texts:
in trying to bake a high poly sculpt displacment map onto a low poly base mesh, and not having much success, there seems to be not alot of info out there on this particular subject (from what ive seen and read blender perhaps isn't the best program for this process),

am i right in thinking that the low poly mesh has to completly cover the high poly? I saw this mentioned only in passing in a tutorial and not realy explained, other tutorials i have seen are only showing a plane being displaced

or is or is a degree of intersecttion (over and under lapping meshes where sculpted details from the base mesh excede the bounds of low poly) ok or even prefered (this dosnt seem to be a problem when baking normal maps)

I've only realy had any degree of success with the high poly being within the bounds of the low poly, but the resulting displacement image is lacks contrast, and dosen't affect the mesh simply imposing an image on the low
i tried adding a contrast node to ramp up the potential effects of the 'weak' displacement map image to no effect

please could somone walk me through what the correct aproach might be in this case and what i should consider ive only seen demos using simple planes,
for example
--- is my base mesh too low in polycount?
--- are the sculpted details too far from base mesh?
--- could there be sothing overlooked that might be a problem (smooth shading ect)

hope i've made my problem clear,
i will try to upload a blend file with a decimated high poly sculpt

cheers,
billy


texts:
I’m trying to create a material for a button on a music control panel. It looks like a plastic glossy button with some colourful light coming from behind.

I’m using EEVEE engine, so I tried bumping the transmission to 100% and also checking the refraction in the render settings, but it’s not the best looking button, it seems not transparent.

Q: How to create a realistic looking shader for that plastic knob using eevee?


texts: Make an object a mask (render as transparency)

texts:
I need a plane to act as a mask. I want objects in front of it to show up, objects behind the it to not show up, and where the plane would have rendered to be transparent pixels.

You can think of it as the plane being a green screen and then keying out the green. (I tried implementing this as a green screen in the scene, but this cause problems like green light bouncing off the plane and imperfections around the edges.)

In short, is there a way to cause an object to not effect light in the scene and all of it's visible pixels to cause transparent pixels on the render?


texts: What is the reason for partially allowing visibility control of linked objects in the outliner?

texts:
When I link an object from another file, the visibility, selectability and renderability icons in the outliner are greyed out and inoperable.  Yet I can control these functions by right-clicking in the outliner or by using hotkeys.

This behavior is different from linking groups where the outliner buttons are fully functional.

Is there some rationale for this partial functionality in the outliner for linked objects (as opposed to linked groups)?  I.e. bug or feature?

(Blender 2.77a, Windows 10 64-bit)


texts: How to change material name (batch) to the name of its texture?

texts:
Any way to make multiple materials use the same name as its texture?

Like if a texture was named "ref32.png" but the material name was "88" how would I batch name multiple materials to be their texture name?


texts: Blender rendering differences when using CPU vs GPU

texts: If you look closely at the two pictures, you’ll see the GPU render has ridge lines going through every object from half the width over to the end. The blender files used were exactly the same. Any ideas as to what’s happening?


texts:
I tried duplicating one side of my armature and mirroring it to the other side with Shift+D, S, X, -1. It works except that in pose mode, the arm and the leg are not symmetrical to the other side. Is there a way to fix it other than manually replacing them? I really want to keep it clean. The rest position is ok though.
My file is here -
https://drive.google.com/file/d/13oPK4rJQuXMJ106jL1chpc0jwh5cdrmY/view?usp=sharing[][1]


texts: UI Update issue PropertyGroup UIList Item 'name' prop's update hook?

texts:
This is hard to explain but I will try.

I have a panel UI that I use to generate a geometry but lets call it a parent group object.

I have a PropertyGroup List with a PropertyGroup for the Items so each generated object is stored in the list, so where you select the item in the list the UI in the same panel updates with the different objects properties and name that it's given. This name is the Geo's name in the Scene Property viewer as well as the name in the item in the list, which is the only thing I display there in the list.

When I rename the actual object not in my panel I have a complex solution where a watcher is monitoring for name changes and looking to update the panel.
I can simply update the item.name from the list to the new name and it is visually seen to update, but when it comes to the field that represents the name in the properties panel I can in theory update it but it doesn't change visually no update.
This is StringProperty that does not have an update function or anything like it but probably should I just don't know how to trigger it.

If I try to create a 'name' StringProperty in the List PropertyGroup it won't let me so I'm unable to assign an 'update' function.

If I create an extra property called geoName and assign an update function, then I can set it's value to the StringProperty via myProp = self.name.
I guess I'm looking for a way to assign an update function to the 'name' property that is part of a list via

listGroup = props.PointerProperty(type=ListGroup)

So the UI shows it this way

ro.template_list("ListGroup", "Group_List", listGroup, "items", listGroup, "idx")

That is a UIList that has a draw_item function

class ListGroup(bpy.types.PropertyGroup):
    idx = bpy.props.IntProperty(name="Index", description="Index for ListGroup", default=0, update=listItemSelected)
    items = bpy.props.CollectionProperty(type=ListGroupItem)
and this

class GenSourceItem(bpy.types.PropertyGroup):
    #items like StringProperty are here

is the set of properties where you can not seem to add the update function to the name property because it already exists so I can't set the field in the UI that is for creating them. The name field is also a way to edit it (which works and renames the geo and the list's name), but again if I edit the name of the object and the list updates it can't update the StringProperty in the panel without having an extra go between value I've assigned an update function to.

Said another way for clarity: since the UIList item has a 'name' and I can change/update it but I can't be notified it updated and reflect the change in the panel. How might I assign an update function to the List Items name property? or tell a StringProperty in a Panel to update. That parts wierd because I can update it somewhere in this watcher watching (continuously for what should be a geo name update event), and it seems to change it there, but I guess it must be out of the display context somehow (I guess because that geoObj name change is happening in the official Scene tree viewer)?


texts: Looping background (png image) in Blender for a car chase scene

texts: While animating a car chase scene I need to have a background image (that includes trees, buildings etc) which moves from right to left and gets repeated in loops. I Couldn't find any driver or interpolation to create such a dynamic effect. Can someone post an example on how to do this?


texts:
I've got some trouble with bpy.ops.object.proxy_make().

To resume:

my script import a character who has a rig.
this character is imported as a link then I make it a proxy of the armature.

My script run fine on blender scripting area, run fine with batch but if i execute-it from panel or menu it stuck on bpy.ops.object.proxy_make().

This script is placed on a folder, call from init.py - this folder is on blender addons folder.

__init__.py call-it

from . import myScript

    class simpleClass(bpy.types.Operator):
    bl_idname = "myPanel.simple_class"
    bl_label = "my simple script"
    bl_description = "simple script"

    def execute(self, context):
        myScript.run()
        return {'FINISHED'}

...register stuff

myScript.py i've juste pasted essential

scene = bpy.context.scene
with bpy.data.libraries.load(currentPath, link=True) as (data_from, data_to):
            data_to.collections = data_from.collections

        for new_coll in data_to.collections:
            if new_coll.name.endswith('.anim'):
                instance = bpy.data.objects.new(new_coll.name, None)
                instance.instance_type = 'COLLECTION'
                instance.instance_collection = new_coll
                scene.collection.objects.link(instance)
                armature = new_coll.name.split("_")[0] + "_armature"
                ob = scene.objects[new_coll.name]
                ob.select_set(True)
                bpy.context.view_layer.objects.active = ob
                bpy.ops.object.proxy_make(object=armature)

terminal :

location: <unknown location>:-1
Error: Traceback (most recent call last):
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\addons\myFolder\__init__.py", line 132, in execute
    bpy.ops.object.proxy_make(object=armature)
  File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\scripts\modules\bpy\ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Operator bpy.ops.object.proxy_make.poll() failed, context is incorrect

location: <unknown location>:-1

Tested on centOS7 & Win10, blender 2.82

I turn around long time before posting here...
i've found this thread & more precisely answser of @pullup

Making Proxy on a Linked Rig via the API

But i don't know how to override this. and i don't know if the right way ?

Thanks for reading,


texts: Mesh surface using image textures need to be unwarped everytime when assigned or changed in cycles

texts:
I'm having an issue with image textures. Everytime i change the picture or texture coordinate or anything connected to the image texture, i need to unwarp the mesh to make the changes displayed on render. It is kinda ennoying when rendering a whole scene with animation.

Do you guys know how to fix that?

[edited]

Here in the first door's window, We can see the original texture image

In this picture, i have copied the first door and put it at the end of the room, and the image texture displayed like this.

As you can see, the image Texture is displayed wrong (zoomed or something) and i have to unwarp the upper bart of the door to get the the proper display(like the yellow door).


texts: Can I use a panoramic rendered Blender scene as environment texture?

texts:
I'm trying to create a VR animation of an experiment being done in a classroom. The render times are through the roof if I render each frame of the animation, setting the camera to panoramic view. Can I render the classroom scene just once (setting the camera to panoramic), then use that as an environment texture for the rest of the animation in which the camera just focuses on a table where all the experiments are going on.
Will this reduce my render time?
Please help!


texts: I have an apple that is thrown into the air and then sliced in half. Because of this, there are two different objects (the halves of the apple). When it is thrown, I want to use a Rigidbody to get more realistic physics. How can I make the two halves act like one object for a certain amount of time?


texts: Is it possible to make a modifier with a python addon?

texts:
Is it possible to make python addon as a modifier?

I just would like to make some deformation modifiers. But I know only python.


texts: move loop selection to next or previous loop?

texts:
I am trying to move the selected loop to next loop (the first selected loop needs to be deselected as well, what i need help with is to move the selection not expand it. Is it any command in blender that does this? it does not matter how i get the result so switching selection modes etc will work since i will just copy the order of commands that it takes to get this result in Blender and write a script for it.

See pic,


texts:
how can I change the color of the text_input widget in the BGUI?

I've tried:

self.input = bgui.TextInput(self.win, text="text", color=(0, 0, 0, 1), size=[.4, .04], pos=[.04, 0.12],
        input_options = bgui.BGUI_INPUT_NONE, options = bgui.BGUI_DEFAULT)

but it didn't work, the color is still white. In the default theme the TextInput color is set to black too.

Thanks in advance.


texts: When use of geometry, in viewport inside of tshirt is changing color but not in render

texts:
My first post asking for an advice.
The item i have a problem is a tshirt.
Texture that is meant to be applied to outside of tshirt is obviously visible on the inside and depending how camera faces its visible.
I have searched and found that geometry will help.
Added geometry(back facing) to my set up and I am able to set the inside color to what I want, but it only works in viewport(object mode) and when rendering it is not working and outside texture is still visible on the inside.
It must be some sort of setting that does this but searched and not able to find how to fix it.
Same result in cycles and evee.


texts: Obtaining a smooth result after modelling

texts:
Why is this difference is happening after I tried to Shade smooth this sword crossguard?  One side is smooth and the other on not.

As you can see I only applied a mirror modifier so far to model the other side of the crossguard.

This is a wireframe of the model.


texts: How can make objects invisible in only certain areas?

texts: I started to study blender recently, and I was just making some experiments with fluid simulation but I was stuck with this problem.


texts: How to find image usage? Outliner / Data API / Images

texts: I try to shrink downloaded FBX files, sometime I succeeded, sometimes not. I try to find out what image I could not unpacked. Now I realize there are images what are packed in there (bleder file) but I could not see in the material properties. Where are they, how I unpack them?


texts:
Good day.
If rendering at 30 fps from 0 frame to 300 frame, will it render 10 seconds worth of animation or would it be 10:01 seconds? Thanks.


texts: How to fill a hole in textured mesh without getting weird faces?

texts:
I am new in blender and have have struggled a bit with filling holes in my textured mesh made in photoscan. I am writing here because I haven't been able to find similar examples on the internet.

The thing is that I want to remove certain elements in my environment, which goes well. But when I want to fill the hole that gets creating when deleting these elements, I run into problem.

Most of the time when I try to fill the hole, these crazy striped faces get created(see attached file). This happens both when I fill the hole in one go with the "F" key or if I close it together face by face.

Sometimes when I close the hole, it is closed properly, but with untextured faces (see attached file). Here I dont know how to add texture to just a specific little spot on the otherwise textured model.

Anyone that can help my here?


texts: how to combine two passes in the compositor and get this result in proper way

texts:
I'm trying to get this result in the compositor but it gives me that ugly aliasing, I don't know what is the proper way to combine them.
blend file
thanks


texts: I converted a mesh to a curve, to create a path in 3D space, and now I want to round the sharp edges. (Please see the top-right quadrant in the image below).  What's the best way to round the sharp edges? Tks!


texts:
I'm trying to compose two strips, an object with an alpha mesh and a background, when I do this in the compositor I get the right look:

But that's how it looks in the sequencer also using alpha over and with the same frames:

Changing the strip from straight to premultiplied didn't have any effect
What I'm doing wrong?
Edit:
I made a test. I created this image with some black squares with little different alpha between them and I composed the image in the compositor and also in the sequencer. The sequencer doesn't seem to handle well these little alpha variations the first line looks the same, all black. While in the compositor you can see the little difference between the squares.

Blend file: https://drive.google.com/file/d/1LEPrFHsLEWRuwtNhrNC9NdmQgAE0KKG2/view?usp=sharing
Could this be a bug?


texts: Blender installation causes error regarding the creation of an AppData folder

texts:
I just downloaded the installer for Blender. When I tried to install Blender, everything worked, up until I received this error:

I don't have any previous versions of Blender installed. Any help?


texts: I would like to make a water cube however I would only one plane/surface to have the water simulation active

texts: so the title pretty much sums up what I want, the simulation I would like to have should have water physics/movement on the top plane of the cube while the side plans would follow the movement/physics of the edges of the top plane but have no other physics them self, bottom plan would be a still plane. Thank you for your help.


texts: How to make a decent hair scalp so that the hair from it does not go through body?

texts:
Method I: make a scalp and generate hair from the scalp. But the problem is that the hair will go through the body. And enabling Deflect Emitter or Collision on the body does not solve this problem.
How to reproduce this problem?

sculpt a simple body with a ball-like head;
make a mesh surface with all quads;
use Mirror modifier and Shrinkwrap modifier to stick this mesh surface to the head as a hair base or scalp;
use Blender particle system to generate hair from the hair base;
in the Particle Edit mode, comb the hair in the downward direction, so that you see the hair goes through the body.

Method II: Instead of using that simple mesh surface as hair base, just directly do weight painting on the head, and consequently, in the Particle Edit mode, combing the hair in the downward direction does not make the hair go through the body.
However, this Method II of generating hair directly from the head has a serious limitation, because I have to do retopology upon my sculpted head before make any decent hair. In comparison, the Method I offers much more flexibility and efficiency - without retopology, just Shrinkwrap the scalp with hair on any head (say 100 heads with different faces), and can be done in minutes.

UPDATE on 01 Apr 2021:
Since an member reported that no such problem was encountered, I have reproduced the problem by the Method I, and you can download my file here:
https://www.dropbox.com/s/j1d4aei5xu2x87z/Hair_problem-2.blend?dl=0
And in this example, Hair Dynamics is enabled, but the problem remains.


texts: Is there an addon for renaming an object with a keyboard shortcut?

texts:
I want to use a keyboard shortcut to bring up a text field for renaming the active object.

As far as I know, currently no such shortcut exists, and making one will require an addon.
I seem to remember reading about just such an addon before, but now I can't remember where (it was a while ago). If I remember correctly, it had some other features too (batch renaming or something).

Anyway, if this functionality or an addon supplying it already exists, where can I find it?


texts: non-linear scaling of STL-files along the Z-Axis

texts:
I have an STL that is about 400mm in Z.

I would like it to scale for example 2% for the first 100mm and 1% the rest of the 300mm. This should work for objects that are shorter than 400mm but still scale 2% for the first 100mm.

i am willing to use python to solve this issue.

How do i go about to tackle this issue?
I just started learning python and i have gotten a hang of the basics, i just downloaded blender and i see great potential to solve this issue with the two combined.

best regards,
Oskar Z


texts: Blender 2.82 EEVEE fire simulation appears in preview but doesn't in final render

texts: I've got a really annoying problem. The fire simulation is showing perfectly in the preview, however once I render it, it's nothing there. Everything works in cycles, it's just when I switch to EEVEE. Has anyone ran into anything similar? Thanks.


texts: Using custom node group with Python script for Compositor

texts:
I have created some custom node groups that use built-in nodes in Cycles Compositor. Now I would like to have another group that make use of these custom groups. I think in the new node group, I would do something similar to

Mygroupnode = nodes.new('somegroupname')

However, what I got is an error saying there was no type called 'somegroupname'. I understand that the position is expected to receive a node type (not name), but I don't know how to retrieve a type of my group node.

PS: There is a type called 'CompositorNodeGroup', but it can only create an 'empty' node where you should do an extra step to link it to a custom group node. But I do not know how to do it in script.


texts:
Here's what happens when I try to rotate the curve, hopefully it will be easier to understand:

Is there any way I can rotate this part on the Y-axis so the road is horizontal?

Thanks for anwsering!

EDIT: Problem solved, thanks to @lemon! I simply had to use CTRL+T to twist my curve


texts: Preview material texture defferent than render

texts:
I'm having problems with making realistic texture. Following Blender Guru tutorial from a year ago I made a plane with custom material using nodes and few images from CrazyBump.

For some reason internal material preview shows my material exactly how I want it, but render is different (both full render [F12] and render preview). There is some data "getting trough" because the plane have a different colour but that's it.

I tried manipulating the nodes, subdividing a plane but nothing seems to work.

Is that just a wrong workflow, or maybe a bug? Am I missing something?
Would appreciate any help. :)

here's a file:


texts: Shrink/Fatten: offset and proportional size values

texts:
I'm trying to use shrink/fatten tool for a 3D model in engineering.

what is the unit for the "offset" value? Is that a unit length or a relative measure? How can I modify the units?
what does the "proportional Size" value indicate? If I enable this option and set it to 5, for example, what does that 5 represent in the model?

Thanks!


texts: Extruding a circle centers on edge instead of center

texts:
Probably this is something simple that I'm just too blind to see but I think I must have hit a button or something because when I try to extrude into the center it just wants to stick to one edge. I start with a circle and extrude to the center. Everything is fine. I extrude upward. Everything is fine. I try to close the circle. Everything is not fine. Ugh.
Edit: Yes, it was something simple. I just had to change the pivot center.


texts: Do you have to download a special version of Blender to use experimental features?

texts: I seem to be having problems enabling experimental features in Blender 2.78. I have tried using regular Blender and the experimental "developers only" version, but they both do the same thing. There is a warning icon with an exclamation mark next to the "Experimental" option in the Render panel, and the Displacement option does not appear in the Data panel. I want to enable true displacement for Cycles materials. I'm using Ubuntu 16.04 with an AMD 64-bit processor. I have not found any detailed instructions for enabling experimental features. The official documentation doesn't explain what the exclamation mark means.


texts: Procedural Materials On Fluid Simulations

texts:
Been struggling with this for a while. I've made a procedural lava shader and I want to put it on a fluid sim. The problem is, all the mapping methods I've tried make the fluid travel through noise textures in 3D space rather than the noise flowing with the lava.

Is there something like the particle info node that I should be using the apply the texture to the fluid sim as it's generated?

Thanks in advance!


texts: Draw callback still running after add-on reload

texts:
I have an operator that activates/deactivates an overlay on the 3D view, for that I used:

self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback,
    (self, context), 'WINDOW', 'POST_PIXEL')
context.window_manager.modal_handler_add(self)

in execute(), context.area.tag_redraw() in modal(), and

bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
context.area.tag_redraw()

in cancel(), and I have a "global" boolean which tells it if it has to modal() or cancel() when I click. But after some debugging I realized my handle was only accessible by the registered modal, so I call cancel() from here, when the boolean says "not activated".

The problem is, if I reload my add-on while the operator is still running, my overlay is active by default (though my boolean is False), and if I switch it on, it draws above itself.

I tried to cancel() from the modal when my properties don't exist anymore, but it's not called. I also tried to cancel() in unregister() (I made sure it's called) but as I said my handle is only accessible in the modal.

Just to be clear, when my add-on is not active, neither is the overlay.

-

And I don't know if it's related but the properties I registered with

bpy.utils.register_class(MyProperties)
bpy.types.Scene.my_props = bpy.props.PointerProperty(type=MyProperties)

keep their value after I unregistered them with

del bpy.types.Scene.my_props
bpy.utils.unregister_class(MyProperties)

I don't know if there is another way to delete them, I'm fairly new to Python.


texts: Need Technique for Projecting Countries onto the Earth

texts:
I've got a project I'm on where I must project some shapefile generated country surfaces onto a globe. Here's where I am currently...

Now, the shapefiles I used have excellent vertex resolution about the edges of the countries, but has only 5-10 vertices within the boundaries of any country. This is because the shapefiles were not meant to be curved at all, they're meant to stay flat (or were designed for that purpose, at least). That's why off to the left we can see the gray background between pink and blue -- the Americas are floating.
If we move the countries toward the globe any closer, large countries clip through the globe as seen below.

Shrinkwrap
My plan for country projection was to shrinkwrap the countries to the globe, but that results in the same clipping as above due to the low interior vertex count.
Subsurf
I tried increasing the count using subsurface-division, and that crashes blender. I believe the issue is the HIGH vertex count at the edges -- Russia has 24,000 vertices. So when I subsurf Russia, it just stalls and crashes after half an hour of crunching on it.
Decimate
To decrease the vertex count, I tried decimate. However, it spawned two problems:

Some countries are 1 face & thus cannot use decimate which needs 3 faces minimum.
Even decimating Russia until it's unrecognizable (~1000 verts) still leaves a crash-worthy vertex count.

Question
All I need is to project these countries onto the globe. I don't know where to go from here. Maybe increasing the vertex count a very slight amount for each country with some other modifier or program... or by hand. Then shrinkwrapping.
I feel like there must be some to that just does projection on a surface based on tris instead of verts.
Anyways, any ideas for different approaches or improvements on this approach are very welcome. :)
EDIT -- Adding blend file

In there we have the countries all parented to an empty called "Core". I've been scaling the core up and down to get the countries where they are now.
EDIT 2 -- I didn't consider there actually is another constraint. The country vertices need to be mapped to the nearest point on the globe.


texts: How do I make an object only visible when it is in front of another specific object?

texts:
I'm modeling a mouth for a cartoon character, and I want teeth & tongue to be involved. I'm currently working on teeth, but a problem has come up and I'm not sure what to do. I'm trying to make it so the teeth will only be shown when that specific part of the teeth is over the mouth part. Here's a picture:

The light orange is the teeth object, and the dark orange is the mouth object. I don't want the light orange ABOVE the dark orange to be shown, so there isn't teeth above the mouth. I'm pretty sure it has something to do with masks or something. Another note, I am using Cycles to render.

The first pic here shows the teeth object on top of the mouth object. The second picture shows the teeth object UNDER the mouth object. In the second picture, that little white sliver, just above the mouth, is what I do not want to be shown when the teeth object is on top, if that makes any sense. I only want the teeth object to be shown if the part I want to be shown is on top of the mouth.

Thanks in advance.


texts: Arms inner part of the elbow is deformed in a circular pattern instead of a crease

texts:
Basically, the elbow does not bend in its correct way. Instead, I'm getting this:

Note the subdivision surface value is set to 2. At subdivision level 0, I get a better (not perfect) result:

I can't tell if this is because of the positions of the loop cuts or the weight paint:

I used Rigify to create this but wasn't sure if this is normal and I have to go edit every bone in weight paint mode. Is there a quicker or easier way to fix this?

(It's also easy for me to roll back and change the position of the bones and regenerating the mesh if needed)


texts: Fill a volume with spheres from a particles generator

texts:
I'd like fill a volume with spheres from a particles generator

Maybe I can use Rigid Body options
but I don't know how I can

Could you help ?

It a sphere volume with Solidify modifier

I tried with Blender 2.78a I have some crashes to apply Rigid Body informations to spheres objects generated by particles generator. What could I do to fill the volume
with spheres ?

EDIT: I use three Arrays Modifiers and use I copied Rigid Body informations from Active Object


texts:
I'm trying to bake a normal map from my high-poly meshes to my low-poly meshes, for the past couple of tries I've had the same result that is shown in the picture below

After about an hour of baking the map is empty of detail, there are only empty spots surrounded by blue. On the left hand side is my cage, in the middle my low-poly mesh and on the right, my high-poly mesh although with multiresolution modifier unapplied for now because my computer lags a bit when I have objects on 6 subdivisions.

I've tried multiple baking settings, remeshing the low- poly object, using cage, using a ray cast and nothing seems to work. I've had the same problem in my previous object but remeshing it fixed it, may it be caused due to the objects having multiple loose parts?

The gate, windlass and the rod above are all one object in my low-poly mesh, although in my high-poly mesh they are 4 different objects, one for vertical gate beams, one for horizontal gate beams, one for the windlass and one for the rod. I am selecting all 4 high-poly meshes and my low-poly mesh last.


texts: I am looking for a way to allow a rigid body to move freely within some radial distance from an other object. I know generic constraints allow one to box the movement in, but I need something that's a circle, not a square. I've tried using a second collision object instead of a limit, but due to random collisions this ends up bouncing things around too much. Are there any clever ways of accomplishing this in blender?


texts: Picking the dominant color of a image texture of a mesh within a specific area via python

texts:
I have a cube(that has Image Texture material) in a (wired) cube. The wired cube is the specific area where I want to get the dominant color of the image texture of the cube. Here's an image for better explaination:

Is there a python script for this, or is this possible using python script?

P.S. I'm not yet really good at programming yet. And I hope you get what I'm pointing about, since English is not my native language :)


texts:
I have a model from a previous version of Blender, and the more advanced material options are not available from the menu.  If I do a "Load Factory Settings" then the new material options show, but not with the old model loaded.  Can I get an old model to work with the new material options?

BTW: I'm looking to control the alpha channel.

This is how it looks after "Load Factory Setting"


texts: modeling in blender by taking input from wireless media controlled by autonomous system

texts:
anybody knows how to take command from wireless media like xbee modules and according to that command modeling is done without human intervention.
        I have one xbee module on a micro-controller which sends information about objects detected to another xbee module connected to PC. how blender can perform modeling (like placing detected object on the map created in blender ) using the information received by xbee module.
        I just want to know the way in which i can take input for my python script from the xbee. Do anybody know how to do it?


texts:
I am trying to render a scene with a spot light and a texture attached to it. Rendering works fine with the Blender renderer. With either cycles or Mitsuba renderers the texture is not rendered.

Any ideas?

Thanks

-Arrigo


texts:
I was wondering what the python script the following sequence would look like. I'd like to be able to run the code in the text editor instead of manually doing it every time I need a new animation.
For a selected armature > clear all keyframes for scale x,y,z > and change the scale values to .011? In order to make sure that the scale is .011 through the whole animation.
Thank you very much for your time, I'd really appreciate the help!


texts: Drag and drop multiple files in the VSE?

texts: Is there a way to drag and drop multiple video files in the VSE at once?


texts: How to get automatic keyframing to work with the VSE Transform tool add-on?

texts:
I successfully downloaded and installed the VSE Transform tool add-on found at https://github.com/kgeogeo/VSE_Transform_Tools into my blender. Through the add-on, I'm able to click on the VSE viewport and move and edit things like images and movies around straight from inside it. The add-on actually works great, except for the way it works with keyframes.

To save any of my changes, I'm required to manually insert the keyframes. Automatic keyframing does not work. For example, if I create a keying set, add the location positioning properties of a transform strip to that new keying set, insert a keyframe, change the frame I'm on, and try to change location positioning through the add-on, no new keyframe is inserted even with automatic keyframing enabled.

Initial frame:

100 frames and a positioning change later:

The only way I seem to be able to keep any changes made is to manually insert a keyframe myself. In the same example, if I use manual keyframe insertion at the end, the changes keep.

I would like to note that the add-on actually came with its own additional way of inserting keyframes without a keying set, accessed by moving the mouse pointer over the VSE viewport and pressing the I key. Inserting a keyframe through this secondary method does not immediately show a new keyframe in either the dope sheet editor or the graph editor. The add-on appears to wait on inserting a keyframe until blender takes one more additional action (changing selection, changing frame, etc.). I feel as though this somehow might help explain why automatic keyframing doesn't work natively with it.


texts: User Preferences Appearing with Screen Tearing

texts:
I downloaded Blender and tried to open User Preferences, but it appears with screen tearing.

Here is a screenshot


texts: File format storing bind pose joints in parent space

texts:
Do you know of any text file formats (human readable) that blender can export to store the bind pose bones/joints with the offsets and rotations (in quaternions) in parent space?

I know this question is very specific, but I don't know where else to ask.

Example:

Note: I know that the example is 2D and uses euler rotations but its just to show the different spaces.


texts:
I'm having a problem automatically assigning weight to my mesh. I have been following this tutorial http://blog.digitaltutors.com/rigging-minutes-blenders-rigify-addon/ to teach myself how to create an armature and when I get to the section for assigning automatic weights I get the error "failed to find a solution for one or more bones." I do everything it suggests in the order it suggests it and everything up until that point works, as such when I continue with the tutorial the bones are not associated with the rig and I cannot move the mesh around.

I have been looking at other similar posts about the issue and have tried removing doubles, joining the meshes eyes to the rest of the body, turning Axis mirror on and having Bone Envelopes turned on. However none of the ideas solved the problem.

Any ideas as to why this is happening would be greatly appreciated.

It is also a MakeHuman model but I removed the rigging provided by the MakeHuman software manually.

To clarify that this is not a duplicate as it has been suggested. I followed what the solution provided by Shady Puck suggested and removed the armature modifier and instead applied a Decimate modifier. I selected Planar and set the angle limit to 6.4 degreees. I then proceeded to select the mesh then holding shift selected the armature and pressed Ctrl + P and selected "With automatic weights" but the same error message "Bone Heat Weighting: failed to find a solution for one or more bones" still appeared. I then followed the advice of the next answer given in the same link (to set the origin) and still the same error message was displayed.

This is the almost working rig however the left leg (when facing the front) does not operate correctly. https://www.dropbox.com/s/joy7zbcu0zui0hh/Original_V3_With_Armature.zip?dl=0 when using the controls to move the rig.


texts:
I am new to Blender.
I have a new Macbook Pro 2018 with the highest upgrades in memory, speed and all. Running newest os.

I watch a video about the fox logo from Matt Hoeker, and followed it to the letter. Everything goes exactly like the video until I hit render animation, and it goes to a new page as if it is going to render it and then within seconds I get the message at the top that reads, "Cannot open or start avi movie file". I checked the exchange where others have had this problem, but I do not see any solutions. I'm trying to do something cool for my school, but 2 hours of failing has me desperate for help.
All the best,
Mike


texts: Texture Paint doesn't paint where I want it to

texts:
I'm having a problem where I paint on the model, but it paints on the other side of it. I tried unwrapping my mesh with the least amount of stretch as I can, as I am new to this, but it still doesn't change.

Here's the link to the .blend file : https://drive.google.com/open?id=18csQ79BM-SYYKahkvF_Vx4N4GUuK00q4


texts: Editing UEXP Mesh (Deleted Faces Return After Export)

texts: Need some help here, I'm trying to edit a UEXP mesh with Blender. Everything has gone smooth as butter so far up until this last little bit. The faces I've selected can be deleted when I delete them by selecting the face (as I've done) and deleting them as I did with the rest of the model's hair (she has a shaved undercut now, used to have another half of her hair). When the faces are deleted, I export the UEXP using the add-on I have installed to save it and if I import it again the faces have returned.


texts:
I'm modeling an interior. As you can see, a part of the table's glass top looks blurred. I think this is given by the noise due to the engine lacking data to understand how to render the transarency of glass.
Here is a detail of my problem and the the nodes of the glass material.
Any advices for "sharpening" the edges of the top?


texts: Render result different from material view

texts:
I am designing a shield, the problem is, on the material view all looks wonderful, but once I change it to world or render the image it looks awful.

You can see it above how it looks, now if I change the view to the "Display Render Preview" it will look like this:

You guys can see that it is a new project, the only thing I did was set the texture to the cube, the plane and set the world
What an I missing?


texts:
heres an immage to show example  (I updated the image)
https://imgur.com/a/wOY5br9
Problem:
Objects clamped to curve shift after moving or extruding the curve even tho its not supposed to do that.
Like even if the change is many extrudes away, no longer moving (or stretching) the path with the object on it, it still shifts its location drastically. I tried using all paths or curves...same outcome. :C
+ It seems to not follow paths rotation... side question.

Id be very grateful if anyone could help. Thank you!


texts:
I am creating a ring that has a base structure with a swirl around the main diamond.

More generally - I am having trouble creating a ring structure, with the top portion of the ring swirling around a center focal point.

I can create rings which have various bends, but I am uncertain of how to single out the top portion such that the simple deform modifier is only applied to that region.

Here are some examples of what I am attempting to create:

This is the type of thickness of the swirls I am trying to create, and is a fairly good example of the desired space between them, etc:

This example shows better the details of the rotation placement:

All I have been able to get so far is strange contortions of the entire ring - such as this:

Does anyone know of a simple way to do this?


texts: Can I have a unique UV map for each frame?

texts: This is sort of an unconventional use of Blender, but I'm straightening the distortion of scanned pages of a book, and I have the pages of the book scanned and numbered. What I want to do is use a plane with a simple UV map (two faces, one for the left page and one for the right). I've tested this concept out and it works for a single scanned image. I'm thinking I can run the scanned pages as an animated image sequence. What I'm not sure how to animate is the UV maps. Any idea how I can have a different UV map be called automatically for each frame, corresponding to its number? Maybe there is some way to use Python to update which UV map is used in the material's UV node?


texts: How do I turn on manipulators without an armature on?

texts:
I'm using a Picker for my rig but can't seem to figure out how to have the armature turned off and still be able to use the manipulators, so I'm unable to animate anything without having the corresponding controls enabled.
I'd like to just have the mesh visible and still able to manipulate the rig w/ the picker.
The picker I'm using is x-pose picker, I'm not sure if I'm missing a setting in x-pose and/or in blender that can be a work around for my problem


texts: Blender to Unity: mesh disappears when updating blend file

texts:
https://imgur.com/MQOSdQm

I have this model in Unity and I'm trying to update it.

https://imgur.com/81iBr5J

I've only added some little planes on top of it (the road arrows), yet when I update in Unity (copy-paste blend file in Unity folder) the ground is gone and only the blocks and other items are present

https://imgur.com/WyksWIV

Would anyone know a fix to this? Thanks!


texts: How to bind mouse wheel to zoom not tilt

texts:
I can not for the life of me work out or find out why or how Blender is now tilting the view with the mouse wheel.

What have I done? How can I get the mouse wheel to zoom in and out and not tilt.

All of the input preferences appear to be correct.


texts: How can I select the faces that haven't been UV mapped yet in a model?

texts: I've manually UV mapped some of the faces in a model (ex. with "Project from View"). But now, I want to just do a "Smart UV Project" on the rest of the faces. Is there a shortcut to select the faces that haven't been UV mapped yet? It'd be cool if there was a faster way besides manually selecting and deselecting faces.


texts:
I have to animate ribbon unfurling an box opening. Like below.

Got the box part down, but I'm stuck on the ribbon. What would be the best way of going around it the ribbon. Would it be best done with cloth and simulation? Or actually modelling it?

I'm really stuck, so thanks for any help!


texts: How to interface with blender using IPython from terminal?

texts:
Is there any way to interface with blender using IPython in blender 2.68? I have tried many many options over the past couple of days and none of them have worked for me...

The best option for me would be if I could use IPython in the terminal I initiated blender with.

I have tried using IPython.embed with no success, and I also have tried this, but I can't get it to work with blender 2.68a.

Perhaps there is a way to start an instance of blender from within an IPython session?


texts:
While panning the orbit with the MMB, the movement of the start-up file cube, as well as of any other object, is restricted only to the X and Y axes, while the Z axis is blocked. What have I done wrong? I could always move my objects with the MMB along all axes. Trying to reset, I have downloaded the latest version v2.79b but unfortunately the problem persists. I've searched for an answer, but found only ones that relate to extrusion
Thank you for your help.


texts: How to assign color/texture only inside of cylinder?

texts: When I try to select faces only inside and assign color it selects and paints the outside part too(blue in the example). Any way to select only the inside faces of the cylinder?


texts: converse thinking to create 3d model from given "UV unwrap image" or design drawing

texts:
Assume that we already have the cloth "UV unwrap image" – so-called design drawing.

How to create a 3d model where the unwrapped UV images must exactly fit the given design drawing?

There maybe two approaches,but I don't know if they will work.

1: create a 3d model beforehand then unwrap its uv.

2: the "converse thinking" – compositing the design drawing to make a 3d model.

The question is how to make sure the models unwrapped UV image shapes exactly fit the given design drawing?

Any ideas? Many thanks.


texts: How to let Mesh Deform modifier work as expected

texts:
I wanna use the Mesh Deform midifier. I created an own cage mesh and set the modifier, but it seems not working. I don't know what the problem is.

There is a pic:

The cage: http://speedy.sh/xaajq/alice-cage-mesh.obj

Thanks a lot.


texts: Fluid disappears on the first few frames

texts:
I can't figure out why the fluid just completely disappears on the first few frames. It's happened on the last 3 tries for a beach project I'm working on.
Here is the file:

Also I have tried deleting the cache, but it did not fix the problem.


texts: How to change Texture properties via python?

texts:
Changing texture data properties via python seem impossible because the properties are inherited from the texture Type
for example texture.noise_scale don't exists yet if texture.type is currently "IMAGE" because texture.noise_scale is a child property of some subclass types
so if you are starting from an image type
the following code won't be able to work
texture = bpy.data.textures["MyImgTexture"]
texture.type = "MARBLE" #changing type
texture.noise_scale = 5.5 #changing noise scale from this new type

What can we do to refresh the child properties? bpy.context.view_layer.update() won't help here


texts: Scripting: low level join meshes / elements (hopefully with bmesh)?

texts:
Currently I only know of one way to join meshes - using the join operator:

bpy.ops.object.join()

This has an annoying overhead of additional operations required to select the objects you want to join, etc.

But what if I only want to join elements from two different meshes?
This will be even more cumbersome with traditional methods: select the object, go to edit mode, select the relevant elements, duplicate them, separate them to a new mesh, join the new mesh with the other mesh...

It would be much nicer if I could just create two bmesh objects, then directly copy elements from one to the other. Something like this currently illegal code:

for v in bm1.verts:
    bm2.verts.add( v )

# or:
bm2.edges.add( bm1.edges[5] )

At the moment this requires adding the vertices first via their coordinates, then adding faces or edges by referencing the relevant new verts.

# Example for adding all the edges from another bmesh object
current_last_vert_index = len( bm2.verts ) - 1
for v in bm1.verts:
    bm2.verts.new( v.co )

for e in bm1.edges:
    verts = [ bm2.verts[ current_last_vert_index + v.index ] for v in e.verts ]
    bm2.edges.new( verts )

So, any better way to do this?


texts:
This sounds like it should be simple but I've googled and looked through SE questions but can't find a good solution to the following problem. I have a shaft with a keyseat machined into it, a key and a geometrically correct involute gear. I want this as true to life as I can, I want the shaft to rotate the key which then transmits its power to the gear using physics. After about four rotations, it looks as though the gear has rotated a little more than the shaft. If anything I would have expected the opposite. This is what I have:

1) a cylindrical shaft with a square keyseat (using a rectangular prism/boolen subtraction)

2) a key in the keyseat (just a rectangular prism parented to the shaft)

3) a complex geometrically correct involute gear (constructed using an XYZ surface to calculate the gear faces consisting of about 3000 vertices - the least number I could make it).

4) the gear and the shaft have rigid body collision settings set to shape:mesh, source:base, friction:1.000, margin: 0.040. It has rigid body dynamics set to damping translation: 1.000, damping rotation:0.000

5) the shaft has the same settings except for surface response(friction):1.000

I have tried changing the rotation and damping and found that if I turn on collision margin it makes things a lot worse. Could anyone help point me in the right direction please?


texts: Im trying to texture paint on my character with a png but another png i use on my eyes are interfering

texts: Whenever I left click to paint ,the sharingian eye texture Appears even though I used a different png image on nodes witch is the background image you see


texts: Have light cast on an object visible, but the the object to be invisible

texts:
Does anyone know how to achieve the effect of having a light cast upon an object, yet for that object to be invisible when rendered, yet the light that is cast upon the object is still visible?
I've tried experimenting with the Light Path Node, Mix Shader Node, The Object Properties/Visibility Tab, but with no success - it is an obscure thing to ask for I suppose...
If this isn't clear I can rephrase!
I'm working in 2.90.1 and in Cycles
Thanks!


texts: How to create a material that is part solid, part transparent wireframe?

texts: For a 3D rendering of an organ, I would like to make part of it a transparent wireframe so the contents become visible (similar to this image, only I would like to have a much smaller area as the transparent wireframe). Could anyone point me to a tutorial, our explain me a bit how to approach this? Thanks!


texts: How can I make light that changes its color with path length?


texts: Making a precision pipe with 30 deg bends

texts:
I have tried to follow other answers to similar questions posted with no success. I'm using Blender 2.83.  I am trying to create an adapter for my miter saw for dust collection, which I will be 3D printing. So I need specific dimension for my model which also cannot use shading or smoothing as they do not translate to the 3D slicer .stl file I will be exporting.
I need a pipe with the following (all measurements are in mm):

Radius of pipe is 29.2142mm
Both ends must have a straight section for 20mm
It must have two 30 deg angles so the adapter will offset around the motor on the saw as shown in the picture
The pipe should have 100 vertices when created to make the circle as round/smooth as possible (I was not sure how to set this using the Bezier Circle and Curve method for creating the pipe).  This is where shading and smoothing would not work.

Would appreciate step by step help anyone will provide.


texts: Fire Simulation, Rotomotion, Compositing

texts:
I have been working on a music video for a while, and have had this idea of making the artist burn up at the end of the music video.
I have tried with simply making a geometry with armatures to try and match his movements and use it as the emitter for the fire sim, but I saw that the movements didn't really match the borders of the fire. And I forgot to give the geo legs, which didn't really look nice when I did a test render. So now I have decided to start over from scratch. Also, the fire was like super big and looked like a bonfire, so I have been wondering how I can actually make the model more controlled and make it look realistic.
So my question is foremost about making Rotomotion, like matching the movements of the video clip and making a perfect kind of model to match it. Is it simply to just model and animate? Or is there some secrets weapon that will make it easier? With say maybe motion tracking?
I have a reference to another music video that has done this, which is Weekends, I can't feel my face. I will add a link to the vfx breakdown that they made in Maya.
I have also noticed through my first try, that the fire sim in Blender is quite tedious and doesn't bake always, and have problems with the cache. So when I try and make adjustments to the fire emitter, animation of the emitter, or just do something with the fire domain border. It just bugs out and doesn't always re-cache the scene. I have tried also working with a particle system from the model as the emitter, but it never seems to work. It doesn't show any fire.
Weekend VFX breakdown = https://www.dailymotion.com/video/x42pknu
My video CLip = https://youtu.be/B71SpEA44uo


texts:
Hi I wanted know if anyone is using an external GPU with blender on a Mac successfully. Would anyone care if so what setup they have and any indication of benefits and pitfalls.

Thanks


texts:
When I use the Mirror modifier and move vertices away from the "mirror," the top "face" splits, making a large hole between the faces. Filling the hole voluntarily is quite annoying.

Mirrored...

Faces Split.

Is there any way to fix this problem? I don't see it happening with any other user on BSE.


texts: Multiply to Combine XYZ vs Combine XYZ to Multiply

texts:
I was translating the object's origin by Vector Math node. Though I'm a bit confused of why feeding Multiply & Combine XYZ on a different order yields different results. I thought both vectors will result in the same (X,Y) position, or is there something that I'm missing? If anyone could shine some light on this that'd be much appreciated! Thank you.
Combine XYZ to Multiply:

Multiply to Combine XYZ:


texts: Share Object data between two scenes, but no materials

texts:
My scene is planned for a realtime application.

I want to setup my lighting and materials on cycles, then bake some elements to lowpoly objects. Here an example scene : http://www.pasteall.org/blend/42859

I bake Selected to Active (HP_Cube to LP_Plane) to the texture LP_PLane.

All i want in my 3d engine is LP_Plane with his texture applied to a standard material.

Problem : cycles material are not compatible and can't be exported to the engine.

So i want a new scene where i could keep the LP_Plane object, but switch to blender internal and assign a new standard material to my object.
Here i have made a new scene set to full copy http://www.pasteall.org/blend/42861 but of course if i modify LP_Plane in the first scene the mesh data is not echoed to LP_Plane.001

Is their a way to have duplicate linked objects between two scenes, each object having the same name but one with cycles material, the other with standard ?

(and sorry if my english is shitty)


texts: Why the subsurf and smooth are not working in my model?

texts:
I try to smooth my model. I have tried with Surb surf and Smooth in Modifier but nothing.

Thank you so much

The ears are completed circle in Edit mode.

When I redered the ears are....

Why?

Many thanks


texts: How to replace texture images for a lot of materials in one go using scripting?

texts:
So I have a scene with many materials which use a set of psd-files as source.
Now I would like to replace those images with tif-files.
Those tif-files have the same name as the psds and the same file-path.
The texture just need to lead to the tifs instead of the psds.

I heard about a python script (bpy) but I have no idea how to code :(
Thanks!!!


texts: Blender 2.76b Depth of Field doesn't work. Any idea why?


texts: How to remove white color even tho the image is already transparent

texts: For some reason, the white color won't disappear even tho the image is already transparent, can anyone help me solve the problem here?


texts: Is there a library/addon for scripters that supports geometry related selection operations?

texts:
I find myself writing various operations that one would expect to be available in blender (somewhere). These operations largely stem around things like selecting subsets of a geometry, finding various metrics like the centers/centroids of these selections. Really it's a sort of mish mash of grouping and sorting operations that one might expect to be there.

If such functionality does exist I do not mind rolling my own as it were but it does seem that some one must have done this before me and that there ought to be some sort of library available in blender that accomplishes these tasks.

The best I've been able to dig up is mathutils.geometry and bpy_extras.mesh_utils which does a little bit of this. I saw a small note on swizzling (Where the Vector.xyzw=Vector.zwxy methods are used for swapping point co-ordinates about some). There is a bit more of this kind of thing in bmesh.utils and bmesh.geometry but not much.

Is there a library/addon for scripters that supports these geometry related operations ?

Update:

Hmm.. Ok so for context consider this answer on BlenderOverflow providing some one with the means of selecting and extruding a subset faces. They know about extrude, they know about selection but they can't get both together without this function. In normal blender work flow a human does this job but if you're trying to do anything by scripting the human becomes moot.

def selectPlane(bm, normal = 'z', location = Vector((0,0,0)), feature = 'verts', tolerance = 0.1) : # bpy.context.active_object.location
    '''
    Select all the geometry within a plane described by a position and a normal
    '''
    normal = normal if isinstance(normal, Vector) else AXES[normal.upper()]
    if isinstance(feature, list) :
       return {key : planeSelect(bm, normal, feature, location, tolerance) for key in feature}
    else :
       return {'verts' : [vert for vert in bm.verts if abs(vert.co.__sub__(location).dot(normal)) < tolerance],
               'edges' : [],
               'faces' : [face for face in bm.faces if all([abs(vert.co.__sub__(location).dot(normal)) < tolerance for vert in face.verts])]}[feature]

It's not an advanced function by any means it merely selects a set of faces, edges and/or verts lying in a plane and returns a result that satisfies the geom argument in bmesh.ops operations. The main difference here is that instead of the user selecting portions of geometry to edit there is a little algorithm doing the job.

I'm really just trying to find out if this algortihm has some long lost cousins in a library somewhere ? the obvious cousins are primitive selectors, such as points within or on a cude/cylinder/triangle/circle but there might be some stranger cousins who select all faces/edges and/or verts on a flowing/noisy/glossy/elliptic/parabolic surface or space.

To be clear I'm not looking for some one to write such code I'm just wondering if some one has. If no one has I can make what I have available.


texts: Is there a way to make a hair particle look like a mesh I've already made?

texts: So I have my character, and her hair is already an object mesh (modelled and sculpted), but now I want to add realistic hair to it. I tried using a hair particle system, but I'm finding out that you have to actually groom it in the way you want it. Is there any way I can make my hair particle follow the mesh, so I don't have to groom it? If it helps I'm using cycles. I don't know if that has any effect, as I'm brand new to particle systems lol.


texts: Load Preset and execute Function or Operator

texts:
I googled now for hours and hours, but couldn't find something near to this Task.
When I make a Preset-System like this here:
import bpy
from bpy.types import Operator, Menu
from bl_operators.presets import AddPresetBase

class OBJECT_MT_display_presets(Menu):
    bl_label = "Object Display Presets"
    preset_subdir = "object/display"
    preset_operator = "script.execute_preset"
    draw = Menu.draw_preset

class AddPresetObjectDisplay(AddPresetBase, Operator):
    '''Add a Object Display Preset'''
    bl_idname = "camera.object_display_preset_add"
    bl_label = "Add Object Display Preset"
    preset_menu = "OBJECT_MT_display_presets"

    # variable used for all preset values
    preset_defines = [
        "obj = bpy.context.object"
    ]

    # properties to store in the preset
    preset_values = [
        "obj.display_type",
        "obj.show_bounds",
        "obj.display_bounds_type",
        "obj.show_name",
        "obj.show_axis",
        "obj.show_wire",
    ]

    # where to store the preset
    preset_subdir = "object/display"

# Display into an existing panel
def panel_func(self, context):
    layout = self.layout

    row = layout.row(align=True)
    row.menu(OBJECT_MT_display_presets.__name__, text=OBJECT_MT_display_presets.bl_label)
    row.operator(AddPresetObjectDisplay.bl_idname, text="", icon='ZOOM_IN')
    row.operator(AddPresetObjectDisplay.bl_idname, text="", icon='ZOOM_OUT').remove_active = True

classes = (
    OBJECT_MT_display_presets,
    AddPresetObjectDisplay,
)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.OBJECT_PT_display.prepend(panel_func)

def unregister():
    for cls in classes:
        bpy.utils.unregister_class(cls)
    bpy.types.OBJECT_PT_display.remove(panel_func)

if __name__ == "__main__":
    register()

I want to add an Operator or a Function that is called every time a Preset is loaded. It should not be called, when a Preset is added or removed - only when its loaded.
But because there is no execute() method in the Preset-System, I got no Idea where to put the Operator-Call in to.
I was also searching to append something to an execute-method but I didn't find anything.
Any Ideas?


texts:
When I try to open blender, it gives this message:

  AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead

Then it stays white and useless.

While previous answers to this issue said to change my sound to 44100hz to match Blender, my laptop only has 2 settings, both of which are 48000hz. What should I do?


texts: What are good practices to keep in mind when lighting for scene-referred data?

texts:
My understanding is that your lights shouldn't be limited by the dynamic range the default view can show.

I'm sure there's more to it than just making lights brighter and over-exposing the default view, but I don't know what. How do I know which lights should be how bright?

I've heard that using a logarithmic view transform is useful in these situations. Indeed, even with very bright reflections and dark shadows it allows me to see details in both. The only problem is I don't know what I'm looking for.

How does one light in scene-referred space?


texts: How to render only shadow instead of an object?

texts:
In Blender internal render, that has been deprecated, there was an option for material to render only shadow that is cast on an object, not the object itself. Is there a way to do the same in the Eeevee render in Blender 2.9x ?
EDIT: In cycles, there is an option "Shadow catcher" under the object's visibility settings. What I would like is similar option or solution in Eevee.


texts: Artifacts. Cant' Delete already "Deleted" faces

texts:
I was doing my retopology process and met this problem.
Problem: Face was deleted de facto, but it stayed. So after cannot delete it or do any manipulations.
Tried to reload PC, shutdown blender. No use.


texts:
I create a 3d character using MakeHuman v1.1. Later, I exported to Blender using Collada format. I have a problem with the textures. The next picture show us the problem. The white part in the skin is the problem. If I reimport using the same format the problem is not present.

I think that not is a UV mapping problem since that is imported from MakeHuman and Blender is using the default mapping.


texts: I'm making an animation and at the end I want the screen to fade to black. Is there a way of doing that with an animation? Or do I have to first render the animation and then re-open it when it has been made into an MP4 and then import back into the video editor, add the fade to black and then render it again in the editor? That seems like a lot of work for something so simple.


texts: Why my rigging pose didnt change/move after render?

texts: i made character with rigging and put keyframe with locrot on pose mode, in preview my character was sucsessfully moving, but when i try to render animation but the character not move at all. Am i missiing something?


texts: After adding  a height map  to my plane via displacement modifier I get a nice 3d representation of topo in object mode. But when I switch to edit mode the grid lies flat on a flat plane. There must be a simple command to show the grid in 3d while in edit mode?


texts:
Oftentimes, once I exceed a certain number of textures (or other certain nodes) in a material, the entire thing will become pink, in both the lookDev and the final EEVEE render—but not in Cycles.

I initially thought this was a bug—I think that it even got reported as such at one point—but it's persisted for so long, through so many versions, that I think there might be more to it. I'm currently using a recent build of v2.83, but the issue has persisted since before the initial launch of v2.80.

How can I fix this issue? Is there a setting I can change? Or is it, in fact, a bug that still has somehow not been fixed?

I'm using a Mac, if that is important.


texts: Is there a way to make objects take up less memory?

texts: me and my friend are competing in a game making competition, (a competition where you compete with other people to make games), and in this competition the smaller the game size, the better you are rated(along with gameplay and such). I was wondering is there a way to make blender models lighter than they are. Blender's default preset with the cube, camera and light is around 400 kb is there a way to achieve even a smaller size, hopefully around 100k?


texts: Do I need to update sockets of InvokeSubprogramNode from script

texts:
I am trying to write a addon which uses Animation nodes addon. I am able to create different nodes such as Object instance, combine vector, math, transform output, loop and invoke subprogram nodes.

I can able to connect to all nodes except object instance node to subprogram node. Getting exception saying that out of index for invokesubprogramnode.inputs[0].

I found in one of the templates before linking updateSocketifnecessary() is called but i am not able access that function from my addon. I need assistance with this.


texts: Reading boolean values from file always return "True"

texts:
from bge import logic
path = logic.expandPath("//")

def save():
    cont = logic.getCurrentController()
    own = cont.owner
    # 'info' is what will be saved to the file.
    # Example:
    # info = str(*What you want to save*)

    info = str(own['pink'])+","+str(own['red'])

    file = open(path+str(own)+".txt", 'w')
    file.write(str(info))

def load():
    cont = logic.getCurrentController()
    own = cont.owner

    file = open(path+str(own)+'.txt','r')
    line = file.readline().replace('\n','').split(',')
    own['pink'] = bool(line[0])
    own['red'] = bool(line[1])


texts: Problem during animation preview on linux

texts:
I have done a simple animation but every time inside the preview it is laggy or sometimes it does not show anything. I have tried another blender version but I had the same problem, I'm using Linux Elementary OS
I made a video so you can see by yourself: Youtube video


texts: Increments for moving objects gets messed up?

texts:
Sometimes when I am in a project, somehow the increments (I guess this is what you call it) for moving objects gets messed up or reversed? Like see here:

This is what normally happens:

This is what happens when it gets glitched (it's like you are holding Control when moving it, but I'm not)

How do I fix this when it happens? I want it to just move like it does by default. If I wanted to move it that way, I would just hold down Control when doing so!

I hope this made sense. Thank you!


texts: I'm new to Blender and am making a building with spotlights shining on a wall. This worked well until I decided to add an image to the wall texture. Now I can't get the spotlight to shine on the wall. Regardless of how powerful the light is and I've adjusted the light position and texture composition a whole lot. Any help would be appreciated.


texts: How to trigger LMB click events to activate a specific View node and update contents of 'Viewer Node' image data block using Python?

texts:
I am using two Viewer nodes to directly access pixel values of the rendering through bpy.data.images['Viewer Node'].pixels.I want to access the outputs of both of these nodes by activating them one by one using Python. However, it seems that I cannot activate them via Python. If I click on either of them the Viewer Node data block is immediately updated as the sum of the pixel values shows. For instance, clicking on Viewer2:

And doing np.array(bpy.data.images['Viewer Node'].pixels[:]).sum() will give me 292007.42460217333

Clicking on Viewer1 and doing np.array(bpy.data.images['Viewer Node'].pixels[:]).sum() will result in a different number. Doing the followings will not activate either of the Viewer nodes and I will always get the same number in the np.sum():

v1 = bpy.context.scene.node_tree.nodes['Viewer']
v2 = bpy.context.scene.node_tree.nodes['Viewer.001']

v1.select = True
v2.select = False

np.array(bpy.data.images['Viewer Node'].pixels[:]).sum()
292007.42460217333`

v1.select = False
v2.select = True

np.array(bpy.data.images['Viewer Node'].pixels[:]).sum()
292007.42460217333`

I also tried bpy.context.scene.node_tree.nodes.active = v1 after v1.select = True and v2.select = False lines but it still does not work.

None of these activate either of the Viewer nodes. It seems that I am doing the same thing as shown in the solutions provided here but I cannot activate the nodes, or update the image block without re-rendering. Another solution that I found is this one. However, it seems that Blender's Python API has changed a little bit for the newer versions of Blender (I am using 2.79) and I cannot use the method provided.

A promising solution seems to be coming from invoking clicking events as shown here but I don't know how I can do it for selecting nodes. So I wonder, does any one know how to activate the Viewer nodes via Python, possibly via invoking LBM events?


texts: UV mapped texture is distorted on flat faces

texts:
I'm trying to model a hand grenade with my later added hand painted texture. Right now, I'm at the UV Mapping process and I have a problem with stretches appearing on my UV Map.

How can I solve this problem? Is it common? :(


texts: My mesh is red and transparent, I do not know what to do to return it to the normal state


texts:
I am currently trying to create a skript that auto motiontracks scenes. And for that I want full control of which features get detected and  how markers are tracked.
What I want to do: Simulate a Keypress in Python Code
Im not really great when it comes to coding and I dont fully understand how to work with the Documentation. What I have found up to now:
bpy.types.Window(bpy_struct) | has the following:
event_simulate(type, value, unicode='', x=0, y=0, shift=False, ctrl=False, alt=False, oskey=False)
But Im not sure how to implement it, the following does not work:
bpy.types.Window.event_simulate(type = 'RIGHT_ARROW', alt=True)

I should be in the right context since I can use lines like:
bpy.ops.clip.detect_features()

Which works.
Am I on the right track or am I missing something?
Thank you very much! <3


texts: camera doesn't fit my screen? not sure how to call it

texts: so I was following the tutorial in the upper screen and I changed my cam from 1980x1080 to 1080x1080. When andrew does it the camera is fitting still in the monitor?view? whatever the term is. but when I do it it goes off-screen. How do I fix this? I don't know if it matters but I am using a 22 and 27' FHD dualscreen and I and using the bottom 27' monitor for blender


texts: Sprinkles are seeding when scaling object in animation

texts:
i'm scaling the icing and all the sprinkles are changing positions at every frame.

I'm on the latest release as well (2.81).

Is there a way to solve this?

Here's the animation :
Sprinkles prank gone wrong!!!


texts: Multiple script errors - filter_glob, filepath do_colormanage, createGeom, SVGParseCoord, TypeError:float, location

texts:
I am new to Blender and made, what I think, is a very simple svg, but when I try to import it into the program I get the following error messages;

self.as_keywords(=ignore=(filter_glob))) line 61
load_svg(filepath do_colormanage) line 1904
load_svg loader.createGeom(False) line 1895
createGeom self.doCreateGeom(instancing) line 1115
_doCreateGeom geom.createGeom(instancing) line 1167
_doCreateGeom document_height = SVGParseCoord(raw_height 1.0)
SVGParseCoord val = float(token) line 160
TypeError:float() argument must be a string or a number, not 'NoneType'
location: <unknown location>:-1

I haven't installed any addons or plugins.
All the lines are the same color and line width and the paths are not filled

here you can find my svg and the error messages

https://drive.google.com/open?id=1m66TtosNf8MqEkm0NVQyYOFZreOzAAad


texts: Sorry am asking away from home, so no pictures. But here's the deal.After using subdivision surface modifier, I can't sculpt the object when I switch back to edit mode, you'd still see the mesh covering the subdivided object. What do I do? Cause it seems that the subdivision doesn't actually help or work if I can't sculpt after that


texts:
I'm relatively new to blender and now face a navigation/viewing issue.
When I scroll it doesnt scroll like it normally would when you start a blank file. When I do nothing but scroll to zoom in and out it moved in and out way more than it should making it close to impossible to get to where I want to be.

Another, possibly related, problem appears when i'm moving the view in any way it starts to merge into the model showing me the inside. This is also the main reason in asking because its hard to get to that one point to be able move it to the right spot.


texts:
I have a basic character I'm trying to rig, but the deformations are bad when I have a subsurf modifier on the stack (above armature modifier). It works well if I apply the subsurf, but while it's on the stack it interpolates the weighting and messes it up. Example:

also note the flared tip in the last example

Is there any way to fix this without applying the subsurf? I need to add a lot of edge loops to get it looking good, which defeats the purpose of keeping the subsurf modifier unapplied. The ideal solution would be for the bone weighting to work directly with the subsurf on the stack, rather than basic interpolation, but I'm not sure if that's possible.


texts: Hello I am really new to blender (just started a few months ago) and I can't get any of my HDR skies to work, at first I thought it was because my mac automatically unzipped my files but after turning that off, my zip files won't show up in blender.


texts: Message "cannot-change-old-file-(file-saved-with-@)" trying to copy objects

texts:
If I try to copy an object, I get this message: "cannot change old file (file saved with @)". Googling, I see several people getting this message in a variety of circumstances, but none on copying an object.

There are plenty of files with "@" in their name on my system, but no .blend@ files.

The blender animation is created from scratch, no import or such things.

I'm on OpenSuse Tumbleweed; Blender version 2.80.

Any help appreciated!


texts: Splitting mesh when duplicating and sliding edges/vertices

texts:
Is there a way to duplicate a selected face/edges/vertices etc on a mesh - slide it down an axis on the original face and have it split/intersect/subdivide the face it is sitting on after it has been duplicated?

However I try this I end up with a second face sitting on top of the original face, rather than it splitting/intersecting the area I have moved it to.

Apologies if this is obvious but it seems like it should be a fairly standard operation and I cannot work out the way to do it.

As a very basic example I want to duplicate the face of this square

And slide it down to this position, intersecting mesh where it lands. Rather than sitting on top as a separate face.


texts: Why is my animation not correctly keeping location and rotation?

texts:
I am sure that I set the keyframes location and rotation correctly, but it doesn't behave in that way. I can't find any solutions in Google nor Youtube.
https://pasteall.org/blend/caceeba41d4940ea8652bccd5ed23271


texts: weight painting copying to other side of mesh

texts:
I completed one half of my rig and then copied it to the othr side of my mesh. when I finished only the left half of the rig(The part of the rig I finished first) moved the mesh, furthermore It moved the mesh on both halves of my human model.
for example: when I moved the left leg rig both the right and the left legg were moved

I tried to fix it in weight painting, but when I began to paint the right leg it was duplicated on the left leg,

ps. yes I did use mirror modifier for my model


texts: How can I get the materials used in an array's caps to be properly assigned?

texts:
After building an object for an array, and its start and end caps, I added materials to the objects. The caps appear with the materials in the wrong place. The objects themselves have the materials where they should be, but when they appear as part of the array, they are in the wrong place.

Deleting the material assignments and the array modifier and redoing them all hasn't helped. I don't think there are any normal issues. The objects that are the caps display properly, it's only when displayed as part of the array that they are wrong.

As this seems like an odd thing, I've included the file.


texts: Stencil texture mapping doesn't match object

texts:
i want to paint a wooden texture on an object using stencil brush.
that object formed from a cube, using boolean and bevel modifiers - that i apply them to my cube, and now i have this 3D object:

i use smart unwarp for unwarping, but my texture doesn't match correctly on my object! in viewport it looks like this:

but in render result, it exports like this:

i thought it's for complex object, but i had same problem with texturing a single cube!
can anyone help me? :)


texts: How to export physics data from Blender 2.80 now that BGE is gone?

texts:
The add-on I used ("blender-bullet-export") worked enough to export rigid bodies from the scene into a .bullet file, but it relies on BGE.

Now that BGE is gone (for good) in Blender 2.80, what can we do to export physics data or .bullet files, and why there is no UI option or builtin available format after all those years.


texts: How to add floating particles to a fluid simulation?

texts: I am trying to make a simple fluid simulation in Blender with floating particles in the fluid. I was able to create the fluid simulation, with materials and shadings to works. But I am having problems on how to add floating particles that follow the path of fluid.


texts: How to select vertices based on their number of edges

texts:
I am running the following code to generate vertices with 4 and 8 edges (plus the vertices of the outer loop):

import bpy
import bmesh
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False, confirm=False)

bpy.ops.mesh.primitive_plane_add(size=11.95, enter_editmode=False, location=(0, 0, 0))

bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.subdivide(number_cuts=29)
bpy.ops.mesh.poke()

Now I would like to select all vertices that have 4 edges connected. 'Shift-G - Amount of connected edges' works, but I would like a) get the distribution of vertices with 2/3/4/5/6/... edges, and then to automatically select vertices based on this criterion.


texts: How to get user preferences path from blender

texts: How can I get the the user preferences path from blender, on windows system the path is %appdata%\Blender Foundation\Blender\2.74\config I want to get this path from blender using python on any system.


texts: Creating hexagonal grid which is a manifold

texts:
This is followup question based on this post.

I need to use Boolean operation on a hexagonal mesh. As Boolean does not work well with non-manifolds can you suggest a way to create hexagonal mesh which is a manifold?

My goal is to achieve intersection of "Torus.653" and "Graphene" in my scene. I am attaching my blender file below. I will be grateful if you could help me out. Blender file


texts:
Ok, so here's the setup: I'm working on a model of a spaceship, using Cycles as the renderer. Eventually, this model may end up in a game (possibly under Unity or Unreal Engine). The ship has multiple light objects (running lights, cockpit lighting, etc.)

While the exact materials for each light will depend on the lamp, all will have materials for an Off/On state. Some lights may have multiple colors to indicate status (IE, the engine lights will have Off, Red, Amber, and Green depending on the engine's condition).

Right now, I'm selecting faces and manually applying the materials when I want to render lights off vs. on. Which is fine when I'm working in Blender and only want to adjust one light at a time. However what about when I actually try to bring this into a game engine? I may not be able to swap materials in and out in this manner. And is there a way I can dynamically switch between the On/Off state when working in Blender, especially once I begin rigging and animating the switches and toggles on the control panel?


texts:
I have append a mesh (rex) from this .blend file.

In edit Mode I see different vertices from objcet mode (see pictures).
The vertices of belt are missing!

OBJECT MODE:

EDIT MODE:

How can I edit vertices of belt?
Is It a bug?

This is my .blend file maybe can help.


texts:
I'm trying to figure out a good workflow for developing scripts and add-ons in Blender. Here's what I'm currently doing as I try my luck with a PyNode add-on:

Open blender
Create a text editor panel
Open my script (external text file)
Edit my script in a nice external editor
Reload the script
Save the .blend file
Run the script

Now that I can see what my code does, this Blender instance has been modified, so I can't (make changes to my script and) run my script again. So I do this:

Close blender
Open blender with the .blend from step 6 and repeat steps 4-7, over and over and over..

Is there a better workflow for this sort of thing?


texts:
I was working with the Snap to Grid option and due to the unexpected result obtained I would like to show you the case that can be summarized as follows:

I take a Cube (2x2x2).
Set the Z dimension in 0.
I set the Cube in Edit Mode and selected a vertex that was move to the right side.
I made “Snap to Grid” and the result was the vertex goes to the Object Origin and not to the nearest grid intersection.

In the following link there is a PDF with pictures that illustrate the case:

https://drive.google.com/open?id=0B1emiHzIWh8eMzZNTFBHWHc5Y0U

Cordially,
Ricardo Amaya R.


texts:
I'm trying to recreate an effect similar to the man vs machine Fly knit weaving animation (https://vimeo.com/162826208 around one minute in). I have broken it down to several effects:
- Displacing the base grid
- Animations at the edge of the displacments
- A seed location to drive the displacement and the animation
- random delays in the animations or slow animations

One big issue I run into is that when I generate a grid, I can't displace the mesh itself, but only the objects I would instance. I'm pretty sure I'm missing something, but I just recently started with animation nodes.

The animations I figured out already, I think. A guy on youtube has a video about it, or I can run them with shape keys.

The biggest issue here seems to be displacing the base mesh from a seed location in a way that can also drive other meshes. So going outside of the nodes to dynamic painting hasn't been successful for me so far.

another thing would be creating the weave. I could do this with a texture. But I'm also looking at some splines. is it possible to replace the faces of the grid in such a way that they actually deform along with those faces. so not a particle in the middle of the face, but rather a replacement of the face that connects to the next one seamlessly?


texts: How to edit linked object cloth parameters

texts:
I have a cloth object in a base file that I linked into a new file.  I then did a library override so I could expose the various objects in a collection (bpy.ops.object.make_override_library()).  The object still has a link symbol in the Outliner (as does the Mesh for the Object), but no such link symbol for the Cloth Modifier:

and I need to change some cloth parameters (e.g.: start/end simulation) that are disabled and will be specific to a simulation in this new file.

Oddly, one of my other, similar objects allowed me to edit the start & end times, and turned blue highlight (what does blue indicate?):

I have tried what I believe are all the various Object Relations and Object Animation items but none localize the physics properties I need to edit.

I could try to append instead of link these objects, but I'd like to control some things like Materials from the "base" file.


texts: PBR Textures; can I mix them with basic MS.Paint images?

texts:
I've been having a go at some PBR textures. Nothing too complex at all, rather just following this simple and easy to do tutorial: https://www.youtube.com/watch?v=y8uSR8V8olw
Now, being a total beginner to PBR textures, and overall having a pretty basic understanding of textures in general, for example, as of now I'm making textures in Paint.Net or MS.Paint, and adding an image texture to the Principled BDSF. This sometimes can sometimes give the textures a rather plastic looking result.
Finally getting to the point; Is there, and what is the way I can mix my PBR textures and MS Paint textures together? In short, I'd like to mix a metal PBR texture with one of my MS Paint images.
Thank you to those who offer a helping hand in this query.


texts: How do I fix the 'Texface Conversion Problem' message when importing Yo-Frankie files into 2.72

texts:
Whenever I open 2.49b - Yo Frankie game level files using an up-to-date 2.72 Blender build I see a message popup that says 'Texface Conversion Problem(see error in console)'

How can I clear this up so I can get to work on getting the rest of it working?

Here's a screen render of the error message.


texts: Chamfer or bevel an edge with a smoothly varying depth, as if whittled or gouged out

texts:
My goal is to create something like a "lark's tongue chamfer" along part of each of 4 edges of a cuboid. This would involve a bevel that has a variable depth that forms a smooth curve, starting at 0 depth, reaching some peak depth at the middle, and then returning to 0 at the other side. The main thing is that I would like to know different ways to control the depth as a curve.
Here's an example, sort of following a circular curve, but other shapes ("smooth", "sphere", "root", etc) would be desirable:

I've created this mesh, but my procedure was long and convoluted, and I'm sure there's a better way someone can suggest.
Additionally, can someone clarify for me: (a) Is there a name for this sort of bevel, chamfer, or shape in general?; (b) Later I want to round off all of the sharp edges (i.e. with a tiny bevel) and I want to (say) subdivide the surface to smooth it out, and for this I understand it might be important to avoid having the triangles shown in my image above, so what should be done about this?
Anyway, below is what I did, including screenshots of key steps. Apologies if the screenshots are not very clear at their default size, but the image itself is available as a larger version. Note that units are in metres...

Image A: Create a 2-metre plane, and go into Edit mode. Subdivide the face 8 times, creating a sheet as a 9x9 grid
Duplicate and move up by a known fixed amount on Z axis (e.g. 0.2m)
Image B: Repeat, duplicating the sheet copy that was made in step 3
Image C: Select the edge loop of the top-most sheet, then hide all but this selection (SHIFT+H). Go to top view, then select the middle-most edge segment of one side
Image D: Turn on Proportional Editing, set to "Sphere" mode. Move the selected edge inwards (i.e. on the X axis only) by 0.1, setting the proportional size to (say) 0.55
Image E: Repeat with the other 3 sides
Image F: Unhide everything with ALT+H. Select everything in the middle sheet now
Image G: Hide everything else with SHIFT+H. Go to top view, then select and delete all interior edges, leaving just the square outline edges. Select the middle edge of each side of the square
Image H: Go to side view and then move these edges again, this time down by -0.1 on Z axis with proportional size still the same as above
Image I: Unhide everything with ALT+H. Select all edges of the top sheet
Image J: Move the top sheet down to superimpose it on the middle sheet (making sure to turn off proportional editing)
Image K: Select the edge loops of the top sheet, and also the edge loops of the middle sheet
Image L: Click RMB and select "Bridge Edge Loops"
Image M: Select the edge loops of the middle sheet, and also of the bottom sheet, and then Bridge Edge Loops there, too
Image N: Select all, and then Mesh => Cleanup => Degenerate dissolve. Fix normals with SHIFT+N. Deselect all, and we're done!


texts: Round values of a f-curve to be either 0 or 1

texts:
I would like to transform my baked f-curve in blender. I already scaled it so it's values are between 0 and 1 using the envelope-modifier.
Now i want to transform the f-curve in a way that all values under 0.5 will be set to 0 and all above will be set to 1.0 (so basically rounding the values). Is there a way to achieve this using the f-curve modifiers? I can only think of an difficult solution concluding writing a script.

Thank you for your help!


texts:
I have a problem about adding an image with transparent background over the already existing material in a group of faces (or a single face) of an object. I saw similar questions in the forum but none of those gave me the result that I am looking for.
As example, I have cube which has been unwrapped, and has a material with normal map, mapping, etc

Then I want to add and image with transparent background on only one of the faces to get something like this (fake image using gimp)

I tried several approaches (multiple uv mapping, using mix nodes, etc) without getting the desired result. I cannot properly combine the two images to get what I want.  Which would be the best approach to get this done?
Thanks in advance
Daniel


texts: When I create a mesh and try to select a previous mesh, it selects them both as if they were one object

texts:
I was modeling a tree trunk and I placed the origin cursor on the trunk and added an icosphere. But when I tried to select one of them with the mouse it would select both at the same time as if I had joined them (which I know I did not).

Thank you to anyone who answers :)


texts: Rotation throws object out of collision box blender game engine

texts:
Whenever I create a rotating condition in my game, my mesh gets thrown out of the collision box and sort of orbits the box which causes it to look very odd and not function. Any Ideas how I can fix this?

PIC 1 (Croc not rotated at all, stays in collision box)
PIC 2 (Croc rotated a small amount, flies out)


texts:
How do I make a nice sun in blender? I am not looking to change a lamp into the sun, I am looking for an actual sun that can be seen in my scene.

Back in High school I had a project on making a sun but I forgot how its done. Blender has had a dramatic change since then anyway so any help on making a sun in blender would be nice thank you.

Also, if there is different processes to doing this in blender render vs blender cycles please I would appreciate both ways explained.


texts: Transparent stripe blocking the view of edit mode selection

texts: You can see it on the screenshot. It's always stays in the middle of viewport. Is it a visual bug?


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I edit my fur and everything is well, but when I render it, it as if switches to a different particle and renders it weird, then it changes everything I edited to something glitchy looking, but when I try to edit it, it goes back to what I was editing first. It only renders the glitchy one though.

Edit 1:

Here's the blend


texts: I'm working on dell i3 ram 2gb, HDD, amda 1gb gfx. My laptop previously had battery failure, I work with the charger plugged in all the time. If the charger gets disconnected. My pc turns off. Recently opening a sculpt blend file and dollying (middle mouse) is causing my pc turnoff. Not sure what turns it off, but it's happening when I open blender. I upgraded my ram from 2 to 6. but still the problem exists. I'm thinking of replacing the battery, will that help? Please help me. I love blender2.80


texts: Why does my mesh enlarge upon applying automatic weights?

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New to Blender and trying to rerig the original player model from the Unreal Engine 4. I apply automatic weights while selecting both my rig and the mesh, and after it applies, it enlarges. Files will be in the link for the .FBX import on the original model, the Blender save before weights applied, and Blender save after weights applied. Any help, or even a fix and re-upload, would be great, thank you.

Blender and Model Files


texts: Blender version 2.79 and older crashes on startup

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Recently Blender version 2.79 and older crashes upon startup in my Windows 10 64-bit computer, and after further inspection, apparently it has something to do with the Cycles renderer. Blender 2.80, strangely enough considering it's still in alpha state, works fine, until I activate the Cycles renderer method and crashes itself too.

What I mean by crashing is the application freezes forever, making Blender prior to version 2.8 unusable in my computer. I tried fresh install from official installer, nightly build, updating the GPU driver, and nothing changed after following the troubleshoot procedure. When Blender freezes, the Task Manager shows Blender is using 25% of CPU usage and doesn't change far from that number.

Using --debug-all command line argument shows the program freezes after CLEW Initialization Succeed.

I can't continue with Blender 2.8 since I'm relying on an addon that doesn't work on 2.8. So, how do I solve this problem?

OS: Windows 10 Home 64-bit
CPU: Intel Core i5-6200U @ 2.4GHz
GPU: AMD Radeon R5 M330, using latest Catalyst driver


texts: Is it possible to colour or put textures on Bevel curves?

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So with my model, I've been struggling to create hair because it always looked weird or off and recently I discovered the "Bevel Curve" addon and it's an absolute lifesaver.

So I converted the bevels into mesh to colour it, except it lags blender like crazy and I need this model for a video game I'm currently developing called Candles(so I can't upload the model, sorry) but I was wondering, is it possible to put a texture on a bevel curve like you would mesh or any other method or giving it colour?


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I'm new to Blender, here is my problem:

I've created 2 downward facing faucet inflows (Inflow Velocity X=0 Y=0 Z=-8) into a Tank that is half the height of the Domain.

I want the Inflow to stop as the water level reaches the top of the tank, leaving a few seconds for water to stop sloshing around.

I've tried it a few ways:

Animating the Inflow object out of the Domain,
Animating the Fluid's Enabled Property and
Animating the Inflow Velocity.

The problem is, once I insert a Keyframe on any inflow object, the flow of water out of that Inflow Object is reduced to a trickle.

Since there are 2 Inflow objects, I've tried keyframes on one, the other and both: inserting any keyframes on any of the Inflow Objects severely reduces its flow of water. (Baked at 65 and 200)

Please help in any way
Thanks

I played with the file for several days and posted 2 of them up to explain the situation. Both files are the same with the exception of one having keyframes to stop waterflow when the level reaches the top of the "Tank" (hidden in the view). I worked on objects and settings to stop the water flow when level reaches the top of the hidden Tank. If you open both files and bake them, you can see the difference between the flow of liquid when keyframes were added. Hope you can help.


texts: How to make multiple rigid bodies behave as a single object

texts: I have multiple rigid bodies and I want some of them being glued together in initial state and behave as a single object. Is there a way to keep them glued together and break apart at a later stage of the simulation?


texts: Setting vertex color with ob.data.vertex_colors["Col"].data[0].color stores values wrong

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when I set the color of vertex data with;

ob.data.vertex_colors["Col"].data[0].color = [0.7, 0.5, 0.3]

and then look at the values, they are different

ob.data.vertex_colors["Col"].data[0].color
Color((0.6980392336845398, 0.49803921580314636, 0.2980392277240753))

Why is this not saved properly?