texts: Mirror modifier: Mirroring does not come out right

texts:
In the red lines, that's my object I want to mirror. But as you can see, the mirroring does not come out right. It's not even a mirrored object of what mine originally looks like. How do I get this right?

Playing around with the merge limit didn't really change it either. It still cuts a part from the original one or overlaps it.


texts: Mesh disappears when Soft Body physics enabled

texts:
I'm using Blender 2.79 and trying to apply Soft Body physics to a mesh, in this case the Monkey mesh.

I have enabled "Soft Body Edges" and set Edge as a Collision options. I also want to enable Soft Body Self Collision, but when I do and simulate the physics the mesh completely disappears.

Is there a setting that I'm missing?


texts: Mesh Dilation or Expansion for 3D printing Project

texts:
I'm totally new to Blender and this forum & I'm looking for a tool to help me with my 3D printing project.
I am working with a mesh for an object that you can imagine to be be a coil or a spring: it is a twisted filament with a good bit of geometry in it (it is not a sculpture, for example).
The filament itself is rather thin, which makes it difficult to 3D print so ideally I could expand the mesh to make the filament thicker. I tried exploring this using MeshMixer with not so great results, particularly because I cannot perform mesh dilation in a single operation to the whole mesh, and instead have to work my way manually through the mesh which creates artefacts that greatly distort the initial geometry.
Do you think that Blender can be a solution for this problem? Could you please give me some pointers on how to go about to do this?
Many thanks for the help.
Best,
R.


texts: Python - Script to Assign Materials based on Mesh Name

texts:
hoping someone may be able to help out with a script to automatically assign materials to meshes based on their names. I've not had any Python experience so it's all a bit beyond me.

I'm importing a series of car models (FBXs each consisting of around 25 mesh objects) into a scene to render (Cycles) and need to apply materials to the selected meshes (ideally more than one at once). The materials have already been created in the scene and applied to temp meshes (moved to layer 2). Each mesh object from the imported FBX has been named to match the material that needs to be applied (eg. "Car_Tyres" mesh needs "Car_Tyres" material applied).

Can someone help me out with a script or point me in the direction of a solution, I've had no luck searching previous questions on here. Thanks heaps for your time :)


texts: Unwrapping maintaining distance of vertices

texts:
Is it possible to unwrap an object while keeping vertices (relative) distance unchanged from the 3D object?

I think that the answer is related to

Straighten UV Vertices Maintaining Relative Distance

but I can't get from a 3D object.

I have the following object

performing a cylindrical unwrapping procedure with seams, one gets a uv mapping like this

in which the (relative) distance of the vertices on the surface of the 3D object is changed by the projection on the uv mapping.

I'd like to keep the distance on the uv mapping proportional to the distance on the object surface.

Thanks!


texts: Mirrored object not perfect aligned after adding mirror modifier

texts:
I'm trying to mirror my character but the alignment is not perfect. First of all I have configured the origin point doing the following steps :

1) in edit mode I have placed the cursor at the bottom of the character with Shift+S and then I did Cursor to selected

2) in to Object mode I did Ctrl+Alt+Shift+C > Origin to 3D Cursor to update or change the object origin to the location of the 3D cursor

But it didn't work, as you can see from the attached picture, the alignment is not good. Why?


texts: Is there a way to fill in a hollow object?

texts: I am trying to make a mold of an airway.  My goal is to fill in the mold (rectangles) up to the inner geometry.  Right now, they are completely hollow and I was curious if there is a way to fill in the inside of hollow objects.  Ideally it would be a similar style to the third picture.


texts: How do I render this image sequence with no background?

texts: Im trying to render this with no background. Ive already rendered the images as .png with 'RGBA" selected as well as checking the Film<Transparent box.  Any help would be great!


texts: How to add imperfections to the Principled BSDF Shader (Cycles)?

texts:
I am looking to create scratches, swipes, brushes, similar to the reference image provided, that will only appear where I wish them to (as shown below).

What is the best Node Group/Layout/Structure/Workflow to implement such scratches/brushes (purely) on top of a material?

For clarity, I have provided the reference image below, as well as the blend file, with the texture in the node setup.
http://pasteall.org/blend/index.php?id=47820

I also dispose of materials from Poliigon, if that is of assistance.


texts: Newish to blender. I want to change the Rainbow CC Node color from blue to red. Every time I change it to red it renders blue and the colors reset back to blue. Any help is appreciated!!!


texts: Build modifier not applicable in any mode

texts:
I am having a strange problem, in blenders 2d animation interface I can't apply the build modifier, it doesn't matter if I am in object mode, draw mode, or edit mode, other modifiers apply with not issue but the build modifier "apply" button remains greyed out no matter what I do.
I am not getting any error messages and am at a loss.


texts:
I'm having trouble with decimation.

I have a mesh of a head. I wish to decimate to 10%, whilst keeping the ears at 100%.

So I create a Vertex group for each ear, and a third vertex group called foo for the remaining vertices.

It is this foo group I wish to decimate:

So far this is good, but if I lower the ratio below 0.3 it goes wonky:

Well, I almost have what I need. If I apply the same decimation again, that should reduce the detail sufficiently.  i.e. 30% * 30% = 9% ~ 0.1 which is what I was after.  But applying it twice, the second application gives another wonky picture the same as the one I posted.

Also, I shouldn't have to be sidestepping around weird behaviour I don't understand. Is it a bug, or am I doing something wrong?

PS I guess I can manually create a new Vertex group and decimate that...


texts:
I have painted the area on plane where I would like to have one microdisplacement map and the the invert of that with no microdisplacement.

So white area is with microdisplacement map and black area without.

How should I connect the material to get that?


texts: How do I remove overlapping faces for this case?

texts:
Thanks for your attention!

I imported a svg image, extruded it, did the shortcut 'I' thingy.
Now I have those overlapping faces in corners.

I tried 'remove doubles' but it didn't remove any verticles(tried merge distance as well). Merge didn't do the job properly either.

How may I handle this?
I want to extrude the inner face after organize the border part faces.

It would be lovely to have some advice long or short!
Thank you in advance. Wish you a lucky day :)


texts: half transparent material when import xps file

texts:
I imported xps files and some of them have backface culling like issue.

https://imgur.com/a/kUhF8Pk

even resetting to default material didn't work

I also tried
1. turn on and off backface culling option
2. flip normals
3. recalculate normals
4. change render engine

Thank you.


texts: I am making a nodegroup and in it I have an option to invert the texture but it's a slider from 1-0 and you would only even need it to be either 1 or 0 so I was wondering if there was a way of adding a checkbox so it could be either one instead of something in between


texts: How to smoothly move down in Z-index a curved object

texts:
I'm trying to mode down in z-index this part but in a smoothy way, how to achieve this result ? I easily can do it for a straight line but in this case I really don't know how to do it.
Thank you for your responses.


texts:
i've just started studying Grease Pencil and did some basic animations. After some work i've noticed that all my strokes were painted with a semi transparent strength.

Can i change the strength of my strokes after i've drawed them? i'm sure is not a matter of material opacity.

edit: i've obtained what i'm looking for using the modifier Noise for grease pencil , but i'd like to make it permanent, moreover, when i click apply Blender Crashes

thank you.


texts: Is there a way to use Subdivision Surface Modifier with text model without deformations of model? CRTL+R and adding new edge to model does not work. As you can see on image C, S, Z letters are deformate.


texts:
I am fairly new to Python and Blender so please excuse my lack of knowledge.
I have been trying to install an add-on for Sverchok (Scipy), but I cant install it using the pip option.
I get a message saying I need to upgrade pip, when I try to upgrade it, this is what outputs to the python console in blender:
Collecting pip
  Using cached https://files.pythonhosted.org/packages/fe/ef/60d7ba03b5c442309ef42e7d69959f73aacccd0d86008362a681c4698e83/pip-21.0.1-py3-none-any.whl
Collecting setuptools
  Downloading https://files.pythonhosted.org/packages/9e/d4/b99a960314121a003e9f39c61dfde01a1010bb47661e193a7722f7f32d52/setuptools-54.2.0-py3-none-any.whl (785kB)
     |████████████████████████████████| 788kB 6.4MB/s
Collecting wheel
  Using cached https://files.pythonhosted.org/packages/65/63/39d04c74222770ed1589c0eaba06c05891801219272420b40311cd60c880/wheel-0.36.2-py2.py3-none-any.whl
Installing collected packages: pip, setuptools, wheel
  Found existing installation: pip 19.2.3
    Uninstalling pip-19.2.3:
ERROR: Could not install packages due to an EnvironmentError: [WinError 5] Access is denied: 'c:\\program files\\blender foundation\\blender 2.92\\2.92\\python\\lib\\site-packages\\pip-19.2.3.dist-info\\entry_points.txt'
Consider using the `--user` option or check the permissions.

WARNING: You are using pip version 19.2.3, however version 21.0.1 is available.
You should consider upgrading via the 'python -m pip install --upgrade pip' command.

I found this link https://b3d.interplanety.org/en/how-to-install-required-packages-to-the-blender-python-with-pip/ which looked promising. But when I attempted to run this (by opening a text window, click new, pasting the code and clicking run) image below of what I have setup in blender) it says it cant install due to WinError 5 Access denied.

The output in python console in blender is this:
Looking in links: c:\Users\CJHMHTPC\AppData\Local\Temp\tmp57u_wh4u
Requirement already satisfied: setuptools in c:\program files\blender foundation\blender 2.92\2.92\python\lib\site-packages (41.2.0)
Requirement already satisfied: pip in c:\program files\blender foundation\blender 2.92\2.92\python\lib\site-packages (19.2.3)
Collecting pip
  Using cached https://files.pythonhosted.org/packages/fe/ef/60d7ba03b5c442309ef42e7d69959f73aacccd0d86008362a681c4698e83/pip-21.0.1-py3-none-any.whl
Installing collected packages: pip
  Found existing installation: pip 19.2.3
    Uninstalling pip-19.2.3:
ERROR: Could not install packages due to an EnvironmentError: [WinError 5] Access is denied: 'c:\\program files\\blender foundation\\blender 2.92\\2.92\\python\\lib\\site-packages\\pip-19.2.3.dist-info\\entry_points.txt'
Consider using the `--user` option or check the permissions.

WARNING: You are using pip version 19.2.3, however version 21.0.1 is available.
You should consider upgrading via the 'python -m pip install --upgrade pip' command.

So it seems I don't have permissions for some reason.
I see that it recommends to use --user option, but I don't know what this means or how to use it. I did some googling, but tbh it's all a bit beyond me, so any help people could offer would be much appreciated.
My end goal is to be able to install Scipy in Sverchok so I can use the 3D voronoi node in case that is helpful information.
Thanks in advance.


texts: Particle system cloud — how to flatten bottom particles

texts:
My goal is to have a cloud that can be resized dynamically so I figured a particle system on a cub would be my best best. This way i can just resize the cube to dynamically adjust the size. I'm running into two issues:

When I increase the size of the cube I need to add more particles for coverage. This is fine for still shots but when animating Im not sure how to increase the particles as i go. It would be ideal to set "coverage" rather than a specific number.

I'd love for the particles on the bottom to be flat like in the examples below. This way it looks more like a cartoon cloud : )

Totally open to other solutions altogether if particles aren't the way to go!
Current:

Goal:

Thank you!!


texts: Create, open and save .blend files from external python program

texts: I would like to write a phyton program for a production pipeline. Is there a way to create, save and open .blend files from that external python script? (not from the internal text editor in Blender)


texts: Converting a selection of vertices into a mesh

texts: Can anyone help me convert a selection of vertices into a mesh?


texts: Why does the object turn black in the Edit Mode?

texts:
This object looks fine in this mode. It has a shiny material on 2 selected faces.

However, it turns black in this mode. It looks like wire, with hundreds of edges.


texts: Cannot access mapping section of the texture tab

texts:
I am following a blender tutorial and on the tutorial, the guy is able to access a section of the textures tab called Mapping and Influence but I am not able to see that anywhere on mine.

Mine is on the left, his is on the right:

How do I access the mapping section on blender 2.75

Thanks!


texts:
Apologies noob here, I would like to remove the following edge:

But if I select the edge and press x -> dissolve edge the result is:

If instead I delete the edge wuth x -> Edges the mesh loose its face(s):

I would like to remove the edge and keeping the faces (or join them into one if this is not possible). How I do that in Blender?


texts: Can you access blender from a third party application?

texts: I was wondering if it was possible to use some of the blender addons, such as the virtual reality addon, through another party. Meaning, can I run blender Virtual reality through another application, created by me. Also if there are any tutorials on this what are they?


texts:
I can't figure out how to make my animation work in my blender game. Can I get some help? Can someone just see if you can get the animation to work in the blender game and post it back up here? I want to make the hit action to work with the left mouse click and I need help with making the camera, character and knife/action to work all together in blender game?
 Thanks


texts: execution time for a program in python blender

texts:
I have a little problem :) I need to do a program in python , blender , in wich i must built a structure of many cubes. i am a absolutely beginner , and i have no experience in python. I realize a functional program in python and i succeded to built the structure , but i don't know how to make a mini-movie in which i would see how really my structure construct itself. this is the program i have made :

import bpy

for i in range(6):
    for x in range(-i,i+1):
        for y in range(-i,i+1):
            for z in range(-i,i+1):
                if(x<0):
                    xx=-x
                else:
                    xx=x

                if(y<0):
                    yy=-y
                else:
                    yy=y

                if(z<0):
                    zz=-z
                else:
                    zz=z

                if(xx+yy+zz==i):
                    bpy.ops.mesh.primitive_cube_add(radius=0.5,location=(x,y,z))

That is all.. I have been looking for a tutorial for more than a mouth , and i can't see one who would be useful for my program . Help meeee!!!


texts: How can I cast shadow on background with nodes

texts: I shot a video in a chroma room (object in front of green background), after I have eliminated the green (masked away). Please, can someone explain how I will cast the shadow of the object on my new background? Thank you in advance.


texts:
For some reason I am not able to select the vertices/edges/faces on Blender. I also cannot join the objects in Blender. When I try joining them it says "Active object is not a selected mesh," despite the fact that I have both of the meshes highlighted. Here is a gif of what I mean when it won't let me select vertices, and yes I am in vertex select mode. Also, it won't even let me select all of the vertices when I press A on the keyboard.

Thanks,

Best regards,

Idealist Developer


texts: Cycles to Eevee conversion shows textures/materials as black

texts:
I have this project file that contains some eyes I use for my characters. They look great in cycles, but when I switch to Eevee they go completely black. I didn't make it originally so it's harder for me to diagnose.

Any help would be appreciated. Thanks!

.blend file


texts:
I'm not sure if it's a bug, but when I apply a volumetric shader in an object with adaptive subdivision+displacement, the final render on Cycles ignores the displacement.

Render with surface shader (diffuse):

Render with volumetric shader (scatter+absorption):

Mesh in viewport:

Is there a way that I could use cycles displacement with volumetrics?


texts: Mesh screwed up after I messed with object post unwrapping

texts:
Followed Blender Gurus Teddy bear tutorial but got to the point where the object is crushed here and there to make it less symmetrical. Only to realise that the mesh and unwrapping has been messed up because of it. (I should have made the changes b4 the unwrapping)
I tried to select all and reset from the U menu. Also tried to Unwrap again with no luck. (screenshot below)
and the picture below is what Im getting.
Any help?


texts:
I'm trying to bend a simple snake-like model (see the figures) using a curve in order to tune the shape for my needs. I first tried to use the curve modifier, but since I'm already given a mesh with deformed axis it didn't work as expected. I next thought of using the lattice modifier, deformed itself by the curve I set, i.e. I first bend the lattice to match the form of my mesh (using a Bezier curve) and then apply it as a modifier to my mesh.

Unfortunately, it didn't work either: the lattice twists and squeezes the shape the way I don't want (see the figure).

What am I doing wrong? How to make the mesh deformation follow the curve I specify?


texts: Where is the operator panel in Blender 2.8?

texts: The tutorial I read is based on 2.79. So I'm not sure if it's still the same name in 2.8. But I can't find anything providing similar functionalities.


texts: How to delete a material from a duplicated object? Sanity Check

texts:
I must be misunderstanding something. I really need a sanity check.

I'm trying to duplicate the active object, then delete all the material slots from it without affecting the original.

==== EDIT======
Thanks for the answers, it looks like I only have this problem when the code is part of an operator:

def invoke(self, context, event) :
    def deleteMatsFromDuplicate():

        scene = context.scene

        # Duplicate the model
        obj = context.active_object
        obj.select = False
        obj_copy = obj.copy()
        obj_copy.location += Vector((1, 1, 1))
        mesh_copy = obj.data.copy()
        obj_copy.data = mesh_copy
        scene.objects.link(obj_copy)
        scene.objects.active = obj_copy
        obj_copy.select = True
        obj_copy.name = "copy"

        #loop thru and remove all
        for ms in obj_copy.material_slots:
            bpy.ops.object.material_slot_remove()
    # end deleteMatsFromDuplicate

    deleteMatsFromDuplicate()

    return {"FINISHED"}
#end invoke


texts: Does FLIP fluid support more then one domain in one scene?

texts: I would like to be able to repeat the animation many times in one scene. Fluid and gas solutions How to bake multiple fluid simulations in one scene? don't seem to work here


texts:
in my node setup I have a value node. I want this node to influence the scaling of my mapping node.

Is there a way to achieve this? Or is there a math/vector node setup I can use to manipulate the scale of my texture?

I found an answer to my question:
Possible to control a Driver from a Group Node input slider?

Because the original question here is another one, I won't delete my post. Maybe it is helpful for someone.


texts: Drive the value of a Follow Path constraint

texts:
I have a project where I would like to use a bones rotation value to move another bone along a brzier curve.

I have a bezier curve with the bone that is constrained to the curve with a "follow path " constraint.

I have the bone i want to use to drive the "offset" value of the follow path constraint.

I run into a problem where the driver is affecting the bone to fast. It seems the conversion the driver is doing is muddled.

I have a link to my file.

Please help if possible!

https://drive.google.com/file/d/1OGM6t1OQX3MvETzCNrDbSz-EiSbqyI_W/view?usp=sharing

my objective is to rotate a bone  and have it drive another bone along the bezier curve. I wish for the main bone that is driving the bone on the path to complete a full 360 degress before the bone on the path finishes.


texts:
New to Blender, new to 3D modelling with SfM. I have a 3D model of a wreck area generated from stills with Agisoft, and then imported into Blender. Upon rendering I get black areas, see screen dump. In the viewport everything looks good.

Is this a problem with the imported 3D-model, or something I have missed when rendering?

Follow-up question; Is it fixable in Blender?

I'm on Windows, Blender 2.75a.

Regards,

Pär


texts: How to quickly assign an individual material to color thousands of cubes at the same time with python API in Blender 2.8?

texts:
Let us just say you have a 100x100 cubes 2d grid and each cube will be assigned its own individual material. How can you do this? My code below worked initially when I created all the cubes as individual objects but it took a very very long time to create that many cubes. I was then told I can speed up this process by just copying over the mesh from the first cube to help create the next cube. This speeded up the process but when I tried to run my coloring functions all the cubes now shares the same color material. I assume this is because the new cubes inherited it's material from the creation of the first cube. I think its has something to do with the last else statement below but I am not sure.

How can I keep the speed gain from copying cube mesh to create cubes without inheriting the initial material color from the first cube as well? I asked this question in the Blender official chat a whiles ago and was told to use MaterialSlot(bpy_struct) and I have no idea how it works.

Full relevant code

class Create(Animation):

    def __init__(self, collection_name, H, W, y_axis):

        self.collection_name = collection_name
        self.H = H
        self.W = W
        self.master_collection = bpy.context.scene.collection
        self.myCol = bpy.data.collections.new(self.collection_name) # Automatically create the correct layer
        bpy.context.scene.collection.children.link(self.myCol)

    def create_block(self, x_axis, y_axis, z_axis):
        """
        1) Takes the Height and Width and create a 3D wall in Blender
        2) Center it in the middle, assign it to the given collection
        3) Translate corresponding pixel values to the correct mat color

        Args:
            H -- The height(int)
            W -- The width(int)
            collection -- The collection this block belongs too(str)
        """

        if self.collection_name == "input_image": # try mycol flag

            self.x = x_axis
            self.y = y_axis
            self.z = z_axis

        elif self.collection_name == "filters":

            self.x = x_axis + 69
            self.y = y_axis
            self.z = z_axis + 69

        pixel_idx = 0 # corresponding pixel value index from the tensor

        bpy.ops.mesh.primitive_cube_add(size=2, view_align=False, enter_editmode=False, location=(self.x, self.y, self.z)) #create initial cube

        cube = bpy.context.scene.objects[0] # remove the duplicate cube from initbpy.ops

        for height in range(self.H): # z-axis

            for width in range(self.W): # # x-axis

                new_cube = bpy.data.objects.new(self.collection_name + "cube", cube.data) #cube.data = mesh struct

                new_cube.location = (self.x, self.y, self.z)

                self.myCol.objects.link(new_cube)

                #self.master_collection.objects.unlink(new_cube)

                self.x += 3

            if self.collection_name == "filters":
                self.x = x_axis + 69
            elif self.collection_name == "input_image":
                self.x = x_axis

            self.z += 3

        bpy.ops.object.delete()

    def fill_pixel_value(self, tensor_img):

        self.image_flatten = tensor_img

        self.obs = bpy.context.scene.objects

        for i, o in enumerate(self.obs):

            name = o.name #grab the cube's name

            mat = bpy.data.materials.get("Material")

            if mat is None:

                mat = bpy.data.materials.new( name + "_Material" )

                #Change the mat color to the corresponding image_flatten tensor values
                # This used to work but now the first cube I made has the dominate material.

                mat.diffuse_color = ( self.image_flatten[i], self.image_flatten[i], self.image_flatten[i], 1 ) #RGBA

                # Assign it to object
            if o.data.materials:

                # assign to 1st material slot

                o.data.materials[0] = mat

            else:
                # no slots

                o.data.materials.append(mat)


texts: How to combine layers with lots of objects that have alpha textures?

texts:
So here is the problem.

I have 1 layer with lots of objects with alpha textures and another layer with 1 solid object, positioned to appear somewhere in the middle of those alpha-textured. I have animated my camera to fly through the alpha-textured objects and copied it to both layers. Then tried to composite it in all the ways I found but it doesn't work. I think, the problem is that my layer with alpha-textured objects is treated like a whole by a compositor and as a whole it does not have any alpha, because there are so many objects that together they are overlapping till no visible transparency left. Alphaover, z-combine and 2 z-combine(with 1 inverted) don't work.

I'm trying to fly with camera and to see my shiny object through those alpha-textured objects. If I put it in the same layer it works perfectly but then I can't add effects to an object.


texts: Emission wont emit through black colour screen

texts:
I have a mesh plane which is a glass object, transmission and alpha all the way up, which means its 100% opaque.
Whenever I use a lighter colour the emission shader goes through the glass, but when I use a dark colour as shown in the example Black, the emission wont shine through, so I lower the alpha to get some emission going through.
Why does the black or dark colours effect the emission luminance once placed over it, since the alpha and transmission is all the way up?


texts: How i can bake the entire cloth simulation to shape keys?

texts: When I give "apply as the shape key" it seems that it only takes a part of the cloth simulation, I want it to take the whole simulation, my cloth simulation has 200 frames and it seems that in the shape key it has only 20


texts: how to simulate 3dmax cellular map for displace like in video?

texts:
found a very cool way to make nice rocks
https://www.youtube.com/watch?v=t0XQVS1qxZI
here a guy uses 3dmax with displacement with cellular map.
tried using voronoi in such a way, but i get wrong results. don't know what am i doing wrong here.

Please advice how to achieve this:

is it even possible to do in blender?


texts: When I was working on UVs of the lotus flower, I noticed that the some of the vertices are not aligned well when unwrapping, because of the rotations I made in the 3D viewport. For example, if I try to rotate a cube 45 degrees, then uv will not only rotate, the vertices are being unaligned when unwrapping. And at the same time, three of the vertices were pinned by me by having the top vertice 1, middle .05 and bottom 0 and are all aligned in the x-axis. And still the vertices are unaligned next time I've unwrapped it. For example the left vertice recieved the cords of U: 0.653 & V: 0.445, while the right vertice got U: 0.653 & V: 0.455 instead. Can someone help me and explain why the rotations ALSO effects in UV-Editor?


texts: I have created 3d model of a little boy but when I render it there are small points on the model what can cause it? There is a plane with material of emission.


texts: How to copy an object without linking it to the first one?

texts:
I would like to copy an object without it remaining connected to the first, in the sense that I would like it to be independent (not linked)
I've been looking for a long time but I can't find anything about it, the current method I'm trying is:

example on default delected cube

import bpy

ob = bpy.context.active_object
new_ob = ob.copy()
new_ob.location.x = ob.location.x + 3
bpy.context.scene.collection.objects.link(new_ob)

But this creates problems for me, since it remains linked to the first cube, I would like the second cube to become independent of the first one.


texts:
My blender hangs very often for a minute on two. Sometimes it doesn't, in 90% cases it does. Typical places where it hangs are:

at startup, just after showing console window, before showing UI.
at file -> Open, before showing file / folders UI
at File -> Export -> FBX - before showing UI, it hangs while the menus is still visible

This makes it really annoying to work with. What could be the reason for the problem? I tried disconnecting the network, because I thought the network drives might confuse it, but this didn't change anything. My files are all on local drives.

I run on Windows 64-bit, hardware is a decent laptop with 16 GB RAM, but it seems the problem happens when nothing is really going on, what would require gears.

The console doesn't print anything new in these cases.


texts:
sorry for asking this because I suppose it's a very obvious question but here it goes: I don't know which key I've pressed but when I enter in UV/Imager Editor mode the pointer looks like some kind of pink circle and I'm not able to work as usually. Can someone tell me how can I back to the normal UV/Image Edit mode?

Thanks


texts:
I am trying to place the cameras in a equilateral triangle fashion. But, I am quite not sure if my coordinates are correct. How do I find co-ordinates to arrange them in a equilateral triangle? Thanks a lot.
Below is the code snippet.

 cam_object1.location = (245,-340,226)
 cam_object2.location = (295,-283,232)
 cam_object3.location = (345,-340,236)


texts: ON/OFF switch for smoke simulation effectors

texts:
I'm doing a test on a project with different field effects,"WIND ,VORTEX ,TURBULENCE ... etc." and I would like to try each effector independently of each other without having to delete other effectors in the scene.

Is there a simple on and off mechanism for an effector that will disable unwanted effectors?


texts: Wrong behavior when I try to apply the UV grid texture to my object

texts:
I'm trying to apply the UV grid textures to my character,but for an unknown reason,it did not work as expected. When I go in Object mode and then I change the texture viewport shading to Textures,the look of the skin don't change. It should look like a grid chess,but,instead are the eyes to change look,infact they seem to be darker. Where is the error ? thanks.

While,it worked in a earlier version (the white,blue,black are the colors of the eyes) :


texts: How do the solid OpenGL lights found in the system preferences work?

texts:
Where can I find a detailed explanation of this topic ?

For example, where the lights are located, which type of lights they are, which is the illumination model, etc.


texts: World Background in Blender Internal Viewport

texts:
I've created a shader that works using the Blender Internal Viewport. I thought I would take advantage of the recently added "World Background" option in the 3D view so I could get a nice background for my 3d model and shader.

But when I check the option it doesn't replace the background with the Environment Map I have set in the World. instead it just set it to the Horizon Color. But I overrided the Horizion color in the texture options.

Is this feature not supported in BI or do I need to do something different?


texts: bone getting far away when make cyclic extrapolation "repeat with offset"

texts:
i don't know how to make the suitable title for my problem here, sorry for that..

the problem is appear when i add F-modifier cyclic (shift E) extrapolation to all bone and make it "repeat with offset" in 3 bone (foot IK L, foot IK R, Torso)

but the foot IK_R have an error that make it stretch or getting far away as the animation getting longer. i think it's due to the y location however i can't trace or even fix the error..

Here is the blend file:


texts: Avoid selecting an object in the outliner using a callback

texts:
I am working on an extension for exporting particle systems in blender to glTF. As my engine doesn't support as much stuff as blender, I am creating a template which exposes the properties that I support and internally modified blender properties.
That template is made of two objects, a frontend one which will show the properties and an internal one (which later will probably be some more), which have the actual blender stuff.

I want to avoid the user selecting the Kuesa.Particles.Internal object, to avoid the user modifying the internal particle system properties or changing stuff, which may break the exporter.
Although the selection is disabled, this only works on the 3d viewport, but not on the outliner. Is there anyway to avoid the selection of something in the outliner? If not, I was thinking on using some kind of callback. When something is selected, check if it has a custom property type with value Kuesa.Particles.Internal and in that case, select the parent. How would I do something like that?


texts:
I have about 12 handrail profiles to turn into a volute/monkey.
Just wondering what the best way to approach this would be.
The one on the left is a default model from our stair programme and the right is the profile I need.
I've played around with curve modifiers to no avail.
So any guidance would be appreciated!


texts: How can I animate two objects merging smoothly, similarly to metaballs?

texts:
I want to achieve the effect of an object being smoothly swallowed by water - on contact the two objects should have a gradual transition, instead of an ugly rough seam at their intersection. Something similar to how two metaballs merge, but ideally with more control and flexibility.
The objects are pretty abstract, so no need to handle complex geometry, but directly using metaballs is also too restricting. What are my best other options?


texts: When i chose to have left mouse as my select function it should work yet it doesn't it just rotates the camera around the right mouse select works fine but why doesn't the left one?


texts: Glass material is transparent only when object is selected

texts:
As you can see, I would like to get similar effect in rendering as in material view mode but I'm don't know what could cause the problem. I've used Kitchen_glass material form Archipack standard library and there are two layers of glass on the door and single  layer over screen. Other side is barely visible when rendered and screen light is not visible at all (this is not actual light).

Update

I found out that the shadow from the glass was obscuring inside.
I've turned the "Cast" property off and now I can see through the fist glass, however I cannot see through the second glass when it's sits in the right place:


texts: Blender 2.79: I have this problem in edit mode, when I try to move this vertice, it keeps getting dragged away for some reason. I'm trying to create a corrective shape key for this area, the mesh doesn't have any, but with this problem, i can't create it.


texts:
Blender allows editing of more than 1 scene at a time. Can resources be shared between edited scenes, such as meshes and textures? What resources does a scene own and what resources does it only reference? I am writing an exporter for more than one scene at a time, but no resources appear to belong to a scene, so I am confused.

Say, Object1 is in scene1, can another scene also own Object1? I'd be surprised, since the object has a scene transformation matrix associated.


texts: Text objects look slightly differently in viewport and game engine

texts:
I have text objects in my scene that I'd like to use in the HUD for a game. When they exist as text objects, I get a different result in a viewport and in game engine once I start playing the game.

I have two separate text objects here

In game engine they are shown bigger, and therefore overlap.

But once I press alt+C and convert them to mesh, they look perfectly the same in game engine as in viewport, just as I want:

But I want them to exist as text objects, because i want to modify them during the game using "obj.text".

So, why are they shown differently when they are the text objects and is there a way to fix that, besides moving them around and figuring the layout out via trial and error?

Version 2.73

Edit1: Just to clarify, my problem is not only about two text objects overlapping each other. If I want to create other interface elements using mesh, they will look exactly the same in game as in viewport. But if I have both mesh and text objects, the texts will bulk up, ruining my interface layout. That's why I'm trying to make text objects look exactly the same in game as in viewport.

I could, of course, just make the text smaller and just run the game several times and adjust the size of the text by trial and error. But that's a pretty tedious workaround ;)


texts: Impossible to cut terrain surface with knife project tool

texts:
I am struggling to cut a terrain mesh with several triangles with the knife Project tool.

I defined the auxiliary geometry and selected the two entities, but when I apply the Knife Project button, I cannos see any face selected.

Thank you all in advance.

Best Regards

Jacob


texts: Rigs available on the market for blender

texts: I'm an animator who just lost his student licence for Maya and is looking to move to Blender, but I can't find a lot of options available for rigs for Blender. I only found Vincent, Rain, and Proog rig so far that are good quality. So, can anyone direct me to where I might find more rigs than 4 for Blender.


texts:
i am using blender to make files for digital fabrication , 3D printing and CNC milling . i am working a little project where i have been sketching with beveled curve , my problem is that when the curve intersects the mesh also interects and i need it as a solid object with no interal vertex . does anyone know a good solution to this problem . i have been just trying to stitch it back together myself but it is time consuming and not great results .

many thanks


texts: How to render with transparent background in Eevee?

texts: Is it possible to render with transparent background using Eevee renderer?


texts: How to add Modifiers with attributes in thekeymap config

texts:
I'm trying to set a key combination to add a specific modifier with specific attributes.
For example, I would like to add to an object the Bevel modifier with 5 segments and an offset of 0.17 m with pressing the combination of Shift + Alt + B .
I've seen I can assign a Shortcut by selecting the modifier manually on the Modifiers tab and pressing right mouse > assign shortcut or go to Keymap Preferences and add the object.modifier_add and then selecting the modifier I want, but if I do that way, it justs add a modifier with all default options.
I've searched on the Blender's API website (https://docs.blender.org/api/current/bpy.ops.object.html), I thought I had the solution there, but if I add the code as it shows in the API at the Keymap Preferences, it does not works.
Adding bpy.ops.object.modifier_add(type='BEVEL') on the Keymap Preferences does not work, so I suppose this is only for scripting and not for the preferences.
Is there any guide to see all the commands to configure any modifier with specific options in the Keymap Preferences as the subdivide keymap with Ctrl + 1  / 2  / etc?


texts: Make an object always the same shape as another but thicker?

texts:
I'm trying to make an eyelid. I've been messing around with rotations and lattices but with the weird shape the eye has to be with this character I can't find a way to rotate the lid while keeping it close to the eye.

So what I'm wondering, is there any modifier I can use that will make the eyelid object always the exact same shape as the eye but just a little bigger? So that when I rotate it, the faces automatically shrink down to touch the eye.


texts: Need help trying to project shape onto cylinder...

texts: I'm trying to take this cylinder and circle combined shape and remove it from the pyramid so the pyramid has a hollowed out shape. Tried to do it with boolean difference, which didn't work and now I've tried knife project. Which also doesn't work. For some reason the cylinder shape doesnt seem to be registering as a usable object?


texts:
I’m following a tutorial right now and I have a problem with my final renders.
I’m using open cl with my AMD RX 5700 XT and AMD RYZEN 7 3700X since it faster,

but the problem that I found out that is whenever I would use both of them black squares show up like this.

but when I try to use just my cpu or just my gpu to render the black squares don’t show up.

Anybody know the reason behind this?


texts: How to monitor render process in a thread-safe manner?

texts:
I'm currently writing an addon, the purpose of which requires it to render several parts of active scene sequentially, preferably with UI-responsiveness intact. The problem is the UI freezes if I just directly call bpy.ops.render.render(animation=True). I get UI-responsiveness by changing the execution context to "INVOKE_DEFAULT", but then the code won't wait until a render process finished before executing the next one.

Using threading Module

Looking for an alternative, I then use Python's threading.Thread object to encapsulate render function, like this:

def _init_render_thread(self):
    self._render_thread = threading.Thread(
        target=bpy.ops.render.render, kwargs={'animation':True})

... and check the thread object's is_alive method at interval set by a Timer object. Unfortunately it's prone to occasional random crashing, as any thread-related bugs are, so I'm still stuck with this method.

Chaining Handlers

Based on jesterKing's answer, I then chain the render execution using a scene-global property and render handlers with the following code. By chaining, the operator no longer needs to be modal. It's finishing early, then leaving completion to these handlers:

@persistent
def render_pre_handler(dummy):
    props = bpy.context.scene.oha_layout_tools

    if props.render_marker_infos:
        rmi = props.render_marker_infos.pop(0)
        marker_scene_settings(bpy.context, rmi)

@persistent
def render_complete_handler(dummy):
    props = bpy.context.scene.oha_layout_tools

    if props.render_marker_infos:
        rmi = props.render_marker_infos.pop(0)
        marker_scene_settings(bpy.context, rmi)

        bpy.ops.render.render('INVOKE_DEFAULT', animation=True)
    else:
        bpy.app.handlers.render_pre.remove(render_pre_handler)
        bpy.app.handlers.render_complete.remove(render_complete_handler)
        props.marker_infos.clear()
        props.render_marker_infos.clear()

It still doesn't work. The render_complete handler promptly executes even while the render thread itself is still in progress.

Is there any thread-safe way to monitor render process, other than spawning new Blender process?


texts:
Cycle renders is all good.

but, here is the Eevee one.

Its someway apart. What settings I need to change?


texts: Why does my render change when I add background light?

texts:
I was following an Andrew Price tutorial on how to create realistic wood textures in cycles engine. The texture looks good without background light but with it, it looks really white.
This is probably a really stupid question. Is this meant to happen? Should I only light up my scene using lamps rather than background light?


texts: how can i make a rig follow a shapekey deformation?

texts:
Something like Bruce Banner turning into the Hulk.
I have a model with lots of shapekeys to make different characters.
I'm usin the pitchipoy rigify (or any) and i wish that when i modify the model to a desire character the rig  follow the size and shape, so i don't have the need to do it manually everytime.


texts: How to create trigger for character to switch scenes in BGE?

texts:
Blender v2.71

So working on a game in BGE, I can switch from main menu scene to game scene but how do I get the character to get near an object and that object switches to a new scene?

I tried using the near sensor and adding property: player > and controller > scene actuator/ mode: set scene/ scene: scene

But every time my character (property player: float) gets near the object nothing happens


texts:
I would like to make a blue glass shader in cycles.
Something like this:

This was my first trying but I think it's terrible.

And here's my second trying but it doesn't look well.

Is there any way to make a shader like on the first image?


texts: How to numerically assign dimensions of a face

texts:
I would like to make a truncated cone, with the base and top of specific diameters.

First I made a cylinder mesh and input the width and length of the cylinder to match the base.

That's good.

Then I selected the top face and tried to scale it down to the width and height for the top of the cone, but I can only adjust it with my mouse or as a percentage of the original size.

Is there a way to adjust the face's absolute diameter by entering a number like I did the whole object?


texts:
When I attempt to create an edge loop, it stops at the corner of the mouth. I want it to continue into the upper lip.

Does anyone know why this is happening?


texts: Animation doesn't play while rendeering, need help

texts: I'm trying to make an animation with multiple rigged characters but when I render the animation one of the characters plays their animation. I did just download a rigged character from the internet but the other ones I rigged myself. I animated using the Dope sheet and I'm kind of new to animating in Blender. I tried pushing down the other character's animation in the NLA animator nad tried to find other solution but they haven't work yet. any advice would be good. Thank you


texts: Image Exports with Black Background rather than Transparent

texts:
In attempt to render the following with a transparent background, the image exported is shown with a black background.

While the transparent option underneath the Film category is selected, and background images is disabled, it renders normally shown with a transparent background.

However, when it is saved as an image, it is replaced with a black background

What can I do to make sure the image itself has a transparent background?


texts: How to execute my operator (wikibooks.org 2020)?

texts:
I am trying to learn python for blender,
following this and many other things online.
https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Advanced_Tutorials/Python_Scripting/Addon_Anatomy
I open the scripting editor, copy and paste the "complete script"
And run the script.
The script dont give me any error,
but i cant find it in the search menu operator.
What am i missing?


texts: Where are the modifier scripts in the Blender package contents folder?

texts: I need to find where Blender has applied their modifiers and physics scripts within their program so that I can install and place my own that I have. Either it has been a very long day already or I am simply blind because I have looked through every file and every option available for several hours now and am about to go crazy. If someone has a file path or can send a screenshot of where it is it would be much appreciated.


texts: I'm getting no output from the Image node when using sverchok

texts:
Nothing on output in Image node (Image Decompose too). I have tried different types and sizes of images, but still can't get result from this node. May be there is some special requirments on images used with this node?

Screenshot:

And this is how it should look when node function properly:


texts:
I have 10 layers all filled up, and i need content from layer 5-10 to be moved to layers 11-16, as i need more layers in-between.

Is there a shortcut or add-on for this or do i need to go through all layers and move the content one by one?


texts: Displacement Modifier Leaves 0 Height Around 2 Edges of Plane when Applied

texts:
Good evening,

I am working on creating terrain using planes, a greyscale Heightmap and the displace modifier.  Everything is working wonderfully with the exception on a "Lip" I guess it could be called, being left around the edges of each terrain I import.

The heightmap is set to clip, the terrain is non-square, so it is mapped to the UV.

These pieces are all cut from the one massive terrain that I am breaking into individual screens and I need these edges to match up for when I pull it all into Unity.

Thank you very much for any assistance with this.


texts: Eevee transparent glass on transparent background?

texts:
Ok, in 2.8 eevee I have "Transparent" checked on film tab, my material settings follow all listed here https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=2ahUKEwiCyLLhprXkAhVHu54KHdtcCoAQwqsBMAB6BAgIEAQ&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DSN9lkS7K04k&usg=AOvVaw18N0g0o2nAe19dBcjvPU0s

Yet my glass is always this white gray -

My volumetrics are off. I don't see a transparent glass checkbox.. what is the problem here?


texts: Blender Python Scripts: How to import always the same file by pressing a UI button?

texts:
How to create an import button that loads always the same OBJ file?

I'm creating a connection bridge between Blender and other software. I was able to create a button following the scripts templates. In Blender, there is an import script template but contains a custom import function that prints text into the console.

This script is working but when I introduce the path, (filepath="X:/DoNotMove/Blender/mesh.obj") it stops working.

import bpy

# WIP BLENDER BRIDGE: Alan Mattano 2020 Soaring Stars lab

class CustomImpotPanle(bpy.types.Panel):
    """Import Custom Panel for Rhino bridge"""
    ui_tabTitle ="Import OBJ"
    ui_topHeader = "Blender Bridge"

    bl_label = ui_tabTitle
    bl_idname = "OBJECT_PT_rhino"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout
        obj = context.object

        row = layout.row()
        row.label(text="Bridge", icon='MESH_CYLINDER')

        # IMPORT OBJ (consider using %Temp%)
        row = layout.row()
        row.operator("import_scene.obj", text="IMPORT OBJ", filepath="X:/DoNotMove/Blender/mesh.obj")

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

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

if __name__ == "__main__":
    register()

NOTE: By the way, the place for this type of button is not the best solution (but is working). Probably the top windows toolbar is a better solution.


texts: Animation flipping (the wrong way) when rotating

texts:
I'm working on a Roll animation for my character and it isn't behaving porperly. On frame 12 the "W" component of the "hip" bone becomes negative (using quaternions). Then between the frame 20 and 32 it tries to interpolate towards a positive number, but it flips around the wrong direction. How do I fix this? If that is not possible then what is the best way to handle this kind of animation?

P.S. I'm using version 2.77.


texts: I have mirror mesh, i want to apply a logo on it. why its repeating i dont want to apply mirror modifier. Any suggestion or help. Thanks


texts: Weight paint doesn't work in weight paint mode

texts:
I can't get the weight paint to work?

http://prntscr.com/mpmq13

i am in weight paint,i have the bone selected, and it doesnt let me paint. am i doing something wrong with the vertex groups?


texts: Blender 2.8 fbx import/export not available in final version

texts: Even in final 2.8 version of blender, still I don't have access to fbx import/export options. The only import/export options are ambelic and collada. how can I fix it ?


texts: I have tracked dots on a persons face but when I copy the location of say the chin dot, to the jaw controller, it goes way off, even with offset selected. What am I missing here?


texts:
I am very beginner in Blender Cycles.
I am trying to imitate this in cycles: Easter Eggs
Not sure if this scene is CG or an actual photograph.
I have modeled the eggs (easy), now I just want to imitate the lighting setting of this scene.
I have tried adding:

One White Plane emitter above the eggs
Same Plane emitter behind the camera, directly facing the eggs.
Two Plane emitters on either sides of the camera facing the eggs.
Turned Ambient Occlusion ON for the world.

I am getting either too crisp shadows or crossing shadows but never the same as in the scene.

So my question is which lamp should be used and where ?
Please also explain why ?

I am currently here:

If I make the plain larger, the whole scene gets too bright:


texts: Varying Intensity of Texture Map Over Single Mesh

texts:
I am trying to make the texturing more consistent on a lightsaber.

What I have -- I've highlighted important areas of contrast:

My issue is that the map (used to generate bump as well as coloration) produces far more bumps/dirt on the front half of the lightsaber (before the center switch/grip) as opposed to the back half. I have tried matching up the two parts' UV projections but to no avail.

My node setup:

On the .blend, I have two RenderLayers -- one for the lightsaber and one for the wood floor (this is because I use Microdisplacements and Adaptive Subdivision Surface on the wooden floor, both of which are tough on my GPU's memory). I have four UV maps for the lightsaber (for organizational purposes -- three are added together in my UVTexCoords node). I have an HDRI background and several textures (all packed save the HDRI, but you can download it from Textures.com, if you wish). Here it is:


texts: How to straighten out multiple selected edges to one axis?

texts:
I was just wondering if there was a way to get all selected edges completely straight. For example how to get something like this

so that the edges circled in red are all completely straight along the X axis, like all the edges turn into one straight line.

Thanks


texts: Is it possible to move empty in linked collection

texts:
i have an collection of object that can be animated by moving an empty i want to link them and be able to move the empty.
here is a picture, i want to move the circle empty, is that possible?


texts: Create noise texture and set its influence rgb value?

texts:
I want to create a texture of type 'noise' and modify its influence rgb value. Doing this in Blender, I see the following in the info window:

bpy.ops.texture.new()
bpy.data.textures["Texture"].type = 'NOISE'
bpy.context.object.active_material.texture_slots[0].color =
    (0.676377, 1, 0.268503)

Trying to translate this to a python script:

myTexture = bpy.data.textures.new("myTexture", type="NOISE");

myMaterial = bpy.data.materials.new(name="myMaterial");
myMaterial.diffuse_color = (1, 1, 1);
myMaterial.texture_slots[0].color = (0.45778, 1, 0.223341);

the last line fails:

AttributeError: 'NoneType' object has no attribute 'color'

What's the right way to do this? Here's a screenshot of the blender UI, I have a new texture selected, and I'm modifying the rgb box at the bottom:

Thanks


texts: Okay, so I have this problem I can't seem to find anyone else who does. So I'm trying to move a loop of vertices on the Z axis (First pressing G, then Z) but the problem is that it only LOOKS like it's moving up, but when I rotate the camera it's moved in some odd direction instead. I've also tried inputting the amount I want in to move via the keyboard instead of with the mouse, with the same issue. I've tried this from every angle, to no avail. Any help is much appreciated.


texts: Sverchok. Duplicating an object along a path

texts:
Using Sverchok, I'm trying to duplicate an object along a path/axis. The object is a circle, and while its radius will vary slightly as it's stretched along the path, it should remain perfectly circular throughout.

With help, my solution almost works, but there are odd moments when the circle deforms, and I can't figure out why. I'm attaching an image of my Sverchok setup, because I'm new to some aspects of this and haven't yet figured out how to save and upload it as a file - apologies.

EDIT: I think it's because the value for 'COUNT' is sometimes incorrect, but I can't quite see what to plug in there - the floor or ceiling of the modulus perhaps...

--

Note that this follows on from my previous question (How to construct a stretchable array?), and I'm greatly indebted to the contributors there for prodding me along.

I thought it would interesting to see if I could use a node-based solution to solve this problem; accordingly I've modified the parameters of the problem slightly.

Edit:

The file at the following link provides a very close approximation of what I'm eventually trying to achieve - but the stretched shape is deformed as it stretches (the arcs become ellipses). That said, its very subtle so it might not be worth improving... https://blend-exchange.giantcowfilms.com/b/7oOZkavB


texts: Setup for a wine bottle with multiple labels

texts:
I have modeled a wine bottle and created various wine label designs for a client. The labels were created in Illustrator and so I have PNGs. I want to present a render of the same bottle with each label the client. The labels are not simple rectangles.

Should I:

"model" each label and wrap it on the bottle, or
try to map each label image to a portion of the bottle's surface?

I've seen lots of tutorials showing option #2, but something is telling me that the glass of the bottle should be separate from the "paper" label.

Also, with #1, couldn't I use the same bottle blend file and use a different layer for the each label, then turn on a different layer for each new render?

Maybe there's an even better strategy?

thanks,


texts: I joined two objects together, but when I edit the object, they aren't completely joined

texts:
I am currently making a bird in Blender, and I accidentally separated the wing of the bird from the body. After realizing I didn't need to separate the objects, I then rejoined them back together (control J).

Now I am adding bones to the object, but when the wings flap, you can see a hole in the bird's body where I separated the objects. How do I completely join the wing back to the body so this hole doesn't exist?


texts:
So, I have an animation which should be at half the speed that it originally was. So I time remapped it. But when I did this, the animation did what it was supposed to do, it played at half speed. But I wanted to animate it further at this new time-remapped speed, I came across the problem that the keyframes stayed as they originally were. So I wanted to find a way to "apply" or "bake" this new time-remapped animation. I couldn't find this anywhere, so I'm asking it here.
So my question in short,
How do I apply the time remapped animation to the keyframes?


texts: Not showing faces, edges, vertices and background ref images

texts: I worked well with making this M4A1. I added a background reference image too. But because of a mistake of mine, now the vertices, edges, faces while in edit mode and background ref images can not be seen. i dont know how this happened but as I think this happened due to key in keyboard. But I dont know how to fix this.


texts:
I have a wall for which one I have applied a displacement modifier with the cloud texture. In the picture below you can see the wall in the solid viewport.

When I try to catch the coordinate of the wall in the ColorRamp shader I get the walls like if they were inverted. One side is correct whereas the other one seems inverted...
Can you help me ? Why do I have this wall inverted in my Rendered view ?

EDIT :

The wall's normal vectors are in the correct direction


texts: With the particle system,when I render the carpet I see no bristles,but I see them in object mode

texts:
I have a problem with the creation of a carpet using the particle system ; when I render it,I see no bristles,but I see them in object mode. But this problem appears only in the blender file in which I have copied and pasted the carpet,i.e. in the toilet blender file. Instead,in the carpet blender file where there is only the carpet,when I launch the rendering,I can see the bristles.

this is the carpet blender file.

this is the toilet blender file.


texts:
Maybe there's a problem with my set-up, but I can't find a way to rename collections. Left-clicking and double left-clicking just brings up the outliner context menu. Could it be a Mac OS specific problem? I'm using an Apple "Magic Mouse" and the emulate three-button set-up makes no difference.
Edit: To answer my own question, I find I'd inadvertently altered the outliner keymap in Preferences. What an idiot. Oddly, dbl-left clicking still doesn't work, but right-clicking now does. this will also turn out to be my own fault, but at least I can rename my collections.


texts: Blender VSE Renders audio/video out of sync

texts:
I've seen a few other posts in various places about this problem. But having tried all the ones I've found I'm not sure what else to do.

My problem is that Blender renders my video out of sync with the audio. But it happens somewhat randomly. It's really annoying to find that every other video I render is very out of sync.

It's very simple footage too. Just footage of a game from my PC. Nothing complicated.

Now I'm sure I'm importing at the correct frame rate, it's at the correct resolution, and my frame range is right.

I've tried using all of the different timecode options, and not using it at all. Nothing seems to help. But I'm still new to using Blender as a video editor so I must be missing something. I also don't really understand what the different time code options are doing.

I didn't realize I couldn't edit my comments. I tried again with OBS and it still just records a black screen no matter what I do.

I should mention that I use Bandicam to record, with the "YouTube Preset". Which uses the Xvid codec.

@gdquest The addons you suggested seem to have solved this problem perfectly. As well as making editing a breeze. Thank you!


texts: Left hand isnt deforming even though its properly weight painted?

texts:
I'm creating a really crappy video game character and I'm approaching the part where I need to animate! I'm having issues with my armature on her right hand and I can't seem to figure out why it doesn't work! There is probably a really simple fix, but I'm quite new to this! Sorry once again, but I'd really love help here!

Here is the blend file.

This is what I'm talking about:


texts: How do I export animation with inherit rotation turned off?

texts:
I have two bones with parent/child relation ship.

Child bone does not inherit rotation from Parent because I turned it off (unchecked the Inherit Rotation) as I don't want the child to rotate with parent.

This works perfectly in Blender. But when I export to FBX (with Baked Animation) to use in another software, the rotation is inherited.

How do I export the animation with inherit rotation turned off?

I've tried turning it on and adding a constraint to limit rotation but it has the same problem.


texts:
hi i am trying to make a 3d animation with imported meshes. for some reason the light or shine on the model starts flickering in the the animation. the flicker only occurs in some places of the model and the problem happens with all the other imported models. the light flickering only happens in the render not the viewport. i also use cycles to render.
here is the video link to my problem - https://streamable.com/i1kf1x
thanks for any help!


texts: How to move multiple objects into another collection?

texts:
I am using this code which works very well for one object. I select Object_A and it moves to the collection MyCollection. If I select two or more objects, how would I change the code?

bpy.data.objects['Object_A'].select_set(True)
obj = bpy.context.window.scene.objects['Protrusive']
bpy.context.view_layer.objects.active = obj
A = bpy.context.object
A_old_coll = A.users_collection
terrain_coll_name = "MyCollection"
if terrain_coll_name not in bpy.data.collections:
    terrain_coll = bpy.data.collections.new(name=terrain_coll_name)
    bpy.context.scene.collection.children.link(terrain_coll)
else:
    terrain_coll = bpy.data.collections[terrain_coll_name]

terrain_coll.objects.link(A)

for ob in A_old_coll:
    ob.objects.unlink(A)


texts: I have Blender 2.73a with AMD Radeon 3100 Graphics. I saw this page on how to make cycles render faster. It says when I go to User Preferences> System> Compute Device, It has no CUDA option, which means there is no GPU option. How can I fix this?


texts: Probably an elementary question, but could anyone give me a step-by-step method of taking a 2D map (representing carvings)and then "etching" or "engraving" the 2D picture onto the cube faces? Not just a simple map-wrap, but actually making it textured/bumped into the cube surface? Thank you!


texts: (Blender Internal) How to time Cell Fracture?

texts: I have a really simple question that I've needed the answer to for a while now but couldn't find it. Is there a way to make the Cell Fracture times longer? What I mean is that is there a way I can maker it last longer then stopping at the 250 mark on the timeline? Thank you!


texts:
In Cycles, I have a simple still life scene with objects resting on the ground, and I would like to animate snow falling onto the landscape and eventually bury the objects.

Semi-new to Blender and open to all suggestions. Is this possible with a particle system emitter? Can I make the 'snowflakes' stop/pile up on the object or ground they hit?

Also, I'm considering using the molecular add-on, which I have never used before and am no expert at physics in general. Please advise.


texts: Why does my RigidBody jump weirdly in the begining of the animation?

texts: As soon as the animation starts the top of the box weirdly jumps or wiggles, depending on wheter Mesh or Convex is selected. Here is the download of my project


texts: How to get a 2D silhouette of a 3D mesh in Blender 2.8?

texts:
I would like to just take a 2D silhouette outline of a side of one of my 3D meshes. I located the question How to extract side-view outline (e.g. top view) of a 3D object to 2D surface? but since it was made over a year ago, and I am using Blender 2.8, the script does not work for me. Any advice on how to update it? It seems to error out around this part:

copy = ob.copy()
sil = bpy.data.meshes.new("silhouette")
copy.data = sil
scene.objects.link(copy)
scene.objects.active = copy
copy.select = True
bm.to_mesh(sil)

Also, more importantly, how would I export the silhouette? Like it wouldn't save as an stl file.


texts: Rendering multiple scenes in blender render

texts:
Basiclly I was following this tutorial: https://www.youtube.com/watch?v=pBRMh5QZ1n8

and I've done everything correctly but when I render it, only the text renders without the extra halo scenes. here are some screen-shots if it helps: (I think)

If you need more screenshots or info just say specifically as i'm kinda new to blender only started properly learning it like 5 days ago.

EDIT: Ye that helped with the transparency but no luck the text is on it's own still when rendered

If anyone would be kind enough to go through the file and see what's wrong here is the link ;)

or request more screenshots if you need more info.


texts:
Why is there holes in sculpt mode-

I can't smooth them or draw over them and cover them up.
Does anyone know how to help?


texts:
When I am in viewport → render mode, how can I reduce the re-render frequency of the viewport in Cycles engine mode?
So instead of it starting to render again when I slide any attribute in the material nodes, it would wait 250 milliseconds or more between each render on the right
Why? My computer is slow at rendering (weak CPU, no GPU) and I don't want to change all viewport/final render subdivisions, and number of samples each time I preview


texts: Why are the longer edges being beveled more?

texts:
I'll preface this by saying I'm very new to Blender - I'm trying to put a bevel on an edge, looks something like this:

As you can see, the vertical side is much longer than the horizontal side.  When I apply to bevel to the edge there, the bevel stretches proportionally - so there's 'more' bevel on the longer side.  I want to bevel without any 'ratio' like that - just a 45-degree bevel, if that makes any sense.  Do I have to put in a loop cut to make the side lengths equal?  I tried using a sub-surf modifier, but it applies on a bunch of nearby edges, when I just want to round this one corner.


texts: Constraints- My circle is not following the selected path in my follow path constraint

texts:
I am trying to make the circle follow the brazier curve path with a follow path constraint but it is only the blue line that is following it.
What am I doing wrong?  Saw lots of tutorials but still, my circle is not following the path.

Thanks, for the help.


texts: MakeHuman model not retargetting correctly to mocap bvh file

texts:
I am involved in a research project where I collected mocap BVH files from Kinect (converted CSV to BVH files) for yoga poses and I am making synthetic humans animation for yoga poses. I am using Blender for rendering animations.

I am facing issues with retargetting the BVH fie to my Make human model and it is not giving a very nice animation.

In this image the skeleton is an imported BVH file and another is a retargetted Makehuman character for the same BVH file:

You can see the strange behaviour among the rig of the MH model and the mesh and other objects such as clothes.

I am not sure what the problem is, I am unable to figure it out. Can you guys help me out with some important steps while creating animations with Makehuman, Makewalk and BVH files? I am using .mhx2 files for the character model.


texts:
So I am trying to load icons into a custom script and am having a series of issues. I initially wanted to try having a separate file that was icons.py that would supply a dictionary of the images however I was able to get it to work without separating it by putting it in the register however when the script is loaded as an add on it doesnt show the menu options.

So when I run it from the script editor it works but now when I have it run as an add on. Is there something I need to do to make it load first so the rest of the script can run?

import bpy
import bmesh
from bpy.props import *
from math import pi, radians
import os
import bpy.utils.previews

#attempting to load custom icons
from .icons import load_icons
from .icons import clear_icons

class customMenu(bpy.types.Menu):
    bl_label = "CustomMenu"
    bl_idname = "customMenu"

    def draw(self, context):
        layout = self.layout
        global custom_icons

        icons = load_icons()

        if bpy.context.object.mode == "EDIT":
            #print("EDIT MODE!")
            layout.operator("bevelandsharp1.objects", text = "Make SSharp", icon_value=custom_icons["MakeSharpE"].icon_id)
icon_value=custom_icons["Xslap"].icon_id)
            layout.separator()
            layout.menu(eMeshtools.bl_idname, icon_value=custom_icons["Frame"].icon_id  )

        else:
            #print("OBJECT/OTHER MODE!")
            #layout.operator("custom.icon", text = "CustomIcon", )
            layout.separator()
            layout.menu(Meshtools.bl_idname, icon_value=custom_icons["Diagonal"].icon_id)
            layout.separator()
            layout.menu(ImpSettings.bl_idname, icon_value=custom_icons["Frame"].icon_id)
            layout.separator()
            layout.menu(ButtonsVPSub.bl_idname, icon_value=custom_icons["Gui"].icon_id)
            layout.separator()

custom_icons = None

def register():

    global custom_icons
    custom_icons = bpy.utils.previews.new()
    script_path = bpy.context.space_data.text.filepath

    icons_dir = os.path.join(os.path.dirname(script_path), "icons")

    custom_icons.load("custom_icon", os.path.join(icons_dir, "icon.png"), 'IMAGE')
    custom_icons.load("CST", os.path.join(icons_dir, "HIconCST.jpg"), 'IMAGE')
    custom_icons.load("Frame", os.path.join(icons_dir, "HIconFrame.jpg"), 'IMAGE')
    custom_icons.load("Diagonal", os.path.join(icons_dir, "HIcondiagonal.jpg"), 'IMAGE')
....


texts: does Blender support Intel(R) HD Graphics 4400 for cycles?

texts: I have a Intel(R) HD Graphics 4400 and does blender support this for cycles.


texts: One useful function about make vertex smooth

texts:
In this video the author first select many vertex which he wanted to adjust then hit Alt + Accent_Grave then select 3 (blue one button) and a curve appear to make the vertex in a line smooth, at same time with three points in the curve he can easily adjust the position of many vertex smoothly.

I don't know how to do that. Is it some addon or just a function in Blender?

Video at minute 44:00


texts: Composite for shadows Works for One object but 2nd object is semi transparent

texts:
(Edit: I figured it out. See last screen shot)

I set this up in Blender 2.78c but am using Blender Guru's video (blender guru for the basics for the composite.

The bottom lady bug renders great and I catch the shadow. The top lady bug renders semi transparent.

Both lady bugs are on layer 1 and are in pass 1. The cyclinders are on layer 1 and 2 and are on pass 2.

The Rendered passes look great. But, when they hit the divide mix node, it all goes wrong. The bottom lady bug is fine but the top one gets the transparent treatment.

I tried a render with the bottom cylinder moved so that the lady bug hangs off the edge to see if the bug would go transparent. It didn't. It stayed solid. The shadow shifted but I was expecting that.

So the shadow catch works on the bottom bug but the top bug is screwing up somehow.

What am I doing wrong?


texts: How do I get hair particles to not intersect eachother?

texts:
The picture shows it pretty good, I want to build a city by using a hair particle system. The only problem is, that the houses are overlapping eachother. I am already placing them on the vertices only (which would be fine if all houses were rectangular and aproximately the same size) but since the different buildings have different shapes, this doesn't fix the problem.

I am doing this in Blender 2.8. Are there any addons that can do this?


texts:
How do I disconnect edges/vertices?

I would like to disconnect an edge loop, so can I move them individually. (Splitting the mesh into two is not an option.)


texts: Experiencing problems with UV unwrapping walls containing openings with Archipack addon

texts:
I'm struggling to figure out how i can UV unwrap a wall properly where either a door or window is attached to it.
As shown in the pictures below, the two UV maps are identical, so it seems that blender cant read the autoboolean that Archipack creates in the wall when adding a door or window.
Also, when entering edit mode, picture 2 shows that blender some sort of ignores the window..

Does any one of you know how it is possible for me to unwrap the wall properly :-)?
Any help would be much appreciated!


texts: How to get a list of faces from a mesh in blender API 2.79

texts:
I'm trying to create a some code in blender where I can have it print a full list of vertices and faces for a mesh that I have selected. I'm then planning on using this list to draw out the same mesh in a another program i want to use as an add-on. I am am able to get blender to return the list of vertices in the console, but I've had no luck with the faces. I'm just starting to learn the blender API, so any help would be appreciated.

I've already looked at some older forums on a solution to this problem, but they all use a mesh.faces function, which blender says does not exist anymore. I'm getting a feeling that after some updates blender has moved it to a new class function, however, I have no idea where it is.

## This first part works like a charm, and it prints out the vertices perfectly.
obj = bpy.context.active_object
v = obj.data.vertices[0]
coords = [(obj.matrix_world * v.co) for v in obj.data.vertices]

plain_coords = [vert.to_tuple() for vert in coords]
print(plain_coords)

## This is the part I need help on. No matter what I try it keeps saying there is no attribute
f = obj.faces
print(f)

In the bottom, I'm trying to set f to be the list of faces in obj, but it keeps saying that obj doesn't have the attribute faces.


texts: viewport denoising blender 2.83 macbook pro

texts:
I'm a macbook pro user of blender 2.83
i'm trying to activate the viewport denoiser, but there is no way
anybody knows how to activate it?
my graphics are: Radeon Pro 555X 4 GB
Intel UHD Graphics 630 1536 MB
Thank you!


texts:
My particle system is partly above the mesh and not distributed all over the mesh.

Particles system

Particle system settings top-bottom

Emitters' origins and location

How do I prevent the particles from going off the surface, but stay on the top of the mesh?

p.s: I weight painted the parts of the surface I want to emit my objects and added this vertex group to the density of the particle system

*EDIT: By setting the Normal value to 0 helps not so much, though it does make it slightly better with distribution.But the majority is still not in the right place.

**EDIT: It Actually seems like the children are the objects floating above and below, when I disable children all the objects are in the right place

Is there anything wrong with my children properties, that is causing them to be displaced above and below the object?


texts: Is it possible to change image texture after Render?

texts:
As the title suggest, I have just discovered the wonderful blend4web, the current project I'm working on requires me to be able to change the image on my render outside of blender.

I've been able to achieve this somewhat with babylon.js, but being the complete novice I am at javascript it's difficult to fully impliment what I want.

So basically, I have a plane for example, with a image mapped onto it, export out to blend4web, and I would now like a way to change that image via the code inside the html document, without needing to go back into Blender and change it?

Is this possible?


texts: Is it possible to use D-noise from a picture?

texts: As far as I know we can use D-noise tool just after rendering. I wonder if we can use it loading an already rendered image instead.


texts: Crash after going into wire frame mode 2.8

texts:
Has anyone else been crashing in 2.8 once they go into wire frame mode?

I have two different files that do this and every other one is fine

I just realized its only when I snap into either front or side view using the num pad, weird


texts: Fbx exported file is different to .blend when imported in Unity

texts:
I encountered a weird issue today. When I exported my model as fbx and imported it, I noticed the meshes were different to the .blend import. For example there was a hole in my character's head. I went back to check normal and they were all fine. How do I check what is causing this issue and results in different meshes from .blend and .fbx formats?

It is also interesting to note fbx actually keeps all the animations however .blend removed a lot of small animations from my model. Is this normal?


texts: Making a pill capsule filled with powder

texts: I'm trying to create a realistic capsule that has a translucent shell and a powder interior (see image). Ideally, I'd be able to change the color of the powder interior easily. Can't seem to figure out how to get it looking realistic. Any help is appreciated, thanks!


texts: Something wrong with my rig. All scrunched up and missing faces?

texts:
I tried to copy and paste an armature onto a saved model in an alternate .blend file, but my model became all messed up: faces missing and what not.

Here's the photo of what it looks like.

It also says Auto-run disabled. I'm not sure what that has to do with the rig itself, but I thought I'd add it.


texts: How do you change what object the node editor is editing?

texts: I'm a total noob to blender. I've tried to start using the node editor, but when I added the texture it went to the wrong object instead of the one I had selected when switching from object to edit mode. Closing and reopening node editor didn't work, either. How do I make it so it edits the object I want it to?


texts: Friction with balls rolling down a funnel

texts:
I have made a funnel with some balls that are set to move sideways to begin with. Once they hit the funnel, they immediately stop and roll towards the centre. They seem unwilling to roll in the funnel itself. All is rigid. no bouncing. friction is set to almost zero.
How can I make them roll more willingly?


texts:
I have a 680 frames long animation, I started to bake my cloth object but after 32% point cache the baking stops, I repeated the bake several times with different qualities but it always stops on 32%(on blender 2.90)
How can i bake the stimulation to 680 frames?


texts: Is it possible to move an object closer or farther away while keeping the same perspective?

texts:
If I grab an object and move it left or right, or up-and-down, it moves in a path perpendicular to my current view. Is it possible to move an object parallel to my current view?

In other words, I want the object to move closer or farther away while maintaining the same relative position in my view.

Is this capability built into to blender?


texts:
I'm trying to cell fracture a mesh of a mask and running into some unintended results that i would like to fix.
When i cell fracture the mesh I am getting strange pieces that are extruded. I am not sure how to fix this or what the problem is.


texts:
I want to adjust the Thickness of the "Inset Faces"-Tool manually, since dragging is very inaccurate, and I want the exact same thickness on every face of the cube. I googled around but didn't find how to open some sort of menu to type in the value. Help would be very appreciated.

Screenshot attached.


texts: Blender 2.8 - Objects Are In Different Position -- Rendered EEVEE View To Cycles View

texts:
I have a plane for an object that has texture material for a street. When viewing render in EEVEE viewport the plane shows different position and when I switch to cycles my other objects as well as the plane are also in wrong positions.

I'm not sure if this is a Beta 2.8 bug or if it's something I've done to cause it? The way it appears in EEVEE viewport is also the way it appears in solid or lookdev modes. How to fix? Hope someone can help. Thank you!

I have no modifiers on the plane or other objects. Blender version is: 2.80 (sub 39)


texts: Drawing an arrow between 2 vertices to indicate the direction using bgl

texts:
I am trying to draw an arrow in between 2 vectors in an edge to simply represent the direction edge is going to. But I am getting weird results. Sometimes the arrow are perpendicular to the line itself and have odd rotation. What am I doing wrong? Please mind that this is orthographic projection of the top view, I have clicked the picture.

arrow_head = [
    [-1,-1],
    [0,0],
    [1,-1],
]

def draw_arrow_head(self, context, vecFrom, vecTo):
    ob = context.object
    if ob is None:
        return

    direction = Vector(vecTo) - Vector(vecFrom)
    direction.resize_2d()
    angle = direction.angle(Vector((0,1)))

    # form a 2d rotation matrix
    mat = Matrix().Rotation(angle, 2)

    # middle point
    middle = (Vector(vecTo) + Vector(vecFrom)) / 2.0

    bgl.glBegin(bgl.GL_LINE_STRIP)
    for v in arrow_head:
        xy = Vector(v)* 4.0 * mat
        xy.resize_3d()
        newPos = xy + middle
        bgl.glVertex3f(*newPos)
    bgl.glEnd()

def draw_edge_direction(self, context):
    ob = context.object
    if ob is None:
        return

    if bpy.context.active_object.mode != 'EDIT':
        return

    obj = context.edit_object
    me = obj.data

    bm = bmesh.from_edit_mesh(me)

    for e in bm.edges:
        draw_arrow_head(self, context, e.verts[0].co, e.verts[1].co)


texts:
In Blender 2.69 and 2.70 I tried to make a simple GLSL shader that has one uniform value. However, it seems like the uniform value isn't applied correctly. The scene is showing a black cube. How can I fix it?

import bge

cont = bge.logic.getCurrentController()

vs = '''
    void main() {
        gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    }
'''

fs = '''
    uniform float c;
    void main() {
        gl_FragColor = vec4(c, c, c, 1.0);
    }
'''

mesh = cont.owner.meshes[0]
for mat in mesh.materials:
    shader = mat.getShader()
    shader.setSource(vs, fs, 0)
    shader.setUniform1f('c', 0.5)

i partly figured it out myself.

if i play the scene in the stand alone player.
the uniform value is applied correctly.

i don't know why the viewport mode bge player doesn't work correctly.


texts: How to switch between fk and ik when they are separate armatures?

texts:
I have a model that I want to be able to switch between IK and FK. The ik and fk bones are two separate armatures but connected through bone constraints. How would I be able to switch between FK and Ik and keep the position when posing?
Kind of asking the same question here: How can I seamlessly switch between IK/FK?? but the armature in this question is all one armature instead of two like I'm asking. Also, this was asked in 2.7 and I need to know where it is in 2.8/2.9


texts:
Basically I am asking what was already asked a year ago in this thread:
Create a rounded wireframe?

The question is basically unresolved an I thought that since a year ago someone might have an answer, or simply an idea about how should I go about doing this in my own case. The wireframe + subsurf technique, even with with a crease of 1.0, will create uneven thickness with pointy corners at the vertices, however much I play with the options, and also subsurf adds unnecessary edge loops, subdividing edges between vertices.

What I feel would solve the problem is a RESOLUTION option in the wireframe modifier in order to turn those 4-sided wire frames into cylinders. Just like the option you have with curves. I know you can convert the mesh to curve but that automatically results in disconnected topology. And the skin modifier is way too heavy and results in twisted topology as well as rounded intersections.

In more practical terms, here is what I want to achieve. I have this mesh you can see in the picture above, which is actually a floor. Everywhere you see edges, I would like to turn them into cylinders in order to make a nice pattern onto what is an otherwise quite boring floor. I could of course use a texture but I would like the pattern to be 3 dimensional, and a 4-sided wireframe just doesn't make it. It needs to be round. What would be the most efficient way to do this, without the ugly results of the wireframe+subsurf, skin, or curves?


texts: So I made this left side of the rig and I want to symmetrize it to the other side but I get this result? I've been trying to fix it but couldn't get it to work. Some help would be amazing!


texts: By accident I booleaned and stuck another object to this one. I couldn't separate them so I deleted vertices, edges and faces few at a time and managed to get rid of the object. but i think that yellow lines are base of the object joined. I can't get rid of them. With the mouse i can point the vertices and sides. i can even make a face but can not delete at all. Please help me with this. Thanks.


texts:
I found some explanation, but there is not difference between Protected and Unprotected layers for bones.

Theoreticaly if I have my bones protected it will be linked to scene after Make Proxy. But it is also linked with unprotected layers. If I will do some changes in bone hierarchy it is propagated to my scene too. So where is difference?

It looks like some old function from previous Blender version.


texts: Environment choice for a color-only objects

texts:
My question will definitely sound incredibly noobish, but I started to play with 3D graphics and Blender just a few days ago (after a month-lasting struggle with OpenGL basics) and I've run into trouble.

I have "created" a nice small bunch of models for a 3D game, determined that I wouldn't use a single texture for the appearence of the objects. This is what they look like:

Right now I'm trying to create some environment (terrain, lights...), but all of my previous attempts have failed.

I tried to create a hill without modifying it´s color. Result: the hill is unrecognizable, it has just the same color as everything else.

I played with Z-transparency. Result: better, but nothing delighting.

Instead of trying and experiencing failure again, I want to ask: is there any way I could create (a visible) terrain consisting of hills and valleys without using textures? Are there any specific ways of doing things when doing "cartoon graphics"?


texts: Node Wrangler -- 'ShaderNodeBsdfPrincipled' AttributeError

texts:
I ran into a problem while using Node Wrangler.When I try to use the 'Add Principled Setup' option in the Node Wrangler menu and select the desired texture/PBR material files blender gives an error:

Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.81\2.81\scripts\addons\node_wrangler.py", line 2689, in execute
    if not active_node.bl_idname == 'ShaderNodeBsdfPrincipled':
AttributeError: 'NoneType' object has no attribute 'bl_idname'

location: <unknown location>:-1

Can anyone help me with this?


texts: Unknown uv-layer MeshUVLoopLayer("NGon Face-Vertex") appears while iterating an objects uv layers

texts:
I "discovered" a uv-layer called "NGon Face-Vertex".
My goal was to get get rid of all other uv-layers except the active one.
So i wrote:
for layer in list(C.object.data.uv_layers):
   print("layer",layer)
   if not layer.active:
      C.object.data.uv_layers.remove(layer)

This code throws the error:
Traceback (most recent call last):
  File "<blender_console>", line 4, in <module>
RuntimeError: Error: Texture layer 'NGon Face-Vertex' not found

So i wonder where does this layer come from?
Tried it with the default cube and blender version 2.82.8
Thought you people might find it interesing.
Here are some before/after screenshots:

Oh and this is how i do it now to circumvent this misterous layer:
for key in C.object.data.uv_layers.keys():
   layer = C.object.data.uv_layers[key]
   if not layer.active:
      C.object.data.uv_layers.remove(layer)

Edit: added working code to remove all layers but the active one


texts:
I have been using Blender for a year now, and I have wondered many times,"What is the difference between a meta-object and a mesh?" What exactly is the difference? Why can a mesh not be calculated like a meta-object?
How does Blender calculate the material shaders for the metas?


texts: populate a dropdown (or prop_search) with a string list

texts:
I want the user to be able to select a string from a list of possible options.

The value stored in the extra properties data must be the selected string (not an integer id as with EnumProperty)
The list of options is generated dynamically (content depends on the file system).

[It contains file names from one or multiple directories, restricted to certain extensions, but displayed without extension, whereas duplicate filenames (i.e. different extensions) are only displayed once]

I tried to use prop_search, but it doesn't work - see this question.

What is the best way to achieve this?


texts:
I am trying to run a cloth simulation in blender using python scripting and despite setting the frame_end of the scene to the desired number of frames (C.scene.frame_end = total_frames), the cloth stops at 250 frames.

I eventually found that that I need to set the frame_end for the cloth as well, and I tested it and it works, but I don't know how to do the same operation via scripting.

Here is a screenshot of the particular setting I am trying to change.

When I change the setting via the user interface, the following appears in the info view mode:

bpy.context.object.frame_end = 285

However, when I try to do the exact same thing via the python console, blender will give me the following error:

>>> bpy.context.object.frame_end = 285
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
AttributeError: 'Object' object has no attribute 'frame_end'

>>> bpy.context.object
bpy.data.objects['shirt']

When I hover over the property, the "command" that pops up is also incomplete:

bpy.data.objects['shirt'] ... frame_end

How do I change this property via scripting?


texts: Texture look lighter in material view than in render view

texts:
So i am trying to texture my mesh with cycles render and im wondering why does my mesh look better on render view than in material view with the textures? In material view it is so mutch lighter. Is there a way to fix it? or is there anything to fix it and its just like it is?

Also tips and tricks for texturing is appreciated

Here is an image:


texts:
I often use Link to import objects from external .blend files into my scenes. However, in order to position a linked object within a scene, it's obviously necessary to use Make Proxy in order to position the linked object(s). Unfortunately, creating a proxy object does not create copies of any modifiers that were on the source object, meaning that I then have to manually recreate them on the linked object to match the source object.

Is there some way to get Make Proxy to copy modifiers to the newly created proxy?

UPDATE: It appears that Duplicate Linked is what I want (unless anyone can tell me why this doesn't do what it appears to do). I want to ensure that the created object is as "shallow" a copy as possible; any changes to mesh data or materials made in the source .blend file should be reflected in the linking .blend.


texts: Making Renders look like Digital Paintings

texts:
I've seen a lot of 3d renders that really don't look rendered at all, most notably a lot of Gleb Alexandrov's work. I'm getting an idea it has to do with multiple factors including post processing and manipulating individual passes in the compositor, but is there any good tutorials out there that explain better?

Best Regards

Simon


texts:
I have a problem with rounding rectangle. I know how to round a cube, but not how to evenly round a rectangular prism. When I use bevel, it does not seem to bevel evenly. But I want to do it correctly. Please see the following pictures for an example:

This is my model comparison. Here you can see my model is not rounded evenly.

And this is standard cube, that you can see when program starts. It's rounded evenly, but when you will scale it, you can see, that it will round not evenly, like my model (But my model was created not on this method)


texts: If I slide the Shape Key value anywhere from 0, Blender will force-quit. What can I do to fix the problem?


texts: I was using Blender 2.76 and was able to use mp3 codec as the audio output. Now in Blender 2.79 it did not want to render in mp3 for lack of codec. In my understanding it only accepted mpeg2 in the audio output. Is version 2.76 more complete in terms of output options? Or is it because I changed dristro from Ubuntu to Mint?


texts: recalculate outside (normals) for all objects

texts:
due to a sketchup import half my objects are inside out

how can i make a script (novice) that selects all objects (one by one?), put them in edit mode, recalculate outside (cntl n) and back into object mode.


texts: sparkles are beneath the donat not above it

texts: following blender guru in his tutorial for beginners i couldn't make sparkles at the right way .. the hair is supposed to be above and under the icing but it's only above .. when i rendered as object and selected the sparkle it went beneath the icing and they are not able to seen from above but only in x-ray mode


texts: Is my texture gone if I accidently clicked on "blank" in UV mapping?

texts: I accidently clicked on the "blank" button in the UV editor. I had a texture I painted in texture paint mode in the last two hours and I didn't save it. Is it really gone now?


texts:
I try to loop cut 2 times on a cubic, then switch to front view, use box select to select the middle part, then extrude -1 around z axis into the cubic. but the output looks like below:

Obviously, the two border face not been extruded as expected. I know boolean modify works for this case but I wish to use extrude.


texts: No Preview in the Preview Sequencer View (just white on black)

texts:
I am a new user and I just installed Blender 2.76b on a Lenovo R500, OS Windows XP Pro. I intend to use it mostly for (short) video editing.
I could load, hear audio, cut and animate video correctly, but the preview is in a white square on a black background.

When I initialize Blender, I got the following output:

"AL lib: <EE> ALCdsoundPLayback_reset: Unknown system speaker config:0x0
Warning! Using result of ChoosePixelFormat."

and at the start this alert:

"Your system does not use 3D hardware acceleration.
Such system can cause stability problems in Blender and they are unsupported.
This may cause by:
* A missing or faulty graphics driver installation.
  Blender needs a graphic card driver to work correctly.
* Accessing Blender through a remote connession
* Using Blender through a virtual machine"

Cases two and three are not mine. Do I need any special driver for my graphics card (ATI Mobility Radeaon HD 3400 Series) to use Blender? Does it have anything to do with seeing no preview?