrusion scaling it with

ESShiftZZ

I will be able to lock out the Z axis of the normal orientation in the extrusion, but not the custom orientation "ventil", which I actually expected would be the orientation to use.

Why?

Extrusions seems to only use "Normal", but grabbing uses the custom orientation.

Is this a bug?

(I would create the tag "Orientations" to this question if I had 300 reputation)


texts: Is there a way to scale up a collection of objects individually in random intervals

texts: A bit of a complicated circumstance Ill try to explain as best as I can.  I've got a collection of 300 objects that are different shapes and sizes each in a particular location.  I want to keyframe to have their scale start at zero and become one over 40 frames.  For each of these objects I want to randomly have this animation occur on the timeline eg: object 134 starts scaling at frame 34 and object 222 at frame 53, etc.  Is there any way to achieve this?


texts: OpenGl 3.3 Error resurfaced with Blender 2.8 Final release

texts:
On my Windows10-64bit laptop (IntelHd 3000 Gpu - Opengl3.1 support) ,I was initially not able to run Blender 2.8 beta(zip) , but could run it on using this Opengl32.dll file found here

But now with 2.8 final version the Opengl error resurfaces , also when used with the above mentioned "Opengl32.dll "file .(All Gpu drivers are up to date).

Also, tried using this command line option but the error persists-

 .\blender.exe --debug -gpu

Any suggestion would be really help full.

Opengl3.3 Error


texts: Is there a way to get the list of the connected faces of the bmesh in their connection order? In other words, if I start from any random face within a continuous bmesh I should get the list of all the faces and each of them should be ordered in such a way that it is connected to (i.e. sharing an edge with) the preceding one in the list.


texts: How can I manage multiple animations in one .blend file?

texts:
The way I currently use animations is just one long timeline. All my separate animations are lined up back to back on this single timeline. I keep the start/end frame numbers in a separate file.

This becomes a problem when I want to expand, shrink or alter an animation. Since the length of the animation changes, the start/end frames of all subsequent animations also changes. This requires me to manually parse the timeline and update my file with the new start/end frames. The file looks something like this:

0:0:6:6=SPECIAL_SETUP
7:7:22:22=ATTACK_1_FireTurret
23:23:44:44=IDLE_ANIMATION_1_Sweep
45:45:55:55=IDLE_ANIMATION_30_Stationary

Where the format is as follows:

[Start frame]:[Loop start]:[Loop end]:[End frame]=Name of animation

I would like to not do this anymore. Since it can get messy.

How can I have multiple animations, each with their own timeline, inside a single .blend file?

Alternatively, is there a way to place markers in my timeline that can be used to automatically generate a file like the above. The markers would ideally move with the frame they are attached to, not the specific frame number.


texts: How can I unwrap an object with minimum distortion in the UVs?

texts:
And by "good" I mean with minimum distortion, keeping the original shapes for the most part, etc

So far, after doing the seams, I've been doing with the best choice I can find from the various alternatives the UV/Image Editor can offer, depending on the mesh (Unwrap, Smart UV Project, Project from V, etc). Then I refine it so more with things like "Minimize stretch, and Average Islands scale". And manually straighten vertices with the old trick Scale + perpendicular coordinate direction + 0 + enter. But of course this method can take a long time, not to mention it can be tedious too.

I found a couple of seemingly great scripts at BlenderAddonList, like UV Squares, and UV Tool. But maybe due to not being updated they are not working today with 2.75a :(  Either way, it occurred to me I may not be looking in the right place after all.

I thought there was a tool in Blender called "Relax UVs" in the UV/Image Editor. But I don't see it, could it be it was in 3D Studio Max? It used to do a great job, like Minimize stretch, but better.

Any pointers, ideas, suggestions, etc will be super appreciated :)

Thanks in advance guys

JDL


texts: How do I draw an ellipse in Blender? I am a new user (actually VERY old user) and need a simple question like the one above answered.


texts: Is it possible to rearrange elements in the UV editing header? Specifically I would like to move the active UV map drop down menu to the left of the default position.


texts: How can I place the rollers of a corner roller conveyor evenly?

texts: I manually copied each roller by hand and rotated/translated into place but it is not exact. How can I automate this?


texts:
This is going to be a bit hard to describe, but I'll give it a go.

I basically tried the "Layer Texture Paint" tactic by having a mix shader with two Principled Shaders with textures (Color, Roughness and Normal) on both ends and an image texture on the FAC. Now, here is the tricky part, on one of the ends of the Mix Shader, there is another Mix Shader with two Principled Shaders with textures and an Image Texture as the FAC.

At the other end of the Mix Shader (first One), there is a Principled Shader, but when I connect that principled shader to an Image Textures, the material breaks and goes all that error pink.

The main problem is on the node on the top(Also, the Diffuse shader was later replaced with the principled shader, both come out with the same problem) This picture shows it WORKING, without the image texture connected. The image texture is next to the diffuse shader.


texts: What's the correct name of the Camera pyramid-shaped wireframe object used to display it?

texts:
I want to refer, in technical text, to the wireframe widget that is used to display a camera in Blender model view.

The following image displays two of these:


texts: How can I dynamically generate operator classes?

texts:
I am trying to generate dynamically operator classes.

The code below is based on the code at the end of this link

cls.CustomOp = []
for i in ['a', 'b']:
    idname = "object.operator_" + i

    def func(self, context):
        print("Hello World", self.bl_idname)
        return {'FINISHED'}

    opclass = type("DynOp" + i,
                   (bpy.types.Operator, ),
                   {"bl_idname": idname, "bl_label": "Test", "execute": func},
                   )
    bpy.utils.register_class(opclass)
    cls.CustomOp = cls.CustomOp + [opclass]

I have tried the code above in poll and draw contexts, but always the same :

  "RuntimeError: register_class(...): can't run in readonly state 'DynOpa'".

What does readonly context mean?
How to do it (and from where) in a non-readonly context?


texts:
I'm rendering space-craft ( ~1000m radius ) orbiting Jupiter (150 000 km radius )
I have trouble setting up viewport so that I can edit the scene conveniently. There is some fog and clip-plane.

The clip-plane can be set in "Camara > clip start, clip end"
How do I increase the render distance?
but still there is the fog :-(

I found only this about the issue. I cannot believe it is not possible, because I expect this problem must be very common


texts: Is there an easy way to align two objects on a specific axis?

texts: Other than manually typing in locations, is there an easy way to align objects on an axis like you would in Visio?


texts:
I'm trying to work with physics using an imported .SVG file (tried several files).
Steps followed:

Imported an .svg
Extruded the .svg
Converted curve (svg file) to mesh
Created a plane.
Applied 'rigid body tools' to plane -> Passive
Applied 'rigid body tools' to svg -> active
Created and applied 'rigid body tools' to cube (for reference/test purpose).

The result is this: https://www.youtube.com/watch?v=AAHoA264mW8

Why doesn't the imported .svg collide correctly?


texts: I have figured out how to unwrap my objects is there a way to label which side is which?

texts: When I export my uv map as an image I get lost in figuring out which side is which, is there a way to label them within blender?


texts: Using game property to control actuator values (BGE Logic Bricks)

texts:
For example, Is it possible to control a value on a motion actuator by linking it to the value of a set property? For example movement speed that can be changed on the fly by changing the property value, to change the speed?
If not possible solely using logic bricks then how would you do this using script? Would prefer logic bricks though.

(Using the picture as reference) Basically I just want the value of the X Rotation (second red box) to mirror what ever the value is of the property sp1 (first red box).


texts: How does "distance" effect ambient occlusion?

texts:
In Blender Cycles, there is a distance option for Ambient Occlusion in the World tab.

How does the distance option affect AO?  What does moving the distance closer to zero do?  What does increasing this value do?


texts: How do I create a star extrusion to circle?

texts: Can anyone help me create a star extrusion to circle?


texts: FBX file shows up in object & render but not the final Render. How can i get it to show up?

texts:
I've been working with a Freelancer who works with 3ds Max. He has been able to model and export the object as a FBX and OBJ file that both successfully open into blender. However, when rendering the FBX file it does not show up in the final render. The OBJ file works perfectly fine.
Here is the OBJ render (Ignore the annotation):

And here is the FBX Render:

If anyone knows how to fix this, i would really appreciate the help.


texts: Boids particles - setting Render as Object breaks simulation

texts:
I have a boids system that moves its particles to a Goal avoiding certain objects.
This works fine when I'm testing with Render as Halo.
As soon as I change Render to an Object, or Collection, the simulation breaks and most of the particles slow down to a halt shortly after leaving the emitter.
Changing back to Render as Halo does not fix the issue.
Any idea what may be causing this?
initial state

final state with Render as Halo

final state with Render as Object


texts: Blender freeze after 120-150 Frames rendering

texts:
my blender freeze after rendering an animation after 120-150 Frames.
This is really weird, because It never happens on my 980 ti, and now I've got a 3090 rtx and it freezes.
Somebody have an idea?
In the Scene is no particle, hair or simulation. So it's really weird for me.


texts: Want to make a button in Blender which requires to jump in a specific frame and then again jump into another frame according to the requirement.


texts: For skinning is it better to make parent or to add modifier?

texts:
Hello the community,

I'm learning alone in selftaught mode.
My purpose is not to do animation but to have stable printable figurine.
I want to change the legs positions of my damselfly.

I did some test to catch how to rig a cylinder. And my conclusion is that if I use as in the tutorial the parenting function Crtl-P, then I get a complex relationship hard to remove or apply. And I get fuzzy when having to manage vertex groups. This is why I believe the result is easyer to manage if I just add the armature as a modifier of the mesh.

Would it be an expert in this place to understand and provide advice?


texts: Spin mesh (to create solid of revolution)

texts:
I want to be able to take a function f(x) and first make a plot of the function on given interval and then build a solid of revolution of that mesh by rotating it around X-axis of the plot.

I've made a script that generates the graph. My question is how to spin the mesh (360° angle).

I tried to use function bpy.ops.mesh.spin:

bpy.ops.mesh.spin(steps=36, angle=2*pi, axis=(1, 0, 0))

but I still get RuntimeError

Traceback (most recent call last):
  File "<blender_console>", line 1, in <module>
  File "C:\Program Files\Blender Foundation\Blender\2.72\scripts\modules\bpy\ops.py", line 188, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.mesh.spin.poll() failed, context is incorrect

My code for generating graph mesh of given function:

# User function (return None if undefined)
def user_function(x):
    "Math function for given X, returns Y"
    if x == 0:
        return None
    return 1/x

# Resolution - number of samples
res = 100

# MIN and MAX values for the graph to plot
minX = 1
maxX = 10
minY = 0
maxY = 1

# Real size of a rectangle of the graph
sizeX = 2
sizeY = 2

# Recalculate Y-value for undefined points
recalculate_undefined = True

# Whether to delete old object
delete_old = True

# ===== Program =====
import bpy

step = (maxX - minX) / (res - 1)

coefX = sizeX / (maxX - minX)
coefY = sizeY / (maxY - minY)

RminX = - sizeX / 2
RminY = - coefY * minY

Z = 0

vertices = []
undefined = []
# Calculate values
for ix in range(res):
    x = minX + step * ix

    # Calculate and store Y-value
    y = user_function(x)
    if y == None:
        undefined.append(ix)
        y = 0
    y = min(maxY, y)
    y = max(minY, y)

    cX = step * ix * coefX + RminX
    cY = y * coefY + RminY
    cZ = Z
    vertices.append((cX, cY, cZ))

# Calculate undefined points
if recalculate_undefined == True:
    for ix in undefined:
        avg = []
        if ix > 0 and (ix - 1) not in undefined:
            avg.append(ix - 1)
        if ix < (res - 1) and (ix + 1) not in undefined:
            avg.append(ix + 1)

        if len(avg) >= 1:
            y = 0
            for a in avg:
                y += vertices[a][1]
            y /= len(avg)
            vertices[ix] = (vertices[ix][0], y, Z)

# Delete old object
if delete_old == True:
    if "Graph" in bpy.data.objects:
        bpy.ops.object.select_all(action = 'DESELECT')
        bpy.data.objects["Graph"].select = True
        bpy.ops.object.delete()
    for item in bpy.data.meshes:
        if item.users == 0:
            bpy.data.meshes.remove(item)

# Create new mesh
mesh = bpy.data.meshes.new("graph")

# Build edges from vertices
edges = [(ix, ix + 1) for ix in range(res - 1)]
faces = []

# Complete mesh and build object
mesh.from_pydata(vertices, edges, faces)
object = bpy.data.objects.new("Graph", mesh)
bpy.context.scene.objects.link(object)
object.location = bpy.context.scene.cursor_location

Edit1:

This post is not a duplicate of poll() failed, context incorrect? - Example: bpy.ops.view3d.background_image_add().

I'm looking for a solution without only avoiding the error by changing contexts.


texts: Difference between bpy.data.objects['Armature'] and bpy.data.armatures['Armature']

texts:
Can someone please explain me what is the difference between:

bpy.data.objects['Armature']
bpy.data.armatures['Armature']

I can see they have different types and properties:
>>> type(bpy.data.objects['Armature'])
<class 'bpy_types.Object'>

>>> type(bpy.data.armatures['Armature'])
<class 'bpy.types.Armature'>

bpy.data.objects['Armature'].pose is a valid object but bpy.data.armatures['Armature'].pose returns an error, why?
I also noticed bpy.data.objects['Armature'].data returns bpy.data.armatures['Armature']
What is their respective definition and for which purpose shall one be used vs the other?


texts: How can we implement a CurveMapping widget in a script using python api?

texts: How do we implement a CurveMapping widget (similar to RGB curves) in our own scripts using the python API to remap a range of values?


texts: How do I rotate an object along it's own axis (windmill)

texts:
I'm trying to rotate the blades of a windmill for an animation but the windmill is already at an angle. When I keyframe it on it's own axis (after pressing control + alt + space) and rotate it the blades spin inwards during the animation before coming back at the end. I've tried locking the other axis but that keeps the blades from rotating back to the right orientation. Also, whenever I rotate the object 360 degrees it turns the 360 into a really small number (0.0001) so it plays forward hallway then backwards (with a 180 degree keyframe halfway). Any help would be appreciated!.

https://imgur.com/o45LZ75


texts: duplicating an object and keyframing without affecting the original object

texts:
So I duplicate an object and start animating the duplicate object. The original object then inherits the same keyframes from the duplicate object. When deleting the keyframes from the original object, the duplicate object also looses it's keyframes.
Any idea what it could be? I tried un-linking the object but that deletes it.
I want the duplicate object to have keyframes but the original object to remain static.


texts:
I have an armature, and I want to do a "flailing limbs" effect. I figure a good way to do this would be to have a noise texture and rotate the bones in accordance with the texture.

Is this something that can be done? Is there a better way?


texts:
Every time I try to import a sketchup model into blender, I get the error message below. Does anyone know how to solve it?
Python: Traceback (most recent call last):
  File "C:\Users\valer\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\SketchUp_Importer\__init__.py", line 886, in execute
    context, **keywords)
  File "C:\Users\valer\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\SketchUp_Importer\__init__.py", line 185, in load
    self.write_duplicateable_groups()
  File "C:\Users\valer\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\SketchUp_Importer\__init__.py", line 245, in write_duplicateable_groups
    group=group)
  File "C:\Users\valer\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\SketchUp_Importer\__init__.py", line 614, in conponent_def_as_group
    ob.layers = 18 * [False] + [True] + [False]
AttributeError: 'Object' object has no attribute 'layers'

location: <unknown location>:-1


texts: Svg files made with illustrator comes black color when imported to blender

texts:
I am a beginner of blender and i want to make my image a 3D logo,
I have converted it into svg using adobe illustrator  but when i import it into blender it only shows the shape with only one color (Black)
Please Kindly help me i have tried changing different options while saving it but instead worsens
Thanks


texts:
I want to create a watersurface with airbubbles and white foam + wave produced by the air bubbles.
I know i can use particles for air bubbles underneath the watersurface. But how to get the little bubbles above the surface + the foam like shown in the picture?

I got this so far. Any suggestions? It doesn't look quite real.


texts: how to replicate spline and randomize bevel

texts:
I would like to randomize bevel size of the replicated spline.
It look like Curve Object Output - Bevel Depth -  doesn't work with list of numbers.
Is there any other options?
Thanks


texts:
So I'm exporting an animation. The devs on my team want a delay/idle at the end, so I simply copied the keyframes of the last frame of the animation.
But when exported its doesn't show up?????????? I'm using the default fbx export with no changes at all to the settings.


texts:
I'm designing a backyard playset in Blender and need some help.

I need to print some paper templates to glue to 2"x 12" dimensional lumber to cutout some curved rafter beams. My blend is set to real world scale (1 unit = 1 foot), and I've tried using the Paper Model extension to create a multiple page PDF that I can print and then cut out and piece together to create the paper template but I keep getting the error that an island is too big for the paper (legal—I thought using legal would be a way to cut down on the number of pages that are needed). I'm using the latest build (2.82) but can't see any info on islands or how to alter them. So I have a few questions:

Am I going about this all wrong?

I want digital model to real world object without CNC or 3D printing, the 12ft long template is to be 1:1. The fact that Pepakura Designer crashes while trying to open imported .dae file makes it harder.


texts: Most efficient way to create a frame for eye glasses?

texts:
How would you make a frame for eye glasses? More specifically, the part that sticks out over the ears.

I'm looking into curves and deforming a cube to do this, or possibly just beveling a curve into what I want. What would be the easiest and best way to create this shape?


texts: color 'blobs' in normal map - how to fix them?

texts:
My normal map I created from a high poly mesh to a retopologized low poly mesh is showing some errors. There are places at the ears, some at the neck, head; everywhere where there are high resolution details or the mirror edge, it shows color errors like in the image below (green dots on the normal map or in general really weird color blobs). Is there a way to manipulate the color/influence the settings so that this does not happen? Both models got slight differences in their form, apart from that their topology is completely different.
I'd be happy for any help.


texts: How to make a spiral track less aggressive near the start and end

texts:
I've imported an FBX file form the Unity karting microgame learning project and am trying to reproduce their spiraling track. So far, I've managed to deduce that they used a bezier curve and then a bevel object to make the track. When using an Archimedean spiral, I can get a close match to what they have using the same technique.
However, the start and end of my track still spiral up and the whole track goes up a a continuous rate. Even though the 4 "quarter circle vertices" (90deg points) match up perfectly, the vertices in between differ in height on the original object, leading to a smoother entry and exit. How do I achieve this result?
See attached pictures for their version in purple, mine in gray and the overlap from 2 viewpoints.


texts:
I am trying to make an array of columns and rows like this:

but when I run my code

I get

why is this?


texts:
a complete newbie at blender would very much appreciate some help.

I did something, and now every time I scale a number of faces, they are scaled according to the main selected face, rather than according to the imaginary middle point between all faces.

I need to get it back to normal, and I have no idea how.
Please help!


texts: Is there a way to export a non-square UV map?

texts:
I have a rectangular mesh but when I go to the UV editor, it is shown over a square backdrop.

How can I choose something with better dimensions (i.e. that have less wasted space) and fit the mesh better?

Similarly, when I go to actually export this map, I can choose whatever dimension and aspect ratio I want.

This doesn't make sense to me - why would I export a different aspect ratio than what I just used to set the UV Map?


texts: Making two different bones copy different axis on a target bone's rotation

texts:
I am trying to rig a hand, ready to animate.

I have a hand bone that can rotate on y and z axes, and I have two other bones.I want the first one to follow the hand's bone y rotation and the second one the z rotation.

The hand bone is the green one and the red needs to follow the y axis of the hand. The blue needs to follow the z axis of the hand.