texts: What is the difference between creating a mesh from a single object to using multiple objects?

texts:
I am learning Blender and I am watching tutorials and practicing from them. Recently I've followed two Blender users, Blender Guru and CG Masters, and I've noticed that while Andrew Price (Blender Guru) does his meshes from a single object, Aidy Burrows (CG Masters) does his work by shaping different objects and putting them together.

I was having a go at modeling a sword by myself for the first time and while I did finish it by following Andrew's method, I couldn't help but think throughout the process "how much easier would this be if I just do this in a 3 part mesh instead?". I tried doing some research before coming here and making a fool of myself by asking uninformed questions and from what I gather Andrew uses "Box Modeling" and Aidy uses "Edge Modeling".

I gather this information from this webpage. I might be wrong, and feel free to correct me. In any case, I want to know what the repercussions of using each method are. Also, for which work is one more suited than the other? And the more information beyond that you can provide will be greatly appreciated.


texts: How to render a green screen video with transparent background?

texts:
I'm just wondering how to render out an image sequence with no background.
The image appears perfectly right in the viewer node of the compositing layout and it also appears perfectly right in the "image editor".
In render properties I've ticked transparent in the film properties.
In the Output properties I've set the file format to PNG and color to RGBA.
If I set the "Image Editor" to "Viewer Node" I see the output I want, but, if I set it to "Render result" it still has the chroma green back ground.
My question is : How can I render out what I see in the "Viewer Node" with alpha cutting out the chroma green?


texts:
I need to move 2 objects based on datetime, lets call it position x. Once they're moved to position x, I'd want to refresh the script to get the current date, and only move the second object to the new position. I have a short script for the initial transformation, but I'm not sure how to solve the issue the most elegant way. -
import bpy
from datetime import datetime
then = datetime(2020, 1, 1, 0, 0, 0)        # Random date in the past
now  = datetime.now()                         # Now
duration = now - then                         # For build-in functions
duration_in_s = duration.total_seconds()
hours = divmod(duration_in_s, 3600)[0]
minutes = divmod(duration_in_s, 60)[0]
days  = divmod(duration_in_s, 86400)[0]

cube = bpy.data.objects["Cube"]
cube.location.x = minutes


texts: is it possible to build a material that would render like an old print?

texts:
Would it be possible to build up a material that would look like an old print (I don't know the word in english, is it "engraving" ?) ?

Just wondering.

Tell me if you got ideas on how to make this !


texts:
I have just come into sculpting and I have noticed that dyntopo's detail deteriorates depending on the view distance in the viewport.

Is there a way to prevent this from happening?
Because I would like to have the same level of detail whether I zoom in or out.


texts: How do I import .nif files into blender 2.77?

texts: There used to be an add-on in older versions but I do not see it in this new version.


texts: How to set a starting point when the parenting of objects should start

texts:
How can i set a starting point when a object start´s it parenting relation with an object .
Imagine a scenario where a hand takes a glass and lifts it of a table .
to make this in blender i want that the hand that goes down, not being locked to an empty in the glass, but when the hand touchess the glass and lifts the glass i want that in that moment the parent relation with the glass starts and the hand will then smoothly lift the class.
Is there a way to set when the parenting begins so that it begins at the point i my self decide .


texts: Weight Paint mode, is painting on the opposite surface

texts:
So I'm new to blender. I have made some mistakes throughout the doughnut session/tutorial. One of them was not to apply the solidify command (thanks blender for hiding it in 2.92) So I switched the norms to get the particles on the right face.
Anyway I realised my mistake, I found apply, I clicked on apply, now I have particles all over the icing. So I'm trying to use "Weight paint" mode, only to find out that its not working. Only it is... its painting on the opposite side of the donut. In order for me to get the figure shown below. I had to paint the bottom surface of the icing? Huhhh?? was it the normals that I modified that screwed it up? is there a way to fix it?


texts: Ruler/Protractor tool - change text color

texts: I use Blender 2.78 . How can I change the text color for the Ruler/protractor tool results in the blender user reference ( theme), e.g. shown below.


texts: I'm having issues with my hair emitter to show / render as cones. I'm using cycles and during "solid" mode in the viewport the hair looks like normal hair. but as soon as I switch to rendered view or even render the still, the hair turns into cones. Ive reset all options to default, reloaded the same .blend file and ive created new ones. Still does the same thing.


texts: I don't know why object has changed color

texts: Why is the color on the area near the mouth and nose of my model more dark? I can't change it and I don't know what is it. Even when I add texture it is visible.


texts: can i take a texture from blender cycles into BGE?

texts: I spent a while working on the floor for a forest bump map but it wont work in BGE. Is there any way i can make the bump map work in BGE?


texts: Collision not detecting while animating object

texts:
I am trying to animate the cylindrical rod on the towel from down to up animation and during that animation the collision is not detectable in my towel and rod.
Towel is going down, Rod is going up
Cloth simulation has been applied over plane and collision is applied on cylinder, self-collision is also selected over cloth , still nothing happened. Tried many ways, but nothing help, can you help me. thanks
Blend File Download


texts: Is it possible to overlap two identical Uv Islands in order to create one complete mesh?

texts:
EDIT

MONKEY FILE

My question is related to all the meshes that have been created with the modifier mirror.

Let's take an easy example:

This mesh can be divided in 2 parts, PART A & PART B: equal shape.

In order to optimize the space for my Normal map

1) i delete the PART A of my low poly / high poly

2) In this way, having only PART B, i unwrap PART B and bake it with the high poly

the results is this one; not so good but it's not the point of my question

3) i mirror my mesh in order to create again my PART A and i have now this one

4) as you can see the Uv map of PART A overlap, in the same position for each island, the uvmap of PART B  and then they share the same portion on normal map

When i watch the final render however i saw this result

There is a line that cut my mesh in the half. Is it possibile to fix this problem? Does this prove that it's impossible to overlap two identical uv maps?


texts: How to copy the rotation of a vertex group consistently

texts:
I wasn't planning on spending hours on what is seemingly a simple task but here we go.

I created a cylinder (without top and bottom faces) and made a vertex group from one of the edge loops of the cylinder, then I applied a simple deform to bend the cylinder. Now I want to get the location and rotation of the vertex group (say, the top of the cylinder that's 'most deformed' by the bend). For this I tried copy constraints and childOf constraints targeting the vertex group, and even vertex parenting to three of the vertices, with similar results. Location is fine, but the rotation is jittering a bit when changing the bend angle, and at small bend angles it goes completely haywire, flipping as much as 180 degrees - on random axes no less.

This is my vertex group:

An empty constrained to this vertex group with a ChildOf constraint, with X pointing away from the screen:

Note that since I started with a cylinder (with a loop cut) the vertices are fairly planar. Now applying a slight bend to the cylinder (1.6 degrees in this case) results in...

I expected at least one of the axes to be roughly perpendicular to the vertex group even if they flip when going through negative to positive bend angle.

What I'd like to do is place objects at various points along the cylinder aligned to the cylinder's bend at that point - I have some workarounds for now but I'm curious about the wildly various rotations I end up with in this particular case.

Is there a better way to calculate this rotation?


texts: Replicating double-sided normals on a cube face, extruding causes inner faces

texts:
So I noticed this when I created a cube object, extruded one of the faces and it created an inner face in the inside. Which was weird because normally extruding would just moves the face-out and leaves the original vertices without face inside the cube.

So this is what got and see the inside face but also that original cube in the middle has two normals for one face.

I wondering how to replicate that (The double sided normals), literally, how did I do that? I know I must of hit something to do that since I retried it on another cube and the extrude behaves normally.


texts: I can't make the outer glow for the moon

texts:
I made this moon and I'm trying to give it an outer glow and also I would like to have emission, but the texture to be visible. Can you guys help me? I'm attaching the render and some stock photos for what I would like to achieve. The final image is the render, I'm trying to achieve something similar to the last reference photo.

I also add the shading nodes and the compositor nodes. I want to add emission to the object, but I can't get it right, I want the texture to be visible, but the object to emit light, to be the main light source for my scene. If I add emission shader, I can't see the details like craters and bumps from the moon. Can you guys please help me?


texts: Generate DOF (not depth) map from blender

texts: I've found several ways to generate depth map from blender, but if my focus point is not the closest one, or the width of my focus area is bigger, I can't really use them to add depth of field later, in post. Can you recommend a method for the new version of blender, to solve this problem? Thank you!


texts: Is there a way to use VSE to render faster?

texts:
I am a beginner Blender user (Probably always will be), and I sometimes use blender for video editing. I was wondering if there is a way to decrese your time, cause I use the Replay mod to record at 2596x1440p60 and it takes 15 mins to an hour to render a 1 ind video just to add sound. Is there a way to simply merge sound and video without rendering for hours?
Thanks. Btw I'm on a Mac yosemite


texts:
Where is "Absolute Grid Snap" option in latest 2.8 release?
It's not in the snap settings options?


texts: Strange things when converting an export script from 2.43 to 2.62+

texts:
I am currently converting an export script that was written for blender 2.43 to blender 2.6+. All in all it goes pretty well, but I do have 2 slight problems. Number one is, vertex normals are sometimes different. Mostly they are off by very little, like where blender 2.43 returned something like

x=1.000000 y=0.000000 z=0.000000

with blender 2.62 I see

x=0.999969 y=0.000000 z=0.000000

which looks like a rounding problem. However, sometimes (quite rare) they are really off, like 2.43 returned

x=0.000000 y=1.000000 z=0.000000

and with 2.62 I get

x=-0.057955 y=0.998169 z=0.015503

Any idea what is going on here?

The other thing I see is this: in the old script, PoseBone matrices were exported by using the PoseBone's localMatrix property. For 2.62 and later, the PoseBone.matrix_basis seems to be the same, except for 2 things. One is, I have to transpose matrix_basis to have the values in the same places as for localMatrix. The other thing here is that matrix_basis seems to be missing the position component.

Again, any idea what I am doing wrong?


texts: Convert vertex instancing to single mesh

texts:
I have created a simple scene. Here are the steps:

Make a plane and subdivide it a few times
Make a cube
Parent cube to the plane
In Object Properties tab of the plane, under Instancing, I selected verts.

All this did was make a copy of the cube appear on every vertice of the plane. Now I need to use a boolean operation to cut away at multiple cubes. However, I cannot do this because the instances are not actual copies that can be manipulated. Can I transform all of them into a mesh?
Note that in the final result, I will also displace the plane thus displacing the cubes. A simple grid created using array modifiers will not work.


texts: PNG on video editor blows up to full screen and becomes distorted

texts:
New to Blender.
I was following a tutorial on youtube on how to create an animation out of a png logo.  However, when I import the logo to the video editor, the image blows up and takes up the whole screen.  I have tried resizing it through the editor panel, but that does not work on the image itself.
I used affinity designer to create the logo, and exported as a png.
Is there a reason my logo is blowing up like that and becoming distorted?


texts: I was performing a tutorial for beginners designing a hammer in edit mode. With edge mode selected I attempted to select an edge using alt key + LMB. Nothing happened. However, in prior exercises of same tutorial I was able to select edges using same shortcut keys. I couldn't finish my tutorial because blender crashed. I restarted blender to complete my lesson but I came to a blockade when my alt key + LMB stopped working.


texts: I have finished rendering my animation into PNG files, how do I edit?

texts: I don't know how to make all the PNGs into one seamless short, via iMovie/Filmora


texts: I'm wondering if there is any quick way to shrinkwrap objects together. For example, creating five spheres inside of an object, then mushing them all together to look like this:


texts: I see no cube on startup. I can see that the cube is present as well as the camera and the lighting but it is not visible on the screen

texts: I am using Blender 2.80 Beta. I have already tried switching the views from orthographic to perspective projections but to no avail.


texts:
I have a more general question about lighting a scene with painted material.

Since I have created a scene in which I want to paint all the textures I am now confused after watching some tutorials. People always draw lights and shadows on the objects. But when I decide to change my lighting setup wouldnt I have to start over? I can not really describe what I am meaning so I will explain it in a picture.

Lets say I was painting my cube like in case A. Now the lighting changes and comes from the right like in case B. Sine I painted the object like the light would come from the left.. it now wont fit when the light comes from any other angle and casts shadows in a different direction.
So when I am doing a full scene do i just have to accept that it is just used for one lighting setup?


texts: Is "Foundation Blender Compositing" by Roger Wickes of any use?

texts: I have a copy of Foundation Blender Compositing by Roger Wickes. Soon after I bought it I realised it was outdated. What and how can I get any value from this book? Or should I shelve it in the archives?


texts:
I have "double-sided" unchecked/disabled, but the backs of my faces still render anyway. I should be able to create a cube, flip normals, and render an inside out cube but it doesn't. How can I make it so faces do not show up in neither the viewport nor the render?

I've found that in 2.4 I could do this with an option called "No v.normal flip" which supposedly prevented the render from automatically flipping normals to face the camera. It would seem now blender still does that but there's nothing I can do about it.


texts: How to rotate all bones at the same time?

texts:
So I have a funtion that sets rotation according to the world frame of reference and it works fine. But when I try to set rotation for multiple bones e.g in an arm, it doesn't do so at the same time but rather one by one when played in a loop. For example, first goes arm then forearm then wrist. Here I rotate the arm to vertical position and have to run the script 3 times to do so:

This is the function I use to rotate the bones:

def setRotation(bone, quaternion, global_offset, local_offset):
    # Extract quaternion coordinates
    w, x, y, z = quaternion
    # Create quaternion matrix based on given coordinates.
    rotation = Quaternion([w, x, y, z]).to_matrix().to_4x4()

    # Create quaternion offset matrix based on Euler coordinates.
    offset_matrix  = Euler([radians(global_offset[0]), radians(global_offset[1]), radians(global_offset[2])]).to_quaternion().to_matrix().to_4x4()

    # Decompose current bone matrix to get it's location, rotation(not needed) and scale vectors.
    location, _, scale = bone.matrix.decompose()
    scale = Vector([1,1,1])

    local_offset_matrix = rotation @ Euler([radians(local_offset[0]), radians(local_offset[1]), radians(local_offset[2])]).to_quaternion().to_matrix().to_4x4()

    # Express as matrix
    location_matrix = Matrix.Translation(location)
    rotation_matrix = offset_matrix @ local_offset_matrix
    scale_matrix = Matrix.Scale(scale[0],4,(1,0,0)) @ Matrix.Scale(scale[1],4,(0,1,0)) @ Matrix.Scale(scale[2],4,(0,0,1))

    # Join location, new rotation and scale matrices back together and assign it to the bone.
    bone.matrix = location_matrix @ rotation_matrix @ scale_matrix
    bone.scale[0] = 1
    bone.scale[1] = 1
    bone.scale[2] = 1

In the code I call it like this. But I have to run the code 3 times for it to actually rotate well

bones = bpy.data.objects['MHXX'].pose.bones

##Right Arm
upperArmRight = bones["upper_arm_fk.R"]
forearmRight = bones["forearm_fk.R"]
wristRight = bones["hand_fk.R"]

# Rotate
setRotation(upperArmRight, [1, 0, 0, 0], [0, 0, 0], [-90, 0, 145])
setRotation(forearmRight, [1, 0, 0, 0], [-7, 0, 0], [-90, 0, 145])
setRotation(wristRight, [1, 0, 0, 0], [-7, 0, 0], [-90, 0, 155])

Does anyone have any idea what could be wrong and how to fix that? Thanks!


texts: Low poly to high poly, or high poly to low poly?

texts: Which is easiest to do—make a high poly model and then turn it into a low poly one? Or the other way around?


texts: i realize a similar question has been asked before, but nothing specifically discussing the topic of recreating the materials seen in electron microscopy. the tutorials i have seen use fresnel as a factor to mix emission and diffuse, while this works i find the result is not entirely realistic, and shadows don't look good on this material as it has emission in it, therefore i'd like to ask, if you were to try to recreate a realistic electron microscopy material, how would you do it? the way i have tried is  simply adding the layer weight nodes fresnel output as a factor in a colorramp, and adding said color ramp to a diffuse node, but i feel like there must be a better. more realistic way. image is an example of what i want to achieve. tardigrade in 100 micrometer magnification.


texts: How is the camera view moving with a mouse

texts: I'm new to blender (literally been a few hours) and I'm following this tutorial but not having any luck with moving the camera view. In the video the person says he right clicks to move the view, but when I try it in blender (version 2.92.0) I just get a menu pop up. How do I move the view?


texts:
So all my alphas when I apply them to a model with plenty of multi-res levels just come out looking "blurry". I've used Zbrush before with these alphas, and they turned out awesome but in blender they aren't working so well. So any help on how to resolve this would be great.

I've already messed with the strength, but that didn't seem to help.


texts: Which Algorithm use Blender for Motion Tracking in version 2.79?

texts:
We are using Blender for Multimodal Analysis, the Motion Tracking Module is ideal for our Workflow and we are very happy with the options and functionality of the Tracker.

In order to describe the use of Blender in our workflow for scientific papers I need to know some details about the used tracking algorithms.

I have found that the version 2.6 uses the KLT (Kanade-Lukas-Tomasi) algorithm and the CAD algorithm in the documentation and in another question here in Stack Exchange .

In the current manual I see some references pointing to version 2.63 or 2.64 .

Does version 2.79 use the same trackers as the version 2.6? If there are changes (or not), can anyone tell me where I can find details (manual, documentation, source code) about the tracking algorithm used in the current version (2.79)?

Thank you very much in advance!


texts: Has anyone edited the blender source code to enable unlimited undo's?

texts: I was looking for a method that removes the undo cap, some said to make the count 0 which was so wrong, 0 just removes undo's that should have been made more clear, i lost an enitre file cuz of that, so I read that the only way to get unlimited undoes is if you edit the source code and recompile, I'm not a software developer, and I barely can write c# in unity, so i was wondering if someone already as done this or have any guides or if this is something that can be expected in a future release.


texts: Problems in enabling GPU rendering in cycles render

texts: I have a Geforce GT 710 GPU with all the latest drivers installed. Somehow, i can't  enable CUDA in the Blender USer Preferences.


texts: How to create a generic texture using python?

texts:
I tried bpy.ops.texture.new() to create a new texture using python, however it does not work. I have seen another post here, but couldn't get this to work either. Ideally, I would like to give it a name as well:

bpy.ops.texture.new()
bpy.data.textures["Texture"].type = 'VORONOI'
bpy.data.textures["Texture"].noise_intensity = 10
bpy.data.textures["Texture"].color_mode = 'POSITION_OUTLINE'


texts:
I’m trying to rig a Stethoscope and have come to this issue…

I have Hooks attached to a Bezier Curve but when i move a hook the end of the curve bends so it looks like it’s breaking the tube, is there any way to stop the end hooks from moving or rotating the end of the Curve?

Hope that makes sense.


texts:
I'm trying to make a logo animation of it crashing down to cubes.
Even though I followed a tutorial (https://www.youtube.com/watch?v=XNDO2xvUHtc), I have a different result.....
1st problem: I copied the left side of M to the right so it should behave in the same way, but while the left side breaks down into cube, the right side clusters.
2nd problem: In the tutorial, the big cube falls as a whole and breaks down when it hits the floor, but mine just bursts out from the beginning.
3rd problem: Cubes are jiggling on the floor... and I cannot figure out why.
The file is attached below.
Blender File: https://drive.google.com/file/d/1qYWe-CjENKWaHYKSOzEiJVqmotvhu_1O/view?usp=sharing


texts: fSpy for interior design - Can't get it to work

texts:
I'm a beginner(Blender V2.79) and modeled a few things and grasped the basics of modelling.

I've been trying to figure out how to adjust camera for an interior scene since 2 days and would love to get some help and insight on how to use fSpy.
I'm using this really unorthodox image which I haven't found any similarities with

I thought i'd get started with interior design on a simple scene but my god it's a pain to adjust the camera.

I would really appreciate if someone could explain how to use fSpy for interiors.


texts: Rendering in Cycles on OpenCL GPU Compute Leads to Artifacts

texts:
I've switched my renderer to GPU compute and get pretty terrible artifacting along with garbled denoising data.

I'm asking this here because Cycles rendering seems to be the only OpenCL workload that this happens in. Other workloads, including Luxmark, all work fine.

I'm rendering with OpenCL with a tile size of 256, and I have branched path tracing enabled.

CPU render:

OpenCL render:

OpenCL render (Intel denoised):

My system is an i5 6400 with a RX 480 8GB.

I'm rendering with Blender 2.83


texts:
I am trying to make a base mesh using the skin modifier in Blender 2.8, but every time I get to the Subdivision Surface Modifier,the top is left flat.
How do I fix that?


texts: - Fail Error on FBX Export, Cannot Export Model

texts: Keep getting this error when I attempt to export the FBX, this model doesn't have any UV's. All it has are basic materials assigned (no textures) and rigging. I tried removing parts of the model and when I remove the highlighted segment type (in orange in the SS) the export works. But I don't understand why that segment is causing a problem. I have never had an issue like this before. This is on Blender 2.91. Does anyone know how to fix this?


texts: How to get a smooth curvature map from a normal map?

texts:
I am trying to generate a smooth curvature map from a normal map. I already know how to generate a sharp curvature (from this post: How to convert a normal map into a curvature map )

Here is the normal map source that i got from the free pack "Rock and boulders 2" of Unity:

High quality normal map for your test: https://drive.google.com/file/d/0B1wP1Y8dmh8aVmN6VUpYMU02Q28/view?usp=sharing

The result i am trying to get in the compositor:

(and the sharp curvature that i can already make in Blender, it uses 1 pixel width)

My goal is to import the curvature smooth and sharp in Linear mode and overlay them together to generate a greyscale, then a color ramp will be used to generate the albedo. I am trying to reproduce this hand painted effect texture: https://youtu.be/dE0CM1C_soc


texts: I'm trying to create a simple low-poly rig for some testing and I'd like to create it manually. Right now I have a problem where even though my IK bone has no parent and Deform is unchecked, trying to create any kind of IK shifts the bones, sometimes quite majorly. How do I solves this?


texts: Localize Inverse Kinematics from empty to armature?

texts: I have an empty with a motion path (controlling a bone's inverse kinematics) that has already been animated and want to have the animation completely within the armature instead of the attached empties (I am using the action editor, so it is messy right now). I tried copying the animation data to a bone and then joining it to the main armature with the prospect of re-parenting the IK constraint to the joined bone, but the animation data gets erased as it does not copy to the actual bone in the first place. If it is possible to specifically copy the data to the bone instead of the whole armature, or if there is a different solution, how can I do it?


texts: How do I turn a 3D objects faces outline into a vector?

texts: I know there is a way to import a vector into blender. I need to do the opposite. Say I have a sphere. I loop cut the sphere, delete half of it and then fill in the face. I want to turn the outline of that face into a vector. I want to do this with a more complex shape obviously. Is there a way to get the exact outline of a face so i can bring it into a program as a vector?


texts: I am trying to UV map a wing but whenever I apply the texture, it completely bugs out. This is the second time I've modeled it so its not like the original file was corrupted or anything. Scale is at 1,1,1. As you can see from the pictures, I used bevels to make the shape. Any help is appreciated. Thanks.


texts: How to use "Context Override" on the "Disable and Keep Transform" operator?

texts:
I am trying to make a simple panel with buttons for snapping bones between IK and FK configurations, and I need to change attributes of bone constraints with python scripting.
I can quite easily change something like the Influence of a constraint this way, however I am a little lost when it comes to executing/applying/pressing the Disable and Keep Transform button through script.
I found the operator: bpy.ops.constraint.disable_keep_transform()
and I know you should be able to use "Context Override" on the operator to feed it the appropriate context
(found here: https://docs.blender.org/api/current/bpy.ops.html#overriding-context)
I have tried to copy "similiar" solutions from other people like in this question: How do I reset a specific bone's "Stretch To" Rest Length, via code?
but I havn't been able to find much information about how these operators and the "Context Override" works.
I feel like I am close.. but someone who knows how these operators work would be a big help.
So the simple question:
What context does the disable_keep_transform() operator need?


texts: Can I Move a mesh from Zbrush to Blender?

texts:
There is a way to transfer a mesh from Zbrush to Blender?

I'm using Blender 2.77 and Zbrush 4R7.


texts: I need help making a non realistic spider web so I can 3D print tokens for a game

texts:
So I have this and need it to look like a cartoon spiderweb so I need to inverse each of the curves and I'm not sure how to. I'm very new to 3D modeling and blender.

I'd like it to look like this


texts: Persistence of element tag and select using bound bmesh

texts:
For bmesh code I often used  tag to flag a visited element.  On noticing the tags persisted it was required to "detag" the entire bmesh element collection on each run, for consistent results.
Have used a workaround of tagging via a default dictionary as demoed here https://blender.stackexchange.com/a/199075/15543
Below is a little test script to run in edit mode. Randomly tags and selects. Does not have a call to update the edit bmesh so the selection does not show in the edit window.  Run enough times and all edges are tagged.
If the object is toggled back into edit mode the selection persists, all tags are reset to default of False
import bpy
import bmesh
from random import choice

context = bpy.context
ob = context.object
me = ob.data

bm = bmesh.from_edit_mesh(me)

print("Selected", len([e for e in bm.edges if e.select]))
print("Tagged", len([e for e in bm.edges if e.tag]))

for e in bm.edges:
    e.tag = e.tag or choice((True, False))
    e.select_set(e.tag)

Is there a way to quickly discard any selection made or tag set without iterating and resetting all elements?


texts: Precise scaling in Edit mode impossible?

texts:
[
[

I turned on the edge length indicator in Edit mode, but apparently it gives false (rounded) values, since the vertices don't align.

In this example I tired joining 3 tetrahedrons around a 345 Pythagoras triangle, and even though I'm seeing 3,4,5 as edge lengths the last vertex falls short.

I realize there are ways to ensure precision since starting values don't really matter, but still I'm interested since my first attempt failed trying to do it this way.


texts: How to bake Normal map in all materials to a image?

texts:
I'm trying to create an elevator to use in Unity.
I know how to bake Diffuse texture but Cycles doesn't bake Normal map like Diffuse.
Of course I tried to search but all I found was "How to bake Normal map from high poly".
Is there any way to do this?
There are 3 materials using Normal map and these nodes are like:

I hope those English sentences are right.


texts: Setting objects into edit mode often seems to fail in python script

texts:
I am only just starting to learn/use python in blender.  I have the following script

import bpy

for obj in bpy.data.objects:

    if obj.name[0:4] == "Text" and obj.type == "MESH":

        bpy.context.scene.objects.active = obj
        bpy.ops.object.mode_set(mode = 'EDIT')
        print(bpy.context.mode)

        #bpy.ops.mesh.select_all(action = 'SELECT')
        #print(bpy.ops.mesh.remove_doubles(0.0001))
        bpy.ops.object.mode_set(mode = 'OBJECT')

I am trying to work out why I keep getting a context error for bpy.ops.mesh.select_all so I added the print(bpy.context.mode) line and commented out the line that was failing (plus the next line which takes action)

what I get in the console (this script is being run from the console rather than run in place) is a mixture of 'OBJECT' and 'EDIT_MESH' outputs.. suggesting that mode_set is failing a lot of the time.

What am I doing wrong?

I am using blender 2.68a on Windows 7.

Edit I discovered the actual cause of my issue (hinted at by Adhi's edit) and wanted to add it to my post so that others can take something away from this - the objects that were not being switched into edit mode were on another layer.  Once I made all layers active my script was able to switch all objects into edit mode.  So basically an object in an unselected layer cannot be set into edit mode.

I am also grateful for the other help and suggestions, they have been useful to help me learn python scripting within blender which is something I would love to use more extensively.


texts:
I can't figure out what is causing this I tried removing the materials for the objects as well as re-assigning new materials and flipping normals I don't know what is causing this issue for the model.

The head seems to be working like it should but the body doesn't turn white in textured mode or black in material mode. I'm using default blender render


texts: Accessing Inverse Kinematics from python

texts:
I searched a lot about blender's Inverse Kinematics API, but I'm really confused right now.
So the goal of my project is to control a robot arm that has 4 degrees of freedom. So far, I managed to model a rig in blender, that has the same characteristics as the arm I'd like to control (see example below). I also successfully added Inverse Kinematics constraints to make it easier to draw shapes in the air (as you can guess by the screenshot).

Now the goal here is, in order to control this arm, I need to export the animation data as a CSV file, where each line contains data from one frame; and each column contains the angles of the joint in local space.
This is the code I have so far, since as a start I wanted to try some debugging of the values I might export later.
import bpy
from math import degrees

class SimpleBoneAnglesPanel(bpy.types.Panel):
    bl_label = "Bone Angles"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'

def draw(self, context):
    arm = context.scene.objects['Armature']
    self.drawInfo(arm,"Base")
    self.drawInfo(arm,"Shoulder")
    self.drawInfo(arm,"Elbow")
    self.drawInfo(arm,"Wrist vertical")

def drawInfo(self,armature,boneName):
    bone = armature.pose.bones[boneName]

    mat = bone.matrix.to_euler()
    self.layout.label(text=boneName)
    box = self.layout.box()
    box.label(text=f'X: {degrees(mat.x):.3f}')
    box.label(text=f'Y: {degrees(mat.y):.3f}')
    box.label(text=f'Z: {degrees(mat.z):.3f}')

Thanks to this code snippet for the inspiration, it really helped !
So far so good, you might think. As shown in the screenshot and in the above code, I can access the individual rotations of each bone on the x, y and z axis.
The problem is that each joint of my robot can only rotate on one axis. And even though the IK constraint seems to work perfectly fine visually, the numbers I get (see Bone Angles panel on the right of the screenshot), they change on Y and Z as the arm is moving. I need the rotation on Z axis for each of the joints (except for the base it's Y).
So my question is, how can I get the local rotation of each pose bone? It looks like the API has changed, and matrix_local doesn't exist anymore. Thank you for taking the time to read and maybe help me out, I hope I was clear and concise enough.


texts:
I have just encountered an issue with a model I have created. When I scrub through the timeline parts of the model seem to explode away from each other. To my knowledge I have not added any modifiers to it and do not want this to happen!
Here are a couple of images which illustrate the problem:

At Frame 0

At Frame 10

Here is a link to the blend file: https://www.dropbox.com/s/x3pw00lmhvw0tut/Cabin.blend

Any help would be much appreciated!


texts: Objects origin is not moving in edit mode

texts:
I probably messed up some of the settings but I couldn't figure it out my selfe.
The problem is, that when I move the wohle mesh in edit mode the objects origin isn't moving with the object, but the pivot point is nevertheless still in the objects center.
And the reason I think the problem lies in the blender overall settings is because I started a new project and tried the same thing with the default cube. The problem is still the same.


texts:
Just installed the latest release 2.80, July 30 2019, under System the tab Cycles render devices is visible, but empty. So Cycles is not available.

Win10 64, GTX1050ti and onboard GPU, latest drivers.

I tried the installer and the zip-file, same. In 2.80rc is no problem.

What is wrong?


texts: Can't update / remove keyframe values from an imported Collada file

texts:
I'm trying to edit keyframes in an existing animation in a .dae file I have imported to Blender 2.68a, however none of the changes I make seem to stick. I select the bone in pose mode, change the rotation and/or location and then insert or update the keyframe, however when I move to another frame my values are lost and the bone resets. Its as if the keyframe was never set, I can see the new keyframe however in the dopesheet.

I've applied an armature to a cube in the same file and animated it in the usual fashion and everything works fine so I'm assuming it is a setting or issue to do with the setup of the imported Collada mesh. None of the keyframes appear to be locked, and no settings jump out at me immediately as being the cause.

Google hasn't been much help, however I did find the post below where the OP seems to be having the exact same issue as me, unfortunately he didn't seem to find an answer.

animation problem - losing pose on an inserted keyframe

I feel like it is potentially something really simple I am missing. Unfortunately I can't post the file itself as I purchased it and can't freely distribute it, I have attached an image showing my file setup however.

Has anyone come across a similar problem?


texts: Can I rig a 2d character that I made in Illustrator with Blender?

texts: I've created a 2D character in Illustrator that I would like apply a rig to. Is it possible to import the file into Blender and apply a rig?


texts: unity blender with armature set in blender

texts:
I am creating a very simple animation in blender of opening the box flaps and following the link here.

https://www.youtube.com/watch?v=qh2fhnQlJqU

I started to save the blender file under the asset folder in unity. So, I could see the effect of the changes in unity.

Everything was fine, and the box in blender and unity looked the same. However, as soon as I reach the step where we are animating the box and setting default position for frame 1 and close the top lid at minute 15:30 in the video and then I actually save the box to see how it looks and the box becomes sort of disformed.

If i open the flap again to default then it looks correct again, any sort of rotation of the flap disfigures it in unity. The rotation is around x axis. Any pointers or help of what i am doing incorrect in this case.
I tried using a blender add on to fix rotation , however it became worse.

thanks.

Mohnish


texts: White version of a product visualisation loosing reflections

texts:
I'm working on a visualisation of a black and a white object. Everything looks fine when the product is black. But the closer I come to white the more flat the product appears and the reflections seem to disappear.

I could increase the specular- or metallic-value for the white object to bring back the reflections but that doesn't make sense because it's not a different material compared to the black object. It's just an other color.

Or I could render out a glossy-pass and compose it over my original rendering but this deserves extra work especially with more renderings.

Also I could create another HDRI with increased lights for the white object. But this is extra work again and makes it impossible to have both objects in the scene when they only look good with one certain HDRI.

What I aim for is a consistent look for the black and the white object where I only have to change the color and no other value of the material. I don't understand why it's not working as expected.


texts: Animating for interchangeable model parts?

texts:
I've been trying to figure this out for a while and haven't been sure on what to search in order to find an answer to it.

I am creating a game in Unity whereby the player will be able to equip individual armour pieces (like chest/legs/gloves/boots/weapon/offhand etc).

I know how to animate an entire model with an armature, but I'm unsure of how to animate model parts in separate model files.

Upon inspection of a few other games, I have seen a few with a separated 'armature' file that I assume handles all the animating for all model files, but I'm not sure whether this is the direction I need to go, and I'm not even sure how I'd go about doing that.

In addition to this, some model parts may have unique bones related to them (for example: a shirt with a tie, and another shirt without a tie), would I put these bones on a single armature even though other connected models parts would not be using these bones?

I assume there's a simple way of doing this, as it'd be very inefficient to do a hundred or so animations for each individual armour set (with having to apply transformations, weighting and vertex groups to all of them).

Could someone please point me in the right direction?


texts: How to add multiple round holes to a mesh?

texts:
I need to add several holes into a mesh, like you would have on the top of a salt shaker:

I tried using the boolean modifier, as well as knife project with a circle, before I realized that the subdivision surface modifier was already rounding square shapes into circles.

With this I can just delete a face without any supporting edges that will look like a circle, and this works fine for 1 hole. However when I try to have several holes and apply the subdivision surface modifier the geometry does crazy things that I am not understanding:

I am unsure how to proceed to have several holes in this mesh.


texts:
I was wanting to make a couple scenes where I have physical meshes melt and no camera fakery. Was wondering if its possible to do within blender?

First scene I need is to have a chocolate bar melt. Needs to stay solid for a good bit and also be animatable for movement and then melt.


texts: How do I move the camera in any perspective mode so the reference image doesn't vanish?

texts:
I use the Shift + F method to move my camera when I'm modeling(which makes my background image/reference vanish) but lately I watched this person who could move the camera without the BG image vanishing:
https://www.youtube.com/watch?v=iI3zaenro-M

This would be incredibly helpful but I simply don't know how to do that and my google searches have turned up nothing, so I really need some help from the community on this :)


texts: How to parent or join a convert hair particles to an animation?

texts: So, I converted particles that I created as hair for my animation character but I am having issues with parenting it to the characters body which I want to animate. When I converted the hair particles I also went to object and converted it to mesh. I then tried joining and even parenting the converted particles but nothing worked. I also tried parenting the particles to armature but even when I pressed the armature to see if it would move but still there were no movements.


texts: Is there an easy way to uv map a circle to a half of a sphere?

texts: The default map of a sphere is a square but i'm trying to map a circle to the top half of the sphere and doing it manually is tedious and inaccurate.


texts: Red Line at bottom of video sequencer gone in new update

texts: Hey guys their used to be this red line at the bottom of the video sequencer that isnt there anymore in the most recent blender update, do you guys know how to get it back? it was super useful for just scrubbing through and making the animation render quickly.


texts: how to bend straight faces to make a curve

texts:
I would like to bend this part, so it looks like a nice curve. But instead it is grabbing this whole part.
I added a curve on picture, so that it is easier to understand what I want to achieve as a result. Bend this part alongside with curve

Here is a file to better understand my issue

Thank you very much for your help


texts: Is there any option to select all objects in scene and then apply all the modifiers together for every single object?

texts: I got a lot of objects, with different modifiers, can i apply the modifiers together but with individual values for each single object? (in order to save time?)


texts: How do I add more than 8 channels to the VSE?

texts:
I am struggling with the audio track (it refused to save the fade in markers I’d placed). I muted the first because I wanted to use it as a guide for the new one, but didn’t realize one a transition was in Channel 6 (original audio in Channel 7, the top most I can see). It never appeared, so I moved stuff around and made room for the new audio in 6. When I pressed playback I could hear two audio tracks playing, slightly off synch. I deleted all audio tracks, but the audio still plays (out of place from where it needs to be).

I’ve spent hours watching videos, and scanning tutorials and the help guide, but can’t find anything to tell me how to view the rest of the 32 channels where I think the errant audio strip is hiding.


texts: How to fix inconsistent surface Normals of a shape in Blender?

texts: I have a 3D shape whose surface Normals seem not to be consistent. It looks like the image below after rendering. It seems that the Normals are not consistent for this shape. I have tried Solidify and Subdivision Surface modifiers but they seem not to work (or I'm not setting their parameters correctly). I wonder how I can resolve this issue. Any help would be appreciated. Here you can find the 3D shape.


texts: information about the number of polygons of a particular selected object

texts:
Is there a way to get statistical information in Blender for
an individual object, not all objects in the scene, how to view
statistics of a separate selected grid, each time switch to the mode
editing, even with the TAB hotkey, is very inconvenient
...
It is also not clear why the transition to the local view with the
key - /  also does not help to see the statistics of a separate
object, only the editing mode how so?


texts: Approximation of smooth surfaces with polygonal meshes

texts:
I'm just getting started with Blender. It seems to be a nice tool, but like most 3D programs, it has a strange limitation: it seems to only render polygon meshes.

A polygon mesh is of course a set of perfectly flat surfaces connected by perfectly straight edges. This is great for moddling man-made objects such as cubes, or for genuinely angular things such as crystals. But how the heck do you draw curved things?

Of course, you can approximate any curve with a sufficient number of straight lines. But it's always a pretty crude approximation. You would need billions of polygons to produce a genuinely smooth-looking surface. Even if it were somehow possible to model that, the memory and render time requirements would be crazy.

To get around this, most 3D programs have a button somewhere to blur out the surface normals, creating the illusion of actual curves. But it's just that — an illusion. The outline of the object still has raggid, sharp edges. The shadow of the object still has sharp edges. If two objects intersect, you can see all the straight lines where they meet, no matter how smooth the surface looks.

And then I sat and watched Spring. And you know what? I don't recall seeing a single straight edge anywhere in the entire thing! So how's it done? Where is the secret button that lets you have curved surfaces?


texts:
Is Cycles able to render voxel data from an external file?

I can create the volumetric effects that I'm interested in by plugging a texture node into volume absorption and volume scatter shaders, then into an add shader. What I'm lacking is being able to use my own data, rather than only the built-in textures.


texts: Glass material in eevee is not working properly

texts:
I am trying to follow a tutorial from Ducky3D.
https://youtu.be/09IQopONnoY
Here is the link for that tutorial. So my problem is, I can't see any kind of light source through the glass in eevee. Although the objects lit by those light sources are visible. In order to follow the tutorial the light source has to be visible. In this case that image is the light source . But it's not visible in eevee. Again it's visible in cycles. In the tuturial Ducky did the final render in cycles though while working he was using eevee, and that image was visible. Here are some screenshots . You might find these useful while answering,

As you can see the picture is there .(eevee)

although from the otherside that picture is not visible.(eevee)

in this case in cycles the image is visible (cycles).
I don't wanna use cycles to render this image as my pc is weak.(it took 30 minnutes to render a scene in cycles). And the scene looks much better in eevee.
So what is the problem ? What can I do to make the image visible in eevee ?


texts: I have been following a tutorial by BlenderGuru. I've done a render below however the scene seems to be quite dark, even though there are several light sources involved. Sorry if this is a noob question but any tips on increasing the light levels? Let me know if you need to see any particular settings as I'm still new to this...


texts:
I had a look other questions but non have fixed the issue.

Anyone have any ideas on what the issue could be?


texts: What is the backwards compatibility of blender?

texts: At what point does the backwards compatibility of blender break, and for what features? I know if I open a 2.49 blend file in 2.7x it will not have the animation data. I heard that 2.7x would break some features of old blender files, so is there a list anywhere of feature compatibility?


texts: How to move the time cursor with the mouse in python?

texts:
I'm trying to create mouse-based cut and trim functions for the VSE, to allow for fast edits when scrubbing the timeline. Using Ctrl Right Mouse as a keyboard shortcut, Blender handles the strip's selection with the Right Mouse button, and then triggers the operator.

The problem is that I can't find a way to move the time cursor where the user clicks from a Python script. I looked into the reference API, and in Blender's python console, I also set:

bpy.app.debug_wm = True

To no success. Nothing shows up in the console when you left click in the VSE. And I looked up online, couldn't find an answer.

So, do you know how I could set the current frame/place the time cursor based on where the mouse is from a python operator?

Kind regards,
Nathan


texts: Create separate animation tracks for multiple animations?

texts:
I have a binary animation data I successfully parsed to bone:state. Here is pseudocode how I currently create animation:
context.scene.frame_start = 1
context.scene.frame_end = frameCount
#deselect any selected bones, if any selected
for frame in range(1, frameCount + 1):
    wm.progress_update(frame - 1)
    context.scene.frame_current = frame
    for name in boneNames:
        # do require operation with bones, fetch matching from armature
        # update matrix and parents, etc so on
    bpy.ops.anim.keyframe_insert(type='Rotation', confirm_success=False)
    bpy.ops.anim.keyframe_insert(type='Location', confirm_success=False)
    # deselect bone

# end, we now have animation in playback, yey...

The issue with this method that if I want to import another animation it would append existing.
What options do I have to manage multiple animations properly?


texts: I just recently got into blender and I'm transferring from Cinema 4D. I wanted to play around with the basic material components in the shader editor, but i got stuck at the displacement node. I noticed in the tutorial i followed that you have to enable in the displacement method "Displacement and bump" but I can't find that option in the material settings.


texts: Is it possible to simulate an optical fiber with cycles?

texts:
Is it possible to simulate an Optical Fiber in cycles?

E.g. like these:

I tried to simulate this with a glass shader with an IOR of 1.62, (a value gotten from wikipedia) however not much light seems to come out the end of the "fiber". After 260 samples:

Is this possible?

Image from Wikipedia


texts:
I'd like to create a parallax occlusion effect (cycles or eevee) where a cube or plane appears to contain another universe inside of it. I've seen a lot of brilliant solutions that can fake it using 2D images, but I'm wondering if there is a solution that would allow for objects within the plane to actual "pop out", like below --

These solutions all work well for 2D planes, and I know a lot of people use this to create fake rooms inside buildings, but again you're stuck using flat images that can't cross the border of the plane. I also think anything to with compositing nodes would make the effect I'm going for impossible.

https://twitter.com/Magryllia/status/1129566134024396800
Portal effect in EEVEE?
How to make a holographic reticle shader in cycles)


texts: Join overlapping objects/meshes into one surface in Blender

texts:
I have a lot of spheres imported from the pdb-import plugin, which make up a molecule. I chose the radii of the spheres large enough, that all individual spheres overlap somewhere with others and this should form one closed object.

I cannot find a single tool to merge/weld/join/whatever the faces where they overlap to form just one uniform mesh surface without hidden faces on the "inside" of other objects.

The Mesh > Faces > Intersect and a simple Object > Join do not seem to do what I want to achieve.

For reference concerning the pdb-plugin, I have done Apply > Make Dupliverts Real and Object > Convert > Mesh as suggested.


texts: How to make changes to my vertex groups with python

texts:
I need to mirror my weight paint from one side to the other. The mirror modifier isn't working for me because I have existing weight paint and groups for both sides. Unfortunately it's not feasible for me to manually copy and mirror each group like what has been done in a way suggested by another answer.

But it did inspire me to put myself into the position of not yet having the other side of groups yet. I tested this theory out by deleting my 'b__L' groups then using this script:

import bpy
obj = bpy.context.active_object

vg = obj.vertex_groups[:]

for g in vg:
    if not g.name.endswith('.L'):
        obj.vertex_groups.new(g.name+'.R')
        g.name = g.name+'.L'
    else:
        obj.vertex_groups.new(g.name.replace('.L', '.R'))

I added the modifier and this worked! So is there a way for the script above to be modified to:

DELETE all starts with 'b__L' groups
Ignore anything that doesn't start with 'b__R'
Add suffix '.R' to groups starting with 'b__R'

THEN

Duplicate the remaining 'b__R' groups (ignore others)
Replace title text of duplicates ('b__R' to 'b__L')
Change the suffix of duplicates, '.R' to '.L.'

THEN something to simply remove the suffixes finally for import to game.

I'm aware this means I will have to remember to always delete the left hand side of my model to use mirror w this. I have no experience with Python and I’ve tried making some changes myself and it’s just returning me errors. Appreciate any help.


texts: E-Cycles and Render Issues missing lights in render

texts:
I´m having some issues with a scene that I built in a regular version of Blender 2.83.
This scene has a sun Lamp and a Point Lamp really simple setup.
When I installed Ecycles, I moved the scene there, the lights seemed ok in preview on the viewport, then when
I rendered it it only had the Point Lamp but not the Sun Lamp. It wasn´t hided it sould work fine as it did in regular Blender.
Has this  ever happened to anyone?, any clue to what could be happenning.
( When I add new lamps they don´t show in the render but they do in viewport).
Thank you.


texts: How to stop the timer when the ESC key is pressed

texts:
I'm testing the following add-ons.

This is an add-on that will print 'test' every 0.1 second.

import bpy

bl_info = {
    "name": "TestPanel",
    "author": "taichi",
    "version": (1, 0),
    "blender": (2, 80, 0),
    "location": "3DView",
    "description": "test",
    "warning": "",
    "support": "COMMUNITY",
    "wiki_url": "",
    "tracker_url": "",
    "category": "Print"
}

class test_PT_Panel(bpy.types.Panel):
    blidname = "test_PT_Panel"
    bl_label = "test Panel"
    bl_category = "test"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"

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

        row = layout.row()
        row.operator('wm.modal_test_operator',text ='TestButton')

class test_OT_Operator(bpy.types.Operator):
    bl_idname = "wm.modal_test_operator"
    bl_label = "Modal test Operator"
    _timer = None
    returnValue = 0.1

    def modal(self, context, event):
        if event.type in {'ESC'}:
            self.cancel(context)
            return{'CANCELLED'}
        return{'PASS_THROUGH'}

    def execute(self, context):

        def printFunction():
            print("test")
            return self.returnValue

        wm = context.window_manager
        bpy.app.timers.register(printFunction)
        wm.modal_handler_add(self)

        return {'RUNNING_MODAL'}

    def cancel(self, context):
        wm = context.window_manager
        self.returnValue = None

classes = (test_PT_Panel,test_OT_Operator)
register,unregister = bpy.utils.register_classes_factory(classes)

if __name__ == "__main__":
    register()

When I press Esc key in the above add-on, I get the following error.

line 46, in printFunction
    return self.returnValue

 line 653, in __getattribute__
    properties = StructRNA.path_resolve(self, "properties")
ReferenceError: StructRNA of type test_OT_Operator has been removed

I know how to implement Cancel using Timer of ModalOperator, but I don't know how to implement Cancel using normal timer.

I would like to know how to do this without errors.


texts:
When I was trying to make a cloud in Blender, I began to notice a strange issue. When the cloud is rendered using Eevee in the viewport, it looks fine. But when I render it, it looks much more transparent than the cloud in the viewport, as well as seeming very unrealistic. The cloud is made with a procedural shader.

Viewport Render:

Actual Render:

As you can see, the actual render is many times more transparent and also looks very "blocky" if you know what I mean.


texts: Material only assigning to part of object, not all of it

texts:
EDIT: I've since discovered that the issued stemmed from the fact that the light wasn't shining on the black areas. Change it to hemi and the problem is fixed.

I'm new to blender, but I have a grasp on the basic functions. Supposedly. I've gone through an excellent course on it, but I'm still a bit lost in the area of materials and textures.

I am currently trying to texture a roof of a hut. Despite the fact that I've selected the whole roof in edit mode and assigned the material with the texture on it, only part of the roof gains the texture - the top.

Note: The top of the roof is tecturing properly: it looks solid because I'm in material view, not render. That's not the problem. The problem is that the texture is not assigning to the whole of the roof. Not the black edges of the roof, and the underside (if you open the project linked below). Those areas need to have the texture.

Why is this? I've tried to assign the material to the whole object multiple times, even selecting only one or two faces that were not affected. I can't tell if the material is ignoring the faces, the texture is, or both are (since the material looks no different from the rest of the hut for some reason - a way to tell that would be nice if I'm missing it).

I want the texture on the top of the roof like it is, but also on the sides and underside, which you cannot see in the picture. The roof is a single object, separate from the rest of the house.

File to download.

Folder to download, including texture.

What I've tried/checked:

All normals are facing the correct way. This is the first thing I checked.
I'm in Blender Render, not Cycles Render (I did some research and that was mentioned).
The material/texture does work. It's on the top of the roof, after all.
I have no way to confirm that the material is assigned to the whole object, though I don't know why it wouldn't be. I assigned it multiple times. I even deleted it and started over with the whole roof selected (ctrl+A).


texts: Smooth shading gets ignored in cycle render

texts:
While working on a Model I stumbled upon this issue:

This is the first time I see this error and I couldn't find any immediate solution.

I checked if there is any sort of modifier or condition on the mesh which could result to this.

I found nothing.

Thanks in advance.


texts: I'm currently working with a few Blend Swap community members on making a game called Project Illumina, and we'd like to build a sandbox for our main character development (actions, animations, powers, etc.) and I was wonder do character rigs for the BGE have to be IK or FK or a combination of both? Anything goes for game animations?


texts:
Windows upgraded itself (from 8.1) without uninstalling Blender, but Blender wouldn't correctly work after this (look at the error message below).

Video won't show.

Does Blender work with Windows 10? What's the proper way to install it?

Here's the message:

It might be a matter of my hardware not being correctly detected by the new Windows, but anyway it's a good question. Does Blender work in Windows 10? Has anybody succeeded installing any version?


texts: Image Texture does not appear (correctly)

texts: When modelling a smart phone I selected part of my mesh, create a uv map with  "project from view" and added an image texture. First the image texture was stretched and now it doesn't appear at all.  How can I have this image texture Front Camera.png correctly mapped on my mesh ?


texts: How to smoothly mix material on edges of said materials?

texts:
I'm somewhat new to blender and i have a problem with mixing materials:

Material A and B are similar (roughness, and colors) but material B has "holes" in it. These holes need to be in specific location on that mesh, and only there.

I need to somehow mix thesee materials so that is transformes smoothly to one another, and i dont know how.

I thought about "merging" them and mixing them with gradient texture as a factor but given that the materials are messy, and they blend in multiple places i don't think it can work, or at least i don't know can it work.

Any help would be appreciated


texts: Particle Emission Rendering as Black Screen

texts:
I've been trying to learn Blender and I had a whole scene created and it was working fine. I rendered out a very nice background at 7980 x 2160, but then I tried to make a video of the same scene at 1920 x 1080 and the screen is totally black. I've read through all the other posts on here that are similar and some of the posts on other forums and I cannot seem to figure this one out.

I've tried all the things mentioned in the other posts, but none of the posted fixes seems to fix my problem. Such as disabling the sequencer, or changing the film transparency setting. Here is my blender file:
https://dl.dropboxusercontent.com/u/23049559/Sparks_005.blend

Some of the other posts that I tried to follow to solution this problem:

Black Screen Cycles Render
cycles not rendering movie clip used as background
Black Screen After Rendering

This is the tutorial I was working off of: https://youtu.be/QCMyvcc3ZaU

Any ideas?
I am using the cycles render.


texts: What are the differences between renderman and cycles? How can I learn renderman?

texts:
I'm quite a newbie with Blender, learned little about a modeling and shading. I was wondering on the Internet the other day and I saw that Pixar's Renderman is available for Blender.

What are the differences between Renderman's rendering engine and Cycles?
(I'm talking about Renderman 21).

My next question is, what resources are available to learn shading and lighting for Renderman INSIDE blender?

I'm also looking for tutorials explaining Renderman 21's shaders.

I saw this thing about Pixar's new Surface Shader that was used for Finding Dory and other PIXAR movies.

If you have any extra information about Pixar's Renderman 21, please do not hesitate. I'm trying to learn the most recent and advanced workflow for shading and lighting and it seems to be like Renderman 21 is what I am looking far.

Whether they are free or paid courses, I don't mind. Just direct to the right path.


texts:
So I am in the process of baking out normal maps for an asset, this is my LP mesh:
And this is my HP mesh:
And here's my bake settings:

In all the normal maps I have ever baked, I have used the process outlined in this CGCookie tutorial: https://www.youtube.com/watch?v=6D5tBEjS-N0
However, a client has just pointed out to me that there is low-quality noise all over the normal map. I think this might be due to the process outlined in PS to convert the 32bit texture to an 8bit file format, and here's why I believe that to be the case.

You can see that when I directly save the baked normal map from Blender to a .TGA it has big artefacts on it, something that PS seems to resolve when converting the file from a 32bit .EXR to an 8bit .TGA, though with the trade-off of having the noise appear on the normal map.
Here's a closer look at the noise that appears on the normal map:

Any means of resolving this would be greatly appreciated, and if more details on my baking process are required, please ask me to provide further information so that I may aid you in helping me resolve this problem.
Cheers.


texts: Code takes more time to run the more complex the scene gets

texts:
I have a script that parses a text file and creates the objects specified. The object creation should theoretically be O(1).

This method is the only thing other than an if quick unrelated if statement to set a Boolean and there's an increment of an int after that I included in my timing bounds.

def createAtom(aType,location):
    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=4,size=atomProps[aType]['size']/100.0,location=location)
    ob = bpy.context.object
    for polygon in ob.data.polygons:
        polygon.use_smooth = True
    if len(aType): ob.active_material = atomProps[aType]['material']
    ob.parent = empty
    ob.name = str(currAtom)

as you can see, it doesn't iterate over anything except for setting smooth shading, and with that loop commented out it still increases pretty drastically over time.
The anomaly with the bond times is that sometimes there are double bonds, so it takes twice as long.


texts:
well after some time of breaking my head trying to figure out what im doing wrong, i decided to ask.
here is the blend file with my different "try's", i just dont know what im doing wrong, every single one has an artifact or a seam, etc

all where baked with xnormal, 1024x1024 8 edge padding 4xaa.

the blend consist of different cubes, a standard one, a bevel one, and a bevel one with a bit more details. (also seam,noseam,sharp, i just had to try every single method..) also the normals are packed in.

well hopefully i could get some help. here is the result of the normals, you can find more into the blend (different try's in different layers)

hopefully i can get some help, long time breaking my head with this, sometimes it works with more complex objects, but now i cant even do a simple cube.

Bye!


texts: When would I want to use a factor vs color output?

texts:
Suppose I have a noise texture and I want to take the output as the input to a color ramp.
I've seen tutorials where the factor is inserted into the color ramp's factor input, and I've seen tutorials where the color of the noise texture is used instead.
Why would I want to use one over the other? What are the use cases?


texts: How to Automatically copy keyframe from one object to other with one step

texts:
I am struggling about a week figuring out how to do this.
For example i have 5 objects, for the object1 I put visibility on 1 frame and invisible on 2 frame.
then i need all other objects to have the same keyframes but with the 1 framestep from previous
1-frame we see object 1, 2-frame we see object 2 and further.


texts: Is there a proper way of import vector curves to Blender?

texts:
Can you guys help with advice to proper way of importing vector curves to Blender? What output format and editors do you use for it?

I tried SVG format with Blender 2.79 / Inkscape 0.92.3 and after all possible tweaks I still have an imperfection in Y dimension - a rectangle with 1000 mm from Inkscape became a quad with 1m, 0.99981 m, 0m dimenstions. Viewbox is 0,0 1000, 1000 in svg source code, but has a translation offset.

Another attempt was DFX format - it works perfect for scale BUT doesn't support curve segment curvature itself - it's ok only if all nodes are  "corner" type nodes (all segments are straight lines).

Thanks for advance!

UPDATE: dfx files examples: quad (import ok), circle (error in blender, but ok in 3dsmax)

p.s.: it seems that dfx could transfer only as poly-curve, not Bezier((.


texts: Particles to mesh using convert then boolean union - internal geometry

texts:
My end goal is to turn particles (hair rendered as object) into a mesh onto the base object.
I've managed to convert the particles under the modifier tab, then deleted the particle system.
I've then used booltools to union the resultant 'real' particles and base object.
The union only works on some particles - not all - some of the particles still has internal geometry.
I've checked that the normal orientation is correct.
I've tried getting rid of the internal geometry by;

Select>non-manifold and delete, doen't work (doesn't select internal geometry).
Select>interanl faces, doesn't work (deletes too many faces)

I've tried this on two examples:

One where the particle object is simple (a cube), and it works
One where the partcile object is slightly more complex (UV sphere), and this where I get the problems with internal geometry.

How can I get rid the internal geometry of a boolean union gone wrong?
Is there another work flow where I can convert partiles to mesh without all these steps have internal geometry?


texts: How do I change my Edge Loop color from yellow to blue?

texts:
I'm just starting out on Blender and I'm finding the yellow edge loops on the grey object color a bit harsh on the eyes.
How do I change this so when I use the edge loop shortcut CTRL R, the preview edge loop will be whatever color I decide on?


texts: How would I go about editing the UV layout of a linked object without changing the UV positions of the other linked objects? I'm trying to share the mesh geometry between dozens of objects while using different UVs on a shared TextureAtlas. Is this even possible? I've spent days trying to figure this out, but I haven't found an answer yet. Thanks in advance.


texts: How to redirect output from 'bpy.ops.*'?

texts:
When calling operators such as bpy.ops.mesh.remove_doubles() it outputs how many vertices were removed into console.

In some cases its better to silence it, but you may also want to catch it and use it within the script.

How can I redirect or otherwise silence the text from printing into the terminal?


texts: Blender 2.8 rig not fully working on 2.79

texts:
Hey this may be a silly question but when I made a rig in blender 2.79 (I didn't use rigify) I saved it and opened it on blender 2.8 and by a habit I saved it and now I tried to open it using blender 2.79 and it didn't work when I try to open blender 2.79 it crashes but it still works on 2.8 and I tried the append trick but only parent bones worked
But the child bones worked when I selected it from the outliner tab
How can I fix this?


texts: Can we extract just the outside surface of a 3D model?

texts:
I am new to using Blender and wanted to know if this software can serve my purpose before jumping into using it.

I have CT(Computed Tomography)-scanned an object and exported the mesh into a PLY file. However, since this object has other objects inside, this mesh has both internal and external surfaces. However, I would only like to extract the surface area on the outside where it touches the air or delete the internal surfaces.

Because my object seems very complicated, the surface of the outside can often be connected to the internal object as well.

Previously, I have tried Meshmixer to hollow it out however, it did not work as it thinks the internal surface is still a surface.

Is there a way to solve this using Blender?


texts: a line between the mirror looks strange, how can i fix this?

texts:
when I scaled the figure down i noticed that there is a ugly line that divides the character(like between the mirror). When I click on the eye symbol so that it shows just half, it looks good but I when its merged it looks odd. I tried to put the merge limit to zero but that didn't help.

is there any way of correcting this??  I have spent so much time on it that I'm paniking

ps im realy new to blender


texts: How to solidify (cylindify) a screw a with cylinder instead of a rectangle?

texts:
I need twisted cylinders instead beveled rectangles. Can I modify my current model or must I restart from scratch?

The twisted cylinder tunnel I'm looking for:


texts:
I am trying to use an image texture for this mesh, but the texture is not repeating on whole mesh.

How can I have the texture repeat (section 3) through section 2 (white for some reason)?

I made sure there is no duplicate mesh with white material and normals are correct.

First modifier: solidify, second modifier: subdivision surface. Swapping order gives same render image.

I am trying to make a smaller example with just the mesh but I am getting a different problem. I just copied the mesh from my scene to another file and it looks like only inside of mesh is colored.

blue.png

What could be causing this problem?


texts: How to "refresh" variables / selected components for an operator in python script?

texts:
I'm working on an addon changing selected verticies per keyboard.
It collects data:
import bpy
import numpy as np
import bmesh

################ update scene ####################
bpy.context.view_layer.update()
layer = bpy.context.view_layer
layer.update()

oa = bpy.context.active_object
bm = bmesh.from_edit_mesh(oa.data)   ## get active...
me = bpy.context.edit_object.data

bpy.ops.object.mode_set(mode='EDIT')

############### active vtx idx ###################
def bmesh_vert_active(bm):
    if bm.select_history:
        elem = bm.select_history[-1]
        if isinstance(elem, bmesh.types.BMVert):
            return elem
    return None
avtidx = bmesh_vert_active(bm)
if avtidx != None:
    avtidx = bmesh_vert_active(bm).index

#######################################################

bpy.ops.object.mode_set(mode='OBJECT') ## update selection

#######################################################
def get_co(oa):
    count = len(oa.data.vertices)
    co = np.empty(count * 3,  dtype=np.float32)
    oa.data.vertices.foreach_get("co", co)
    co.shape = (count, 3)
    return co

def get_ix(oa):
    count = len(oa.data.vertices)
    ix = np.empty(count, dtype=np.int32) # check dtype!!!
    oa.data.vertices.foreach_get("index", ix)
    return ix

...then it calculates new selection from collected data:
def calc_north(ixT):
    ...

...finally the operator:
## deselect all components first
def dslct_all(oa):
    setF = np.zeros(len(oa.data.polygons), dtype=np.bool)
    setE = np.zeros(len(oa.data.edges), dtype=np.bool)
    setV = np.zeros(len(oa.data.vertices), dtype=np.bool)
    oa.data.polygons.foreach_set("select", setF.ravel())
    oa.data.edges.foreach_set("select", setE.ravel())
    oa.data.vertices.foreach_set("select", setV.ravel())
    oa.data.update()

bpy.ops.object.mode_set(mode='EDIT')

### select activeVtx
def bmesh_actvvtx_set(me):
    bm = bmesh.from_edit_mesh(me)
    if hasattr(bm.verts, "ensure_lookup_table"):
        bm.verts.ensure_lookup_table()
    bm.select_history.add(bm.verts[avtx])

################### keymap #######################

## switch selected verts
class nKey(bpy.types.Operator):
    '''up Arrow Key'''
    bl_idname = "view_3d.print_uarrow"
    bl_label = "print up arrow"
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        return self.invoke(context, None)

    def invoke(self, context, event):
        bpy.ops.object.mode_set(mode='OBJECT')
        jmpX = calc_north(ixT)
        setSl = np.zeros(len(oa.data.vertices), dtype=np.bool)
        setSl[jmpX] = 1

        dslct_all(oa)

        oa.data.vertices.foreach_set("select", setSl.ravel())
        oa.data.update()
        bpy.ops.object.mode_set(mode='EDIT')

        if avtidx != None:
            avtx = jmpX[avtidx][0] ## idx of activeVtx
            bmesh_actvvtx_set(me)

        return {'FINISHED'}
...

Everything works as expected but, only once! Surely it holds on to all variables,
which leads to reselecting the same verticies ever and ever again.
How can I feed the operator with updated input?
I googled around for days. I couldn't find a solution, despite many attempts.
The "update scene" part is one of them.
How can I make this work repeatetly?


texts: Offsetting tracer particles in a fluid simulation

texts:
I am working on an animation where I am using fluid tracer particles as a smoke flow object, and I have run into a problem. To get an idea of what I am trying to do, see my test render (of a simpler scene) at https://youtu.be/NovKf-hDN48

Basically, I have a fluid with tracer particles that are on fire. And of course some dynamic paint going on and stuff , but that is not relevant to my question.

Anyway, I need there to be many parts being set alight at different times (so multiple separate fluid domains), and while it is easy to use Offset to start the different fluid sims at different times, I have found no way to translate this to the tracer particles. They will always start off at the first frame. I cannot set different particle systems on fire (with the smoke simulator) at different times.

Does anybody know of a way to get this to work? Even a crude workaround would be helpful.

Edit after more experiments:

The obvious workaround is to set the inflow objects to start at different times (by keyframing the enable property), but apart from the fact that this doesn't work (see below), even if it did, I would have to rebake the fluid sim for any small change in timing, which is cumbersome to say the least.

And yes, there seems to be a bug with the tracer particles, so if the inflow object is not enabled at the beginning of the animation (frame 1) the tracer particles won't work at all. They just don't appear with the fluid when the inflow object gets enabled.

My workaround for the time being (for whoever runs into this problem in the future) is to have the inflow objects enabled for the first frame, and then disabled until I want them start for real. Then hide the fluid particle object until the particles are supposed to be seen.

Still, even with this workaround, I would be happy to hear if anyone has a smoother solution. Yeah, I realise this is quite a niche problem...


texts: Asking for help regarding usage of Shrinkwrap, Surface deform and Snap

texts:
I'm trying to follow this tutorial on how to deform my object relative to targeted surface.
https://www.youtube.com/watch?v=luFz5gzvM9s&fbclid=IwAR0Tz5l0c7qzUIODeuzgJXOrPc1Au1PT_Ua9ljzw-HazFN-GJrQo9D5eFFM

I can't seem to do it the same way, I tried to follow every single step but the object doesn't deform the way I wanted to.

Here I attached my blender file to see how it looks like and so you can spot my mistakes.


texts: Is there a way to make a one way mirror? (Cycles)

texts:
I'm trying to create a reflection that will repeat an object so it looks like there are infinite but it is only reflecting. Just using white glossy shader doesn't work because it reflects outside.

I'm hoping I can do this with the camera set to orthographic. Probably not though.


texts: How to change mesh using driver like cgcookie cookieFlexRig?

texts:
how I can change mesh into another mesh using driver.
I found in cookieFlexRig it easy to change clothing model, hair, shoes.
How to do this?


texts: Issue with intersecting two "extruded SVG files"

texts:
I have imported two SVG files and extruded them. Now I want to intersect these two objects, however, this boolean modifier doesn't seem to work. The problem seems to be when I import the SVG files, I don't have a clean edge (or surface), consequently, when I extrude, again I don't have a nice surface. I am suspecting this because if I switch to "wireframe" view, there are tones of lines in between. How could I intersect these two objects?
Thanks.
link to the files: https://drive.google.com/drive/folders/1XXuA7nQCzkqYvmWarow1dDZSXoiaGDat?usp=sharing


texts:
on November 2018 Brecht und Lukas Stockner introduced a way to Denoise an animation after it is rendered. They are using more than one frame to produce a flicker free image.

https://developer.blender.org/D3889

Does anyone know how this works or could provide an Manual?


texts: Blender pure video editor - overlay image with transparent areas

texts:
I just want to edit a video I recorded with my camera and add a logo onto it.

The logo is a PNG with transparent areas, and I want these areas to show the underlying video.

Unfortunately, this answer doesn't help me, it simply doesn't seem to change anything. When I click "render animation", the video shown contains the logo without transparent areas but with the "chess" background instead.

How do I do that?


texts: Rotate a sphere diagonally (both around x and y axis)

texts:
I'm trying to make a sphere roll diagonally but the sphere rotates oddly. I assume this is because it is rotating relative to the sphere's axis rather than the world's.

Is there a way to get a sphere to rotate evenly along two axis? If you can't, is it possible to use an empty and rotate it based on that?

Edit: This is what it does with the correct rotations on the y- and x-axis.

http://minus.com/i/iUqJl0iHl3y6


texts: I am dribbling a soccer ball. I have set a child constraint to the ball for the left foot. Works great, Mid motion the player changes to his right foot, How do I ensure I get the same effect with the right foot? I tried adding another child constraint to the relative bone but couldn't work it out


texts: How can I keep my objects or groups as particles level on the field

texts: I'm making a forest along hills. I managed to setup my particles to follow the topology, but when I add more objects into the group, the new objects float above the topology randomly. Of course I have it set to random, but the altitude should be along the topology. How can I fix that? The objects that are duplicated are slightly below 0 on the z axis and then they are selected as the group to set for the particle.


texts: How could I have the properties of each bone of the selected_pose_bones without be a context.active_bone?

texts:
I would like to do something like this:

import bpy

bones = bpy.context.selected_pose_bones
obj = bpy.data.objects['Cube']

for b in bones:
    if b.use_deform == False:
        b.hide = False

    else:
        bone.custom_shape = obj
        bone.use_custom_shape_bone_size = False
        bone.custom_shape_scale = 30

And this is the error:

in <module>
AttributeError: 'PoseBone' object has no attribute 'use_deform'


texts: Are there hotkeys for changing between the tabs in the 3D view Toolshelf (Tool, Create, Relations, etc), or is it possible to create them?


texts: Split mesh along Bezier curve in Blender 2.75

texts:
Found this topic, but my Bleder seems to lack the Knife Project tool. Is there anything alike that in newer versions?
I tried using the Sculpt Tools, but all the Grease Cut does for me is duplicate the part of mesh the curve should split without any cut. I'm splitting multi-part mesh and sometimes need several parts to be split with one curve. Like making jigsaw puzzle.


texts: Is it possible to put an image on a liquid body?

texts: I'm trying to get a melting effect of an image by making a viscous liquid cube but I can't find any way to arrange a UV to the liquid. Is there a way around it?


texts:
In blender render I'm playing around with textures on materials and I notice there is always this "Mapping" section. There is one important feature of this which is being able to change between global and UV and local and etc. So, with my mesh UV-unwrapped, everything else UV-related works perfectly fine, but I want to modify or offset the display of the texture with the UV map using those alleged settings.

However, after hundreds of projects, literally, I find that changing the size and offset of the UV map in that section literally never, ever, has any microscopic effect in any capacity. What!????? What's the point of even having it then? It literally does nothing, I'm not joking, absolutely nothing.


texts: How can I align faces that share an edge in Python? (without moving the common edge)

texts:
I need to set a face's direction from a Python script using bpy modules.
I tried the below code, but it does not work correctly.

obj = bpy.context.active_object
bm = bmesh.from_edit_mesh(obj.data)
faces = []
for f in bm.faces:
    if f.select:
        faces.append(f)
    if len(faces) >= 2:
        break
c = faces[0].normal.dot(faces[1].normal) / (faces[0].normal.magnitude * faces[1].normal.magnitude)
c = min(1, max(-1, c))
angle = acos(c)

cv = []
for l0 in faces[0].loops:
    for l1 in faces[1].loops:
        if l0.vert.index == l1.vert.index:
            cv.append(l0.vert)

ov = []
for l1 in faces[1].loops:
    for c in cv:
        if c.index == l1.vert.index:
            break
    else:
        ov.append(l1.vert)

axis = cv[1].co - cv[0].co
axis.normalize()

mat = Matrix.Rotation(-angle, 4, axis)

for o in ov:
    o.co = mat * o.co

I don't get it why this code doesn't correctly.
Is there any method to arrange face's direction from python scripts?
Here, I show what I want to do.

Before:

After:

Any idea?


texts: Why changing camera's far clip does not seem to clip the distance for depth map rendings?

texts:
I am rendering depth maps and store the results in OpenEXR format. To make sure things work as expected I loaded one of the renderings into Python using the OpenEXR Python bindings as follow:

import OpenEXR, Imath, array

exrFile = OpenEXR.InputFile('depth.exr')
FLOAT = Imath.PixelType(Imath.PixelType.FLOAT)
(R,G,B) = [array.array('f', exrFile.channel(Chan, FLOAT)).tolist() for Chan in ("R", "G", "B") ] # R, G and B hold the same values
print (max(R), min(R)) # will print something like (10000000000.0, 0.9885767698287964)

Before rendering, I set the camera's clip end value to 2. What I noticed is that the clipping the camera distance does not change the large value in the rendering results. In other words, I will always have 10000000000.0 as the biggest number in the rendering result. I wonder, why doesn't the camera clipping seem to work here? Is there a way that I can clip the maximum depth distance?

I need this because when I need to be able to visualize the result. However, when I divide the numbers by the maximum distance everything is almost close to 0 and I cannot see anything on the screen. One solution that might work is to set the largest number to a much smaller value but this does not solve the problem fundamentally. So any solution would be appreciated.


texts:
If you throw a stone into a pond, one circle starts expanding around the centre of impact. If you pad with you hand onto the water surface continuously all 3 seconds you get many expanding circles whom all are the same distance away from the next circle and its center a new circle starts expanding each time you touch the water.
I would like to know how to realize the second kind of wave expansion.


texts: How can edge loops move independently and stay connected?

texts:
I have two edge loops that are moving in an animation. The edge loops are different in shape and number of vertices. The animation below shows an example of the edge loop shapes and their movement.

Using 'bridge edge loop', I can generate a geometry that blends between the two shapes, but it is not obvious how to animate it so the edge loops can be animated.

How can this geometry be animated so the edge loops can move independently and stay connected?


texts: Blender 2.8 - How do you copy things like rigidbody constraints to other objects?

texts:
I found an answer 4 years ago, which is no longer valid for blender 2.8, can anyone help me?

update: all suggested solutions are used to copy RigidBody or Constrain, but not "Rigid Body Constraint". I need to apply rigid body constraints, after the generation of fragments with CellFracture

Unfortunately I don't find or exist "copy rigidbody contraint"

UPDATE:
I found a temporary solution, after applying the cell fracture, I create a single object, with (Ctrl+J) and I assign the rigidbody constraint, and then I separate with (P) -> by lose part.


texts: Hi how would i  go by rotate an angle Torus at 45* to revolve around the origin like in gif 1 and not like gif2 ? I would like to do something simulator to this video  thank for your help


texts: I am new to Blender and I am rendering a title animation. I see that the angle of the render is different to the viewport angle. The angle of the render is 45 degrees, just like the camera angle and I want it to be like my front view, just flat.  Can you advise how to change settings to get a render with the same angle as the viewport please? Thanks a lot for your answer. Best regards, Maarten Fenenga.


texts: Freestyle outline similar to viewport outline?

texts:
I'm trying to make a title sequence where the text 'inflates' to wipe transition into the first scene. I'm using a curve object with an emission shader to do this and increasing bevel depth to inflate the text. Trouble is, I want the text to have an outline that follows the silhouette of the object but alas, freestyle is giving me a lot of grief.

Coincidentally, the way that blender outlines objects in the viewport editor is EXACTLY what I want, but no combination of freestyle's edge type detection is working. Any way to get around this or is it just a lost cause?


texts: I am trying to create a simulation of planetshine in Blender. Basically, can we create a simulation of a planet that's reflecting sunlight onto its moon? I am doing this with the Earth and the moon. I have simplified the moon to a simple sphere, and simplified the Earth to be a plane with a texture containing the Earth's image. I have also created the Sun using the "Add light" interface, with an intensity of 10. I now want to set properties onto the moon and the Earth's surface that capture aspects of reflectance like albedo. I am not sure of the kind of reflection texture I should use or how to set these values. I want to create as accurate a simulation of Earthshine as possible. Any help would be awesome!


texts: How to create a property, in owner, from python level

texts:
Hello there.

I am creating a game in UpBGE, and I am often use python to it.

A moment ago I encountered a problem:

I do not really know, how to create a property, in owner, from python level.

Thank you for any helpful comments.


texts: How do I change the size of the bounding box without it effecting the object selected?

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I want to make the bounding box to have a nice fit around the object e.g the cube when you first open Blender.

anytime I import objects into blender, the bounding box seems to always be bigger the object I imported. I tried resizing the bounding box by pressing "N" and then the XYZ Euler and the dimensions the subcategory below it, but it always affects the object within the bounding box also.


texts: How to wiggle multiple keyframed objects with Animation Nodes

texts: I have a keyframed animation of many moving objects and I want to add a little bit of random wiggle to the rotation and position of them. Is this possible? If so, how can I do it?


texts: How to get random edge seams to maximise texture space from a flat surface with lots of holes in it?

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I'd like to be able to automatically break an object UV randomly (following a noise pattern would be the best way to do it I guess). Smart UV project does that, but only based on angle. Therefore if an object is completely (or mostly) flat you'll get giant UV islands, which are bad if there is a lot of holes in your mesh.

Let me illustrate, this is the result of a Smart UV project on a place with holes in it:

And this is the result when I manually select seams:

As you can see the second result is much better regarding texture space usage. Note that I really don't care which edge is a seam and which is not, as long as the UV is broken into multiple parts since I'll be manually painting it in Texture paint mode. Therefore I have no need to do my seams intelligently.

I've had OK results using random selection in edge mode followed by edge loop selection, but it's really not that great, this is the result:

Now for the question. Is there an addon or a way to have some kind of voronoi noise do the seams for me?

For example by projecting this texture from view onto my mesh, and somehow have some continuity in the edge seams by selecting the one adjacent to the black lines:

I'd just need to be able to control the scale of the noise, so I don't end up with too big or too small islands.


texts: Extrude leads to intersections (prevent or clean up)

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I'm currently trying to create a model for 3D-printing.
The model itself is nonconvex and built from a curve I traced from a picture.
I converted the curve into a mesh, cleaned it up (using limited dissolve) and extruded it to the desired height and added a loopcut in the middle of the height. Then I used the solidify modifier to give everything a thickness of 1mm. Now I want to extrude the lower part of my mesh, to have a surrounding border.
What you can see in the picture is the result when using the "extrude along normals" tool with an offset of 3.5mm.

The problem is that there are many intersections, e.g. at the door/gate, which I zoomed into.
What is the easiest way to remove those intersections and just keep the outer, surrounding border?
Or do you have any recommendation how to gerenate such a model without having to clean up those intersections?
Thank you very much
Karl


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So i want to apply displacement map but then this happene. Any ideas?
https://imgur.com/a/eq7asoB


texts: How do I make an object begin following a path, but only after a certain point?

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I need to animate a ball moving up and through the inside of a robot. I have a path that is a child of the robot object, so it moves with the robot. The idea is that the robot will move up to where a ball is, then once it gets there, the ball can move on the path, and stop a certain point, then the robot will go back away and the ball will maintain it's new global position.

The ball needs to start on the ground, the robot (which has the path as a child) moves to the ball, the ball then follows the path for a little ways, then stops. The robot then backs away, but the ball needs to maintain the position it had before the robot backed away.

I need to be able to turn off the influence the path has on the ball object at certain times, and turn it on at others. How do I do this?


texts: So I have a mesh I downloaded, but it intersects itself. I would like it to be one large single shell instead of having various intersection areas. Like the edges would go through faces. The model isn't multiple objects but one large intersecting shape. Is there a way to make it so it becomes one large shell? 3D Builder, a program which comes with windows, has an option called Merge, but it does a really messy job with it and so I would like something like that in blender.


texts: how do i change the color to individual body parts?

texts: i am following the complete beginners guide 2.8 on youtube but when he changes the color of the guys legs and hands, on mine it is all linked to the same color and i dont know how to fix it. top picture is the video and bottom is what i did. first time ever on blender


texts: What's the purpose of these red lines in edit mode?

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What for are these red lines in that model?
They don't seem selectable


texts: Does installing/running Blender tamper in any way with my system/settings or install additional software/required components?

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My question is, does using Blender (since it doesn't require an installation as far as I understand) tamper in any way with my system, install additional/required/third party software or make any long lasting changes to my registry?

I'm using Windows 8.1 64bit with all the current updates at the moment.


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Is it possible to make operations like "Select All" or "Invert Selection" with collections?
i tried with bpy.data, and bpy.context, but i could not find anything, than i thought this would work:
bpy.context.area.ui_type ='OUTLINER'

bpy.ops.outliner.select_all(action='TOGGLE')

bpy.context.area.ui_type = 'TEXT_EDITOR'

But didn't, nothing happened


texts: Attached is an image of something I'm working on. I am not sure why the background of the rendered (left image) does not show up which in the preview render (right image), the background appears.