texts:
I want to access these commands through code and add them in the array
it helps me to make a tool like photoshop actions

bpy.ops.mesh.primitive_cube_add(enter_editmode=False, align='WORLD', location=(0, 0, 0))
bpy.context.space_data.context = 'OBJECT'
bpy.context.object.location[0] = 5
bpy.context.object.location[1] = 10
bpy.context.object.location[2] = 15
bpy.context.object.rotation_euler[0] = 0.523599
bpy.context.object.rotation_euler[1] = 1.22173
bpy.context.object.rotation_euler[2] = 0.349066


texts:
beginner doubt here!
I've been staring for this hand for a long time and have no idea how I could sculpt that.
Does anyone have any tips for me? I've been modeling for a really short time, so anything is helpful!
Thanks a lot in advance!!!


texts: Changing IOR for Subsurface Scattering in Cycles

texts:
I am using subsurface scattering node in cycles and want to change IOR of mesh (human muscle). But there is no option to do so. IOR option comes with Glass BSDF node but it changes my mesh appearance. Is there anyone how to to that?
Does anyone know physical background (formulas, or law) behind subsurface scattering node in cycles. How much light will penetrate, etc? I checked in blender wiki but it is not stated there.
Thanks


texts: trying to create this texture with blender for 3d printing

texts: I'm trying to recreate this texture on blender for 3d printing however I am having difficulty achieving the raised parts of the hollows.The below image is the closest I am getting. Any tips?


texts: Pin/Parent Vertex of OBJ1 to Vertex of OBJ2

texts:
Is it possible to parent/pin the vertice of one object to the vertice of another object? Essentially parenting, but on a vertice basis instead.

For example, two cubes have a corner overlap, those two vertices are pinned together. If I move the "parent" cube, the "child" cube's corner will distort, following.

This may seem like an odd question, because you can accomplish the effect with bones, but for my application, that would produce a ton of bones to manage, along with weight painting and such.

Any help is appreciated.


texts: Water Material Not Working the Same in Eevee as it Does in Cycles

texts:
I am working on a scene where the water needs to be somewhat transparent and reflective (like water generally is). It looks great in Cycles, but when I switch to Eevee, it does not look the same or even close to what I'm going for. Screen Space Reflections is on (with refraction). The closest I could get was switching the Blend Mode to Alpha Hashed in Eevee, but it still isn't right. Is this a limitation of Eevee or am I missing something?
I've attached screenshots of Cycles vs. Eevee.


texts:
I've tried multiple things now. Light bounces is set to 76 and caustics are turned on, bots reflective and refracitve. I don't know what else I could change.

Also does anyone know how to render it better? It's really distorted.


texts: Settings to fill an open container with objects

texts:
I am trying to create a natural arrangement of rubber thimbles in a jar.  What is the easiest method of doing this?

I've tried various settings with the jar being passive and using the various collision types like box, cylinder and mesh but none seem to work.

I tried dropping the thimbles into the jar but they either stop early and spill over or go through the jar! Is it better to use some sort of particle distribution? Thanks.


texts: Artifacts when switch to camera view and render. 3d view looks OK

texts:
This is the picture of 3d viewport

Then I switch to Camera view (artifacts can be seen in both viewports).

And the render

You can see, that the size of the model is big (though I tried to scale it down to check and it didn't help).
Also the camera is in orthographic mode with a big Scale.
Blender 2.79 internal.

Texture is not UV mapped, but generated (sphere). And it looks different in viewport when material and render view. In case if it matters.

Any ideas?


texts: How can I see the source code for custom properties?

texts:
I'm learning blender, and to do that, I've spent a little while downloading models by some artists I like and referencing and studying them to see how they work.
Some of them have custom properties to their rigs and bones, and I'm curious to know what they do and how they do it, so I wanted to take a peek at the code for those properties, but I'm not sure where to find them in the interface.
I'm running blender 2.91.2


texts: Why casting a sphere to a cube give cylinder+cube?

texts:
I want to cast a sphere to a cube, but when I add the modifier, it seems like a cilinder inside a cube.... why?

My Cast modifier settings are: Factor=1, Radius=0, Size=0 , as I saw on a guide (I want to keep the same dimensions)


texts: How to create reflective puddles from noise texture?

texts:
i have a problem with creating reflective puddles from noise texture.

So i have a large plane where i wanted to add reflective puddles made from noise texture, and make it look something like this  i didn't add normal texture from google because i know if you stretch texture on big plane it will be all blurry and ugly, and so instead i used noise texture, problem is, where its "dark areas" which are suppose to be puddles, they don't reflect at all, and i don't know how to change their reflection or how to control them in general! i wanted to add glass shader to noise texture but it doesn't have "base color" or anything like that where i could connect glass shader or any shader.

So my question how do i control them or how can i build nodes that way so i can change how they look ?

Here is how i built nodes for the plane. I'am using cycles render, blender Version 2.8


texts: parrent armature bone to 3 vertecies of a different mesh

texts:
How to parent armature bone in pose mode to 3 vertices of a mesh
Because parenting a single atmature bone through object mode works fine,
but trying to accomplish the same result witch constraints in pose mode seams to be broken.
weather by child of or copy transform :/


texts: how to extrude neighboring vertices without creating a face in between?

texts:
As in question. Check the picture. I do not want any faces inbetween.
Kind regards.

Please see the picture:
1) - original
2) - after extruding using E (+Z)
3) - after 2) and deleting the faces (not what i want)
4) - after using Edge -> Extrude edges (as in answer below) -> That is what I want, sorted. Thanks


texts:
I'm very new at Blender but have (or had) a pretty extensive knowledge of 3dsmax.  So I've managed to make this shape, and even managed to do outlines to make it look like a drawing, which is what I'm going for.  But as you can see Blender has taken it upon itself to add some lines where there shouldn't be any, most notably between hole three to hole four. I made this by making a cube and then making a bunch of smaller cubes and then difference-booleaning them out.

Q: Any way to convince Blender that there shouldn't actually be lines where it mistakenly drew extra lines?  Or do I have to paint them out using Photoshop?


texts: Why can't I see my layout view when in Shading mode?

texts: I want to apply a texture to my object, but my window to view my object has disappeared when in shading mode. It has worked in the past, I'm not sure how to get the view back up.


texts: Animation MESSED UP When Selecting Other Rig and Insert Keyframe :(

texts:
Hi I was working just fine for my two actions Idle and Fire which I used the root bone of the Gun to animate. It all went fine untill I select the Ik for the Arms rig, to which nothing seem out of the ordinary and I animated the reload. The problem then arise when I switch back to my other actions
(KONG_IDLE, and KONG_FIRE) which got messed up. Please help if u know the solution. Here is video of what i meanHere is what I mean Whatch The ACTION Block carefully thankyou :)


texts: snap element, snap to vertex OR edge (both)

texts:
Is there a way to make the "snap element" be both vertex AND edge?

In the tutorial I'm following I need to stitch two different objects together. I do this manually by adjusting the vertices of object A to either the vertices or the edges of object B.

Currently I'm constantly switching from snap element=vertex to snap element=edge, which takes me about 1sec every time (and there are a lot of vertices..) and it would greatly improve my workflow if blender could just snap to whatever my mouse encounters (edge OR vertice).

An add-on maybe?


texts: Connect grease pencil to object transform

texts:
Is it possible to parent a grease pencil layer to a particular object, so the grease pencil can be used to annotate future details of that object.

A workaround is to use a texture for every placeholder polygon, but it seems to be overkill for this particular usecase.

I want annotations to be visible when another object is selected too. Also, some objects are directional, so I need to keep track of the "front" face too, similar to what you get for "Things" in DoomBuilder.


texts: Problem with Subdivision Surface around curves

texts:
I've looked high and low for fixes to my problem but have come to the conclusion that I am just not able to word my searches correctly, or that I have a very specific problem.

Anyway, what I am trying to do is create a human figure from a cube by extruding out and scaling down many faces to create a curve that fits my background image.

This is an image of my mesh in both front orthographic and a view from the side in perspective view without any subdivision surface modifiers.

Now when I apply the subdivision surface modifier, you can clearly see that the mesh is messed up around the armpit area.

The same effect happened on a quick mesh I made for hands, feet and the groin area. This means that the problem is definitely due to how I am making the 'slits' for those areas.

I've no idea how to go about fixing the problem as everything I have tried has failed miserably.


texts: Confused about requirements for rendering

texts: This is probably a small matter, but I'm new here and everything is still confusing. I have a Dell i5-3570 and nothing fancy for graphics yet. When I run a program called "GPU caps" it says that my setup has OpenCL level 1.2. But when I go to "Blender Preferences - System" if I ask to use OpenCL for rendering it says I don't have an OpenCL-compatible card and have to use CPU-only. (I tried to upgrade the driver, Intel said they have a new one but they won't install it because the manufacturer hasn't approved it, and I contacted the manufacturer and they said they won't bother evaluating the new driver because the system is too old, even though it's a quad running at 3.4 GHz.) It seems like the program ought to be able to correctly assess the hardware environment, what's my incentive to upgrade the GPU if it might not correctly recognize the new one either? Or is there just a minimum level of OpenCL the program has to see to say it's "compatible"? Thanks.


texts: Snapping by increment doesn't seem to work in blender 2.8

texts:
I'm new to blender, but my problem is that when I use the snapping tool, it doesn't always work in blender 2.8, and idk why. Nearly every video is on an older version of blender and says that holding down ctrl works, but I can't find that in any keybinding, or anywhere in 2.8, so I've been trying to use the magnet button, but even that doesn't seem to work when I move objects
Any advice on this would be greatly appreciated


texts: How to Append a world with HDRi and nodes from another blendfile?

texts:
I can Append things from another blendfile if they're in Collections or various other groupings, but when I do Append -> blendfile -> World and select the World object, I get nothing appended. Is there any way to append a world? I specifically need the HDRi texture and the nodes around it.
Similarly I'd like to Append some nodes from a blendfile into the Compositor. Is that possible?


texts: How can i get rid of this pinching in my mesh

texts:
Huy guys, I am new to 3ds modeling and I started to model and I encounter this problem. I have tried to keep the quads but the pinching is still there.

Thank you for your answer.


texts: Blender ID Authentication - Issue with Login

texts: I just joined Blender Cloud and I am trying to login with 'Blender ID authentication' add-on so I can activate the 'Blender Cloud' add-on. I am having trouble logging in however. I reinstalled and it did not fix the issue. Also I just upgraded to 2.79 on windows 10. Thanks.


texts: I am trying to make the grid on blender round, like half a circle or similar. I'm trying to see how the magnetic fields will interact on a curve versus a flat surface. I wasn't sure how to do so, or if I was able to after already putting materials onto the existing grid. Help!


texts: How do you go about solving a bug in Blender: language selector in python console

texts:
For example, based on: Purpose of the languages selector in the Python Console

I am familiar with git and reporting a bug.
But my question is: How do you go about solving such a bug?

Blender uses C/C++ and Python. And think its a python script bug.
After downloading blender source code and successfully compiled it.

Looking into:

blender/release/scripts/bl_operators/console.py
blender/release/scripts/bl_ui/space_console.py

and

blender/release/scripts/modules/console_python
blender/release/scripts/modules/console_shell

Apparently, using the linked example to add shell to space_data adds the shell environment into console language.
(I used bpy.ops.console.language(language=shell) with same result).

However, for the life in me, I could not find a solution to show the language at startup. Unless its hard coded into space_console. But that is not an elegant solution..

So, in brief, I think, blender looks up for modules in path, but not picking up console_shell.py? to be added into language list.


texts: Does anyone knows if i can fix this boolean behaivour when i join meshes?

texts: I did a hand as a separate mesh of the body. but when i used boolean modifier to unite them, they still behaive as separated meshes, idk how to ask this i am very new at blender.


texts:
I'm new to Blender and I've been following the "How to Make Interiors in Blender (Tutorial)" by Blender Guru and everything was alright up until some point (which I didn't realize in time) where basically, in viewport shading, my room is alright and then in render, it's looks like my room suffered a nuclear earthquake.
What is happening? Can I fix this?
Thanks in advance.


texts:
I want to animate a model of a human hand in Real-Time using bending sensors to measure the movement of the fingers. Currently I have a model of a hand as a mesh and rigged it with bones and parented the bones to the mesh. I also can move the different fingers using a python script and calling the owner.update() method.

My problem is that whenever I try to start my python script which reads the data from the USB interface and then rotates the corresponding finger Blender completely freezes. I can only unfreeze it by triggering an interrupt in the console window and then see the last position my hand has moved to. But the interesting part is that when I program the script to print to the console, the script itself seems to run without problems. It is just Blender freezing but the script working fine.

How do I get Blender to unfreeze and run my animation smoothly?
Can it be that my hand model is to complicated to render in realtime? It has around 2000 vertices and I don't know if this is much or not since I don't have much experiance with Blender.
Or do I have to run the script in another thread?

Any help will be greatly appreciated!

Robert


texts: How to make one clear object invisible inside of another clear object?

texts:
So for my animation, I have water draining out of a clear sphere. Unfortunately, through the sphere, the flow of water is visible when I don't want it to be. I only want the flow to be visible when it exits the bottom of the sphere.

I still want the sphere to be translucent to the point where the viewer can see over to the other side, I just don't want to hide the part of the inflow inside the clear sphere.

Does anyone know a way of using a translucent object to hide a section of another object while keeping the former object see-through???

I'm trying to avoid masking it out in post.

A link to my project can be found down below.


texts: I have a camera with a specific Field of View (FOV). I need to convert the camera's faces into planes then extend them to surround the camera view. The result might be something like a cone as shown in the lower part of the image. Scaling the existing camera won't be useful for me as the faces/sides won't be planes. I understand creating a cone and editing some values might give me the same thing I will get from extending the camera faces (calling face might not be technically correct though). However, we have to change the camera FOV very often thus cone solution might not be feasible for the long run. Is there any python script or solution to do that?


texts: Automatic Weights in Armature only linking joints

texts:
I rigged my armature fairly normally. I'm using Rigify with the human armature. Everything is going smoothly but once I enter pose mode it shows that the armature is incorrectly rigged. This is where things go a little too smoothly. Rather than have joints at the corners it's almost as though it were a smooth curve trying to hit all the corners in a line. I imagine this is just a setting that I have incorrectly set or something because I have done this exact process before and have had no problems.
Here is a picture of an upper arm being lifted up:


texts:
I'm editing my first film project in Blender VSE. I had big problems with replay due to my phone's camera using a strange video codec, but this answer fixed it. I've set the proxy option for all strips and generated them and since I care about replay speed and not about preview quality, the proxies are at 25% size 30% Jpeg compression.

The problem is: Blender really likes one of my strips. It's always the same and I don't know why Blender chose exactly that one, but very often during replay the editor shows that strip instead of the actual one. This may happen during a whole strip or just for a few frames scattered around the strip and is really annoying. It usually goes away by refreshing the proxy or turning off proxies for some while, but not always.

Does anyone know why this is happening and how to work around it? I sadly can't upload any examples.

EDIT:

I just found that in the BL_proxy folder there was not only one subfolder per strip, but one more called proxy_misc having the subsubfolder named 25 in it. That one contains all frames of the problematic strip I see all the time in single jpg pictures. I am pretty sure that it is the cause of my problem, but why is it there and what does it actually do? Are there any documentations on what files Blender generates for creating the proxies?


texts:
This question is in relation to the question in the link below:
Get RGB value of texture from face on mesh
Is it possible to edit/add code to the script to do the below using one image?:
Select the pixel with the highest alpha value (white) from the alpha of an image
Next based on that pixel selection, extract the color from the corresponding pixel in the colored image (would be red)
This way a color is automatically picked and it does not necessitate using the mouse pointer.
EDIT: To clarify, this image would as well be the texture for the object


texts: Where are the nightly builds of Blender made available?

texts: With the new website, it seems impossible to find the svn builds. Where can they be obtained now?


texts: blender 2.79b graph editor not showing graphs

texts: I opened it up like the tut vid said and I see no graphs for anything, I've clicked all of the button, and such and still nothing, what am i doing wrong, or is it blender?


texts:
I have problem with rendering in cycles render in this building.
I placed lots of different lamps and increased the amount of emission in the lamp, but it didn't work.
If I render, it shows this:


texts: Rendering a specific set of frames at different time

texts:
Good day, I am looking for a way to tell Blender to render a set of frames, stop and render another set of frames using python. For example, my project has 500 frames and I want Blender to render the first 100 frames (from frame 1 to 100), stop, then move on to render frames 101 to 200, stop, then move on to render frames 201 to 300, up til frame 500. Of course, Blender needs to save all the rendered images in .png format.
I know there is a way to render a frame like
bpy.context.scene.render.filepath = '/home/user/Documents/image.jpg'
bpy.ops.render.render(write_still = True)
but that only tells Blender to render one frame at one time. I know I can incorporate this into a for loop but since I have little knowledge in python and in programming in general I had a difficult time putting it together.
The reason doing so is that I've encountered a weird problem in Blender Render recently that Blender will freeze when rendering 144 in a row. So my approach to the solution is to try to programmatically render 100 frames at a time then move on to the next 100 frames until all 500 frames are rendered.
Do you have any idea?
Thanks.


texts:
I recently installed Blender - the latest update.
Never before used this software.

I have a relative old PC, HP 8560w with a quadro 2000m graphic card.
My first problem was an error with "no open GL" support.
I found latest nvidia drivers which supports my GPU (but they are no directly for that graphic card I have) and Blender started just well with no problems!

Then I go to GPU support tab and under CUDA I have no nvidia option to chose. I installed Blender 2.79 just to check and Yes I can chose my quadro 2000m over there.

As I understand my GPU has no support for CUDA which is required for latest blender so propably no way to render on GPU with Blender 2.80 for me.

So I have a few questions. I can't even properly model a simple house right now, but I need to know...

1) Blender 2.81 doesnt support CUDA on my nvidia rendering, but my GPU is overall seen by app (helpfull for advanced models and texturing)?
I mean I only lack GPU power in cycles rendering?

2) Can i export my models (with textures) back to 2.79 just to render with GPU on cycles?


texts:
I'm getting weird geometry i don't think i ever even created (I've been sleepwalking lately tho and sometimes bad things have happened to my projects over night...)

anyway this stuff just appeared a day or so ago.  I can't even select it in object or in edit mode, and nothing is "unselectable" in the outliner, afaik...  I would try the L or ctrl L thing but i cant grab any vertices.

anyone able to help?
Thank you all!


texts: Ball doesn't roll straight in Blender Game

texts:
I'm trying to create a simple golf putt game using the Blender Game Engine as depicted here:

The problem is that the ball doesn't roll straight. If I launch the ball at about 5 degrees left-of-center, I'd expect it to stay on that path until it hits the hole or falls off the board.  Instead it takes a curved "S"-shaped path, apparently affected by the wires that can be seen when rendering the board material as wire.

The problem goes away if I don't cut the hole in the board, apparently because the wires are not present.

Below is a complete script that reproduces the problem. I'm using Blender 2.76 on Mac OS X and running the script at startup using "./blender.app/Contents/MacOS/blender myscript.py".  The problem also occurs for other versions including 2.72, 2.73 and 2.75.

The .blend file resulting from the script below is available here:
https://www.dropbox.com/s/wvwulkjq16au3rw/ball_roll_problem_v276.blend?dl=0
Just press the spacebar after starting the game to launch the ball, and you should see that it follows an "S" path rather than rolling straight.

An updated .blend file with improved mesh is available here:
https://www.dropbox.com/s/vvyb7kkvtk11u3g/ball_roll_problem_v276_remeshed.blend?dl=0
The improved mesh helps the problem, but the ball still doesn't roll straight;  the wires surrounding the hole still cause it to follow an "S" path.

Is there a way I can get the ball to roll straight?
Any help would be most appreciated!

import bpy
import inspect
from math import radians

#(0) Initialize:
bpy.context.window.screen = bpy.data.screens['Game Logic']
scene      = bpy.data.scenes[0]
scene.render.engine = 'BLENDER_GAME'

#(1) Create a board using existing cube:
board          = bpy.data.objects['Cube']
board.name     = 'Board'
board.scale    = 2, 7, 0.1
board.location = 0, 0, -0.1
### cut a hole using boolean difference:
bpy.ops.mesh.primitive_cylinder_add( radius=0.4, location=(0,3,0) )
cylinder           = scene.objects[0]
modifier           = board.modifiers.new('hole_cutter', 'BOOLEAN')
modifier.object    = cylinder
modifier.operation = 'DIFFERENCE'
### apply the modifier:
bpy.ops.object.select_all(action='DESELECT')
bpy.context.scene.objects.active = board
bpy.ops.object.modifier_apply(apply_as='DATA', modifier="hole_cutter")
scene.objects.unlink(cylinder)

#(2) Add a ball:
bpy.ops.mesh.primitive_uv_sphere_add(size=0.1, location=(0, -6, 0.1))
ball       = scene.objects[0]
ball.name  = 'Ball'
### game settings:
ball.game.physics_type = 'RIGID_BODY'
ball.game.use_collision_bounds = True
ball.game.collision_margin = 0
ball.game.collision_bounds_type = 'SPHERE'
ball.game.mass         = 1
ball.game.radius       = 0.1
### game properties:
bpy.ops.object.game_property_new(type='BOOL', name='launched')
ball.game.properties['launched'].value = False
### add controller:
bpy.context.scene.objects.active = ball
bpy.ops.logic.sensor_add(type='ALWAYS')
bpy.ops.logic.controller_add(type='PYTHON')
sensor      = ball.game.sensors[-1]
controller  = ball.game.controllers[-1]
sensor.use_pulse_true_level = True
sensor.link(controller)
### add controller script:
def my_ball_controller():
    import bge
    scene       = bge.logic.getCurrentScene()
    ball        = scene.objects['Ball']
    SPACE_key   = bge.logic.KX_INPUT_ACTIVE == bge.logic.keyboard.events[ bge.events.SPACEKEY ]
    if SPACE_key and not ball['launched']:
        ball.applyForce((-30, 300, 0), 0)
        ball['launched'] = True
bpy.data.texts.new('my_ball_controller')
script          = bpy.data.texts['my_ball_controller']
controller.text = script
lines           = inspect.getsourcelines( my_ball_controller )[0]
for line in lines[1:]:
    script.write( line[1:] )

#(3) Set camera location:
camera  = bpy.data.objects['Camera']
camera.location       = (0, -12, 3)
camera.rotation_euler = (radians(70), 0, 0)
### set camera view:
for screen in bpy.data.screens[3:5]:
    for area in screen.areas:
        if area.type == 'VIEW_3D':
            for space in area.spaces:
                space.region_3d.view_perspective = 'CAMERA'


texts: Ugly UV unwarpping in a simple case. What I'm doing wrong?

texts:
I'm trying to unwrap a very simple model of a building. It unwraps fine except for the foundation of the building, where the angles between the edges are not kept.(screenshots below).

Why does Blednder fail in such a simple situation? And how to prevent this ugly unwraping?

The.blend file is here.
Thanks in advance.


texts:
Creating a door for the cabinet. I want to rotate it until it touch the base. Uptill 180 the slider (influence) works perfect 0 to 1. After increasing from 180+ value the slider (influence) does not work. I want the flap to be touch to the base. And it takes the rotation of 225. How can i rotate or make the flap touch the base.

Any suggestion how it works. Thanks


texts: Enhanced 3D Cursor addon causes problem with the script search path

texts:
I installed a fresh new 2.75a version and the first addon I installed is the Enhanced 3d cursor. But it has a error message that comes in every time I go to the addon tab of the user preference.
The add on runs smooth with no other problems.
I have not installed other addons so what can I do to fix this or is this a known problem that is reported on the list?


texts: Keep object in the middle of two other animated objects

texts:
I need to animate and move the turret between the two outer objects.
So the two empty outer objects are moving around in an animation. I need the turret to stay exactly between the two points.

I have limited blender knowledge and tried constraints, but failed.


texts:
I have a camera moving along a path. The camera position is controlled by an animated Offset value in the Follow Path modifier.

By setting keyframes for the Offset in Graph Editor I can change the camera offset in different sections of the curve, but what I really would like to do is control its speed (the first derivative of the offset). Is it possible to add a speed graph in the Graph Editor?


texts: Where can i find different brush textures for texture painting?

texts: The basic brushes in blender are cool and stuff but i sometimes want to add extra detail and if i could use different brush styles when texture painting game assets, it would come in really handy. any ideas on where i can find them and how i can install them?


texts:
I want to create a spiral that looks like this:

From green to purple is one "circle", but the green part is below the purple. This circle repeats below and so on

Actually it just a circle (pie chart) that is cut at a radius line and then "drawn down" so there results a spiral if you add multiple of these circles.
Does someone have an idea how to achieve this kind of model?


texts:
I made a video and created a mask around my mouth. The problem I have is that in the output of the compositor the mask is not matching the mouth like it is in the movie clip editor of the Masking tab.
Here is the Mask editor view

And here is the output of the compositing (pointed by red arrow). The mask is bigger than the source video used to create the mask.


texts: How can i stretch part of a geometry with a modifier?

texts:
is there any option to stretch just part of a geometry?
Like my image? i only need to stretch a little part of the model, i could do it on edit mode but it could be difficult since i got already a lot of polygons, is there any other way?

Thank you in regard :)

Edit: i already tried with the edit mode, but it doesn't work properly since it doesnt fit the figure like i want.


texts: Is there a way to apply a transformation across preexisting keyframes?

texts:
I'm working on a modification of a preexisting weapon model's animations for a game mod, and need to make adjustments to the animations for the swapped model. What I essentially need to do is move one bone and then apply that transformation throughout all of the keyframes in the animation.

The obvious way to go about this would be to go through every key frame in every animation and type out the transforms with precise values, but that's incredibly time consuming and seems a likely way for me to make mistakes.
Is there a way that I can perform one transformation, and then apply it to every other keyframe?

On a related note, is there a way I can align the camera to a bone's particular axis? If there's no way to perform a mass transform like this, it would at least eliminate a lot of potential for error by doing transformations by the view's orientation with consistent accuracy from frame to frame.


texts:
I tried to unwrap simply cube with bevel. I made a seam and my UV looks like this (vertex are curves):

It is ok ? Must I use a special addon (Misc) to repair?


texts: The parameter panel to modify primitives is greyed out

texts:
The black pencil lines show where I am talking about, the panel is translucent and does not allow any clicking?
In the image I provided above I marked the area where now I cannot change the vertices of any new primitives I add in blender 2.79, everything else works but this area is now grayed out and doesn't do anything when clicked?


texts:
I am in top view and moved my vertices to where i want them. I go to right view and all the vertices move out of position in top view. Is there a way to stop top view moving while moving in right view.

Thanks in


texts: Blender not responding when starting a Python script

texts:
I have a python script what works/runs most of the time but sometimes it makes Blender "Not Responding" (I closed the program after ~20 mins). What is weird that it looks like it's not even starting, because there is nothing on the Console though my script starts with a print:

import bpy
import json
import csv
import math
import struct
import imghdr
import os
import subprocess
from enum import Enum

class RuncodeEnum(Enum):
    GRAPHVIZ_FILES = 0
    WAVEFRONT_OBJECT = 1
    EXTRACT_COORDINATES = 2
    GENERATE_CONNNECTIONS = 3
    REINITIALIZE_SCENE = 4
    IMPORT_OBJ_FILE = 5
    TEST = 99

...

RUNCODE = RuncodeEnum.TEST

if __name__ == '__main__':
    print("Starting script, RUNCODE is '" + RUNCODE.name + "'...")

(Beside these there are a few constants and methods, likely it's not relevant.)

Any good advice what am I might doing wrong?


texts:
That's me again, struggling with the animation. I created a number of key frames. However, my camera sometimes was doing a full 360 loop interpolating between two close camera positions. So I had to add more and more key frames to stop it. But in the end I have just one odd frame 114, where it suddenly jumps. In the "Transform" panel under "Rotations" I have "Quaternion (WXYZ)"). All the components of the quaternion are quite small and change its sign between these two frames as I see in the "Transform" panel.

Deleting the key frame 113 causes the camera to roll all over the place again.

Is there a way to stop this behaviour? I also found some posts talking about parenting when creating animations, but I can't understand it exactly.

I checked how it looks in the Graph editor, but rotations are smooth and no sign change at that frame 114. So as far as I understand Graph Editor has rotation in local coordinates, while the transform panel in global.

The animation is here (model from blendswap, made by TheDuckCow):

EDIT:

Here is an example. This frame is fine.

But next one is not:

Then next one is good again.

Apparently something numerical happens when they all go through zero...

This is what happens if I run the script:


texts:
I know this may be a stupid question but how do I make the background look more realistic or 3d like

here is the game file http://www.pasteall.org/blend/37831


texts: Coordinates problems in the bones of a character imported from Daz

texts:
I'm using the Daz-Blender bridge addon and i'm having issues importing characters in Blender from Daz.
This is the condition in which I find the character when I import into Blender:

In the folder where the character file is there are also CSV files:

Could anyone tell me if and how they can be used to solve the  ones coordinates problem?


texts: "Curve From Mesh/Text" not working on wireframe of cube

texts:
I was following this link on solidifying edges. When I went to convert the mesh to a curve, nothing happened. Here's what I starting with a new file:

Select cube
Tab to edit mode
Ctrl + F > Wireframe
Tab back to object mode
Alt + C > Curve from Mesh/Text

Nothing happens. I noticed that it works if I add a Grid or Circle and try to convert those. What am I doing wrong?

I have Blender 2.71 (Release Candidate). I also tried converted the cube directly without converting it to a wireframe, but that didn't work either.

Context: I'm trying to create a picture like this, with shadeless faces (that occlude the background) and dark edges:


texts:
I have about 80 windows splits currently open, but I can't figure out why they wont close.
I tried Googling. I read the documentation, but the little corner grabbers don't seem to work.


texts: Can I export a drawing made in blender to a 2d file?

texts: I created a model and drew an outline on the surface. Is there anyway to choose an angle and save only the lines to create a PSD file or a 2d vector (just the lines, no BG)? I wanted to use it as line art that I can color in.


texts: I am trying to paint grass onto a plain, but the only way I can paint with that image is if the plain is textured with the image of grass I'm using.


texts:
I might just be trying the wrong tools for the job.
But im trying to get a wave modifier to propagate it's waves vertically without having to model at a 90 degree angle.(i like the assigned rotation as is)

I can get the desired motion by parenting it to an empty and moving that around.
However not along the desired axis.

Any ideas?

Undesired motion.

Desired motion after applying a 90 degree X rotation and rotating back. (having -90 degrees transformed.)


texts:
I am trying to build my own spaceship according to the spaceship tutorial created by BlenderGuru.

However, there' s a problem with the UV map I have created for the spaceship.

As you can see, I have already added the image to the node editor and connected it to a displacement socket and added the image to the UV image editor.

I am clueless what might cause the problem. Maybe you could help me to solve this problem.
Here' s an additional image of the UV map I've created for the spaceship.

Here is the .blend file:


texts: Cycles. Masking shader. How to make objects disappear in plain sight.

texts:
So I have a scene. I want to slide out a text, for example, as if it was hiding behind an invisible wall. I know that you can achieve this effect with a boolean modifier... but I can't use it in this case. Plus to make it happen with a text you need to convert it into a mesh first - no good.

How to make so that when an object, partially or completely, is inside another object that this makes that part invisible? (The other/masking object is completely invisible all the time, of course)

I sense that it has something to do with a clever Light Path and Mix Shader nodes arrangement.

(Made with a boolean modifier)

To achieve this with nodes... Something along the lines of this?

How it looks in the viewport:


texts: Linking value to another anywhere in blender 2.8

texts:
i want to link value from one value to another. sort of instancing but for values.
for example in this case below:

monkey red and monkey green have a mix color node that both drive them to white if the mix factor is = to 1.

i want to link thoses two value so that if i change one, the other will change too and have the exact same value constantly.

i want to do this also with values in the proprety editor, N panel.. anywhere in blender really.

i heard about drivers, but every tutorials i found is to animate values depending on locations and distances, not linking one value to another.

could someone show me what is the technique ?
i also heard about custom propreties, maybe this could also help ?

thanks


texts: Delete linked node from out-/inputs index

texts:
Is it possible in python to look at the output or input of a node to which it is connected in order to delete it?
( Blender v2.92.0 )


texts:
I am trying to create a Rubik's Cube using the Animation Nodes addon. The aim is to be able to make a specific sequence based on a custum group node system.

They could be a node for each individual action, like turn the top. (you are going to have the option to turn it left or right with a boolean option).

The main problem to solve is how do you know which cubes to move when you make an action? I solved this problem with no errors by making a custom group recognizing the layers depending on the positions of each cube.

This does work really well but the problem I currently have is I am not really used to use the an matrices. I tried to make a prototype in order to make the layer rotate around the center, but the problem is the animation seems to cumulate on each frame and you can't go back by returning to the first frame.

[

If you could help me to find a solution for my non knowledge of the matrix system this would be really helpful.

Maybe the approach I am using to create this is not the most efficient one...

Edit

I tried my best to fix the matrix problem and found an other approach which is parenting every cube of a face / layer to the center cube of the layer (unlike the real Rubik's, there is still a center cube in order to control mid layers).

I created this custom node group, and when I animate the rotation of a center cube after linking the correct cubes to it, it works well!

But if I try to make it a group and then put two one after the other, the animations get cumulated, and you have both of the rotation occuring at once. Also this make the rotation of the linked cubes happen a strange way, and I didn't figure out why.

I provided some text help in the blend file to help you understand the project without going through each individual node because the project is a little bit complex now.


texts: Does Cycles GPU Rendering use Single or Double Floating Point Precision?

texts:
I am trying to choose a Graphics Card for rendering in Blender, I would like to know if Blender uses Single or Double Point Operations. I have been looking at Nvidia's GeForce and Tesla line of graphics cards, but I need to know what blender uses in order to find the most high performance one.

One of the biggest dilemmas I have had while searching for the last two days is the lack of information about this topic that is newer than 2012. I do not know how much blender has changed in the last two years, but I managed to find two people who said the opposite thing. Here is what one said: The fourth post on this page Thanks in advance for everybody's help!

EDIT: Here, I found this comparison chart, and forgot to add it: http://www.systemagnostic.com/faqs/quadro-tesla/


texts: How to render like this - toon but with fuzzy edges?

texts:
Alright, trying out toon rendering styles trying to match this (Puddles from Short Circuit by Disney):

Ive tried out various toon shaders including https://www.youtube.com/watch?v=TpWI2rU8iF0&t=1186s , and these have been helpful, however I need to know how this particular toon shading was done, with the "fuzzy" crayon edges:

Is this possible in Blender eevee?


texts: Problem overlapping two meshes for baking

texts:
So I'm fairly new to blender trying to figure how to bake meshes.

I've been following this baking tutorial and the first step is to hit ALT + G with your two meshes selected to overlap them (1:50 in the video).

The problem is my blender refuses to do this correctly, if you watch the video his meshes seem to be overlapped perfectly, whereas I get this result (Image below).

What am I doing wrong? Is it suppose to look like this? I've been trying to find a solution for hours so any help would be appreciated. I've reset the 3D cursor to the center of the grid and the origin to geometry for both objects.


texts: Cycles why image squence texture is automatically animating?

texts:
I have just added image sequence as texture and when i play the timeline the texture goes to next frame automatically why ?

here are the source blend + image files please check

Video of the error


texts: How to render an animation with Render Layers?

texts:
So, I heard some people recommending rendering an animation in layers to render faster and save on memory.

So I have attempted a simple scene(.blend included) where I have three Render Layers. One called "Plane", another called "Objects" and finally one called "Cube".

The scene has a plane to act as a floor, some objects and one of them is a cube. The cube has a simple animation of moving from one side to the other with it's shadow interacting with the floor and the objects. All of these elements are on their own render layers.

When I tried to composite them, I noticed that the Ico-Sphere is no longer clipping trough the floor(plane) which is not what I want.

This picture shows you what I mean. The Ico Sphere is suppose to be going trough the plane but when I composited it put it on TOP on the plane which is not what I want.

What I also tried to do was to render it out as an EXR file but the files came out black showing nothing at all.

Any further help on this would be very appreciated.


texts: Can i find a Weave-Mesh addon in Blender

texts:
Can I find a Weave-Mesh addon in Blender like that of the MAX program?, like on the following site:
http://www.scriptspot.com/3ds-max/scripts/weave-mesh


texts: Creating a 30 degree angle at a corner of a cube

texts:
I am drawing a greenhouse and must create a 30 degree angle at one end a drawn 2 by 4.

Search to date has not produced an example of creating a precise angle.  I grab and move two opposite vertices on the x axes and an angle is created but how to be precise?


texts:
I want to make a lightsaber where the edjes/sides are more red and in the middle it is white, so I tried using the layer weight node with a color ramp and I got a nice result when looking from the front, but when I look sideways its all red without any white in the middle (first picture). (My material  nodes are shown in the second picture). Any solutions? I have another idea but I don't think it will look that good. I was thinking to add bloom in the final render and use only an emission shader with red color and strength a big number like 200 so it would look white, and the bloom would add that red color around it.first picture

I am using cycles


texts: How to model one object's edge to match another object's curved edge

texts:
I am trying to put an engraving object onto the surface of ring so that the engraving matches up with the ring's border (Picture 1). So far I have been doing this manually and it's a very time-intensive process, not to mention imprecise (you can see my results on the bottom engraving, very bumpy).

I was wondering if there is a way to "flatten" and have the vertices of engraving object's edge match up with the vertices of the rings border on the y-coordinate (Picture 2). The engraving and the ring are currently two separate objects; I plan to join them after they are matched up appropriately.

Any help is very much appreciated, I'm a first-time Blender user and have been working on this engagement ring for about a month.

Thank you,

Grog


texts: How to merge overlapping vertices into a new shape?

texts:
I have a mesh with many overlapping and crisscrossing planes. I would like to auto-remove/merge the inner verts and criss-crossing ones to make the mesh have less vertices.
Any help appreciatted.

As you can see with this many lines any amount of vertical merging would help. Linear dissolve doesn't seem to work and merge by distance will get rid of the paths in leu of 1 line of verts, if that makes sense. These are small scales I'm working with.


texts: How to export to dxf file without the geometry having a triangular mesh?

texts:
I have a simple 3D model made in Blender that I need to export to AutoCAD in dxf format. In Blender I have dissolved faces to simplify the geometry of the mesh.
When I export my model to dxf I get new triangles on the faces. My client asks me to eliminate this triangulation and make the mesh as clear as possible so that it can be edited in AutoCAD.
Is there a way to export my model in Blender without creating those triangles? Is it possible to export my model in Blender to another format that can open AutoCAD avoiding that triangular mesh? Is the methodology I am applying correct or is there a better one?
Please note that I will need to create many 3D models like the one I show in the image and that my client requests that the final file be in dxf or dwg.


texts:
I want to make a scene in my game where the weather is controlled by some game properties (eg. Sunny=0, Rainy=1, Snowy=2, etc.) and I need a viable method for the game engine making snow on the fly.

I was originally going to use a snow-textured model that would fade in and out of the scene during times it would snow, to simulate buildup, but I then realized that I would have to rebuild the mesh I would use for that every time I edit the scene I wanted it in (which I do often).  I have seen several instances of tutorials that use snow in the Internal Renderer or Cycles, but that usually involves some sort of particle system setup, which isn't available in the BGE; and other examples that I have found that don't use particles, like their particle-heavy counterparts, are too taxing for a video game.

If there is a way I can create a system for snow without using my backup method, I would be very grateful.


texts: I own Element 3d and Pro shaders. More than anything, I'm curious to know if it would be possible to use pro shaders in blender to render in cycles. Does anyone know if this is possible?


texts: Why my Bevel move verticies along the edges instead of bevel them?

texts:
At one side Bevel works perfectly, but with similar edge on another side is a mess.
The same problem with another edges. Bevel goes flat, verticies run along the edges.
I have no doubled verticies. Recalculating normals for all this verticies didn't helped. I have no inner faces. There are edges between all this verticies.


texts: Setting UV's of a mesh with an array of vertex coordinates

texts:
I've been trying to set the UV's of a mesh i created via code, and i have an array of vectros with the U and V coordinates, the problem is, the way to set up the UV's via the API seems to be via MeshLoops, which confuses me because, in this case, my mesh has 128 vertices, and on the UV Layer there's 384 Mesh UV Loops, which from what i understand, consist of one edge and 2 vertices in it.
This confuses me because this means there are repeated vertices in it, regardless of wether those verts are broken or not, and i do not know how to assign the texture coordinates to the proper vertices.
here's my code: (obj is the object that contains the mesh in it, and msh is the mesh itself)
            msh.from_pydata(data[i].vertices, edges, data[i].faces)
            uv_layer = msh.uv_layers.new()
            print(obj.data.uv_layers.active.data[0])
            #for j in range(len(obj.data.uv_layers.active.data)):
            for j in range(len(data[i].uvs)-1):
                obj.data.uv_layers.active.data[j].uv = (data[i].uvs[j][0], 1-data[i].uvs[j][1])

This obviously doesn't work, because i'm not assigning data[i].uvs array to the proper uvs on the uv_layer. How could i approach properly adding the texture coordinates to my mesh with my array? I'm not sure how to apply this with this API, and the meshloop doesn't seem to favor the way i stored my coordinates.
Thanks for reading!


texts: How to Align/Straighten/make Coplanar Non-planar edge between adjacent edges?

texts:
I've just started learning Blender and I have a situation where I have 2 non-vertical faces (not parallel to any axis) with a common edge which is currently not coplanar to other 2 vertical edges.

I am trying to move this edge along the Y-axis until both faces become coplanar but I don't know how to go about it. It's probably really simple but I've been using MicroStation for 20 years and how I would do it in that is likely different to how it should be done in Blender.


texts:
So, i'm making a jumpscare, and i need to get that puppet out of the character's arm. But when i try doing so, this happens;

https://i.gyazo.com/883e8c5200d774a1b844697df19ddf46.gif

The rig somehow made an IK rig by itself or something. I have nothing to do with those yellow bones. How do i fix this?


texts: Why are these mesh white and does not appear in rendering?

texts:
I'm trying to edit this intro https://www.youtube.com/watch?v=fya4qXcCzeU, but the mesh contained in the intro does not appear in rendering, the mesh appears all white in preview.

In the video contains the link with the file blender.

Thanks to all who tried to help me

Cheers!


texts: Blender glitchy animation export fbx UE4

texts:
I'm trying very basic stuff here.

I have made a running animation on a armature rigged soldier model. The animation plays all fine in blender , but glitches out a horrible mess after export to UE4 as FBX.

All IK bones (colored sticks) are orphans and have unchecked Deform option

I have tried this like 50 times in last 4 days with different animations, Some time some animations will work and some time they suddenly start to glitch if I make a change and some are just already glitched. However inside Blender They all work fine

Animation in blender

Aniation in UE4

Export settings for Mesh

Export settings for Animation

observed points:

1.The animation worked fine earlier when I exported it halfway in its making to test.

2.It looks like the action editor may be responsible as sometimes cleaning all keyframes and making a new animation from scratch fixes it but this is not feasible.

3.This mostly happens if I change any keyframe (like move a bone and replace the keyframe with that pose using I key)

(Attached .blend and texture file)


texts: My keypad numbers shortcuts doesn't work! Help!

texts:
Hey so I just started using blender! I'm on a macbook pro, using the latest Sierra update. I know you can use the numbers on the keypad for different rotation and orthogrhapic views. I do have checked the box "Emulate Keypad" in the preferences, which should allow me to use the numbers on my macbook, yet absolutely nothing happens. I've tried pressing fn and everything, but nothing works... Any idea on how to solve this?

Thanks!
Marco


texts: How to get particles to follow a curve and follow the path angle

texts: I have a particle system with an object collection of a different long line meshes. I have it following the curve ok but the instance does not change its angle as it follows the path. How can one force the angle to change? Ideally, it would be great if the instance actual curved with the animation curve. Each instance has edges along its length to bend on. I am trying to get a visual simulation of wind lines. (Using Blender 2.81)


texts: Change Python Tooltip 'Body' Text Color?

texts:
I'd like to increase the contrast between the tooltip background and the Python text. Available presets don't seem to change the text color, just the background. In Preferences > Theme > User Interface > Tooltip, there is no color swatch for this.
Screenshot: I have to squint to see either the gray text on yellow or gray on black.
How do I go about either controlling the text color or increasing the contrast between it and the background?


texts: How to use the 'MESH_OT_extrude_verts_indiv' parameter?

texts:
I'm trying to extrude a single vertex several times in a loop for different directions. For that I'm using the function: bpy.ops.mesh.extrude_vertices_move(MESH_OT_extrude_verts_indiv=???,TRANSFORM_OT_translate={"value":(new_direction)})

If I use this function without the MESH_OT_extrude_verts_indiv it will extrude the last active vertex, wich is the one I just extruded.
The problem is that I don't know what to put in MESH_OT_extrude_verts_indiv. I tried to put the vertex in that loop index, but I can't put a Vector type in it.

Can anyone give me an example of what to put in this MESH_OT_extrude_verts_indiv?

Here is my code:^

for k in range(0,5):
    for v in bpy.context.active_object.data.vertices:
        bpy.ops.mesh.extrude_vertices_move(MESH_OT_extrude_verts_indiv=v,TRANSFORM_OT_translate={"value":(v.co+new_direction)})

#new_direction is a random vector


texts: Blender crashing when writing python code for adding quick smoke domain

texts:
I am having an issue when trying to add the python code for adding smoke domain. I am not facing any issue trying to add smoke domain manually (i.e in the viewport mode), but the moment I write the code for it in python, Blender crashes. To be precise:
bpy.ops.object.quick_smoke()
causes my blender to crash. There isn't any complicated geometry in my scene either. Any fix for this?
P.S. I am using Blender 2.82a. The OS I am using is Windows 10 and I don't have a GPU which is compatible although I am using Eevee render engine in this case.


texts: Object appears twice when linking it to a collection

texts:
I am creating a bone, and then a collection with a specific name if it does not exist, with the following function:
def make_collection(collection_name):
    if collection_name in bpy.data.collections:
        return bpy.data.collections[collection_name]
    else:
        new_collection = bpy.data.collections.new(collection_name)
        bpy.context.scene.collection.children.link(new_collection)
        return new_collection

The collection is linked to the master collection so it's on the top of the hierarchy, and now i try link it to the collection.
I create the collection:
root = make_collection("bat")

and later on in the code, i create a bone (although is an empty since it's a standalone bone), and i try to link it like this:
bpy.ops.object.empty_add(type='CUBE')
bone = bpy.context.active_object
bone.name = data[i].name
#bpy.ops.collection.objects_add_active(collection=root)
root.objects.link(bone)

Even though it's called root, root is not the master collection, just to clarify.
The result is the following:

It's the same empty i created, that appears twice in both collections. Although an idea would be to just delete other collections, 2 will appear still, one in the master collection, and one in the collection i created.
Also it's the same item since, if i click one, both get selected at the same time, so there's only one empty in the scene, i just can choose where to click it from.
Now the problem is i'm doing this with several objects in a loop, so i  would be basically duplicating the object list twice, and that's pretty redundant.
If i don't use the root.objects.link code at all, the objects would just be on the master collection, but i want them to be on the collection i specifically created.
Is there any way to fix this? I'm not sure why it appears on both collections and i'm very confused. I'm fairly new with the blender API, so i'm not sure what i'm doing wrong.
Thanks for reading!


texts: Does the Principled Shader IOR value effect specular reflection on a transmission material

texts:
Other render engines have two IOR values - one for refraction, and one for reflection. But in Cycles there is only one and documentation states it only affects refraction.

Yet with transmission set to 1, it does seem to drive reflection as well.

In the picture example below, both planes are using an identical material except on the left IOR is 1.1 and 1.5 on the right.

It certainly looks like IOR is driving reflection as well, despite the description in the documentation.

Just confirming if this is true?


texts: Keyframes are not automatically saved in pose mode with auto-keying on (2.79b)

texts:
I'm running into an issue on Blender 2.79b where the correct keyframes are not automatically inserted into the timeline when auto-keying is on. When transforming a bone, a keyframe is inserted with the value as it was set prior to the transformation. I also noticed some strange behavior:

If I toggle "Confirm on Release" or "Edit Grease Pencil" the keyframe is updated with the correct value.
Deleting all keyframes and starting with a clean timeline fixes the issue.

Is this a bug or maybe one of my keyframes is in a weird state? I checked the dope sheet and nothing appears to be locked.

Here's a video of the behavior: https://streamable.com/na4ze and the .blend file: http://www.filedropper.com/armadillo

Thanks


texts: I can't render animation in Blender with the rendered model and a picture background

texts:
I have created in Blender a Star Destroyer Model from scratch, with textures and all, and rendered it to an image ( it's attached here ).

It looks great in my opinion. So I decided to create an animation with it. It is supposed to look like this: https://youtu.be/ljvxzYJhRYo ( it's my own video on my Youtube channel).
The animation above was made with opengl render and my problem is that it doesn't have the background that I put as well as any textures and displacements on the Star Destroyer like in the rendered image attached here.
I tried to render also with the normal render button and always it rendered a black screen. I am 100% sure that my camera angle is right so I know that is not the problem.
This is how I want to be the animation, of course with all the textures and background image.
https://www.youtube.com/watch?v=9qc9WmDYXFs&feature=youtu.be (my own video recording of my screen)

Can you tell me why my normal rendering doesn't work? This is how it looks when I render with the normal button NOT opengl:

The renderer doesn't do anything and I don't know why.

You would help me a lot if you could help me with this project of mine.


texts: How to Construct a Diamond or Other Gemstone Material in Cycles

texts:
What would be the material or shaders node set up for a smooth gem in blender cycles engine?

I want a result similar to this image:


texts: How do I display the Stereo Interlace effect in the viewport

texts: when enabling stereocopy，  it displays red and blue images， but I want it to display interlace real time.   how do I  get it to display the effect I want? I need to have the thing playing real time，then I can wear my 3D glasses to watch it.


texts: Apply the explode modifier for usage in the game engine

texts: Is it possible to use the animation data generated by the explode modifier for an animation in the game engine? If you start with the object you want to blow up, subdivide it, add a particle system, set the settings to make the particles go boom, then add the explode modifier, You will have a nice explosion. However, particle systems are not supported in the game engine, so Even if the object you want to blow up is set to play the animation using the action actuator, nothing will happen in the game engine. I have tried applying the explode modifier, but all that does, is create a mesh based on the particle system data for the selected frame. Is there a way to use the animation data from the explode modifier as a action in the game engine?


texts: it worked before, until i joined the object the tag (black thing i’m trying to get text on to) is connected to but i did NOT join the tag, it’s separate. before i did that it shrink wrapped just fine. i tried again, and no matter what wrap method or snap mode i use and no matter what combo it won’t work again.


texts: Animation are displayed at the wrong time while rendering

texts:
Hy All

Im working on a quite large video project with blender 2.78.a on a Debian 9.
Since the rendering crashes after a certain while, i render my movies in different slices.
For the first slice of 3000 frames, everything goes well. For all the comming slices, the animation (titles and flags moving in and out of the video) get messed up and the animated object are shown at random times while rendering.

Does somebody has experienced something similar?
What am i missing ?

Thanks a lot for the help


texts: Grease pencil strokes disappear in surface mode in Blender 2.8

texts:
I'm learning grease pencil in Blender 2.8, hope you can help with a small frustrating issue:

When the stroke placement mode is set to 'surface' for drawing directly on a mesh, only the current stroke is visible as it is being made. Any previous strokes drawn on the surface disappear while a new stroke is drawn, and then reappear as soon as the current stroke is stopped. This makes it quite hard to draw.

I've seen videos of grease pencil 2.8 being used on a surface without this behavior, but I can't find any setting to alter it. If anyone can help (new to Blender) be very much appreciated.

Many thanks in advance!


texts: UPBGE - setting a Rigid Body Joint to 'breakable' with Python?

texts:
I'm trying to create breakable RBJ constraints in-game. I can make a regular 'Generic 6DOF' just fine, I'm just not sure how to enable the 'use_breaking' tickbox from Python.

Here's the code I have so far:

import bge
from bge import logic
from bge import constraints
cont = bge.logic.getCurrentController()
obj = bge.logic.getCurrentScene().objects
own = cont.owner
near = cont.sensors['Near']
constraint_type = 2

objects = logic.getCurrentScene().objects

edge_position_x = 0
edge_position_y = 0
edge_position_z = 0

edge_angle_x = 0
edge_angle_y = 0
edge_angle_z = 0

for i in near.hitObjectList:
    object_1 = own
    object_2 = i
    physics_id_1 = object_1.getPhysicsId()
    physics_id_2 = object_2.getPhysicsId()
    constraints.createConstraint(physics_id_1, physics_id_2,
                                constraint_type,
                                edge_position_x, edge_position_y,
                                edge_position_z,
                                edge_angle_x, edge_angle_y, edge_angle_z)

    #breakable = True ??????

Thanks in advance!


texts: Incorrect context for bpy.ops.screen.frame_jump.poll()

texts:
I have a problem with the context being incorrect while i try to work with both the animator and do renderings.

I have a script where i would like to do a bunch of renders of the same object dropped in different positions using the physics engine. The problem is that after rendering i can not get the right context to work with the timeline.

Here I can show an example of my problem (I have removed a bit of code which basically remove handlers when they are no longer used, etc. in order to make it more readable)

First i will call this generate image function. Everything works fine and the animation resets and plays. No problem

def generate_image():
  scene = bpy.context.scene

  # Add the handler to know when rendering should be done
  bpy.app.handlers.frame_change_post.append(stop_at_last_frame)

  # Reset the animation (to before physics)
  bpy.ops.screen.frame_jump()

  # Move objects randomly around before dropping

  # Play the animation (run the physics system)
  bpy.ops.screen.animation_play()

The stop_at_last_frame is called when the animation is finished and all physics simulations are done. It looks like this

def stop_at_last_frame(scene):
  if scene.frame_current == scene.frame_end:
    # Stop the physics engine this is omitted for readability
    # Call on render done when rendering is done
    bpy.app.handlers.render_post.append(on_render_done)
    # some setup here is omitted
    bpy.ops.render.render('INVOKE_DEFAULT', write_still=True)

When rendering is done this final callback function is called, which simply starts the process all over

def on_render_done(scene):
  # Keep generating images
  generate_image()

Now when the process starts all over and generate_image() is called after the render, i get the following error

RuntimeError: Operator bpy.ops.screen.animation_play.poll() failed, context is incorrect

This happens basically for all operations using the timeline.
It seems that something has happened to my context during rendering which i have to "reset". However i can not really see what i have to do here.


texts:
Blender 2.97b add ons not showing in add on window
This has been going on for a while and I can't understand what happened. The Add on window is completely blank. I have uninstalled Blender several times and still nothing. My MACBOOK Pro doesn't have the problem nor does my PC. The MAC Pro tower which I have been using for Blender since 2013 is the one with the issue. I opened the package contents of the Blender App and all of the folders seem to be in the right place. Still I have absolutely NO ADD ONS in the screen. I have been using add ons for years but I haven't really had to lately because I have everything I need. Here is a shot of the add ons tab.


texts: Most efficient way to have different image textures on many similar objects?

texts:
What is the best way to create a set of objects that are basically the same, but differ in their (animated) location and their image texture?

Approaches considered

It is possible to create a different material for each object, and a different texture with a different image for each material. However, for many objects I would have many very similar materials, which seems inefficient.

Another possibility might be to use one material and one huge texture atlas. However, each single image texture is already quite big in my case, so merging images into an even bigger file might make things hard to deal with.

The specific problem

I am creating a dashboard that will be placed over a movie, similar to augmented reality or a full-screen HUD. To have depth and animations, I use a couple of objects (currently eight) consisting of a one-face mesh each, holding one "layer" of the dashboard. The layers consist of images I prepared in Inkscape/Illustrator.

At the moment all layers have the same size, basically filling the whole screen. So yes there are a lot of empty spaces right now, which I thought helps to have simpler animations.

I am considering trimming those images and creating a texture atlas, if nothing else works better. However, I would like to keep the full-sized, prepared layers, as they might change in the future. And if they change, I don't have to change a UV-map, but only reload source files.

Update: Visual aids

The images contained in those layers about like the following. At the moment always two layers belong together, one holding a foreground (mostly text) and the other a background.

The idea is, that the two layers in the leftmost column are always shown and one pair from another column at a time. Here animation comes in, but that's no problem. For presentation, the layers get stacked like the following.

The effect I ultimately want to achieve is a three-dimensional interface like the following (exaggerated) image on the right side. This compares to a standard orthographic projection on the left.

The issue now is that I expect more layers to come and I want to keep things scalable. How to keep required effort minimal when new layers are added?

Possibly related issues

How to import many images so assign to texture_node and duplicate "n" times objects and materials?


texts: How would you create a hole in this face?

texts: I would want the hole to go through the other side. And additional question: How would you connect the verts on that face if I wouldn't want to put a hole on it? And lastly what modeling process would you recommend: would you create a highly dense object just for the tiny bevels on the edges?


texts: I'm having a problem where I want the annotate tool strokes to be visible every frame.  However, it appears that it is only being visible for the frame I drew it on.  How can I make it visible every frame?


texts: How to set visible render layers with Python?

texts:
How can I set my scene's visible layers from Python? I'd like to make layers 0 and 4 visible. Here's what I've tried:

for i in range(20):
    bpy.context.scene.layers[i] = False

bpy.context.scene.layers[0] = True
bpy.context.scene.layers[4] = True


texts: Character mesh low poly in object mode and high poly in sculpt mode

texts:
I used InstantMeshes to clean the high poly character 3D scan object, which had to much vertices to be practical.
Now I want to adjust the muscle structure with sculpt mode, and I noticed that the mesh was low poly in object mode when I import it into blender. And high poly in sculpt mode, so I'm wonder what I did wrong or something else.
What should I do ? How to make the mesh in object mode look like high poly ?


texts:
I triangulated a mesh using bmesh.ops.triangulate, and I don't know how to access the weights of vertex groups. The traditional MeshVertex has a groups field that contains these weights. I tried to find it in the bmesh layers, but there are no layers in it.

Is there any way to access vertex weights from bmesh, or is it only available in MeshVertex.groups?


texts: Animation with a slow start and quick end

texts: Im making an animation and i set the interpolation to linear however what i want to do is make it so that the animation starts slow and then at the end it speeds up. How do i do that


texts: when I draw animations with grease pencil I always get pointed and flat corners, is there a way to set the strokes corners to rounded similar to how you can in illustrator?


texts: How do I get my offset models to be at 0, 0, 0?

texts:
Apologies, I'm relatively new to blender and have inherited this model. I have tried Alt+G and setting the origin points, but the model itself is still off-point.  This means when attempting to rotate, it's axis is about 0, 0, 0 rather than being about the centre of the image.

How do I get the base of the model to sit at 0, 0, 0?


texts:
I'm pretty new to Blender and I'm having some trouble with transparency. I tried searching up for the solution, but I can't seem to understand any of them.

The objects I'm having trouble with are the car, the grates at the back and the face. It appears that they are somewhat transparent.

I can also provide the .blend file.


texts: I tired to convert hair particle system for the export. But its seen like second image.How can ı convert correctly?


texts: modifiers in Final rendering are different from the render preview

texts:
I have just started learning blender and I am following a tutorial on YouTube. Doing the final rendering, I faced a problem that I have no idea how to fix it.
The first problem I was facing was Boolean objects showing in final render. I made sure that their visibility was off in preview rendering and in object mode, but it still seems to show in the final render. An odd thing that I found was that some Boolean actually didn't show up in the final render while others did. I will add images at the end for better understanding.
The second problem I faced was screw modifier not working properly. It seemed perfectly fine in object mode and even in preview render, but in the final rendering, it definitely looked bizarre.
If you can answer any of this, it will be very appreciated.
here are the images:

you could see in the final result (incomplete btw) that few screw modifiers are all messed up as well as Boolean being captured. Boolean on the chocolate(right bottom side of the image) is invisible but those on the cheese is visible.


texts: Blender 2.8 - texture does not appear on extruded circle

texts:
In Blender 2.8, working from a new file, I have created a mesh circle and extruded it into a cylinder.  I then attempt to apply a texture using settings that work on cubes and cylinders.  But in the case of the extruded circle, the texture does not appear (in Render mode).

My question:  what do I need to do to get the texture to appear on the extruded circle?


texts: How can I proportionally scale a UV Map when scaling the object

texts:
I have a mapping node connected to an image texture to tile a carpet image on a plane. The results are OK until I scale the object. I am looking for a way to scale the plane without enlarging the carpet image texture.

Node setup: UV Map -> Mapping -> Image -> BSDF -> Output

OK result

After I scale the plane the carpet texture is too large. I know I can go back to scale the texture but is there a way where I do not have to do that?

IDK if it matters, but I want to keep this in EEVEE.


texts: How to disconnect selected mesh geometry?

texts:
I don't know how to disconnect a face from the rest of the mesh in edit mode.

This isn't like pressing P to separate the selection into a completely different object. I just want to select a face and disconnect/rip it away from the rest of the mesh but keep it as a part of the original object.

One way to do it would be to duplicate the face with ShiftD and then delete the original face. But I suspect there is a "native" command for disconnecting selected faces and I would like to learn it.


texts: FBX import error (Assertion Error, importing from 3ds Max)

texts: FBX import stopped working for an unknown reason, reinstalled blender and made default system setup. Still, nothing changed.


texts: As far as I've worked with blender and GIMP(which are the ones I mostly worked with). I've only been concerned about resolutions of the images in dimensions such as 1080 X 1920. But, in some employment sites I have found that images need to be in high resolution and the standard is 300dpi. Even in blender I have never seen this option anywhere in setting up the export. I was aware that DPIs means quality of the images(didn't know it was resolution).How can we ensure that our exports are of a certain DPIs of resolution?


texts: Change material of faces of object with modifiers non-destructively?

texts:
So I have a sample object like this. I want to make the blue-colored red parts into new material.
I'd want to do it non-destructively so I'd want to keep my modifiers. Is it possible?

.Blend file here


texts:
Is there a way to Import a Houdini Generated Volume  (VDB) into Blender Cycles?

We are working on a Uni project, and we cant seem to get a VDB into blender working at all. Has anyone done this before and is able to help.

Much appreciated Guys!


texts: How can I export a model with several animations to glTF format?

texts:
I'm trying to export a simple animated model to glTF format. It seems that it can only handle a single object animation at a time. Is there a way to export several animations in one file?
Thank you all


texts: Ctrl-Space for autocompletion in text editor for scripts doesn't work anymore?

texts: What is the new shortcut for autocompletion in the editor for scripts (macros)? CtrlSpace doesn't work anymore in Blender 2.82+?


texts: How to convert string from EnumProperty to command python?

texts:
I have an EnumProperty declared in a context of bpy.types.PropertyGroup
The value is as follows:

class SceneProp(bpy.types.PropertyGroup):

    my_enum: EnumProperty (default = 'bpy.context.scene.objects', items = (('bpy.context.scene.objects', "Full object", ""), ('bpy.context.selected_objects', "Selected object" , "")))

def register():
    Scene.scene_property = bpy.props.PointerProperty(type=SceneProp)

Now in a function i try to call this in a for loop:

def myFunct(self,context):

    scn_prop = context.scene.scene_property
    for o in exec(scn_prop.my_enum): ###exec return None...
        print(o.name)

And the first time I try to do an opeation like that, I don't know if the road is correct, but I found this "exec ()" but it doesn't work because it gives me the value None


texts: how is it possible to set alpha over as default for strip

texts:
Is it possible to set "alpha over" as default in strip? It's pretty annoying to have to change this setting for every strip...
and if yes, how? ;)


texts: What's the difference between pressing S and Alt+S?

texts:
Sometimes I see Alt+S online but I don't notice a difference between it or just using S. What does Alt+S do?

I don't get Blender wiki's brief explanation.


texts: Cannot find displacement in material panel - blender 2.83

texts:
I cannot find "displacement" in the material panel anymore in blender 2.83. I want to change my displacement type from "bump only" to "displacement and bump" but I cannot right now. When I opened my old files i can see the displacement there but not in my new file. Is that a bug or do I did something wrong?
Thanks
The new file
The old file


texts: Metallic Text in 3DViewport looks incorrect

texts:
I'm new in blender, and I was just trying a simple TUT to make a cinematic text, and my results where so different than the one in TUT (cinematic movie text)
Simply a metallic text should be correctly metallic in the rendered/material preview(or lookdev some call it), mine isn't, it looks so choppy and weird.
Here's how I see it:

This is how its supposed to be (same shading)...

So what's wrong? does my Blender version has an issue rendering 3D Object?
it never looks metallic at all...
can someone help me with this?
Any help is appreciated.


texts: Cycles Textures and the Displace Modifier

texts:
I've been working on a procedural texture with the intention of using it in the Displace Modifier, but I've been doing it in a Cycles Shader tree, (simply using an Emission shader to display it).

In the end, I want access to the physically displaced mesh for 3D printing, so Cycles displacement at render-time won't do.. Do I have to reconstruct the relevant Cycles nodes as a Blender Texture? Or can I bake the Cycles renderer's displacement into the mesh?

At the risk of asking two questions, what will happen to the Displace Modifier when the Blender Internal Renderer goes? Will Blender's internal texture system go, too?


texts:
I want to create a unique road cycles material with straight and curved road lines and other road markings, overlapping different textures.

What are some effective ways to achieve that?


texts: Is it possible to modify the 'system bookmarks' category in the file browser?

texts:
I was just playing around with the latest build of Blender 2.8 and downloaded some files from the internet to check out Eevee with. I wanted to open the file from my downloads folder and noticed it is not a default bookmark, although there is a 'System Bookmarks' folder in the file browser, and most OSes have a system download folder.

It doesn't seem to be possible to add bookmarks to 'System Bookmarks', so I added my download folder to the 'Bookmarks' folder instead. I know there is a bookmarks.txt file in the Blender config folder, but it doesn't contain the System Bookmarks category and trying to add one to it doesn't work. Is it possible to modify system bookmarks somehow?


texts:
Recently I downloaded blender 2.8 for the new real-time render engine, but then I found out that the shadow in the eevee is really unexpected. Just like shown above, the quality of the shadow is bad and the movement of the shadow is also strange when I move the object.
The lamp is a sunlight, and the sphere and the plane are just preset meshes.
Could you tell me what adjustment do I need to create a normal shadow?


texts:
System: Windows 10

Graphics card: Nvidia GTX 1030

Hi! I'm currently facing an issue where whenever I launch blender (version 2.79) the program immediately crashes. Since this has started happening I have re-installed all relevant drivers and have uninstalled an re-installed the program multiple times. I have even gone back to older versions of blender; interestingly blender 2.78 would launch but would crash whenever I entered "cycles" mode (leading me to believe this is an issue with my graphics card.

For more information this has only started happening since I installed this graphics card a couple of days ago; also, here is the debug log of Blender from the cmd line:

Thanks for any help you guys can provide!

*****UPDATE*****

The one of the newest official nightly builds of Blender (blender-2.79-46dceef-win64.zip) seems to be working on my machine perfectly; although I would still like to figure out why the official build refuses to open.


texts:
How to model this piece?

I  am new to blender, I have tried many times but failed to get this shape of the piece especially the curve  inside the mesh.

Its a sniper model the name is Ai AS50  and here is what I have done so far as i wanted to block out this piece I have attached my work as well as the reference that I am using


texts:
Very frustrated with blenders latest weightpainting. Can't get it to work.

Never been a fan of weightpainting anyway. Where can I find the weight table in blender 2.8? Maybe that works


texts: 3d tracking: after render video is shorter than original (same fps and amount of frames)

texts:
I made a 3D track.

When I render the sequence, with the same number of frames (even more) as the original video, and the same fps, I get the video which is shorter than the original. Where I made mistake and how to fix it?

Looks like I've just realized what the problem is. In the render settings are the same fps as in the original video, but when I export the rendered sequence in adobe premiere - FPS different! Why is this happening and how to fix it?


texts:
Just faced such a problem. Have kind of streetlight models in my scene (four instances of them to be exact) with the light emitting parts. Final render appears like this:

As you see, all of them appear as messy cubes. What might be happening?

Thank you all in advance.

UPD: added node scheme for light emitting mesh in a streetlight:


texts: GLTF export/import Sketchup 2017 to Blender 2.80 overrides origin and local axis orientation

texts:
I'm exporting a .glb file from Sketchup 2017 using the KhronosGroup GLTF exporter and importing it into Blender 2.80 using the KhronosGroup GLTF importer.

Once the file is imported I get the following Issues:

A root object is added to the scene and all object are now its children.
Origins for all objects are set to x:0,y:0,z:0 (same coords of the root object) individual object origins are now way outside their geometry.
Individual axes orientation for all objects are reset.
Global and local axes of the root are inconsistent (by design?)

To return to the original setup I have to
- Use Set Origin -> To Geometry
- Select individual object, enter edit mode, rotate all faces relative to the local axis
- In object mode, compensate for relative local rotation and rotate the object back to its original orientation in the main scene

I need the local origins and their rotations to remain the same when moving from Sketchup to Blender because the are used in a WebGL game this asset is being used in.

I cannot use other export formats like Collada and FBX as they tend to present other problems (for example losing naming of object groups).

Image references:


texts: Blender model won't produce valid stl for printing

texts:
I have a relatively simple model to which I've added a lot of modifiers in blender. When I export to an STL the result has several solid layers that aren't visible in blender. I It also thinks that some areas are filler when they should be empty. The blender file is also showing as solid a feature (Axle drive) that I intended to cut of the edges of the enclosure.
My blend file https://drive.google.com/file/d/1XEmOR5hM-he4SAkGam6e8ZCfvHgDv1s-/view?usp=sharing
The resulting STL file https://drive.google.com/file/d/1S5uGJHNUtQJroOG6Ug1dv5IFhWZa3VEE/view?usp=sharing
I have checked for non-manifold edges, merged by distance, recalculated the normals, etc. Any idea how to get an STL that matches my model?
UPDATE: To simplify troubleshooting, I am focusing on just one mesh. I started with a plane and built it up to function as the main enclosure. It is made up of only 81 verticies and 57 faces. The 3d-Print toolbox says that 46 of those faces are zero faces. I have been trying to figure out what that means and how to fix it, but I can't figure it out.

I'm not sure if this is impacting the STL slicing, but that's one problem I'm trying to figure out right now.


texts: How to add mesh primitives in Blender Python using data blocks

texts:
In Blender Python I can add a lamp by doing the following:

DataBlock = bpy.data.lamps.new(name='HemiA', type='HEMI')
ObjHandle = bpy.data.objects.new(name='HemiA', object_data=DataBlock)
bpy.context.scene.objects.link(ObjHandle)

I want to do the same for mesh primitives such as Suzanne. There is an operator for this: bpy.ops.mesh.primitive_monkey_add(), however there doesn't seem to be any way to create a mesh primitive data block.


texts: Blender 2.8 uses CPU rather than GPU, contradicting with settings

texts:
Even though my settings are set to use the GTX1070, my CPU activity is still 100% while rendering. Can anyone explain how this comes, and/or tell me how to fix this so Blender will (almost solely) use the GPU?
I'm using the Cycles render engine with a material defined by image maps and Principled shaders.

Thanks in advance


texts: AttributeError: 'NoneType' object has no attribute 'keys' - Rigify addon

texts:
I again and again get this error "AttributeError: 'NoneType' object has no attribute 'keys'".
I'm trying to rig my character using Rigify addon. I never did rig before, but I have learned the basics. So currently, I tried solving it with:

I didn't delete any bones
hidden other scene collection
tried placing it according to rigify wiki
tried 3 times to place bones from the beginning.
But the problem still remains. Anyone know what might be causing it? Thank you for any help.


texts:
In need to create the curves, I marked in blue in blender and repeat the process for at least 6 times more.

Is there any fast way to do it?


texts: A decent IDE / code-editor addon for blender

texts:
Can anyone recommend some editor or IDE addon for making python scripting a little less cumbersome than using the built in text editor?

I really miss stuff like suggestion of function names etc. that pretty much any IDE or code editor has these days.

Is there any specific addon or editor that you find ideal when it comes to blender scripting?

I am a newbie when it comes to Blender and also when it comes to the Python language so excuse my ignorance.


texts: Display Audio Meters in Video Sequence Editor?

texts:
Is there any way to display audio meters in the Video Sequence Editor?
I mean something like this:

Pretty much every NLE has one, but I'm unable to find one in Blender's VSE.


texts: Free fall physics simulation capture as a video

texts:
I have a project I am working on where I have objects positions randomly in the space and let them fall using rigid body simulation using python scripts and blender as (GUI-less) background. I am able to get the initial position and final position (after 500 frames). Now I would like to also generate video of the free fall of the objects from frame 1-500 into a video file as scene by the camera.
I am able to generate images using node-editor at the end of the simulation. I am looking for a flag that is like below pseudo code.

start recording
start the free fall
end after 500 frames
stop recording

Any pointers would be of great help!
Thanks in advance.

Edit1:  To clarify more on what I want to do!
Thing to note here is that, I have single python script and I am generating 10 different scenes one after the other, where each scene has objects positions randomly. Currently I am using bake-all method to get the final state of each scene and render the scene out to see whats the final stage. Now instead of getting the final frame for all these scenes, I want to start the animation before baking each scene and render it out to a video. I want to do this for each scene one by one in the loop.

Edit2: I guess I am in the process of figuring it out. I found out that

bpy.ops.rigidbody.objects_add(type='ACTIVE')
bpy.ops.ptcache.bake_all(bake=True)

Does do the physics simulation before hand store it in a file. Now all I have to do is to do the below to get the animaton? I will post the results when I find it.

bpy.context.scene.camera = camera
bpy.ops.render.render(write_still=True)


texts: Why do the measurements of this object seem erroneous?

texts:
I just found out about the Mesh Display : Length feature in the "N" panel (thanks to this seemingly-migratable question) that allows one to measure the length of a face or vertice.

But my first encounter with this tool gives me complex feelings of love and hate, see how, as I was trying to measure the aspect ratio of this TV screen, I am getting WIDTH = 20.33 and HEIGHT = 37.57.

These values seem awfully wrong, since my betrusted eyes tell me the height should be shorter than the width.

I have tried measuring the single vertices as well, to identical results.


texts: GPU computation difference between rendering and cloth baking

texts:
After reading some articles on blender speed, I see that using CUDA enabled GPU computing will be of help in rendering.

I am trying to stitch a shirt on human .obj file. For that I bake 60 frames for it to fall on the human correctly. It takes about 20 seconds for the bake. I'd want to host it real time.
youtube link of the same : https://www.youtube.com/watch?v=GHDdtaMm1rA

Can I use GPU computing to reduce the bake time just like rendering time ?


texts: Shortcut for Cursor to Selection not working in Object Mode

texts:
ShiftS + Pie Menu is working as expected. In Object Mode the 3D Cursor jumps to an object's Origin. In Edit Mode it jumps to the selected geometry.
The custom keyboard shortcut I assigned however, is only working in Edit Mode. In Object Mode it does not jump to the selected objects. What might cause this?

I've assigned the shortcut in the 3D View > 3D View (Global) section. This made it work... for Edit Mode only.
I've also tried placing it in:

Object Mode (Global)
3D View (Generic)
Object Non-modal

No luck getting the shortcut to work in Object Mode. It's strange because the Console shows the same command I've typed (beginning after bpy.ops.): view3d.snap_cursor_to_selected

(I'm using version 2.9 now, and had this shortcut working in 2.79)


texts: How to edit my second object only?(instead of edit the first and second objects together)

texts:
I have two objects in the same collection. How can I edit(like transform) the second object only? I can only edit both objects in the same time.
(for example, I have object1 from mesh1, and object 2 from mesh2, and I use codes below)
ob = bpy.context.edit_object

me = ob.data

bm = bmesh.from_edit_mesh(me)

for v in bm.verts:

    v.co.z *= -1

bmesh.update_edit_mesh(me)

The codes seem only edit the whole meshes and objects.
I only want object2 to be done like this, and leave object1 the same as before.
Thank you

Thank you for your answer! However can you show me the resolution using my style of codes below? I only want to change obj2 but the codes changes obj1 and obj2 at the same time.
mesh1 = bpy.data.meshes.new('mesh1')
obj1 = bpy.data.objects.new('obj1', mesh1)
bpy.context.scene.collection.objects.link(obj1)
mesh2 = bpy.data.meshes.new('mesh2')
obj2 = bpy.data.objects.new('obj2', mesh2) ;
bpy.context.scene.collection.objects.link(obj2)
bpy.context.view_layer.objects.active = obj2
bpy.ops.object.mode_set(mode='EDIT')
ob = bpy.context.edit_object
me = ob.data
bm = bmesh.from_edit_mesh(me)
for v in bm.verts:
    v.co.z *= -1
bmesh.update_edit_mesh(me)

And the two meshes( or two objects ) change at the same time, how to correct my codes to make changes to obj2 only? (this code is only an example, what I want to see is the way to edit the obj2 instead of both obj1 and obj2, so can you please just write some codes in general, thats enough for me, not for specific codes to create real obj1 and obj2)


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