texts: 2d texture eyes that can move around freely

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I've been struggling with this for a while now so I figured just asking it here might help.

I have a character on which I'd like to have 2d eyes and eyebrows. I want to be able to move the eyes around freely, and I wanted to use UV wrap to move the uvs of the eyelids and eyebrows around to get different expressions. So kinda like how the characters in Wind Waker look :)

So far I've tried following a couple of different ways of going about this but with both I got stuck at some point. Here are the tutorials I've tried:

1.https://www.youtube.com/watch?v=beTOy-dwOOc  I couldn't figure out how exactly he'd made the helper rig because he doesnt really show it step by step, just the results. My main issue here was with the bones/armature hierarchy... (he doesnt seem active on youtube anymore so i cant ask him)

2.https://www.youtube.com/watch?v=5NlvgMYZgaY This was the most thorough tutorial and looked like what I was looking for, except here the eyes are flat and cant really move around, and I don't know if its possible to get what I want with this technique.

Is the first tutorial better suited for what I'm trying to do or is it possible to achieve this with different UV maps, like in the second tutorial? If someone could explain the part in the first tutorial about rigging the helper object in more detail, that'd be great ^^


texts: Extreme motion blur for particle bullet tracers

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I'm testing Blender for film/tv work coming from 3dsMax and VRay.
(I have 20 years experience in film/tv cgi so you're explanations can go into some detail thanks)

To test the motion blur accuracy I'm trying to replicate this effect of tracers being deformed with high frequency camera shake blur:

In Blender 2.8 (I know its Beta) I added a noise modifier on camera rotation with high frequency settings to match the look of shaky footage.
I also managed to create a particle system for the tracers firing (with some difficulty without an on/off emission)
The result is this: (Single stream of tracers)

And some frames freak out like this:

The camera noise doesn't seem to be picked up fully by the blur.  I've tried adjusting Camera Noise: Scaling, Amplitude and Depth as well as motion blur parameters: Shutter, Position, Motion blur steps etc but cant get it any closer to the desired result.

Its hard to see in stills but any thoughts from experienced Blender users?

(I really like Blender overall but certainly hope the particle system gets an overhaul.  Ideally with nodes)

Cheers,

ED


texts: So if I plug in a black and white image to the fac of the mix shader node, what is happening? What's the difference between when A and B is connected to each socket and when A and B is switched to the other socket(basically switching two lines of wires each other)?


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I have a big scene, and about all the objects are linked from a lot of different files...
But know, for transportation and rendering purpose, i wanna include them all into one single file?
it should be a simple solution..


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Ive been watching some tutorials on how to do fancy shaders and stuff and ive been finding them very hard to follow as their UI is very different to mine. This is what i want my UI to look like, however i cannot find anything on the internet that suggests there are different UI settings in blender.

This second image is what my UI looks like at the moment
I am also using blender 2.79


texts: Best way to join objects for texturing and game engines?

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I’m modelling a game asset and I’m wondering what’s the best approach for joining a mesh which consists of many different parts. I don’t want to overlap my objects because they all have different vertex count and they are different shapes.

What I mean is if I have an object and it consists of many parts and I want to model and texture them separately, is it ok to join them later using a simple command such as ctrl+J. Or would that not be good when they are exported to a game engine in terms or re-applying textures and things like that.

Waiting for help!


texts: Is there a way for particles on a curve guide to collide?

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I have a Icosphere linked to a Metaball, which is following a curve guide, and I would like for the particles to fill up the box in the image you're seeing, instead of vanishing.
Is there a way to do this?


texts: How to change pose position in edit mode?

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Is there a way to change the pose position in the edit mode?
The idea is that I can try out different poses for UV mapping. I have a hard time understanding why the textures are so distorted when in pose mode, as I cannot check the position of the vertices and their relation to the UV map.


texts:
I am making animatics in Blender and it is turning out to be very painful. I have to draw in GP, Give camera timing in Dope Sheet.
I need to know if there is any shortcut so that I can insert blank keyframe in GP and the same reflects in the dopesheet, like you use F5 in Flash. Else I have to time in GP and again move camera in dopesheet.


texts: Can't add image texture to a flat plane, renders white.

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I'm trying to add a simple image of grass to a flat plane. I have copy pasted a free blender object of grass onto a new file in order to integrate it with other objects, have linked the image in the texture section, through the node editor, have unwrapped the plane, and in UV editor it appears as a square grid with no texture on it, with one corner orange and the rest grey. If I select the image in the UV editor the grid becomes rectangular, about twice as long as the square, and has the image applied to it.

If I render, it looks totally white. What's going on? I wish I could just copy paste the other objects onto the original grass file, but when I do that they appear as negative space in the render, so I figured the easier problem to fix is this one.

Thank you!!


texts: Outliner : show objects match name with wildcards

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I have 20 storeys building, each floor has its own objects, for example
floor 1 : Floor 1 bath, Floor 1 kitchen etc.
floor 2 : Floor 2 utility, Floor 2 terrace etc
up to ..
floor 20 : Floor 20 office, Floor 20 meeting etc.
I want to show objects starts with 'Floor 1' , 'Floor 3', 'Floor 12', 'Floor 13' , 'Floor 14' but not starts with other 'Floor XXX' .
I want to display the list in the outliner. Can i do this ?


texts: Cycles: Material full transparency, but still seeing parts of object

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I'm trying to fade out an object by using a transparency BSDF. With Transparency set to 0 it looks like:

When turning the transparency up to 100% to get the structure opaque I get this result:

I have no idea where those dark areas are coming from. The mesh I'm using has been imported from an obj file and was originaly created with a CAD software. I have tried to recalculate surfaces and removed all doubles, but I'm still getting those dark areas.

As I want to use it in an animation I think I could turn up transparency and just before it should go 100% transparent I'd set a keyframe on Restrict Rendering in Object Explorer, but I think it still might look a bit "harsh".

Does anyone has an idea, what could be wrong?

Thank you!


texts: Evenly extruding edges outward of concave shape?

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I'm looking for a way to "evenly" extrude the edges around some somewhat arbitrary mesh outward.
I.e. The edges are extruded by the same length outward.
I've tried various things to no avail:

extruding/scaling using the vertex normals
extruding/scaling using individual origins
push/pulling
some combination between these, etc..

Maybe pictures will help explain:
With convex shapes, there is no problem (edges go out in a uniform fashion):

On the other hand, with concave shapes the edges are extruded/scaled in a non-uniform way:

I made a crude example of what I'm trying to accomplish with this (the overhanging grass geometry):

Is there a quick and easy way to do this?


texts: How do I keep in development add-ons under source control and easily reload changes in Blender?

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I've been developing Blender add-ons for a while now, and one thing that I've always struggled with is how to keep a single copy of the add-on so that I can make changes to the code and quickly test in Blender AND have it all under source control. I don't want my Git repository inside Blender's add-ons directory, as it can easily get deleted by Blender (via the remove add-on button), and it enforces a particular folder structure on the repository.

Currently, I mainly use an external text editor (Sublime text) to work on the add-on, and then zip it up and install when I want to test my changes. As you can imagine, this is slow and laborious, so I'd rather work in a way that allows me to simply reload the scripts and have everything work, but not have to copy changes from the Blender folder back to my source repo.

I'm sure this must be a solved problem, so could someone explain how I can set up my repository so that it's safe from accidental deletion, but can easily be reloaded in Blender.


texts:
I'm having a bit of an issue with my model when subdividing it. I am very new to blender and 3D modelling and have just been trying out various things to achieve what I want but this is something I can't quite solve.

When I have subdivide set to 0, the UV map projects fine but as soon as I increase my sub divide, the checkered texture starts to show. Can someone help me with this or point me in the right direction to solve this issue?


texts: How to make better looking lights/lightbulbs

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Just throwing an emission shader just yields a completely solid light, which i don't want. Throwing a glass-like shader on a bulb made around a light (via emission) basically just shows the light and the glass would be nearly invisible.

Not like this:

Something like this:

(The brighter bulb, on the right)


texts: Blender 2.77 crashes on startup, graphic problem

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I have a problem with Blender 2.77.

It crashes on startup with no error message.
I found this problem of graphic settings but I don't really know how to fix this.
Something with my CPU maybe? Got the good drivers I think.

I installed Blender with the installer first (same crash) and now i got the ZIP version.

I got a MSI with: Windows 7 Ultimate 64bit / CPU: i7-4810MQ / GPU: GTx870M

If you guys can help me, it would be awsome! Thanks.


texts: Connecting Mesh from Make Human to bvh file and export as mp4

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I am very new to Blender so I have to apologize for not knowing some of the terms or some of the functions in blender...
I have some MoCap data (Vicon) from a dancing sequence.
I habe bvh-files with the marker data and the modeled skeleton.
I am supposed to export that dancing video as an mp4 file so it could be used for further research in an easier data type.
Exporting the skeleton does not work and we avtually would rather have a simple humanoid unisex avatar as a skin above.
I tried creating my own avatar in makehuman but I'm not really able to connect the model with my bvh-movement-data.
Is there any way I can export an avatar video of that skeleton bvh dancing?
Would be very happy about answers thanks.


texts: How to make outlined texture in blender?

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How to make outlined edges and not transparent texture in blender? Like on the img below?

UPD

I get this bird beak effect on every edge.Is there a way to remove this?

UPD

I've tried Chaining method and refused from it because it makes the line thiner. See screenshot:

Also, here are my settings:
Caps are Butt. Edge Types are Edge Mark. No modifiers.


texts: Deforming text maintaining vertical alignment

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I would like to deform my text to fit along a curve, but maintain a vertical alignment like in the picture.

Any help would be a big help! Thanks!


texts: Ho to emulate Grab/Move (G) with python script?

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After a few hours of searching, I have not found documentation on how to emulate the pressure of the "G" key that allows you to move an object freely with the mouse. I have a modal function and I would like to insert this command to select an object and keep it on the mouse.

the command on blender suggests bpy.ops.transform.translate()
but I can not find options for this.


texts: Apply depth transparency to array object

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Can I fade in transparency of a material based on distance to camera when the object is part of an array of objects? It seems that they only use the original object's location attributes. However when I apply modifiers the material still won't attenuate based on ray depth?

I am trying to fly through the array objects, but I want to fade them in gently as I go so that they don't 'pop' into view.


texts: Where the dimensions of the object have moved in Blender 2.81

texts: I'm trying to locate the dimensions of the object in 2.81. I'm watching an online tutorial made in 2.7. In Transform object properties used to be Dimension window after Scale Window. Is the window moved in another property or it became irrelevant and taken off for good? Thank you.


texts: shadow map for second life not working correctly

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so I have a object in blender and im trying to create a shadow map for it

for some reason the shadowmap is all wrong and when uploading the image to the game it is ruined

Any ideas as to why this could be happening?

Sam


texts: Can I Create a Linked Duplicate Consisting of Only Those Mesh Parts Defined by a Vertex Group Owned by the Duplicated Object?

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I have made this mesh...

... and I have create two vertex groups. One for the whole mesh, called  "Start"...

... and another one which excludes a part of it, called "End".

How can I duplicate this object as linked, but make it look as it is with the second vertex group ("End"). Meaning, with the last part excluded. Is that possible?


texts: Is there a way to identify colours in a mesh

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So, I've imported an image as a plane. It's a simple logo, just black with a company's name in white font.

Is there a way I can identify the white font as a separate material, so as to remove the font and make a cut-out plaque?


texts:
In Blender 2.9 when selecting multiple edges in the UV Editor is there any way to turn off or reduce the glow effect on neighboring edges?

I've been having trouble manually converting some models from tris to quads via the UV map because the glow(?) makes it very difficult to tell which edges have been actually selected. I told a friend about this issue and he was having no such problems - as he still uses 2.83 which doesn't have this glow effect.
Please, if anyone has any suggestions / insight into this I would greatly appreciate it - thank you!

(Both images I'm using edge select mode with UV sync and selected only the diagonal edges I would want to dissolve)


texts: I'd like to start Blender by sculpting a human head . How can I import a ready made model head , and where can I find the classical sculpting tools of sculpting?


texts: How to model a complex shape like this ornate window?

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I'm stumped. Two hours now and I can't get it to work. How would you make this window? You are a godsend if you can help. (see the little red circle on the image)

I can create the outer part of it, but unlike a square window which I have no issues with (extruding in, deleting faces, etc), I can't figure this one out.

Thanks!


texts: Import-Export:Import images as planes not working Blender 2.8

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The extra option is not listed in Mesh-

I have checked the Add-on..
Then too this occurred.


texts: Is it possible to use the output of a Renderlayer in the material nodes of another RenderLayer?

texts:
Is it possible to use the rendered output of one renderlayer in the materials on another render layer?

How can I achieve this?


texts: mesh array modifier with simple deform taper and curve modifier

texts: This mesh has an array modifier, simple deform taper modifier and a curve modifier.  I want it to scale along the curve as reference does? How would I go about this? Thanks


texts: Blender fluid simulation "with drag" (simulating a pump)

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I need to do a fluid simulation, where the fluid goes through a pump.
The pump-model is build the way, that the intake is at the bottom and the output is at the top. I need a way to get the fluid all the way up through the pump. I believe there's no thing like a "drag water from here to there and also mind the obstacles" option for this, is there? Is there another way?
The only way i can think of is having a tank/reservoir that is as high (or higher) than the pump, so that the water rises up all the way through the pump.

So, basically i need to simulate the pump.

Here's a picture to help explain what i need to achieve:


texts:
I'm doing a short little animation for a side project and the length is 167 frames. I think I accidentally clicked something and now it only plays up to half of the clip before looping.

So for example let's say I was doing an animation of someone sitting down. Halfway through this animation, it just cuts off as if it reached the end of the clip already.

Also that green line that runs while the animation is playing is always really far behind my mouse. I'm really stuck and confused by this, so I'd really love some insight on this subject.

Also due to copyright, I can't actually share or upload the file or any of it's contents.

Here are some screenshots of the timeline and settings:


texts: Animation nodes - Replicate splines - random bevel size

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Id like to build set of spline with applied vector noise to simulate lightnings. I have followed Chris.P. tutorial and its done.
But I have two problems.
How can I set different Bevel Depth on each spline? It seems like Curve Object Output doesn't support list, only single value.
Second question is how can I set specific Bevel Depth for each point but on each spline specifically?
It can be random, but each spline should have different random sizes.
Third question is there any node which can from input 1,2,3 make 111,222,333?
Thanks a lot.
I want to control thickness of each spline


texts: Modeling, Faces rendering wrong. --> bad Face Layout?

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i'm about to build a house model and i wanted to reduce faces. Maybe i reduced too much.
Faces are rendering bad. I checked the normals and they are all ok.

As you see, there are faces rendering differently on the right side. do they have to be connected? the top face goes all along the building where as the lower one goes to the entrance. Do they have to share vertices?
Is it a bad face layout? How can i make it better to avoid those bad faces?
edit:
added screen with flat shading:


texts:
I found this with all characters imported from Makehuman. As the armature moves in any direction, materials, in this case the eye material, turn weired as soon as the distance reaches approximately 60 to 70 meters.

This only happens if the armature is rotated around the vertical axis, in this case by 90 degrees.
The mesh, armature and materials are all pretty straight forward, there is no reference to location or world data.
https://drive.google.com/file/d/18pD2SaR9VAGL-3OjzZgWZgpEj3thXmwW/view?usp=sharing
Just open the file, switch to rendered view and start the animation. The armature moves by 100 meters within 1000 frames. Observe the material play up after frame 600.
It must be related to material. I also observed this with other materials that i had made myself, so I don't think it has something to do with Makehuman itself. I am at my wits end. Please help.


texts:
What does the 'Nabla' setting for a cloud texture do?

Nothing seems to be changing when i change the value. I'm tweaking a texture and i'm just curious how i can tweak it even better.

The tooltip says: Size of derivative offset used for calculating normal.


texts:
Is there a working way to get NURBS curves into and out of Blender?
FBX supports this, but when I import an FBX with NURBS, the curve is not created.  I've tried with several versions.  FBXes exported with blender do not contain correct curve data.
OBJ export appears to work, but when I re-import them, the curve paramaterisation does not match what was exported.
IGES support doesn't appear to be available in the list of plugins, either.


texts:
I'm trying to wrangle a vector displacement map from Zbrush into Blender but nothing seems to make it render properly. Instead it comes out mangled.

Zbrush includes a helpful diagnostic model and map to determine which of the 48 different ways of exporting a map should be used. I tried loading this into Blender and all 48 are completely trashed, there isn't one that's even close to looking correct.

One of those is supposed to be a sphere, yet none are even close. This is using the basic settings for the Displace modifier: RGB to XYZ, UV coordinates, Midlevel 0.00, Strength 1.00.

The EXR displacement map is loading properly, everything looks good texture-wise, but the displacement results are trashed. I'm having a hard time finding any detailed information on what format Blender expects vector displacement maps to be in. I could do some more diagnostics but it's really unclear what settings ZBrush needs.


texts: Creating nodes with dynamic number of input sockets?

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Is it possible in any way to create one's own node type in one of the node editors (let's just say the Compositor for example) that can have a dynamic number of inputs?  Not a group node, just a regular node?

For my use case, I would like to be able to do one of two things:

Have multiple inputs come into a single socket of a given type (I know this is not possible and probably never will be).
Dynamically add another input socket of a particular type if an input is attached to a socket of that type.  The output file node has that functionality implemented in C here, but similar functionality for adding sockets dynamically to a node does not seem to be present for any other node type or accessible via the python API.

Is what I am requesting simply not possible in Blender at present?


texts: Lock radius of brush in texture paint mode

texts: This question has also been asked before but since it did not get any answer im asking again with the hope of getting any kind of feedback or possibly an answer since the original post had none .In sculpting mode the paint brush radius/size can be locked so the brush size doesn't change when zooming. This feature seems to be absent in texture painting, is there any work around in achieving that in texture paint mode ? Guidelines for a making a Python script would be useful.


texts: Modifiers can't be applied due to being deactivated

texts: running Blender 2.91.2 and am having two different blend files in which modifiers cannot be applied due to them being "disabled" and cannot be applied to Multi-User data. They work just fine, hell I even just created an array modifier and with the untouched, base settings the modifier is disabled. Am a bit PO right now because deadline is tomorrow. Any help is highly appreciated.


texts: Object in different scene gets renamed without any warning

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I'm using Blender for creating game assets. "Empty" objects are used as placeholders for various things related to game logic like sockets, ports, etc. "Empty" is always child of mesh to which belongs.

Empty objects are named as "SocketFront", "SocketBack" etc. Suffices like ".001" are fine.

What is not fine is when I add new socket and name it "SocketFront", other object in different scene named "SocketFront" gets renamed to "SocketFront.001", without any WARNING! These "accidental" renames are big problem, because game stores these names in data files and suddenly cannot find "SocketFront" on that model it used to be.

Is there any way to prevent Blender behaving in such way?
I'd be okay with:

Changing the name of current object automatically (ideal)
Showing warning to me that such object already exists
Automatically naming all child objects with parent object name as prefix


texts: Is losing my settings upon updating a problem with the steam version of blender?

texts: At the moment I use steam to keep blender up to date, but I think since 2.8 (or maybe 2.79 didn't update often enough for me to notice) I've been losing my settings with every update.  Is this just steam being the red headed stepchild of blender distribution?


texts:
I installed Blender (2.83) for the first time on my new Custom Built PC.
Windows 10, Intel i7, x 64bit and opened double clicking the .exe file, a grey screen appears as well as a black dialogue box that closes shortly after.
I tried to open it using the Powershell window and got this as my error message.
PS C:\Program Files\Blender Foundation\Blender 2.83> ./blender.exe
GPUTexture: create : TEXTURE_1D, RGBA8, w : 1, h : 0, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: texture alloc failed. Likely not enough Video Memory.
Current texture memory usage : 0.00 MiB.
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: texture alloc failed. Likely not enough Video Memory.
Current texture memory usage : 0.00 MiB.
GPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB
GPUTexture: texture alloc failed. Likely not enough Video Memory.
Current texture memory usage : 0.00 MiB.
found bundled python: C:\Program Files\Blender Foundation\Blender 2.83\2.83\python
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1515, h : 26, d : 0, comp : 4, size : 0.15 MiB
GPUTexture: texture alloc failed. Likely not enough Video Memory.
Current texture memory usage : 0.15 MiB.
GPUTexture: create : TEXTURE_1D_ARRAY, R8, w : 16384, h : 1, d : 0, comp : 1, size : 0.02 MiB
GPUTexture: texture alloc failed. Likely not enough Video Memory.
Current texture memory usage : 0.02 MiB.
Error   : EXCEPTION_ACCESS_VIOLATION
Address : 0x00007FF7F5A90CC0
Module  : C:\Program Files\Blender Foundation\Blender 2.83\blender.exe
PS C:\Program Files\Blender Foundation\Blender 2.83>
I've made sure that my graphics card drivers and windows PC drivers are all up to date. Running Blender as an Administrator doesn't work either. I have searched through forum posts for solutions but haven't found any that fix my issue yet.
Hoping to get some light shed on the problem.
Thanks


texts: Problem with sculpting, using graphics monitor

texts: So I have this graphics drawing monitor Huion Kamvas, that I'm trying to use with the blender sculpting, and I am getting this weird issue. Whenever I try to put the first stroke on my object, everything seems fine, but once I rotate or pan the view, the object is acting like I'm not pressing on it at all, although my cursor is following my pen tip movement... and then again, if I rotate or pan my view once more, it comes back to normal. I have to repeat this over and over, and it gets quite frustrating.


texts: Faces left behind when I move a face back

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This is probably one of the easiest things in blender, but I am a plain beginner and can't find any way to solve this. When I select a face and move it back in, the "faces" outside it stay. Not 100% sure how to describe it so I got a picture below.

Is there something like a "separate" function? opposite of merge?


texts: Is there a way to mute an operator's stdout prints?

texts:
I have a script that processes a mesh in various ways (shrinkwrap, bisect and other operations) and renders two images with freestyle.

These processes (and many others in blender) spew out various messages that clutter the standard output buffer and make debugging and logging quite difficult and annoying.

Rendering an image with freestyle, for instance, generates hundreds of printed lines that report the memory, which part is being rendered, etc.

Is there a way to silence all prints except my own debug prints?
I know I can probably write my stuff to a different stream like stderr but I'd really like to have more control over what's displayed and what's not.


texts: Is there a way to animate parts of a net?

texts:
I am working on a project where I have to animate a cylindrical net. The top of the net is fixed and the bottom of the net is lifted up by a crane. I have made the net by subdeviding a cylinder and adding the "Wireframe Modifier" and a "Cloth modifier". I have also made the top fixed by selecting the top vertecies and making them a vertex group.
Is there a way I can animate the blue bottom ring to be lifted up until leveled with the red ring?


texts:
I am trying to install the fSpy add-on for Blender. I've downloaded it as a .zip file and went to user preferences to install it. However, it does not show up in any list of add-ons in user prefs.

When I checked the console it repeatedly shows the following:

Modules Installed () from '/Users/lihechen/Downloads/All Files/Plugins/Blender/fSpy-Blender-master.zip' into '/Users/lihechen/Library/Application Support/Blender/2.81/scripts/addons'

But nothing shows up.
Can anyone please help? I'm using Blender 2.81


texts: Solution to lots of Emission Materials Causing Noise in the Render

texts:
I'm creating a low poly space scene, and I'm using a emission material for the stars.  I knew this would be a problem  because it would create noisy renders, but I thought I would find a solution!  :)

So– is there any way to keep their brightness, but maybe not the noise it causes?  Like a option to limit the reach of their light so I don't need to take so many samples?

I appreciate all help!


texts: Is it possible to set the space bar so when it's held down, you can pan by using LMB plus dragging? This is how panning works in a bunch of other programs.


texts: How would I make something look super far off and really big while having that white kind of haze to it?

texts: I want to put a ship over a city but make it look really big and have that white hazy look to it, like the death star has here. See how it's transparent-ish and kind of smokey white? How do I do this in blender(cycles)?


texts: Creating a 3d paint streak effect in Blender 2.8

texts:
First off, I'm quite new to Blender so I appreciate any and all help. I'm trying to make a 3D paint stroke effect like the one below but I've run into some problems.

The method this designer (Pawel Nolbert for reference) uses is actually painting on to transparent film, then photographing the twisted film to achieve this result. In Blender, I tried creating a paint streak then mapping it to a bezier curve to create a similar effect.

I hope this method will work well enough for what I'm trying to do, but I can't figure out my node setup to procedurally generate the multi-colored streaks across the brush stroke. My questions are 1) what's the best way to set up the nodes so the colors can be changed on the fly and 2) is there a better way to achieve this result altogether?

Thanks in advance!


texts:
I want to lock objects from getting selected, but not change their visibility.

2.8 removed the lock button from the outliner. How do you lock objects in 2.8?


texts: Is there any modifier that allows me to remesh let's say a one selected surface (triangulation)? I'm working on complex boolean objects. The problem when I apply boolean operations the mesh gets nasty at some point and I need to remesh only parts of the resulted boolean. Later, I will use this mesh as an input to another software so I need a clean stl mesh that works for Finite Element. It could help if someone tells me a trick even around it. I would really appreciate your help.


texts: Import csv to Python syntax eludes me, what did I miss?

texts:
I'm trying to import a list from a csv to create a series of circles.
I've created a few scripts that move and rotate objects with help of csv data, I used that csv routine as a template.
This time I wanted to create the object and thought I understood - for i, row in enumerate( rdr ): -
however, if you look at this snippet code, you might think I missed the boat completely.
My biggest problem at this moment is that I do not understand how I can get the csv values parsed correctly with add_circle().
Then I have a second issue regarding the fact that it only creates the first circle from the csv and I really thought that this would work.
Can somebody explain what I'm missing to make it work? Or does anybody know a comprehensive paper so I can figure out why this is not working as I expected.
with open( fp ) as csvfile:

# make series of circles
rdr = csv.reader( csvfile )
for i, row in enumerate( rdr ):
    if i == 0: continue # Skip column titles
    FRAME, PARTS, XW = row[0:3]
    part_number = float(PARTS)
    add_circle(FRAME, part_number, float(XW))

CSV snippet:
FRAME, PARTS, XW
1001,8,0
1002,15,1.1
1003B,32,2
etc.

In case the full script is more helpful:
# -*- coding: utf-8 -*-
"""
Name: 'Add cirkel'
Blender: 2.80
Group: 'Add'
Tooltip: 'Creates a shape object'
"""

import bpy, csv
import bpy.types
import time
from mathutils import *
import math

fp = "C:/Users/Maarten/Documents/blender/csv/generate-object.csv"

def object_from_data(data, name, scene, select=True):
    """ Create a mesh object and link it to a scene """
    mesh = bpy.data.meshes.new(name)
    mesh.from_pydata(data['verts'], data['edges'], data['faces'])

    obj = bpy.data.objects.new(name, mesh)
    scene.collection.objects.link(obj)
    bpy.context.view_layer.objects.active = obj
    obj.select = True
    mesh.validate(verbose=True)
    return obj

def vertex_circle(segments, z):
    """ Return a ring of vertices """
    verts = []
    verts.append(( 0, 0, z))
    for j in range(segments):
        angle = (math.pi*2) * j / segments
        verts.append((math.cos(angle), math.sin(angle), z))
    return verts

def add_circle(name, segments, z):
    """ Make a circle """

    data = {
    'verts': vertex_circle(segments, z),
    'edges': [],
    'faces': [],
    }
    data['faces'] = [(j, j+1, 0) for j in range(segments)]
    data['faces'].append((segments, 1, 0))

    scene = bpy.context.scene
    return object_from_data(data, name, scene)

with open( fp ) as csvfile:
    """ make series of circles """
    rdr = csv.reader( csvfile )
    for i, row in enumerate( rdr ):
        if i == 0: continue # Skip column titles
        FRAME, PARTS, XW = row[0:3]
        add_circle(FRAME, 8, 0)

#        FRAME, PARTS, XW, YW, Z, EXP1, EXP2, WALL = row[0:8]
#        parts_number = float(PARTS)
#        add_circle(FRAME, 8, 0, 2, 0, 1, 2)
#        add_circle(FRAME, parts_number, 0, 2, 0, 1, 2)
#        if WALL == 1: add_circle2() else: add_circle()

FRAME,PARTS,XW,YW,Z,EXP1,EXP2,WALL
1001,8,0,2,0,1,2,0
1002,15,1,2,1,1,2,1
1003,32,2,3,2,1,2,1
1004,64,3,4,3,1,2,1
1005,128,4,5,4,1,2,0

The first is the script, the second the csv (please remove .txt extension before use)
In add_circle() I placed values PARTS=8 and XW=0. so the script creates one circle with only the name 1001 from CSV.


texts: Cycles: make a bouncing ball with physical simulation

texts:
I want to make an animation of some ball which have horizontal initial velocity bouncing on floor. I tried to add Rigid to the ball (dynamic) and floor (static). But the ball dropped to the floor without a bounce. I googled for answer but what they do are move the ball to approximate position and set a key frame, don't care much about physical rules. I do believe blender can deal with such a easy simulation.
Any suggestions? Thanks.


texts: Is there a way to create an animated video texture based on uv layout?

texts:
what I'm trying to do is to make a video animation in After Effects and then apply it on a 3D object as a texture. I'm trying to animate a circle movement over the faces of a cube based on its uv map (see video below; arrows tracks the circle movement) but the problem is that I can't figure out how to manage the circle animation on consecutive faces which aren't connected.
Can anyone help me? Is there a way or strategy in order to do this in a simple way?
Thanks to everyone!


texts: Animation Nodes: Wait x seconds, output 0, then output random number (for input to object instancer)

texts:
I've been trying to figure this out for a while, but I'm kind of stuck. I have an Object Instancer that duplicates an object a random number of times (between 5 and 30)

I want to have this number to stay constant for x amount of time before resetting (0) and then chooses a new random number.

I've gotten as far as to have the number of instances change every x frames (see attached Tree Node), but I can't figure out how to make it go to 0 before picking a new number.

Any help would be greatly appreciated.


texts:
So I recently updated to 2.8 and I'm having trouble with meshes when trying to edit them. The lines aren't even in thickness and at certain angles can disappear. Then when moving about the whole thing flickers. It happens even if I just load up a new file and add a simple sphere:

Is there some sort of setting I need to stop this happening? I've been trying to just put up with it the past week but it's quite a strain on the eyes!


texts: Latest version of Blender opens with blank screen

texts:
Recently installed latest version of Blender on my laptop, only to have it open to a blank white screen- did not have any issue with an earlier version of Blender on the same computer.

I am running Windows 8 64x, with NVidia GForce GT 6300M and Intel(R) Graphics 4000, and have installed python 3.5.1.

Any ideas short of rolling back to an earlier version of Blender?


texts:
As noted, I'm using Blender Render for this little experiment.

What I've been trying to find is how to get a straight glow on an object. Volume materials seems closest to what I've been able to replicate but unfortunately, emission light does not work inside volume materials.

If there is a better way to do it in Blneder Render, how can I make it glow more appropriately along the area surrounding it? And how can I make it so the edges serve as an actual light without resorting to using many smaller lights?

Another good example is like this alien blaster, the light surrounding the blue. https://www.youtube.com/watch?v=EAhRiv-FKbI


texts:
I have this roof that I unwrapped using the "Project from view" unwrap. My problem is, when I repack the UV's again in the UV editor, then it messes up my roof again. Any idea how to automatically pack the UV's while keeping "Projected from view" UV's correct?

Thank you for any help  :)


texts:
I would like for the glove to stay put when I move the hand. I've been fighting with this for a while now trying all kinds of things with the weight paint. I have another version where I managed to do it (not perfectly, still moves a little) but I can't remember what I did. I tried copying the weights there but nothing. There's no actual hand under the glove by the way. I'm attaching the file.

https://www.dropbox.com/s/8bscsabxsbsikmp/Captain%20Blender%203.blend?dl=0


texts: Something like on_gizmo_click_on / on_gizmo_click_off?

texts:
I'm currently creating a script that updates all of the keyframes of an object that's currently been moved. (a feature that 3Ds Max has by default)

I've managed to solve all the problems that happened along the way such as "when animation is playing don't udpate, otherwise animation will go funky" and others, but I just can't seem to tell blender to stop updating keyframes when player is scrubbing through the timeline, me and my colleague have literally tried everything and nothing quite did the job, not even creating our own algorithm that checks for the frame change within scene_update_pre/scene_update_post because of the very nature of scene_update_post/scene_update_pre handlers :(

So I figured that the only way I could do this is to find something like on_gizmo_click_on and on_gizmo_click_off handlers, however I cannot seem to find anything like that in Blender. We are willing to make them ourselves even if we have to dive into the source code, however, since we're relatively new to blender I don't know where we could even draw such an information from? Do any of you have any ideas how I could go about doing this?

I would greatly appreciate any help, as this would not only help me create this script, but it would also help me create many other similar scripts for my team in the future based on this same gizmo handler. (gizmo, manipulator or whatever I should refer to it in the Blender community :D).


texts: Some faces appear darker BUT normals are okay

texts:
I have noticed that sometimes when I model some objects, some face later on appear to be a bit darker than others. Especially after texturing.
I have checked the normals and they are pointing in the right direction. I have tried recalculating normals to see whether it fixes anything but no luck.

I also tried rotating the objects to see whether it is an issue with lighting. Sadly it isn't.

Also, this isn't caused by a normal or bump texture because the problem appears even before I start adding those.
This is the third model I am experiencing this on.

I will appreciate even just an explanation to understand why this happens.

Thanks in advance.


texts: How to Download Blender Pose Library ? As well as like in Maya Studio Library (Facial Expression)

texts: Just learning about posing characters and found I have a library (vers. 2.79) but see that it is empty. Is there a repository out there somewhere of free poses I can install in my Blender library?


texts: I was recently doing a Project needing the UV project modifier, but the Image selection menu appears to be missing as of Blender 2.8. I have attached both 2.8 and 2.79 screenshots to show you what I mean, Thanks!


texts: Create a Collection inside another Collection with python

texts: How to create a Collection inside another existing Collection with Python?


texts: Duplicate objects randomly in a delimited zone

texts:
Is there a tool (a module or a easy method) to duplicate an object many times, randomly in delimited zone (the inside of a sphere for example) ?

Rather like the airbrush tool in a raster graphic editor (illustrated below), but instead of drawing dots, it would duplicate a preselected object :

Note : I don't wish to use particles systems to duplicate objects (I need to keep control on positions)


texts:
in my add on, every execution of my operator, I change my icon cursor. (see code)
I have to repeat these two lines of code in all operators or there is a solution to change icon when an operator is running?

def execute(self,context):
    bpy.context.window.cursor_set("WAIT")
    ....
    My code
    .....

    bpy.context.window.cursor_set("DEFAULT")
    return {'FINISHED'}


texts: Particle system adds some pattern to a mesh

texts:
Modelling a giraffe and adding hair particle system to it for making a fur, the result is absolutely trashy

As you may see particle system adds those triangles that as I know mean mistakes in polygon structure. When particles are turned off everything is ok. Here is wireframe:

Node structure for the material:

Particle system's settings:

Thank you in advance. You are always helpful.


texts: Blender User Preferences: Images Draw Method: DrawPixels

texts:
I performed searches on the web and here in Stack Exchange but I cannot find information about the differences/advantages/disadvantages of using the various Images Draw Method choices, in particular DrawPixels.

The user manual that comes up in v2.78 returns no hits on DrawPixels.

Does anyone know of a link to documentation on the various preferences or could provide some insight?


texts: Opening a blender file during python script execution without changing context

texts:
During execution of a python script, I'm trying to import a .blend file. It's currently not an option to load the file when Blender boots, although ideally we would get the same result either way. I'm using:

bpy.ops.wm.open_mainfile(filepath=path)

However, this destroys bpy.context ({.window, .screen} = None), but only when blender is started without "--background". This is the relevant Blender source code (blender/windowmanager/intern/wm_files.c):

if (!G.background) {
    /* in background mode this makes it hard to load
    * a blend file and do anything since the screen
    * won't be set to a valid value again */
    CTX_wm_window_set(C, NULL); /* exits queues */
}

This causes "invalid context" problems for different operators (e.g., bpy.ops.transform.*) called afterwards.

It would be great to be able to open .blend files without the WM/GUI interference altogether. However, since there doesn't seem to be a WM-less Python call for now, restoring the original context (or at least a context equivalent to the one when Blender starts up) would also work. Bonus points for solutions without WM hacks (e.g. simulating clicks) ;-)


texts: I think I have understood the basic principles of animating an arrow traveling along a curve. My problem is that my arrow becomes twisted as it travels along the curve. What is it that I do wrong? Does it somehow has to do do with the fact that I'm working in 2D


texts: why are these two meshes connected to the same bone deforming differently?

texts: is there any way to make the cube not intersect with the cylinder?


texts: Delete hidden object from commandline pythonscript

texts:
He guys,

I'm working on a commandline-based puthon-script that imports an IFC-file and cleans it up.
So far i can import an IFC-file, do some clean-up and than save the file.
The only thing that i cant get my head around is the deleting of hidden objects.
These object are hidden in the 3D view and from the rendered view.
From within blender you can simply unhide and delete them.
Is there a way to delete thes objects from a commandline based python script.


texts: Problems with rotation and scale importing blender object to unity? Replicate unity cube?

texts:
I am having real problems and am very new to blender/unity. Right now I have a script that resizes and creates variable longer blocks from a basic cube in unity. I won't show the script as that might not be relevant but this is the result when the script is run to give you an idea -

The original prefab is the default unity cube but the script scales it, etc.

I am trying to replace this cube prefab with an altered cube (a cube with the top right and left edges cut off) to create variably-sized platforms such as this -

I am very new to 3D and so started by just created a simple modified cube in blender -

When I drag this cube into unity it shows up well however when I plug it into my script it elongates the cube in the wrong direction, etc. I know the rotation is off, so I tried to fix that first by rotating the object in blender (this did nothing) and then creating an empty Gameobject and rotating the object there as Unity says, but nothing is working.

In addition to rotation I think the scale of the blender cube is much bigger than unity cube. Furthermore I do not know how to add colliders or other components to my blender object if I just import it- seems I have to drag it into an empty first or the options are all grayed out. Mostly I think I just don't know how to properly import from blender to unity despite tutorials.

This is what happens when I run my script as opposed to original picture  -

Clearly a lot is going wrong here. I just want to replicate the default unity cube in blender and modify it so when I bring it back to unity I can use it in my script. How can I do this? What am I doing wrong?


texts:
I'm trying to add a texture to my model. I'm following some tutorials om YT to know how to do it, But my blender doesn't do what it should do.

I can't add the correct things in the node editor:

This is what my node editor displays by default:

This is what it should display by default:

Also I can't add a image texture box in my node editor.

I hope someone can help me out on this. :)


texts: Material rendering fuzzy on some objects and not others

texts:
Whenever I try to render my scene part of the object remains very grainy and the texture doesn't seem to render all the way. Only parts of the petals seem to render correctly for some petals, but other petals with the same material render fine.  What is causing this?

I thought perhaps this was just fireflies or something to do with my lighting, but my teacher and I have tried multiple things and none of them have worked.


texts:
I have a problem with rendering a certain scene in the cycles engine. When I press the render button, it seems like before any tiles are rendered, Blender stays stuck at the grey screen for quite a long time before starting to render any tiles, where it proceeds to render at a reasonable speed. Even when I change from solid view to rendered view, Blender stops for a little while before beginning to render. Is there a certain cause for this? My scene has about 150,000 verts in total.

Any help would be greatly appreciated. Thanks!


texts: How to make procedural broken glass material with a particular shape

texts:
Hello,
I want to create something like this image does, in cycles. Does anyone know how to make procedural broken glass that can look like this ? I am looking for a way to not have the random voronoi cracks.
Thanks!


texts:
I have a scene setup in Cycles that contains multiple light emitting objects on a single layer.

Is it possible to apply glare only to blue colors without having to move these to a separate layer or assigning them a special material id?


texts: Is there a way to apply root motion to objects following a path?

texts:
I am trying to create a simple caterpillar track animation with root motion.

I have assigned each plate of track a Follow Path constraint to follow a Beizer Curve(named "Core"), and added a driver so that its Offset parameter can be controlled by X-Rotation of an empty sphere(named "Rotation Controller"). This way rotating the empty sphere rotates the track plates. Next I added a driver on X-Rotation of the empty sphere so that it can be controlled by Y-Location of the Beizer Curve("Core"). I have also added drivers to each tire so that their rotation can be controlled by the rotation of empty sphere("Rotation Controller"). Finally, the armature(which controls the body except for the tires and tracks) and tires are parented to the Beizer Curve("Core"). So now if I move the Beizer Curve("Core") along the Y-axis I get the desired motion.

But this approach does not work for root motion because the tracks are not parented to the "Core". This is what I get when I export the animation to Unity. Everything works fine except for the tracks which seem to live their own life.

Track plates will be move correctly in root motion if they are directly parented to the root node("Core" in the case). What should I do to make it work?


texts: bge keeps on crashing when I try to do soft-body simulations?

texts: I've written a script that creates an environment with various physics types-it generates a fair number of soft body objects (>100) and, unfortunately, when I try to run the sim, blender crashes. Any way to fix this?


texts: Background Images in Blender Will not show

texts:
I'm unable to display images as background images in Blender.

I've tried it as a jpeg and a png.

I have opacity set to 1. I've tried scaling the size from 1-1000. I've tried looking at every view available. Nothing seems to work.


texts: Why do textures distort when polys are connected but are fine when they're not

texts:
I've been having trouble with some polygons having distorted textures.

While I was experimenting with possible solutions to my issue I figured out that when I detach polygons via edges or vertices the once distorted textures are completely fine.

Why does that happen?

I'm working with UV coordinates.


texts: Too Dark When Rendering - No Light At All

texts:
I'm currently making a tree with branches and leaves etc., but for some reason, whenever I go from solid to rendering mode the textures that I applied come out extremely dark, which (I think) is caused by the lack of lighting. Can someone possibly help me? Here are some screenshots.

Here is the texture I applied to the trunk of the tree:

Here is the result after rendering:

Here are the nodes that I'm using:


texts: Is it possible to add a Child Of modifier without changing position of the child?

texts:
Currently, when I add a child-of modifier, the child jumps to the parent's head and rotates.

Why is that?

And more importantly, can I have blender not do that and keep the bone where and how it was, instead?

(I just want to "parent" a second armature to the first as if I had one armature where I parented with keep offset.)


texts: Replacing a photo in an existing animation

texts:
With Blender 2.78c I added an image bmp on a plane and used it to create an animation.
Now I only want to replace my previous image with a new one and use it to run the same animation as before.
Unfortunately, whatever I do with regard to changing the image with the material, texture and UV editor, the final animation rendering keeps showing the previous image.
Please your assistance. What do I do wrong and what should I do?


texts: Installing glTF-Blender-IO latest Version in Blender 2.8

texts:
Blender 2.80 now includes the  glTF-Exporter  addon, but due to some limitations, I would like to test the latest version of  glTF-Blender-IO  from here:

https://github.com/KhronosGroup/glTF-Blender-IO

The instructions for installing on the  glTF-Blender-IO  page are light on detail.  Here's what I tried:

download the .zip and extract.
I'm on a Mac.  Went to blender installation in Applications, and added these directories:
scripts/addons/
from the extracted download, copied:
addons/io_scene_gltf2
to the new directory in the Blender installation.
In Blender, open  Edit : Preferences, Add-ons:
with all addons visible [Official, Community & Testing are all enabled], search for 'gltf'.
The one I see is probably the one installed with Blender.  Testing verifies this.
assuming I need to install the new addon, in Addons panel, click:  Install...  and navigate to:
/Applications/blender-2.80.0/scripts/addons

From here, I have attempted to 'Install addon from file...' from several places in the subtree without success.

Any assistance would be appreciated.


texts: Why is not enough to copy the node configuration from an object to another to texture the object A the same as the object B?

texts: Let's say that I have two meshes (of two heads) that have a slightly different topology. What I want to do is to texture the head B (the head on the right) the same as it is the head A (on the left). So I have selected the head B and I've gone under the material tab and I have created the same number of slots that I have used for the head A. After this I've gone under the node editor and I have copied the same node configuration that I have for each texture used on the head A on the head B,but surprise,the head B became textured bad and it is not like the head A. Do you know what's the mistake ? Can you give me a suggestion ? thanks.


texts:
Hello I am having problems with my rigging in blender.

as you can see rotating my left arm rotates both the left and right arm, but when I rotate just the right arm it doesn't move any of the mesh.

I dont know how to fix this and was hoping someone could help me out.

I used a mirror modifier to mirror the whole right side of my character, and I think this is causing the problem but I dont know how to fix it.


texts: Rendered image is different than Camera view

texts:
I am new to Blender even to the world of animation.

I have 4 cameras and I have bind them with markers in the timeline. When I animate they change fine. When I open the Render view from the button side to the Object Mode button it shows perfect Camera view.

But when I Render it as png all the images are black, they are like a view from a camera just pointed towards ground but there is no other camera I have checked the Outliner list also.

I have also tried selecting the Border option in Render tab but when I click on Render or Animate, I get a message that border is not allowed for sequencer.

I have searched on google and all the solutions I am being told are not working.

Someone Please help me out.
Thanks a lot in advance.


texts: Once mirror mesh is made - how to remove its data from the original mesh

texts:
I have downloaded a female model
https://www.blendswap.com/blends/view/26755
from net and it is made with mirror. so when I try to rig it the left side will only follow the right side. How can i make the left mirror side its own mesh - and not follow the right side.


texts:
So I made an intro using animation and it saves it as a .blend and I want it so save as a video like .mp4 or something like that.
I've tried changing the codec because I tried opening the intro with windows media instead of blend. I didn't try all the codec's but I tried some of them.


texts: Animation Nodes for sliding products onto shelf (2.82)

texts:
I'm trying to get to grips with animation nodes for animating a bunch of products on a shelf. I'd like them to slide in from the side based on the distance from a null object (the "effector"). To get a staggered "sliding in" effect starting at the bottom. I got pretty far myself but now I'm a little stuck. I got it all working, only it's not using relative positions, which means all the products end up in a clump. What I'd like to do is pre-arrange them in their proper "end positions" and then have the effector move them relative to that. Well I have no idea how to set that up.

There's 2 collections with products - one for the right half and one for the left half. The ones from the left need to slide in from the left, the others from the right. Haven't done the ones on the left yet.

And the other issue is that once the effector moves slightly away again (since it moves upwards), the products just move away again, I have no idea how to get them to stay in place once they've reached their end positions.

I'm not a coder, I'm bad at math, my setup so far already cost me a big amount of brain juice... I come from Cinema 4d and its mograph system but I really want to tackle animation nodes to not have to go back to that, at least have some working examples to build on for my projects.

Maybe there's actually an easier way without animation nodes, basically I just want to avoid having to hand animate 50 or so products. It needs to be easy enough to change the timing later on without dealing with a hundred animation tracks. I could also make an effector for each row, in total there's 8 rows of products, but that seems needlessly complex.

Here's the .blend file


texts:
I’ve seen some C4D users use a tool called Loft-NURBS it seemed like a good way to speed up my workflow.

Is there a tool in Blender to create a surface from multiple splines, but still have the ability to change their shape?

Loft-NURBS in Cinema4D


texts: Is it possible to hide an array individual instance whitout applying the modifier?

texts:
So, let's say I have an array of a cube in X axis... So I would have 10 objects along X, for example, and I want it not to show the 3rd and 4th generated objects.
Is there anyway to hide this objects without applying the modifier and then deleting or hiding them?
I've tried the mask modifier but it seems only to work on the original mesh and not the "created" ones.


texts:
I downloaded an FBX from Mixamo that has a running animation that starts like this.

I need it to start in a Tpose and transition slowly to the running animation. Please advise.


texts: Python 2.8 - plane bevel disappears on object join

texts:
In the following code I am joining several objects.  'Plane1' and 'Plane2' have beveled corners.  But when I join them to 'Cube' the bevels disappear.  Why?

Below are two code snippets; the first creates the plane and the bevel (in case procedurally I should do something different), the second has the join operation that causes the bevels to disappear.

Here's the code that creates the plane and the bevel:

def add_plane_obj(ObjName):
    bpy.ops.mesh.primitive_plane_add(size=SizePlane1,enter_editmode=False,location=(-2,-2,BaseZ))
    bpy.context.active_object.name=ObjName
    bpy.ops.object.editmode_toggle()

def add_plane_resize(ScaleX, ScaleY):
    bpy.ops.transform.resize(value=(ScaleX,ScaleY,1))

def add_plane_material(MaterialsIndex, MaterialName, R, G, B):
    bpy.ops.material.new()
    try:
        bpy.data.materials[MaterialsIndex].name=MaterialName
    except:
        pass
    bpy.data.materials[MaterialName].diffuse_color=(R,G,B,1)
    bpy.context.object.data.materials.append(bpy.data.materials[MaterialName])

def add_plane(ObjName, MaterialName, MaterialsIndex, R, G, B, ScaleX, ScaleY):
    add_plane_obj(ObjName)
    add_plane_resize(ScaleX,ScaleY)
    add_plane_material(MaterialsIndex, MaterialName,R, G,B)

def bevel_plane(BevelWidth):
    bpy.ops.object.editmode_toggle()
    bpy.ops.object.modifier_add(type='BEVEL')
    bpy.context.object.modifiers["Bevel"].segments=15
    bpy.context.object.modifiers["Bevel"].width=BevelWidth
    bpy.context.object.modifiers["Bevel"].use_only_vertices=True

add_plane('Plane1','RSwhite3', 0, WhiteR, WhiteG, WhiteB, ScalarX, ScalarY)
bevel_plane(BevelWidth1)
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)

The following code causes the bevels to disappear after executing the join on 'Plane1' and 'Plane2:'

bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects['Cube'].select_set(True)
bpy.context.view_layer.objects.active = bpy.data.objects["Cube"]
bpy.data.objects['new_name'].select_set(True)
bpy.ops.object.join()
bpy.data.objects['Plane0'].select_set(True)
bpy.ops.object.join()
bpy.data.objects['Plane1'].select_set(True)
bpy.ops.object.join()
bpy.data.objects['Plane2'].select_set(True)
bpy.ops.object.join()
bpy.data.objects['Circle'].select_set(True)
bpy.ops.object.join()


texts: Can I get the object dimensions in Cycles?

texts:
Can I get these dimensions:

(bpy.data.objects['Cube'].dimensions)

in a Cycles node, as a vector?

I tried an Attribute node with dimensions[0] as the Name, but this didn't work. I also looked at the Geometry and Object Info nodes, but couldn't find anything that looked promising.

Preferably without Python due to the whole "trusted blendfile" feature.

This would open tons of possibilities for optimizations, such as automatically adjusting the scale of a procedurally generated material (here, the dots are non-square).


texts: I'm having a problem with blender making Body mesh copies that i dont see in Hierarchy at all when I separate it into meshes, whenever I try to just rename Body with numbers into just Body it only adds another higher number to the name, i don't understand what is going on, can someone tell me how to fix this?


texts:
I'm fairly new to blender and not a graphics person by any stretch of the imagination. I've been having some success though modelling semi-reflective glass for a project I wish to build (physically) and I'm wondering if it is possible to model the effects of a lens. The lens I wish to model is a double-convex type. It has a diameter of 120mm and a focal-length of 301mm. Is this something that can be modelled in blender and if so, how? I'd like to be able to position the camera close to this lens and reproduce the magnifying effects of the lens on the scene behind the lens as well as depth-of-field effects.

Thanks a lot.


texts: Cycles — Non-translucent glass in compositing passes — Problem

texts:
I have a scene that is obscured by a glass plane that has displacement.
The glass curves/bends all the objects that are behind it. << This effect is crucial here.
When I render a scene with passes so that I can edit it in Compositing, a very large portion is unusable because the glass plane is not transparent. It renders as a regular, non-transparent, obscuring object in the scene. So in passes, it is either white or black. For example, Pass AO is white. Even though it is glass the pass does not show anything behind it.
I know there is such a thing as Render Layers, Indirect Only, and Holdout, and in most situations, they can help. In this case, unfortunately, when I put an Indirect Only layer on a plane with glass that obscures everything, it stops curving/bending the objects that are behind it. This way I can theoretically render Passes where I can see the object behind the plane. But by not interacting with the bent glass, all the objects behind the glass are not bent. So I get passes that do not match the beauty pass. Such passes are of no use to me for AO correction, Cryptomate, etc. because the objects on them have different curves.
I also tried to fix the problem using Alpha. Unfortunately, it didn't help anything.
I have no idea how to solve it.
Sample Blend File (399.6 KB) that illustrates the problem:
https://www.dropbox.com/s/zox20msv5b76546/Glass_Plane_Passes_Problem.blend?dl=0
And some screens:


texts: How to model the three aortic valve domes with polygons?

texts:
The aortic valve consists of three sinuses of equal dimensions, in the form of dilated sacs (domes), as shown in the attached figure. The sacs have continuity with the walls of the ascending artery and form an arc. The coronary arteries originate from the right and left sacs (aortic sinuses) (see figure).
How to extrude the three aortic sinuses from a cube or cylinder in blender?


texts: What are the hotkeys to navigate the timeline?

texts: I am looking for a way to move the timeline a specific amount, scroll, etc. even if the Timeline window is not open. Is this possible?


texts:
I have a model, with a node setup that includes a texture. The problem is that the texture isn't showing.
How it should look (the little spot distortions are visible):

How it looks:

My node setup
Node Setup

The file can be downloaded here: https://mega.nz/#!N1hkWQKT!bKLTkcQFxjCWtEtSZgEdV89VmERzoF-ui3EmUqpWxCg


texts:
So at the moment I am modelling a pipe wrench inspired from Bioshock. When I attempt to unwrap it I get a nonuniform shape

Compared to the unwrap of the actual game model

How do I get my unwrap to match that of the actual game? (Not in size but uniformity) Any help would be greatly appreciated :)


texts: I keep having this problem where my painted textures keep turning completely black. I cant just reapply them, because the image itself is being corrupted, or something. Does anybody know how to fix this?


texts: Putting glowing, debossed text on an uneven surface

texts: I want to put glowing, inset text on an uneven rock surface, as though it had been carved there.


texts:
This problem has been happening for a while. Just normally creating a new Blender file, and this is what I see first:

And no, I'm not on Wireframe or anything. Just the basic startup scene.
Meshes (like sphere), looked entirely messed up...

All other meshes are messed up and not visible. I've searched a lot for the problem, but none had the same problem as mine.
I tried reinstalling Blender, resetting default settings & even installing older version, i also reinstalled my Windows.
Maybe it's with my PC? Although it used to work pretty fine.
specs: AMD A8-5500B APU with AMD Radeon HD 7560D
Loading my other Blender files, makes it even worse! Nothing you see makes sense, just vertices all around the scene.


texts:
I have a multi-layer armature with a FK- weightpaint layer following a IK control layer.  I weight paint it to a test armature and everything looks fine...except the feet.  For whatever reason, the feet are offset from the bone in such a way where the block character walks bow-legged:

Note that all bones are visible here, and the weight painting is what I need it to be.  The foot mesh even follows the bone...albeit a few units offset.  Does anyone know what is going on here?


texts: How to let game users modify 3D image during the game?

texts:
I am a complete newbie to Blender and need advice, so please, bear with me.

This is my requirement: To make an object shape modifiable by game users. I.e. in a limited way, users should be able to change shape of the object and save the new object's state. What concerns me is that assets used in BGE at runtime are read-only and this seems to be a work that happens at design time. I would appreciate high level description how this can done in a standalone game using BGE.

Thanks a lot!


texts: Need game piece to auto-deselect after moving

texts:
I need a selected game piece to be automatically deselected after being moved, (as opposed to being deselected when selecting the next piece.)

Current Script

The reason I need this change is because: after a piece is moved, it will move again, and again, as many times as a new tile is selected. If a player tries to rotate the board and does not click completely off the board in empty space to deselect, then the piece moves when it shouldn't.


texts: Origin of selected group of vertices is in odd position, why?

texts:
The pictures are pretty much self explanatory:

Points of the circle are clearly equally distributed but still when I select them all in edit mode the origin of selection is not at the center of the circle! And this creates great problem like asymmetrical scaling as shown below:

So why is this happening and how to get rid of this problem?


texts:
i'm trying to use UVMagic Mirror UV option (i'm in 2.79).  can anybody explain (or guess!) why i am getting these results?:
start: https://prnt.sc/uezkq2
after: https://prnt.sc/uezqpq
the mesh i symmetrical. i  double-checked (and fixed) it.
i have changed the uvmap of the right arm (X positive, left side of the uv map), and i want to apply the changes to the left arm.
but it just randomly puts faces of both arms here and there, and i get these edge lines crossing the whole thing?
well, i got rid of the crossing lines by putting the right arm uvs on the RIGHT side of the uvmap...  but the left arm still has its shape, but a bunch of holes in it, and the right arm is even FEWER faces... and i have no earthly idea where this thing put all the missing faces.
oh, i see.  the faces missing on the left are over on the right, and vice versa.  well.  at least they are matching???


texts: Dope Sheet copy/paste buffer keyframes problem

texts:
Hello,
I have issue with keyframes in dope sheet editor.
When I select all my bones, keyframes and copy them, I want to press (Ctrl+Shift+V)shortcut and all keyframes are paste except IK Bones, Pole Bones and few others. The Icon for this don't work as well.

Of course I enclosing screenshots.
Please tell me how fix this issue or navigate me on solution. I can't find any fix or advice of this issue.

A. The First screenshot shows, that I Copy all keyframes.

B. The Second screenshot - Keyframes don't paste.

Kind regards,
Marek Cahyna form Cahy Design


texts:
I'm using the hair particles to make grass but for some reason, it's just not showing up.

What I made:

What is rendered in the preview:

Here is the full Properties for the hair particles.


texts:
I'm using mirror modifier with merge and clipping enabled to create a very low poly model. Generally - every single triangle counts. I'm also a newbie, so this question might be stuipid.

Is there a way to use mirror modifier so that it DOESN'T create new vertexes at the point my model and mirrored parts merge? I know they are needed in most cases, but in my it's just extra work to remove them.


texts: Suggestions or techniques for modeling / texturing large pile of towels

texts:
[Update]
Just wanted to post my solution on this. I ended up stitching together a repeating texture map of towels in photoshop that I applied to a displaced and sculpted sphere. Not the greatest but should be passable.
I added some cloth sim towels around the front edge for realism.

[Original]
I will also have a character grabbing smaller bunches of towels for bagging. I have worked with cloth simulations, but it seems like overkill and inefficient to build the pile towel by towel. Thank you for any help!
Richard


texts: How to remove bumps in the motion of camera animation in graph editor?

texts:
Hi I'm very new to this blender. I wanted to recreate the title animation whose link is https://www.youtube.com/watch?v=Hn8juHOGCSI.

I tried to keyframe all the possible channels for camera motion, to match up the sequence between 18th to 24th second in the video, but I get weird jumps between 380 to 420 frame as well as between 480 to 520 frames, in the blend file that I have attached below.
http://pasteall.org/blend/index.php?id=51803

Can anyone help me in the smooth transistion of camera animation as in the youtube link video.


texts: How to make video react to emission objects in post?

texts: I wanna do some vfx with explosions and stuff and i was wondering how i would go about making things like faces and bodies (moving objects that cant be projection mapped) light up in response to light being emitted in the scene? Like if i made an explosion with someone standing off on the side, or i made some lightning in my hands, how would i go about making the light bounce off my hands? Complete beginner here


texts: Used boolean modifier for lettering on 3D print. It won't print letters, but shows as working

texts:
I am trying to print this piece I made. It looks as though everything is right until I put in in my print program and the lettering doesn't print right. I can't figure out what I did wrong.

File before the Boolean

I got it to the point of showing letters, but they are outlined. How do I make it solid?


texts:
Using Windows 8.1 64 bit, blender version 2.79b

When I go to the download page it makes me download an msi file. After I extract it, it just takes various CM_Unspecified files out. I've tried clicking on CM_FP_Blender.blender.exe in order to run the program, but it gives the error: The program can't start because python35.dll is missing from your computer. Try reinstalling the program to fix this problem.

And so I followed that, but did nothing, still the same error. I've tried downloading blender several times now and it never has worked. I really want to start using blender, so this is quite frustrating! I could use any help I could get, thanks


texts: Is there a way to offset the default grid?

texts:
I would like to offset the way the default grid is displayed.

Currently the thicker grid lines start at 0,0,0 and are spaced 1 blender unit apart.

I am not looking to alter the spacing, I would just like to know if I can change the thicker lines to start at .5 blender units away, either on all axis or just specific ones, say just x & y.

The effect of this assuming the offset is applied to all axis, should be a 1x1x1 thicker grid line cube with 0,0,0 at the center.


texts:
I’ve a problem with Blender, I have to make a feet and animate it using a .c3d file with the motion capture of the movements.

But when I try to make the armature and assign the marker to the armature and I press the play, it’s like if the joint of the bones is not connected and they move free but they follow the markers and if I connect the joint and the bones not move.

Also I have tried to make an armature with the bones connected with the key E and they didn’t move. So I need to make a joint that let the bones follow the markers with an anatomical movement.

Could someone please tell me how I can find a solution for my problem?

My .blend file can be found here:


texts: Can no longer bake shadows to my plane's texture, coming out white

texts:
I'm pretty new to blender and working on my first little project. I've been baking shadows to 1024p textures on my floor plane, and all was working correctly. But now after booting up the program today baking just yields white results and I have no clue why.

It's acting as if there aren't any shadows and it's just completely white:

Where in rendered mode, you can see otherwise.

Does anyone know why this is happening?


texts: Can't edit speed of camera with keyframes

texts:
I've got a camera following a path in my animation, tracking an empty in the center of my scene. That all seems to be going well, and I've got keyframes set up for the beginning of the movement to where I want the camera to stop. However, I want the camera to slow down and smoothly come to a stop instead of going the same speed the entire time and stopping abruptly. I've followed a couple of tutorials to get to this point, but for some reason when I try to move the keyframes up and down in graph editor, they snap back to their original position after moving them, and/or there does not appear to be an editable curve. I want to add a keyframe between the beginning and end to make the camera slow down.
This is my second attempt with keyframes in Blender so I'm still super new. I'm sure it's just something I've missed but I've tried a million different things and nothing will make those curves appear. The lines between keyframes just remain straight. Here is my setup for reference:

Currently I have the camera set up to follow the path through an object constraint. I have also tried it by parenting the camera and the bezier curve. Trying to add keyframes with the evaluation times gives me an error (if I hit 'additive' under the modifiers in the graph editor the error goes away but the keyframes are still unmovable).
Thanks in advance.

EDIT: I think the keyframes were snapping back to their position was because I had auto-normalization turned on. However, the lines are still straight and the speed is still consistent. Here's another photo:

I've now animated the offset of the camera and the evaluation time at the same?? I want the camera to slow its speed between the last two keyframes. However, as we can see, even though I can now move the keyframes up and down, the lines between keyframes are straight, not curved like I want?? How do I get a gradual slow and stop?


texts:
A continuation of a previous post . I'm looking to cut a rectangle into an arc that i've modeled but running into some topology problems that I couldn't resolve. Below is an image of what i'm trying to do:

I've tried a couple of methods (that I know so far to my knowledge)

creating a mesh that has the inset and then extruding it after --> problem by doing this is that i'm unable to straighten the edges of the inset, they end up just being curves. For this, i've tried using subsurf edge (SHIFT + E)

Another method i've tried is doing a boolean but that just completely messes with the entire model...

Reaching out to the blender community and hoping someone may have an answer to this!


texts: CollectionProperty to store Node or NodeGroup

texts:
Can CollectionProperty be used to store a NodeGroup or Node?. If so, how?
I would like to be able to access it as fast and performance-friendly as possible.

https://blender.stackexchange.com/a/101794/55508

That would be an answer to this, but still Idk how to call it later on a class or function.

Thanks


texts:
I'm making a project in BGE where I need to implement speed variations in an object with single press and long press of a key? (speed increase with long press)
please help its urgent


texts: I've downloaded blender 2.82 and installed it, but now I have two separate applications, 2.82 and my old one, 2.80. Do I just delete the old one?


texts: Create a glass-looking shape with python console in Blender

texts:
I am trying to create in Blender a 3D model representing some optical scheme. I managed to create elements looking like pieces of glass using the Blender GUI, but cannot repeat this using python console in Blender. I use this code to create a rectangular object.

import bpy
verts6 = [(-5,-5,0),(-5,-5,10),(0,-5,10),(0,-5,0),(-5,-4.7,0), (-5,-4.7,10),(0,-4.7,10),(0,-4.7,0)]
faces6 = [(0,1,2,3),(4,5,6,7),(0,4,5,1),(2,6,7,3),(1,5,6,2),(0,4,7,3)]
mymesh6 = bpy.data.meshes.new("HP2")
myobject6 = bpy.data.objects.new("HP2", mymesh6)
myobject6.location = bpy.context.scene.cursor_location
bpy.context.scene.objects.link(myobject6)
mymesh6.from_pydata(verts6,[],faces6)
mymesh6.update(calc_edges=True)

Then i change manually material of this object to the same material of the manually created objects. It is "Glass BSDF". However, instead of transparent piece of glass i get some reflective surface.

Numbers in these figures: 1 is the python created object 2 is the embedded object

I want 1 to look like 2. What is wrong? They look different even in the 3D viewer.

Solution:

thibsert found the explanation - "the normals must be recalculated". I've added the following lines at the end and it worked.

import bmesh
bm = bmesh.new()
bm.from_mesh(mymesh6)
bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
bm.to_mesh(mymesh6)
bm.clear()
mymesh6.update()
bm.free()


texts: Particle Instances random scale along only one axis?

texts:
I'm using a hair particle system to scatter some candles along a flat surface.  I want to randomly adjust the height of the candles, but not the diameter (random scale along only the Z axis).  Is this possible within the particle system?
Also, side question:  why does the instanced object in a particle system change its up-orientation?  e.g. I created this candle so it's standing vertically, like candles do. But when I select the candle to be the instanced object in a particle system, the instances are laying on their side.  This is extremely annoying, can I fix this so blender doesn't do this every time i create a hair system?
thanks in advance!


texts: rendering problem (CUDA error out of memory)

texts:
So I am only posting this because I am perplexed. I have been working on my first animation project so I am not great with blender. But I am proficient enough to get some stuff made. Here is the thing I have never messed with physics. So for my first cartoon I made christmas lights that would dangle. I just kinda layed them in my scene then didn't think about them again. they just because background. I would make a scene. keep the last frame for continuity then start a new file. So my cartoon is made up of a buncha little blender files. well I got like 15 files rendered and I got to my last 5 files and now they won't render. I didn't change anything but now when i deleted the christmas lights I now longer get the error. Why does rendering the christmas lights work for EVERY file but the last few. I haven't added anything new. just moved the character around. Its my first cartoon. its not great but I can link it if that helps to look at the image. I am running windows 7 with 16g of ram and a nvidia gtx 670. not great but its worked ok. its been taking about 4 minutes a render......

Oh and I am using cycles.

anyone have any ideas? or am I being a noob some how?

https://www.youtube.com/watch?v=6daF-xkXwg4

PS the sounds is terrible I am currently doing sound and this is just temp.


texts: How to create realistic water blast in blender 2.79?

texts:
I'm trying to create a scene like this

can't seem to figure out what I'm doing wrong create a fluid object sliding down a plane to make the water rise up just like in the image. I tried many different things like using control or obstacle to give some force to the fluid even adding some explosion to create something like this added some particles, crank up the resolution to 200 even added some smoke physics to the fluid particles... What am I doing wrong? I don't know if I should increase/decrease real world size just to create the illusion... I also watch other video tutorials but no one have thought about it yet...


texts:
Using Blender 2.81, 2 Voronoi Texture nodes, a Subtract node and a B/W ColoRamp, I draw cracks on a plane which is partly white and partly black.
However, the cracks are seen only on the white parts of the plane, but not on the black parts of the plane, no matter how I change the B/W colors of the ColoRamp node. Can you please let me know what should I do so as to see white cracks on black plane background and black cracks on white plane background? Thank you.


texts: Texture in render does not appear the same as it is in 3D view

texts:
I got the UV sphere texture and all that, following this tutorial.

It looks good in in 3D view but is not similar at all when I render it.


texts: How can I make multiple animations for one object?

texts:
Before anything else is said, I know this has already been asked, but I wasn't able to get a straight answer from any previous posts. What I am trying to do is create multiple animations for one object (A simple minecraft-type man).

I was able to make a basic animation by creating a new action for each body part to move (Legs/Arms). This worked great, but I realized that it was highly inefficient, and I couldn't group the actions together in any way. I did some tutorials, and found out I could assign multiple objects to one action. This was not the solution, because all the objects move the exact same way (Legs and Arms would all move together)

What I am trying to accomplish is to create one object, and have several organized animations for it, this way I can place the object into Unity and implement them into a game.


texts:
OptiX rendering, to my knowledge, uses the RT cores in the Turing architecture cards like my 2060. How does tile size affect the render speed?

As far as I know the general rule is to increase tile size for GPU rendering and decrease for CPU rendering. I did not notice a significant difference in render times between 64x64 and 3840x2160. I'm sure there are a million things wrong with this testing, but I have no idea what they are. I don't think I know enough to test and pull off a rigorous test, so I was wondering if there is a benchmark my simple google search can't find or (if such a benchmark is unavailable) there are guidelines to test this myself on my own hardware.

Thanks for any help you can provide!

Edit 1

I did some quick testing and I'm beginning to think that larger tiles are faster, but I'm still not sure. I have no idea how to test things like this well and rigorously, so I think I'll just go with the rule of thumb bigger tile size is better... I'd still appreciate any advice on running tests myself or seeing someone else's tests.


texts: code for "separate and select it in object mode"

texts:
so i'm creating a macro out of separating selection in editor mode, and then select the separated mesh afterwards in object mode... i have very little knowledge of what i'm doing, but i'm doing it never the less...
so i need some help.  what would the code be for selecting the last separated mesh after coming out of object mode?  sorry if this doesn't make sense.  i wish blender would just select the separated mesh in object mode right after you separate it.  i don't know how to find the separated mesh basically.
How would i go about doing that so it would work every time with any object?  Thanks


texts: Choose Which Weights to Keep When Merging Vertices

texts:
When merging two or more vertices, how do I select which one's weights are kept?
For instance, let's say I have two vertices, Vertex A and Vertex B. Vertex A has Vertex Group 1 at 0.5 and Vertex Group 2 at 0.5, while Vertex B has Vertex Group 3 at 0.6 and Vertex Group 4 at 0.4. When I merge these vertices, no matter the order I select them or the position I have them merge at, the merged vertex has Vertex B's weights. How can I make it the merged vertex keep Vertex A's weights?


texts: How to view objects with a subsurf modifier more simply?

texts:
I am doing this tutorial. From about 16:00 till 21:00 min he is modelling the first part of the screen resulting in this:

When doing this his viewport in right view looks very simple and more handy than mine:

When I am in right view my screen looks like this. How can I get that same viewport view ?

And ... I really have great difficulties to follow this tutorial from 16:00 - 21:00 min ... but would like to get it done. Ideas ?


texts: How to solidify photogrammetry model by filling it from inside?

texts:
I struggle with making a photogrammetry model a solid.
I tried a Solidify modifier, which works quite well until the thickness value is big enough to intersect trough the outer shell and destroy the fine structure. And unfotunately the safe value (for not intersecting the outer shell) is not enough for a desired thickness of my solid to be 3D printed.

Then I just made a solid by intersecting the model with a cube, triangulating the new solid and trying to scrape out the material using sculpt. OK, still I cannot control the distance between the model shell and my digging. This results in occasionaly intersecting the outer shell. And I want to optimize its volume to keep the printing cost lower.

So, is there any way to fill the mesh (viewed from bottom on the attached picture) like "pouring some clay" inside to stick to the faces in a given distance? Any parameters to Sculpt tools that would not affect the outer original shell?

Please, help me to solve this issue as it seems to be out of my Blender experience.

EDIT: After 10 Replies answer I need to add a visualization of the final result of the recommended transformations. The lighter shaded faces are those of a "shrinked" extruded inner shell.


texts: MHX2 Import addon in Blender preferences

texts: I am having an issue with installing the MHX2 MakeHuman addon in Blender 2.76.  Under my user preferences, no MakeHuman option is listed.  I've extracted the MHX2 folder into the Addons directory, moved it there manually, taken the two main folders out and put them in separately, created a MakeHuman folder to place both in, and so far nothing is showing up when I run Blender.  Has anyone had this issue and know how to work around it?


texts: How to get Cycles viewport output in compositing

texts:
I'm rendering with Cycles in the viewport (not with F12) and would like to get that viewport output as an input node into the Compositor.

How can this be done?


texts: Height Map to Mesh conversion considering Transparency

texts:
I'd like to create several meshes (e. g. mountains) out of a single height map. I'm currently using the displacement modifier. Is there a way that the displacement modifier would consider transparency or a solid color (e. g. black) and ignores these parts during the conversion? Or at least optimizes these parts during vertex creation?
Simplified example, height map:

The lower rectangular area is an example for transparency.
The generated mesh using the displacement modifier looks like this:

Everything that's transparent (or black, whatever works) should not be considered in the final model.
Is there some kind of automatism or do I have to remove the unwanted vertices manually?


texts: Render shows no image, just a color screen

texts:
I am trying to make a wallpaper 2560x1440, but in the render result I can't see anything, just color as shown in the screenshot.

That is the .blend


texts:
I've been working on my own python library to assist in usage of UPBGE (importable player setups, auto-split screen, handling input in a more natural way, some procedurally generated objects etc), but to optimise it so things only update once per tick, I have ended up requiring a tick counter.

So far, I've been using an always sensor connected to a script that adds "bge.logic.tick_no" to the mix, so you can access it from anywhere else easily. I know it should be using "bge.logic.globalDict" instead of going straight to bge.logic, but I wanted it to feel like it was part of the engine as opposed to something strapped onto the side of it.

I was wondering if there was a way for me to edit the source code to have blender just add a tick to the overall tick number each time it ticks. I know C++, but cannot really make sense of what does what, or where it should go in the source code of UPBGE, even with the help of the documentation. No clue where anything running in the mainloop would be.

Any chance someone could provide some pointers?


texts: Add a pause to an animated camera (following curve path)

texts:
I'm new to Blender.  I'm running the latest (2.74).  I have made a complex scene, with a camera following a Curve Path.  I would simply like to stop the camera from moving, from time to time, to allow the viewer to take a good look at whatever the camera is pointing at, then continue along the path.  I have searched and searched and tried a few tutorials, but nothing works for me.  I'm missing a simple procedure, I know!  I've read about doing animation all with keyframes instead of following a path, which seem to make it easier to have control, but I don't want to re-invent my complex path.

I have tried messing the inserting keyframes manually into the timeline and then editing them in the Dope Sheet but failed miserably.


texts: (Blender Internal Camera Tracking) Camera stays still while empties move?

texts:
So I'm new to Motion Tracking and have a simple set up. I was following a tutorial and all seemed well and good, but then I realized that something was wrong when I wanted to put an object in my scene. In the footage I'm recording the ground then walk around it in a half circle, but in my 3D view the camera isn't moving at all, and instead the empties (markers) are moving around? There's a blue chain as seen in the photo and I don't know what to do?

I need the camera to be the motion of the camera i recorded with, I've tried going to solve and solving the camera motion but nothing worked. Is there any way I can fix this? Thanks!


texts: How can I fix the rotation for this hand?

texts:
I'm making the rigging for a hand, but for some reason after I do the Ctrl+N, choose the Global +X. Not all of my bones stay on the same orientation, how can I fix this?

I want all of the Z axis to point to the same direction.


texts: I put snapping on, but would like to snap objects with increments of .6 meters(60 cm). is there a way to change the snapping? I am working with lego bricks I brought in from Ldraw. Since ldraw automaticaly snaps to lego increments I need to change the snapping increments in blender.


texts: I am making an aircraft for Flight Simulator and I need basically get the flaps from one wing copied to the other wing with the animations, if it is possible, how can I do it ?


texts:
What is my PC Capable of Doing in Blender?

Let me quickly display the stats of my current Laptop stats so you can understand what I am working with when I use Blender:

HP Pavilion dv7 Notebook PC
OS: Linux Mint 18.3 Sylvia
Processor: Dual core Intel Core i5-2430M CPU @ 2.40GHz
Memory (RAM): 8GB
Graphics: Intel 2nd Generation Core Processor Family Integrated Graphics Controller
GPU Resolution: 1600x900@60.12hz, 1920x1200@59.95hz

Now that you know what I am running, here is the issue I am faced with:

Because My PC isn't the greatest, I wanted to know if there is any way for me to do simple animations or rendering so that I can still create videos or scenes, just not like Transformers turning into cars type stuff (more advanced professional animations with LARGE areas to cover).

How do creators get around a problem like this? And if there is no solution to a problem like this, can someone recommend a PC Setup (Laptop or Desktop) that I can successfully use to do good looking (but not too crazy) animations?

It is really discouraging when you learn how to do something but you know your PC will have a nightmare of a time rendering it (or even creating it!). I like 3D Animation movies and sculpting, however I'm not sure if it is something that I am meant to do if a super computer is required to do cool stuff. Can someone please give me some insight on this subject because I really want to do amazing stuff with Blender with what I got, or at least without spending my life savings .


texts: Increasing Amount of UV surfaces after sphere creation

texts:
In Blender 2.79 when you create a UV sphere the Add UV sphere menu pops up. As soon as you interact with the object in any way your ability to change the amount of segments and rings disappears.
My question: Is there a way to get this menu again or am I stuck with using a subdivision surface?


texts: Blender UV map exports with a black background

texts: Tried UV map exporting and looked fine in picture, but when transferred to photoshop had a black background. Files below:


texts: How to export textures applied to a mesh's faces in a texture atlas

texts:
Is there a way one can combine all textures that are applied to a mesh's faces in a texture atlas in blender and export said atlas as .png alongside an .obj for example?

If not, is there a way one can map textures of a texture atlas to a mesh's faces in blender? (I believe this process might be called 'uv mapping', but how does one apply images to the unwrapped 2d image?)

Here a sample atlas:

Should any of this be possible, do you know of any tutorials that explain the process in detail?


texts: Why do fireflies increase with number of samples when using a hdri light source?

texts:
I have a plane with a simple diffuse material. I use an HDR light source from Greg Zaal.

The world setup is as simple as this:

When I preview, the noise seems to increase with the number of samples. When I render, it is the same thing as every tile gets rendered. It starts out pretty noisy and then for each sample, some fireflies is added.

I would expect the fireflies to be many to begin with but be dimmed down when increasing the number of samples.


texts: How can i create a seamless blend between two objects and give the illusion of rubber stretching?

texts:
I'm trying to recreate this seamless, stretchy illusion between the character and environment as seen here:

but have no idea how to do it? I've tried extruding particular faces of the floor plain but when it comes to curving it, the "stretchy cord" just doesn't look right, can anyone help me?

(images by Jun Seo Hahm)


texts: Can an emitter receive shadows from another emitter in Blender Render?

texts:
Scenario:

Can I get blue shadows on the red plane?
And red shadows on the blue plane?
But, without using any external lamps...


texts:
So I have no idea what's going on but I am following a CG Geek tutorial trying to learn how to make fluid simulations but I've come across a huge issue that I can't figure out. He suggests to add two keyframes at 40 and 41 and to uncheck "Use flow" at frame 40. When I do this and play it, they are checked again and it does NOT stop flowing. Any idea what I'm doing wrong? I can only see the cache replay randomly as well. It's very unclear to me how this is even working since it only actually started to somewhat work once I made a new project and used the SAME settings as the previous attempt.
Link to the ref video: https://www.youtube.com/watch?v=JYc_6fXEjw4