texts: How do I avoid my video input being distorted?

texts:
I'm trying to edit some video from a fairly old camera. The video is in 1440x1080 resolution, so my file is set up with those dimensions. However, when I import my video with an Image node, it is squished horizontally, until it's nearly a square.

To fix this, I have to import a still frame (or any other image that's 1440x1080) and put it behind using an Alpha Over node, as well as scaling the video input to ~1.33 times its width. Is there a saner way to fix this issue?

Screenshot of my Current Fix:


texts:
so I recently asked a question about tiling a texture so it won't stretch and grow but just repeat.  I got an answer which worked, however it did not take in account the displacement, so while the texture image tiles correctly, the displacement looks all wonky.  If anyone knows the setting to fix this, I'd be very appreciative. Thanks.

Here
 is the link to my original question with some pics.


texts: Importing FBX Displays as a Spike Ball of Armatures

texts:
When I import an FBX, the armatures are extremely large compared to the model. Each armature appears to control the correct part of the mesh, but I'm not sure if the parent/child relationships are working.
How can I get this to import correctly, or how can I go about repairing the rigging of this character?


texts: Render Border's related check boxes - How do they work?

texts:
Render Border,

is a great little function for reducing render time while experimenting, but what does the 'Render Border' check box in the Properties >View panel do - apart from turning off the red border when un-checked? (there is no Manual reference to this)

Also, after setting a Render Border, in the Tool Shelf >Set Render Border panel, there is a 'Camera Only' check box:

I have tried many different combinations of these with renders, and the result is… confusion! Can someone please clarify this for me?


texts: blender is not using 1050ti GPU for cycles render

texts:
I have updated blender to 9.20 but after updating blender is not using 1050ti for cycles render. I have
configured it in preference and using experimental feature but still my GPU usage is 0% and CPU usage is 100%, however it was working well before updating.


texts: Cuda 8.0, Fedora 25, gcc stddef.h nullptr, GTX1060

texts:
I have a MSI GTX 1060, running Fedora 25, Blender 2.78a, Nvidia drivers 375.26, and Cuda 8.0.44.

I got the Cuda toolkit from Nvidia's website, installed the repo, and installed the cuda packages but it insists that I need to install xorg-x11-drv-nvidia from RPMFusion*. Which I have done and it all seems to work fine. Once those drivers are installed, if I run glxspheres it indicates I'm using the nvidia kernel module.

When I first try to render something using Cycles Render, I get an error about an unsupported version of GCC. After looking up the fix, I edit the appropriate .h file to remove the offending line. After that, the next time I try to render, I get a long output starting with undefined "nullptr" then multiple lines about expecting semi-colons.

The full error can be found here: http://pastebin.com/zpw6xFYU

Any ideas on what I'm doing wrong? I've tried to search for an answer for nothing comes up.

*I recognize this is not the preferred method to install proprietary drivers, but I was unable to get around this dependency. If the solution involves removing these drivers and cuda, installing the binary manually from Nvidia (which I can do), then installing Cuda in another manner, I'm open to that.


texts: Texture not visible behind glass in Eevee?

texts:
Textures don't show up behind glass in Eevee, I can see the object but it's missing the textures. I guess it should work so I must do something wrong...
An example:


texts: Speed control on video strip adds black frames at the end of sequence

texts:
I'm using Blender to edit and put together short timelapse style video with voiceover. I've put the voice strips first and now I'm adding pre-rendered timelapse clips, which I need to stretch or shorten a bit to match the voiceover.

I chose the method, where I put in pre-rendered clip, apply speed control effect strip with Stretch to input lenght checked, which manages auto-adjust its speed after resizing the strip. But every time I do this, on the end of the strip, the few last frames are black.

Any ideas are welcome.


texts: I am working on a spiderman fan film and noticed that my model had weirdly shaped arms, what tools can I use to fix this?


texts: Multiple stacked planes image distortion (Noisey Images effect)

texts:
The youtuber Noisey Images does this really cool effect where tiles that slightly distort still images as they and the camera moves through space.

Here's his newest video, he uses the effect with two photos at 1:03-1:10.

This is a still of the effect

Now i've got a couple of ideas of how to do the effect but not sure how to go about doing them:

One being applying a texture that produce large squares and apply it to the image. Then using a displace node to shift the large squares (multiple stacked planes) around. This is going off a tutorial I followed by PartnersInCrime youtuber: https://www.youtube.com/watch?v=F7rHopldBPI

However this was done in Cycles and since I'm more comfortable with the Blender Render layout i'd preferably want to do it in that.

If that doesn't work then I was thinking of adding lots of planes in the 3D view with the image behind in the background. Then add a texture that magnifies the image behind it sort of like a magnifying glass.

Again, I don't if any of this is at all possible as i'm still pretty new to everything blender but I'm sure that with the help of you guys and gals out there i'll make something half decent!

Cheers for any help.

So far I've tried UV mapping the desired part of the image using a plane but it just highlights the whole of the image in the UV/Image editor:

I've yet to try the UV project modifier to see if it works but i'll append images if that doesn't work as well.


texts: Lighting seems not to work in Eevee or cycles in 2.9

texts:
I'm a new user to blender only have bout 40 hours using the program and I'm having trouble with the render window where Cycle's lighting works but is somewhat unstable but seems to work while Eevee's lighting doesn't work at all I'll try to get back if you all need more information.
my specs are Radeon RX 590
an AMD ryzen 7 2700
and a Gigabyte B450M DS3H


texts: How to build a website to upload and download file from blender by python?

texts:
I tried to ask this question in the most correct way for my knowledge on stackoverflow, but unfortunately as I believe I don't know an adequate language to ask a question like that I was canceled the question from the administrators (This is not a criticism, but it is only to introduce to the fact that I do not currently have the capacity to ask a question in technical language). So I try here, hoping the administrators understand and even suggest me how to correct my question.

I would like to build a script that will export / import certain files, directly from blender on a web platform that allows you to share files (.txt at this time), the files must have the possibility of being downloaded by other users, so I speak of a kind online library accessible by those who use my script.
Now my question is divided into 2 parts:

What kind of web service can I use?
What kind of python script/module can I use?

Basically I will accept answers that show me the way and to do a correct research.

If someone wants to correct the question to make it more technical, I think it's a good thing.


texts: Visibility issue when instancing another collection instance

texts:
I'm not sure how to explain this properly but basically my problem is collection "clones" appear in collection C while I can hide it from render in collection B.
My ultimate goal is to flip this big chunk of collection and re-position it.


texts: BGE : Stop Animation at an arbitrary point and return to frame 1

texts:
I am working on my Boss character for a project in the Blender Game Engine. He has an attack animation that plays when he gets within range of the player (detected via a near sensor.) However, I would like the attack animation on the boss to stop playing and return to the first frame if the player exits the near sensor's range. Is this possible to do with logic bricks, and if so, how?

(Sorry if I´m doing this wrong)

 I did this because I could not get the Near Sensor to work. (I replaced it with a Message, (called the "stop" where "Not Near" was and "Start" where the "Near" was)
And so I add  2 new Property one with -1 frame if Start was False. and one with if frame# was less 0 then Assing 1. so it was always 1 if it gos back to zero.
and added to a sensor where the boss is. So if I leave the area then it send the stop message and then Boss goes back to the starting position.

The only problem now is that if I leave the area and if the Boss is on Frame 30
And I go back then he starts on frame 1. But I will solve it.


texts: How to stop mesh parented to bone from going through other objects

texts: I am a beginner, Whenever I move a leg of the robot, the object the bone is parented to goes through the mesh, is there any way to stop this?


texts:
With the reference link with the Top Addon. I have exported a simple cube with green color. I did not get the same result with the material and the shape (view) in Blender i have set. But the output is totally different in Illustrator.

Blender Material

Illustrator Colors when imported

Why there is difference in colors. How to get the similar color. Any suggestion or help. Thanks


texts:
I recently added a plug-in for Blender which is the Cats Blender Tab.

However, once I enabled the plugin, it isn't showing on the left tab.

I did check to make sure it was enabled and it was, however it isn't displaying the tab.

Please help.


texts:
Seems like something went wrong here.
Already tried to re-unwrap the wrong displayed parts of the mesh, also changing shading mode from smooth to flat and back to smooth. It still looks like this:

However, it seems like it actually doesn't have to do with the material shading. What else can I do to let it being displayed correctly?

Recalculating the normals did NOT work. It still only appears in "textured solid", pure solid mode shows the model like it should. Else no errors in the texture itself.

 .blend-file:


texts:
There is no X button and i tried to open the "Preferences" menu and when I tried to close it I somehow opened 12 of them.
I somehow managed to close 1 of the menus but I did it by accident and I couldn't do it again.


texts:
I've tried to make the edges of these shards burn with lots of different node setups, but I just can't get the gradient to work.  The goal is to get a real time burn effect during a fire simulation, that emulates a surface slowly turning black from the outer edges...as if it were embers in a fire or a lit match that becomes black eventually.  Thanks!

I've attached the .blend


texts: Any good way to fix this particulat tri problem?

texts:
I have a tri problem with my mesh and I wanna find out if it can be fixed in any way

EDIT: file--->


texts: Can the sequencer strip view follow the scrubbing/playback bar?

texts: When viewing a sequencer, and playing back using the timeline, the scrubber bar tracks the playback, but will run off the sequencer view. I can manually scroll to catch-up. Is there any way to set the UI so the scrubber bar is always in the sequence view when playing back?


texts:
I'm using Blender 2.8.

I have a mesh/model with different loose parts (joined models) in it. When I go to texture paint, I can't paint on the loose parts except of one. I can paint fine on the flat image with the unwrapped faces but not on the model. I guess I can union boolean all the parts together but it's not the effects I want when animating.

Any tips? Thanks.


texts: How can I make grease pencil be effected by shadow?

texts: I'm using grease pencil in surface draw mode to make my scene look painted, but I'm not sure how to make grease pencil respond to shadowing. I know grease pencil can't cast shadows, so I set my geometry to shadow catcher and to not render in viewport or render, but my grease pencil is still lit up behind other objects. How can I make my grease pencil respond to shadows? (I tested with both EEVEE and cycles.)


texts:
I've used a free human model to create a T-shirt. I feel great about the shirt, but I'm at the point where I need to put a logo in the center of the chest. I've looked up a few other threads and I'm running into a snag.

My logo is mirroring itself directly in the center of the shirt. At first, I thought it was because I hadn't applied the mirror modifier on my shirt mesh. I tried that and it still continues mirroring. I've tried adjusting the location, rotation and scale in the mapping node with no luck. Below are some screenshots. If If you need something I haven't supplied, let me know and I'll post ASAP. I appreciate your help!


texts: I am trying to create a sonic model and I would like to know if anyone could help me replicate the eye material shown below. So far i’ve Tried using some glass shaders mixed with some diffuse shaders.


texts:
I am trying to make a model of a braided nylon sleve which I want to use for kitbashing.

Here is what im trying to make

I know how to make the tube inside and everything, but I'm struggling with the braided nylon. I want to make the whole muscle straight and in a resting position so I can later deform it as desired.

I know that patterns like this are easy to replicate with normal map patterns in some software, but i am trying to make it as a high poly model I can use while concepting and kitbashing.

The biggest issue I am having is making a single segment that can easily be arrayed and modified so remains similar to it.

So far I have tried using a cylinder, cutting all the faces, modifying it and arraying it and twisting but it only turns out looking like a basic net.

If you could just direct me to what I could do, and you dont need to specifically say the button needed, I  know where everything is located and all the buttons, I  just need to figure out in which order/way should I go to make this.

Thanks in advance for any help.


texts:
Sorry, I really don't know what to call the title! And I just don't know what they are called
But I really need to know how to do this? I need to make those rib looking thingys on the sides and roof of my model I'm working on
I tried everywhere and can't find any information exactly on how to model those thingys on the side and roof! See attached photo "Sorry, it's poor quality I downloaded the photo off Google for my reference for my project but I've cropped the original image too"
If someone could tell me how exactly to do this in Blender 2.79 as well as making it flow from the roof to the sides as I array it would be great
Thanks in advance


texts: Proxy is built for deleted strip instead of short segment

texts:
Using hard-cuts I selected a small segment of a longer strip.  (The longer strip is no longer in my sequencer; I deleted it.)  Then I chose a 50% proxy and did a "rebuild proxy".  All is fine.  But when I look at the actual proxy avi file in the proxy folder, I see that it is for the original (i.e. full-length strip) which I had deleted, not just the small segment I have in my sequencer.  Is this normal, or would this be a bug?  (Prior to this, I know I did not have any proxies built, because the proxy folder did not exist.)

Had the proxy been built for the short segment only, it would have taken much shorter to build.


texts:
Plane object selected but not visible:

For some reason, when I try to add a Plane mesh, it doesn't appear in the 3D Viewport no matter how much I scale it. It's as if it's invisible. I even tried changing the dimensions but they reset to 0. What have I done? How do I fix this? Note that it's only the plane mesh that's acting up.


texts: Possible to use different shortcut commands for mouse vs drawing tablet?

texts:
Is it possible to map different shortcuts/hotkeys for different "items"? such as mouse & keyboard vs a drawing tablet.
I would like to be able to have completely separate shortcuts, one for my drawing tablet, and one for my mouse, that allows me to pan, rotate, and zoom the camera, without overriding the shortcut for the other item.
I have been able to apply commands for my tablet with ease, and have been able to allow multiple hotkeys for one command in other programs[such as clip studio], so I am unsure if it is an option blender lacks, or if I am just overlooking something in the preference menu.


texts: How can I use for loop (or while loop) in python to move 50 objects with random beginning positions to specific positions

texts:
I am a beginner of Blender. I want to use the blender to show how proteins form a microtubule. My code creates a piece of microtubule and some proteins on random positions. I want to put the random proteins on the microtubule.
My plan was using python to read the positions of my proteins and changing their positions to wherever I want, but the API is kind of confusing for me to read. I don't know how to express the 3D position of a random target in bpy.
Can someone please show me some material or the code to do this? Thank you very much.
import math
import bpy
from math import cos
from math import sin
from math import radians
from random import randint

#create random tubulins#
n=0
while n < 36:
    x = randint(-3, 3)
    y = randint(-3, 3)
    z = randint(-3, 3)
    bpy.ops.mesh.primitive_cylinder_add(radius=0.12, depth=0.176, enter_editmode=False, location=(x,y,z))
    bpy.context.object.rotation_euler[0] = 1.5708
    n = n + 1

#create microtubule#
for j in range(0, 5):
    for i in range(0,12):
        bpy.ops.mesh.primitive_cylinder_add(radius=0.12, depth=0.176, enter_editmode=False, location=( 0.5*math.cos(math.radians(i*30)), 0.2*2*j, 0.5*math.sin(math.radians(i*30))))
        bpy.context.object.rotation_euler[0] = 1.5708

for l in range(0,12):
    for k in range(0,4):
        bpy.ops.mesh.primitive_cylinder_add(radius=0.12, depth=0.176, enter_editmode=False, location=( 0.5*math.cos(math.radians(l*30)), 0.2*(2*k+1), 0.5*math.sin(math.radians(l*30))))
        bpy.context.object.rotation_euler[0] = 1.5708

##add tubulins onto the microtubule, aka: adding key frames ##

for k in range(15):
    bpy.data.objects[k].select_set(True)
```


texts: Color used for group is not transferred to particles

texts:
I am doing my first steps with Blender and ran into a problem I couldn't solve so far. I have a group consisting of 6 objects and I assigned the same material to all of the group members. Now I used this group as particle in a plane and I would love them to have the same color as the original objects. On the left in the picture are my objects and on the right they are as particles in the plane.
I am using the cycles render if this makes a difference. This is how I made the color for the material:

Thanks in advance for the help!


texts: I recently found out about the particles systems in blender and I was wondering if I could receive the particles' locations or script its path. Is there a way to do that?


texts:
I have a portion of a map, with its coordinates, and I want to project it in its correct position on a sphere, like on a planet. This map is a geotiff image with its geographic coordinates.
I traid to insert it as an image texture into the sphere, and then adjust the map position on the sphere manually, but that solution is imprecise. Plus, I would like to add several maps on the same sphere, and I need to manteind the correct position of them.
Is there any way to put the map in its correct coordinates with blender?
This is one of the images (from Mars), as an example:

And this is what I need:


texts:
I have an armature set up, but the bones aren't moving the mesh properly

The mesh and armature:

The vertex group of the bone I am going to move:

As you can see, the circled region doesn't belong to the vertex group.
But, when I move the bone look what happens:

That part of the mesh has moved with the bone.. Why?


texts:
Is it possible to edit in Blender with proxies (reduced low res files) and then ask Blender to replace those for the final editing with 4k high res files? Low and high res files would be numbered identically but would be located in different folders.

Thanks


texts: How should I go about recreating the water from this picture?

texts:
I can't figure out the best way to recreate the water here. I wasn't sure if I should maybe simulate some fluid and instead of having a glossy material just usea diffuse or mix shader maybe? I know I could just color a plane instead of making actual waves.... but I just don't know the best way to approach this, help me out please :[]

Also, I would appreciate any feedback or pointers!

Thanks!

(Here is the reference)


texts: Extruding outward from center point to create the Bottle Cap Grip

texts: I have a bottle cap that I wanted to create the look of a grip by selecting every few other faces (having used the Select/Checker Deselect option to do that) as seen in the pic below. Now I'm stumped on how to extrude those faces outward from the center. Even better would be a way to round the edges slightly at the same time.


texts:
I've modeled a basic tunnel and I can get this fitting to a curve using the array and curve modifiers. However I'd like objects seperate to the tunnel to also follow the same.  For instances lights which really should be a seperate mesh.  Is there any way that I can use the array or similar fitting to a curve with a collection of objects?

Another minor issue I had is I had to rotate my original object around the y axis 90 degrees.


texts: Are OBJ files exported from Blender different?

texts: I'm having some issues importing OBJ files from Blender into After Effects (for Trapcode). Is there any difference between the way that Blender and similar software generates OBJ files?


texts:
i have this blender file and i am trying to make a chain with is stucked in the ceiling so the first chain link is passive, all others are active.
Unfortunately the second chain is "breaking" out the passive one and i have no idea why it happens and how to fix it.
Can anybody give me an advise?
Before:

After:


texts:
wise Blender-World folks,

I'd like to do a proper simulation of gold foil stickers on glasses (like a decorated long-drink glass).

I am pretty sure about pictures with transparency and stuff that works well on other materials, but blender's glass-material seems to have a mind of its own...

Anyone around who has some hints?
That would be awfully nice, thank you so much in advance!

Pls have a nice day.


texts:
I have a texture that I want to give an actual depth. However, I dont want to use Displacement because it requires very high polygon count to work properly and it slows down render times which is quite annoying.

I know there is a method of doing this called "Parallax Mapping" and is used in some video games but I cant find a way of doing this in Blender.

I've put an example to show you what I want to achieve:

This is a 2D texture on a 2D plane that has only 4 vertices.

This is the result I want to achieve without increasing the polygon count.

(To demonstrate the second image, I simply used the Array-Modifier and set the offset to 1 mm and the count to 1000! Obviously, this wont work on curved meshes, slows down the performance in the viewport and it has some side effects if you look from the side...)

Looks like a hologram with vertical sync issues, lol


texts:
So I just realized some strange stuff is happening when i export my object, and I realized the original object made in blender is not at center,

but the weird part is that its origin is at the center of the grid, the same as its armature but while the armature says its at 0, 0, 0, the objects position is 0, 0 , 2.40731.

if i apply location the origin of the object will go 2.4 units below

Im using Blender 2.71
Can anyone help?

Blend file


texts: How can I use a downloaded style module for Freestyle?

texts:
Here's the Freestyle style module I'm wanting to use:
http://freestyle.sourceforge.net/GALLERY/CARTOON/dirindex.php
I want to convert a photo to using the girl-color-and-lines-crop style, but don't understand how to do it via command line.
I downloaded the Python script from here:
http://freestyle.sourceforge.net/GALLERY/python.php?filename=CARTOON/disney.py&headerfilename=pythonheader.txt
Here's how I'm trying to run it:
blender -P disney.py image.jpg

Here's the error I'm getting:
Unable to open a display
Aborted (core dumped)

I'm running Blender 2.76 it on an Ubuntu 16.04.6 LTS server.  What am I doing wrong?


texts:
I´m coming from 3ds max and I would like to rebuild a scene in blender.
It has a controller that outputs the angle between a bone and
the world z-axis via the dot product function. That´s pretty simple in 3ds Max with e.g

> myvec=$.transform.row1 globalz=[0,0,1] theAngle = acos(dot (normalize
> myvec) (normalize globalz))

The script controller calculates the angle between the bones X-axis(roll axis) and the world z-axis. This works for realtime tranformations and animations as well.

How could I make this with a blender driver?

So far I have written a script which is running in the console line by line(sorry for the noobish syntax)

import bpy
import mathutils
import math

from mathutils import Matrix, Vector

myvec=bpy.data.objects['Armature'].pose.bones['Bone'].matrix.col[1]
gloma= Matrix()
ori=gloma.col[2]
ori=ori.dot(myvec)
ori=math.acos(ori)
ori=math.degrees(ori)
print (ori)

After I had created a driver function with bpy.app.driver_namespace that driver didn´t got evaluated. Any help would be very appreciated.


texts: How can I tie the Display Face Orientation to a Toggleable hotkey?

texts:
I already have the... thing:

  bpy.context.space_data.overlay.show_face_orientation

This accepts a boolean value. I found this out by looking at the Info menu.

I think it's called a context attribute?

I just don't know how to set its value to True or False with a toggleable hotkey.


texts: Scale vertices by precise percentage in Edit Mode?

texts: When I'm in Edit Mode and have some vertices selected in my mesh, I can hit s and move the mouse to scale the selected vertices, and I can see the amount I'm scaling in the info bar. But how do numerically enter a precise amount to scale? For example, 92%?


texts: Blender built as a Python module, now how do I install and use it?

texts:
I built Blender as a Python module on Ubuntu 20.04.
The installation instructions are not very clear.

I don't have a /usr/lib/python3.7/site-packages folder.
When I run make install it says: No rule to make target 'install'


texts:
I have two armatures with the same exact bone names and one of them is animated and the other is not, I wonder how I can copy the animation from one to the other?
I've tried answers here and here
but once I assign the original action to the target armature the armature moves as one piece and in different location.

I wonder how I can copy the animation from the Source armature to the Target armature and also where the target armature will be on top of the source armature (same location).


texts: Rigify issue - poorly distributed weights

texts:
Ive used rigify once before, to rig a bird. I had some issues which were fixed by scaling the mesh up by a factor of 10. Now I'm rigging a human. I've tried scaling up the mesh, to get a good weight map and solve general rigify issues, but it's not working this time.
Once I bind the mesh, it's very poorly done - raising the arm affects polygons in the legs. Left leg polys also affect the right leg etc.
Can anyone help me get a good weight map without having to do manual weight painting /envelopes?
EDIT UPDATED file here:

Thanks


texts: Crack animation on shadow catcher (2.80)?

texts:
I have an motion-tracked animation of a dart hitting the ground and sticking. It has shadow, materials, everything. But I want the effect of cracks forming when the dart hits the ground, but I can't do that with the shadow catcher (because it is invisible.) What is the best way to do this?

BTW, I have been researching and trying many things, so I am not expecting any responses for a while. :)


texts:
Hey guys I'm trying to rig some robotic hoses that need the ability to extend to pretty much any length. Imagine something like Doc Ock's tentacles but with the ability to extend themselves. Just to clarify I don't mean they need stretch. I mean they need to extend out from their base. I have some pretty decent experience with rigging, but this one is perplexing me.

Does anyone have any ideas as to how I could go about this?


texts: Subdivision/decimation is not working as expected

texts:
I am trying to subdivide the following mesh which is split in 3 objects and each object is structured from quads:

I tried both the following two functions:
def subdivide_objects():
    obs = [o for o in bpy.data.objects
        if o.type == 'MESH' and (o.name == "Wall" or o.name == "Ceiling" or o.name == "Floor")]

    for obj in obs:
        me = obj.data
        # New bmesh
        bm = bmesh.new()
        # load the mesh
        bm.from_mesh(me)

        bmesh.ops.subdivide_edges(bm, edges=bm.edges, cuts=12, use_grid_fill=True)

        # Write back to the mesh
        bm.to_mesh(me)
        me.update()

def post_process_objects():
    bpy.ops.object.select_all(action='DESELECT') # Deselect all objects

    for o in ("Wall", "Ceiling", "Floor"):
       obj = bpy.context.scene.objects.get(o)
       bpy.context.view_layer.objects.active = obj
       if obj:
           obj.select_set(True)

           # Get into edit mode
           bpy.ops.object.mode_set(mode="EDIT")

           # Subdivide faces
           bpy.ops.mesh.subdivide(number_cuts=12)

           # Return back to object mode
           bpy.ops.object.mode_set(mode="OBJECT")

           bpy.ops.object.select_all(action='DESELECT') # Deselect all objects

but for some reason both are not giving the desired result, but as you can see a faulty one:

Any idea what I am missing here (attached the .blend file)?

Update:
After applying @Lucca's solution, for some reason I am still facing the same problem on some specific parts of the plane as you can see in the following images:

It doesn't seem that I have duplicate vertices or something now thus ny idea why still the subdivide operator does not work properly.

Example for @batFINGER 's solution:
Still problematic:


texts: How to set up a realistic dry grass (hay) shader?

texts:
So this is the node setup:

 I have been following the Grass Field tutorial by Gleb Alexandrov, found here:
https://www.youtube.com/watch?v=eshOzshjt90 .

But I cant get the grass to look straw yellow and end up making it look red / redish green (by changing the RGB value).

I need it to look like this:

I am open any other solutions as well, I just need it to look photo-realistic.

PS: I have used a hair-particle system for the grass field.


texts: Subtract the weights of one vertex group from another

texts:
I have an issue with a rig (this is my first time rigging) where it requires the subtraction of the weights of many different Vertex Groups from the head (root) vertex group to make the rig function properly.

Here is an image showing what I wish to accomplish:

The result image is an inversion of the middle image. Do keep in mind that inversion will not cut it, since I have to remove more things from the head (root) vertex group other than just the jaw itself.

Using the remove button in the vertex group tab gives me this result

This is not satisfactory, as it removes the vertices from the vertex group, but does not subtract the weight values from it.

Google has not turned up anything so far.

Normalizing solves nothing as it still causes deformation when moving parts with Children i.e. opening and closing the jaw deforms the lower lip bones.

Removing the influence of the head (root) bone will also cause irregular behavior as well since Blender treats all weights which aren't zero as one regardless of the weight assigned due to the vertices needing a weight of one.


texts: I'd like to have portions of a texture not glossy

texts:
I have a skyscraper building but I only want the glass in the texture to be glossy.  How would I accomplish this?

Ok, I have done a test and here are the results.

Here is the original:

here is an adjusted image


texts: Weird artefacts on tire track in sand? Anyone with an idea on this?

texts:
I have an animation with a VW Phoenix truck driving along a sand beach.

It creates the desired tire tracks as can be seen. The subdivision of the surface is reasonably good, as can be seen on the tracks which are good for large parts of the movement. The beach surface is evenly subdivided all over.
Still I get every couple of meter these huge sand spikes which you can see on the screenshot.

Does anyone have an idea how to fix this?

The computer has 72 GB of RAM and 2 Xeon X5650 processors and I am using blender 2.82.
Graphics card is an Nvidia GTX 1060 with 6GB. I'm using Cycles with GPU to render.

Thanks for any suggestions, Pretty

Actually I thought I found the reason. The spikes seem to occur where the underlying path Nurbs changes direction. Need to smooth out that curve ;-) And, just for reference, one can set a maximum displacement value created on the surface, which should solve this issue too.

UPDATE BOTH DOES NOT SOLVE THE ISSUE ;-(

Meanwhile I tried subdividing the surface even more, still it does not help. The dynamic paint modifier is last in the stack.

Still looking for a solution.


texts: How can I rotate the view while using another tool (like extrude) in 2.8?

texts:
Add any object, select a face and press E to extrude.
Now try to rotate the view while extruding.
Normally middle mouse does this but while extruding middle mouse does not work.
How do I use the mouse to rotate the view WHILE using extrude (or anything else).


texts: Merge vertices from different meshes in one object

texts:
I have imported a tarantula model from the internet.
It´s one single object but when I try to animate the model in pose mode if I rotate the body the legs come apart because they are just separate parts joined together as you do with Ctrl + J.
Is there any easy or dirty way to join these parts without having to merge manually every single vertices from one mesh to another?


texts: How to avoid "Cycle of dependency" when rigging a mechanical model

texts:
I'm trying to rig this clamp to move how it would in real life. However, I can't figure out how to do it without causing a situation where there is a "cycle of dependency". I rigged this clamp and in the viewport it was working beautifully. When I went to render the animation, however, it started to get glitchy. I reported it as a bug and that was when they told me its because I had built a cycle of dependency. I don't know how to rig this to get the same result while avoiding that error I caused.
Basically for constraints I got the long vertical bone the parent of the smaller vertically bone that is in rest orientated in the -z position. That smaller downward facing vertical bone is then tracked to the long horizontal bone that is the clamp arm. That Clamp arm is also tracked to that smaller downward facing vertical bone. I cant figure out how to cause this motion in which the movement one causes everything to be pulled along with it, without having this cycle of dependency.


texts:
In the documentation there is a section Cloth Simulations --> Settings --> Cache --> Editing the Cached Simulation.

I'm trying to edit the cached simulation but not finding the "Bake Editing" button or the "Rebake from next Frame" button.

Do these functions still exists?


texts:
I'm trying to model a laser, and I'm using moving particles that are emitters. Using some motion blur, I get something that looks like particles going very quickly. However, I would like to give the impression that this is a laser, so I was thinking about making the particles move in a sinusoidal motion to make them look like little sine waves (a crude rendition of the particle/wave duality of light, I admit.)

I think that this effect should be achievable if I could make a texture field that would apply an up/down force on the particles. But, I cannot figure out how to define the texture used by the texture field.

here is what I have so far, showing the laser in red hitting a nanoparticle and ejecting ions (yellow/white). I am using the Cycles renderer.


texts: addon is not installed pro lighting studio

texts: I have version 2.80 Blender. addon comes from version 2.80 and higher. the system says that the addon is installed but it does not appear in the list


texts:
Sometimes the "center point" of a sphere, cube, etc. is off center from its object, even sometimes outside the object.  The manipulator stays with the center point.
Is there a way to keep this from happening?
I've seen how to cure it, but I'd like to know how/why it happens.
It's very offputting (if you'll pardon the pun).

Is there a way to cause it in a controlled manner?


texts:
I am making an animation of atoms in random motion which decrease in speed along with the decreasing temperature.

I made the atoms using animation nodes. Instanced sphere and added vector wiggle to create random motion. Time info node added to animate the evolution which creates the random motion.

Now, I am animating the 'speed' from higher value to lower.

It moves at the speed of 5 first then I keyframed it from 5 to 1 where it acts abnormal and comes to the speed of 1 instead of smooth transition from 5 to 1. Please note that I added time info node to evolution

enter image description here


texts:
I've been curious as to how recreate the sobel (edge detection) node from the compositor into the shader editor.
It seems the general method consists to create an highpass image and then use a mixmode in overlay as shown in this video>>
The general technical sobel method is described here>>
And from this page it would seem, separate XYZ with an offset would be the way to go.
So far this is how close I've come to creating this at shader level:

Please help as to what could be the correct approach to recreate a sobel filter detection at shader level.
Thanks!


texts: How can I create a single Cycles texture with a different image for each object it's assigned to?

texts:
For a model I've made I'd like to keep the basic properties of the Cycles material (shader type etc) the same for most of the objects that make up the model, but have a different image mapped to for each object. This is so the (for instance) nacelles have a particular image as part of their material, the main fuselage another etc but all are made of the same basic type of "metal". I don't want an entirely separate material for every object though.

The reason for this is that I want to be able to tweak how shiny or whatever the whole model is without having to repeat this for every single object.

Is there a way to do this? Am I missing something obvious? I'm Happy to elaborate with specifics if I haven't made my intention clear.


texts: i am having a trouble bridging the edges, the one i know was to selecting the edge i want to merge and then press W as the hotkeys for "bridge edge loops" but somehow the hotkeys doesn't work on me it changing something else instead. ps: i'm using 2.82a version of blender.


texts:
I want to describe an output file path in the File Output node were Blender will know a last variable in the file path is the name of the main .blend project file. This will save updating the File Output node path manually every time I incrementally save the project. Coming from Maya it was possible to do this and set off batch renders and I presume Blender will do the same if the correct syntax is in place.
Any help appreciated, thanks in advance,


texts: How to print a graphic on a glass window

texts:
I have a glass window (a plane object) on which I want to print a graphic.

However, the glass turns black. below is a screenshot of the shader set-up I used. What did I do wrong?


texts: 2.81 How to re-center a pivot to object center?

texts:
TRANSFORM ORIGIN!Blender Today Live #74 youtube.com/watch?v=fCxnrwbsdlw&feature=youtu.be&t=193

After moving the pivot from the center of object 1, how to recenter the pivot to object 1?
is there a function to do this (like: "object recenter pivot"?)


texts:
I exported a plot of 3d surface from Maple to .x3d file, then used Meshlab to create from it a .stl file. And finally I tried to use "Solidify" tool of Blender to make the surface 0.02 thick. Here's what I got:

Is this normal view? I mean do a lot of small dark areas look normal, provided that the original surface is smooth? If not, then how can I correct it.

It seems, that recalculating normals solved the problem! Here's what it looked like after it.


texts:
I've been having a lot of fun animating armatures, but I've ran into a problem.
I've been using the NLA editor to play around with repeating animations.
Let's say I have an object, that can rotate along the z axis:

My goal would be, to have the arrow slowly rotate to a random direction every time the action gets played by the NLA editor. Is there a way to do this?
Thanks!


texts:
Can Eevee utilise one than one GPU when rendering?

I've got a Mac pro 5.1 (Mojave) & have connected up 3xRX580 8GB GPU. Blender only uses one GPU when rendering, but DaVinci Resolve uses all 3 GPU to 100% (300%!) capacity.

Is there anything I can do to 'make' Blender 2.8 use the available GPUs?


texts: How can I freeze part of object while applying simple deform(twist)?

texts:
As the [Axis, Origin] is set to the Hemi lamp, the whole body twist along the lamp (upper image)

What I really want is to keep the feet freeze while applying the twist.(like lower image)

Is it possible?

thanks.

After using vertex group, the lower body is freeze.
But the weight paint not working well.


texts:
I am trying to make a render of a Japanese cookie box. In order to animate it, the top has to open. I built another object that represents the top, and traced the outline of the image to make the new shape. I am happy with the shape of the actual object. However, when I go to unwrap it the shape seems to change in the UV editor.

Here is an example image:

The box with the added top object hidden:

Anyone know what to do? Thanks for any help or suggestions!

Blender file:


texts: Render certain passes only WITHOUT the combined

texts:
I wish to de-noise my render using the compositor but I found half-way that I have no environment or emission layer selected. As rendering takes time, I wish to render only that two in order to be able to combine the passes again later on after I adjusted the noise of my indirect passes.
Question is, how to render only some given passes without rendering the combined pass?

EDIT

Or does it work if I just remove the tick from the combined option?


texts: Custom pie menu: shift in my hotkeys toggles multiselection mode between vertex edge and faces, how to toggle off previous mode?

texts:
I work as a professional Alias modeler for the automotive industry, i love Blender but after 8 hours using the same program it always take me some time to switch habits and enjoy modeling on blender.

i'm trying to step into Python to address this issue and the first thing i would like to make is a Pie Menu with similar characteristics.

Alias provide 3 pie menu, 1 for each button of the mouse and the hotkey start with SHIFT + CTRL

Anyway, i've started with a basic pie menu for vertex edge face selection that work with SHFT+CTRL+LMB the problem is when switching between selection modes it keeps the previous mode still on.

Example: Pie menu -> vertex = vertex selection active -> Pie menu -> edge = edge selection active and previous vertex selection still active.

i need a code that toggles the selection mode everytime i choose and keep a single selection mode, any help please?

import bpy
from bpy.types import Menu

# spawn an edit mode selection pie (run while object is in edit mode to get a valid output)

class VIEW3D_MT_PIE_template(Menu):
    # label is displayed at the center of the pie menu.
    bl_label = "Select Mode"

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

        pie = layout.menu_pie()
        # operator_enum will just spread all available options
        # for the type enum of the operator on the pie
        pie.operator_enum("mesh.select_mode", "type")

def register():
    bpy.utils.register_class(VIEW3D_MT_PIE_template)

    wm = bpy.context.window_manager
    km = wm.keyconfigs.addon.keymaps.new(name="Mesh")
    kmi= km.keymap_items.new("wm.call_menu_pie", "LEFTMOUSE", "PRESS", shift=True, ctrl=True).properties.name="mesh.mypie"

def unregister():
    bpy.utils.unregister_class(VIEW3D_MT_PIE_template)

if __name__ == "__main__":
    register()

    bpy.ops.wm.call_menu_pie(name="VIEW3D_MT_PIE_template")


texts:
I made a tooth in edit mode. When I tried to duplicate it and modify for the other teeth, they look right in edit mode, but when I display the rendered preview, they are out of place and enlarged. How can I fix this?

Edit: It isn't the render that is causing the problem. The same thing appears in object mode in the other views also.
Additional edit: After I turned Blender off and back on, I saw a whole rainbow of teeth. Some kind of cyclic dependency or something?


texts: How to mask an image with another? OR How to feather box mask? (Compositing)

texts:
I want to fade-out the edges of a rendered image sequence, whilst keeping the alpha from the original.
I drew a mask, a blurry box, (and the inverse, just the edges coloured black and the middle transparent) but can't find a way to apply it. So I tried to recreate it with a square mask, but I can't see how to feather that without blurring the whole thing.
(I realise I could do this type of edit more easily with Final Cut or something, but I don't have it at work and have to find a way to do everything in Blender.)


texts: I am really struggling to figure out how to make a caramelized popcorn material. I tried using a noise texture and a mix of glossy shader and diffuse, also i played around with the principled shader, but it looks horrible. it looks nothing like caramelized popcorn. I feel that it should be straight forward and easy, but I clearly can't see the solution here. i would like it to be procedural, so that I can quickly have 3 or 4 different kernels that I can then make a lot more of.


texts: I have this weird effect after I apply shade smooth

texts:
I am creating a glasses by following this tutorial
https://www.youtube.com/watch?v=9rGp_-zgjxQ
At 12:09, after I apply shade smooth on the frame and the lens. It has this weird effect.

I've been following closely to the tutorial. Is there any other way to solve the problem or I should just accept the flaw?


texts: Viewport is showing faces that should be hidden behind other faces

texts:
I'm very new to blender, I'm following a tutorial to create a building. The viewport is set to shading, however it's showing the faces that should be out of view. I couldn't find a setting for this, mainly because I don't know what it is called. I tried Googling but I didn't know how to explain it.

How can I hide the faces that shouldn't be visible?
See below:

My viewport:

The viewport in the tutorial:

Version 2.82.7


texts: I want to put text inside of rock and have an object drop on it and make the rock crumble leaving only the text

texts: I'm using Blender 2.76 and I have the text inside of a rock textured cube but I want to make a bottle come down crash on it to crumble the rock so that the text is now visible. I did the wood chipper text tutorial so I have a basic grasp of how to do the text within a cube and perform the particles and physics just not sure how I could replicate the bottle smashing down and have it break open and crumble down leaving the bottle resting on the text.


texts:
I have set the blend texture for particles so their size changes over time. The animation is baked.

In viewport everything works as it should. However, render shows always vanilla size of the sphere. This happens both in Eevee and Cycles. Am I doing something wrong?


texts: How can I remove darkness from behind objects?

texts:
I am getting problem like below image. First trees row getting darkness of behind second trees row. you can understand clearly using below image.

I am using z-transparency to hide my plan background.

How can remove darkness of behind row from front row trees.? any one can help me.?

** Edited **

This is working for me. It give output like above image.


texts:
I'm trying to figure out how I can keyframe a texture change. With three of my animations, it uses a default texture of the character smiling. For the Attack animation, my texture is the character showing his teeth in an angry way. Older guides I've come across suggest keyframing the textures. This doesn't appear to be an option anymore? Another one showed a Node setup where there was a Mix/Mix Factor, which again, is no longer available. It's just Mix Shader. If I can't keyframe textures changing, what setup could I use with the Nodes? Or is there an even simpler method available?

Thanks


texts: How many bits per channel we have for storing vertex color data?

texts: As in title. I want to know how precise vertex color data is in Blender.


texts: Is it possible to test for a previously created folder on the hard drive

texts:
I'd like to create a folder on the hard-drive for the first time the selected model is exported.

After this, the script will fail, because the folder being created by os.mkdir already exists:

directoryPath = "//_MODEL_FOLDERS_/"
path = bpy.path.abspath(directoryPath)

# fails if dir exists
os.mkdir(path + obj.name)

It should be tested.

So does anyone know of a way to test if a folder already exists before trying to create it?


texts: I want to make a mesh with the shape of the transparency of a PNG image

texts:
I want to create the shape of the png image excluding the alpha as an object.
This means arranging the vertices to follow the outline of the image(like text objects).
Could you teach me if there is a good method or add-on that will process it automatically?


texts: How to mirror a mesh on x-axis on pivot point with python?

texts:
I've an object with pivot point in the centre (0,0,0). I want to mirror it by python on the x-axis and do it for all objects in my current scene.

I tried this, but the second line seems not to be applied:

def mirror_object_along_x(obj):
  bpy.context.scene.objects.active = obj
  bpy.ops.transform.mirror(constraint_axis=(True, False, False), constraint_orientation='GLOBAL', proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)

Or I tried also this but then the indices of the generated triangles are in the wrong order:

def mirror_object_along_x(obj):
  obj.matrix_world[0][0] *= -1

I found this answer here:

How to use a pivot point to mirror mesh with script

But it also doesn't work. I'm using Blender 2.79a.

UPDATE

To be more specific. I want to:

Loop all objects in my current scene and mirror them on the x-axis. The original object shall not be there anymore but only the mirrored one.

I try to use the approach form @batFINGER and it looks like that right now:

import bpy
import bmesh
from mathutils import Matrix

def mirror_object_along_x(obj, axis):
  '''Mirrors the x-coordinates of the object.'''
  '''obj:  the object to be mirrored'''
  '''axis: the axis to mirror the object on => x, y, z = 0, 1, 2'''

  transformationMatrix = Matrix.Scale(-1, 4, Matrix.Identity(3)[axis])
  pivotPointGlocalCoordinates = bpy.context.scene.cursor_location

  objectData = obj.data
  newBmesh = bmesh.new()
  newBmesh.from_mesh(objectData)

  bmesh.ops.transform(newBmesh, matrix=transformationMatrix, space=Matrix.Translation(-pivotPointGlocalCoordinates), verts=newBmesh.verts)

  # recalculate the normals
  bmesh.ops.recalc_face_normals(newBmesh, faces=newBmesh.faces)
  # write to mesh
  newBmesh.to_mesh(objectData)
  objectData.update()
  newBmesh.clear() # clear for the next one
  newBmesh.free() # free the memory used by bmesh

def main():
  for obj in bpy.data.objects:
    if obj.type == 'MESH':
      mirror_object_along_x(obj, 0)

main()


texts: Blender Physics do not work in animation

texts:
I have an issue with Animation rendering.
I have a sphere, which I have animated with Rigid Body. When I render the animation everything works until a frame, let's say the 14th and then all the frames look the same.
Same happened with multiple animation renders, but stopped on different frame.
Any clue why this is happening?


texts:
Does anyone have any guides or tips to fix non-manifold objects? This is my object I need to print for someone but its non manifold, tried using netfabb but it ruins the whole mesh. Is there any way to fix it inside blender in any non-manual way.
.blend file


texts: Blender 2.8 Crashed and cannot reopen the project anymore

texts:
Was simply sculpting, hid the object to start building an eye. Crashed when I showed the object back. When I tried to reopen the files, blender hangs then crashes.
When I try to reopen the file, Blender Hangs then crashed, If I try to append the only object in the mesh sub. I only see a cube.
Still, the file is more than 22 mb so it's a bit on the heavy side for 8 vertices.

Anyone got through this?
Thanks
https://drive.google.com/open?id=1BLcD8bU083yNJcufL7OrRJLIt3ekldKB
UPDATE: Thanks to Brenticus I'm able to continue this little sculpt, here's an update:

Thanks!


texts: How can I add automatic vertex jitter like PS1 to an animation?

texts:
It looks like this: https://gamedevworks.com/wp-content/uploads/2019/01/psx_shaky_vertices_example.gif

search "vertex jitter ps1 gifs" for more examples


texts: What does the Freestyle Diffuse Color Modifier do?

texts: I can't find any info on it. Anyone know what it does? Really curious.


texts: Leaves not appearing when making a particle system of trees

texts:
I'm following the forest tutorial by CG Geek(this one: https://www.youtube.com/watch?v=72LPW4S8bns). i want to put the trees over the landscape, but when i choose the collection to display, the laeves re not coming with the tree(i think because they are also a collection on the tree).
The tree looks like this normaly:

but in the collection instance they look like this:

how do i make the leaves appear?


texts: How to merge all vertices by distance and remove all inner faces?

texts:
I have a bunch of 3D objects adjacent one to another (they all have a coincident face). I want to merge them all without having inner faces. I can achieve this by doing the following:

Object Mode an select all objects, then I join them with Ctrl+J.
Edit Mode -> Select -> All -> Vertex -> Merge Vertices -> By Distance
Select All by Trait -> Interior Faces -> then I delete all of them

That way I end up with a single object with no inner faces.

I would like to do the same exact thing but through a Python Script. I have thought about a couple of options which I do not know how to apply:

Emulate the process mentioned before with python commands
Doing boolean operations over and over (there are more than 100 objects), but for some reason the result is very messy and a bit slower

Any help will be highly appreciated, thank you very much in advance! :)


texts: How to set the origin of sub-meshes without it affecting the armature?

texts:
I have many instances where the concept artist tells me to tweak a few things on the models after I've already rigged them. Oftentimes I have to affect the dimensions (hence location), and then when I export it, the origin is thrown off. I do the Alt + Shift + Ctrl + C to re-set the origin to geometry, but then the armature is affected.

I'd hate to start all over on my armatures just to make a few minor tweaks to vertices and whatnot. Is there any way around this?


texts:
I'm very new to 3d modeling in general. I tried to make a simple 'magical girl' staff to start. When I unwrap it, the uvs are pretty close together and small, so I rearranged them all to my liking. I'm not sure how to like...get the new uv layout to 'stick'. If I deselect everything and then unwrap it again, it just goes back to the old, default, cluttered UV.

I feel like there's something I should be clicking or something so this won't happen! It's probably right in front of me and I don't even see it, haha.

Here is the UV layout I would like (the one I manually arranged):

Here is the default it keeps reverting to:

Any help would be really great! thank you so much, guys. I'm hoping I'll get good at this one day :)


texts: Is it possible to enable real-time denoising on non-RTX card?

texts:
I downloaded blender 2.83 and one of it's new features is realtime Optix viewport denoising. I don't have such option anywhere because I have non-RTX card (GTX 970). Is it possible to edit some lines of codes to get it anyways?

I found this forum where people are editing some .cpp files but I have no clue how do I compile my own version of Blender: https://devtalk.blender.org/t/blender-2-8-cycles-optix-on-non-rtx-card/11224

Thanks for tips.


texts:
Since Blender 2.8 there is the built-in feature to use IES-files for realistic lighting. In 2.80 you could just select a point light source, click on "Use Nodes" and add an IES-texture node in the Shading tab.
In 2.82 I can't find the "Use Nodes" option anymore and when selecting a light source and going in the Shading tab, there are no nodes yet.

Does anyone know where to activate the "Use Nodes" option?


texts: How do you use constraints with Armatures?

texts: I was wondering how to use constraints with an armature, i.e. have an object copy the rotation/location of a bone, or a bone copy the rotation/location of an object. How exactly would I do this?


texts: Can't see beyond a certain point in viewport?

texts: For some reason I can't seem to see things in my viewport beyond a certain point, as if there is an invisible wall. For reference, the photo shows a cube, but I am unable to see the rest of it. If I drag my perspective around, the line at which the objects stop showing remains constant. Please help!


texts: Is it possible to have a preview while scripted rendering?

texts:
Is there a way to have a preview of the rendered image during the render process (like the one you get after you press the render button) if the render process is started from a script with

bpy.ops.render.render()

?


texts:
I want to be able to do is change the size of the big bone a bit so I can actually see what I'm animating.

I want to be able to wireframe the armature so I can see the hands.

So in other words, I want to be able to see the fingers, making the whole armature a lot thinner but not bigger or longer, and the then be able to see through it.


texts: Correct skinning is still not deforming my mesh

texts:
I just skinned a small model and ran into a little problem with that. I skinned with vertex groups, so I applied all vertices that should be deformed by a certain bone to the vertex group "cube_bone". The bone has the same name of course.

When I look in weight paint mode now, everything looks like its supposed to:

When I now want to try a pose, this is what happens:

Actually its correct that the blue spheres are moving, since they are controlled by the childreen of the bone I am trying to skin. But what is wrong with the "cube_bone" ? Or why do the vertices not move at all?

I also found out, at the "Vertex Weight" Toolbar under "deform" there is no bone applied, only under "all".

On the other working bones, the bone is also listed under the "deform" tab


texts: I need to have an alpha channel within my movie clips. The problem is, if I render the video with one of settings which were supporting alpha channels my computer and other programs haven't been able to use my video files.


texts: texel density real life like textools 3ds max

texts:
I'm trying to make unwrap, the density of the texel is like in real life. If the mesh that I am unwrapping is 1x2 meters, I want the density of the texels to meet the meter by 1024x1024. How should I do it?
It is a functionality that has the textools plugin of 3ds max, does that exist in blender?
I do not use the addon uv magic since it only applies the scale of the same object.


texts: How do I add a rigidbody to an object with python?

texts: The only method I could find was to use an operator which seems more like a workaround than a solution.


texts:
I'm having this incredibly frustrating problem. Sometimes when I paint on my texture and press Ctrl+Z for undo, it doesn't undo the paint but rather undo some other action like brush size/properties. And then further undo keeps on undoing every other action but texture paint. It's driving me insane, because I lose my whole texture because being completely unable to undo last action, also it happens very often. I'm not alone in this problem, I saw guys having this issue in discord too. But I haven't found any answer at any place yet. Is this a bug or what?

PS : selecting previous actions from Undo history doesn't work too for some weird reason, you either go way too backwards in painting, or simply don't get to previous state at all.


texts: Is it possible to generate a splatmap out of a hand sculpted terrain?

texts:
I've sculpted a terrain which for artistic reasons has to be hand made.

Now, I'm wondering if maybe there's some type of shader I could do to generate a splatmap from this terrain, so I can use these as a starting point for my texture masks.

Any pointers?


texts:
I'm a newbie in blender and I'm trying to play around with the boolean difference modifier.

I have two concentric disks and I want to perform the boolean differece between them. I'm using the python API.

Here is an example:

import bpy
import bmesh

c1mesh = bpy.data.meshes.new("Disk1")
c1object = bpy.data.objects.new("Disk1", c1mesh)
bpy.context.scene.objects.link(c1object)
bm = bmesh.new()
bm.from_mesh(c1mesh)
bmesh.ops.create_circle(bm, cap_ends=True, diameter=2, segments=128)
bm.to_mesh(c1mesh)
bm.free()

c2mesh = bpy.data.meshes.new("Disk2")
c2object = bpy.data.objects.new("Disk2", c2mesh)
bpy.context.scene.objects.link(c2object)
bm = bmesh.new()
bm.from_mesh(c2mesh)
bmesh.ops.create_circle(bm, cap_ends=True, diameter=1, segments=128)
bm.to_mesh(c2mesh)
bm.free()

bool = c1object.modifiers.new(type='BOOLEAN', name = "diff1")
bool.operation = 'DIFFERENCE'
bool.object = c2object
c2object.hide = True

This has no effect (besides hiding the second disk). When I try to apply the modifier from the gui I get no result (besides some weird lines over the disk 1).

I guess that the problem is just my poor initial knowledge of blender (and general 3D modelling).

Thanks in advance.


texts: How to X-Mirror weight paint of "Weight Gradients" to .R/.L bones in Blender

texts: I'm having trouble X-Mirroring or Topology Mirroring vertex weights of a mesh when I use the Weight Gradient tool (AltR click and drag) in Weight Paint mode. I have symmetrical bones on my character, with mirrored names (Left bones have .L , Right bones have .R). However, the problem persists and I have no idea what is wrong. Could it be a problem of having different "Bone Groups" on each side? or something else?


texts: How to save (persist) bpy.ops.ptcache.bake_all() results?

texts:
How to bake all rigid body dynamics via CLI? There are methods described over internet to bake fluid or soft bodies, but for rigid bodies I didn't find
UPD
I've figured out that this can be done with such simple script:
import bpy
bpy.ops.ptcache.free_bake_all()
bpy.ops.ptcache.bake_all()

then run:
$ blender --background render_scene4.blend --python bake.py

And it seems to work because each frame baking time is similar to simulation time in blender GUI
BUT
After baking is finished (it reports bake: done!) I open the file in Blender.. And no bake data there. How to persist baking results?


texts: How to rig an eyelid for a (perfectly) spherical eye?

texts:
i'm trying to find a way to build a good but simple rig for an eyelid.  It's for a robot, so the eye will be perfectly spherical.
Actually, I just have two demi-sphere rigged on an "up" and "down" bone, so I can open and close the eyelids.
But I want it to be a bit more complex; so I could animate the "open" shape of the eyelid and give him some extra emotions.

How should I handle this ?
I had some tests using a (flat) plane that would be "projected" on the sphere (shrinkwrap or cast modifier), but it's not deforming smoothly.
Or maybe I should use shape keys somehow, like in this example:

But I would have rather loved to be able to control that with bones.
I would be glad to get your advices.
Some tutoriels I've seen :

Rigging and Animating Cartoon Eyes with Shape Keys in Blender 2.9 (nice but no way to act on the "open" shape)

Eye Lid Mask Rig In Grease Pencil almost what I would like in terms of rig, but it's flat - not spherical

Thank you !


texts: How do I scale a point cloud from a custom pivot point in AN?

texts: I have a cloud of points and I want to scale them from a custom pivot point? How can this be done with animation nodes.


texts: Hair dynamics does not affect all grass stands, some are frozen

texts: I'm using hair dynamics to simulate grass blowing in the wind. When hair dynamics is activated, some hairs do not move at all. About 1-2% stand still. I don't understand and cannot find a explanation for this after searching the net. Hope someone here can advise?


texts: Transfer texture from one mesh to another with transparency?

texts:
I learned that in order to transfer a texture from one mesh to another you use Cycles Bake in Emit mode and sending texture image to emission in the shader editor of principled bsdf, selecting one object as the 'from' and the next object as the 'to'. However, it does not preserve given texture transparency. It puts black wherever transparency is found.
I made a visual guide on how to do this, posting so it's clear what I'm trying to do.

Is there a way to bake with transparency?


texts: ray_cast not correctly intersecting with mesh of animated armature

texts:
I have a .fbx file consisting of a skeleton and a rig, which I animate in blender. I want to now cast a ray with ray_cast from the current position of a joint to the camera position and test for intersections on the mesh that wraps the skeleton, to get the face of the mesh it intersects with.

I believe you have to transform the start (joint location) and end (camera position) location into the local space of the mesh being tested of the intersection. The intersections are either totally off or not intersecting at all, which is not plausible, since the joints are all located inside of the mesh. When rendering, the mesh seems to be at the correct spot, corresponding to the joint locations.

Do I need to update or transform the mesh in some kind of way before hand? I would be happy for any kind of idea.

mesh = bpy.data.objects['Armatures Mesh']

bpy.context.scene.objects.active = mesh

mat = c.matrix_world.inverted()
start = mat * bpy.data.objects['Armature'].pose.bones[bone].head
end = mat * bpy.data.objects['Camera'].location

direction = end - start
direction.normalize()

x = mesh.ray_cast(start, direction)


texts:
I need to make a casing for an Arduino device. Since I am new to Blender I am struggling a bit but I successfully managed to make a casing with a lid.

I also did some cleanup to prepare for 3D printing (I followed some Youtube tutorials).

But now when I export my model to .stl and try to slice it with Makerbot, I get an error

  messages.build.error.SliceException

What am I missing? I would be happy for any help

Here are some pictures an here is the file: https://www.dropbox.com/s/pspotopopi91qy5/Casing.blend?dl=0

EDIT:

After supporting all orphaned vertices (thank you bertmoog for your answer) I could successfully slice the model. Now I have a problem, that MakerBot doesn't seem to slice all sides equally, though they are the same thickness.

It looks like this:

Should I thicken this side, or is there any less "hacky" solution?


texts: Possible to keep parts of an object hidden while in edit mode for a different object?

texts:
Blender 2.9. I'm wondering if it's possible to keep part of a character mesh hidden whilst working on it's armature in edit mode. My character is in A-pose and the hands/arms/fingers obstruct the view of the torso bones while in side orthographic. I can work around it, but jumping into side view to work on torso controls would be nice.
Thanks for your time!


texts: How can I edit the rendered image in post-processing?

texts:
I want to draw over the rendered image right after rendering it in Blender 2.80.

I tried creating a new render engine that calls the Cycles renderer and then writes over the rendered image (see the python code below). However, Blender crashes if the render engine calls self.begin_result() after executing the render with Cycles.

Is there a way run a renderer from within another render engine? Or some other way to edit the rendered image after rendering?

Here is my test code:

bl_info = {
    'name': "Test",
    'category': "SVG Render",
    'blender': (2, 80, 0)
}

import bpy

class TestRenderEngine(bpy.types.RenderEngine):
    bl_idname = "test_renderer"
    bl_label = "Test Renderer"
    bl_use_preview = False

    def __init__(self):
        pass

    def __del__(self):
        pass

    def render(self, depsgraph):
        scene = depsgraph.scene
        scale = scene.render.resolution_percentage / 100.0
        self.size_x = int(scene.render.resolution_x * scale)
        self.size_y = int(scene.render.resolution_y * scale)

        bpy.context.scene.render.engine = 'CYCLES'
        bpy.ops.render.render()
        print("Rendered with Cycles")

        color = [0.0 , 0.0, 1.0, 1.0]
        pixel_count = self.size_x * self.size_y
        rect = [color] * pixel_count

        print("About to call self.begin_result")
        result = self.begin_result(0, 0, self.size_x, self.size_y) #Crash here
        print("Called self.begin_result")
        layer = result.layers[0].passes["Combined"]
        layer.rect = rect
        self.end_result(result)

def register():
    # Register the RenderEngine
    bpy.utils.register_class(TestRenderEngine)

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

# This allows you to run the script directly from Blender's Text editor
# to test the add-on without having to install it.
if __name__ == "__main__":
    register()

I stripped out the code where I attempt to read the rendered image to focus only on the part that crashes.

To test the code, run it from the scripting window, then select "Test Renderer" as the render engine and start a render. Launching Blender from a console window will allow you to see the debugging messages and the crash error message from Blender.


texts: Object is skew when exporting from blender 2.91.2

texts:
I'm a new bie and using Blender 2.91.2 and I'm having issue with export to glTF 2.0.
I created a simple car then exported it but it's not correct, some part is skew.

I don't know if this is a bug or perhaps I have some settings wrong. Any help would be appreciated. Thanks.


texts: What does the "Clamp Direct" and Indirect values mean? I may seem silly but i'm really new to blender. Could you please tell me what are they useful for? Thanks!


texts: How to convert a selection of faces in a UV map UV for a texture?

texts:
I'm making a montanouos landscape as a single mesh in v.2.83 and would like to assign different materials (not hand painting).
I used select similar /normals and created  a vertex group. How can I convert that selection to a texture? I'd like the result to have a smooth transition.


texts: Can I Photo montage from a series of other photos?

texts:
I am trying to build a floating collage effect. That is a series of images hanging in space or attached to another surface, that when seen from a distance coalesce into a single image. But when viewed close up reveal each component.

I would need to asses properties of image textures on 'plane' objects and build them into a master image. Could Blender achieve this manipulation of a set? i.e. interrogate images-assign properties, allocate to arrangement

Can I use python to asses average values and hues of a series of images to assign them as substitute pixels of another larger image?

I guess I would have to sample the master image to be reproduced
assigning a grid of values/hues.
Then sample a set of 'pixel' images
for their value/hue.
Then assign them to the grid assuming they fall    within acceptable
boundary per pixel?
Then attach 'pixel' images to hooks at master image grid points.

I could then animate the hooks so that they move away or towards their resting position.


texts: Can I have linked duplicates as parts of a joined object?

texts:
I'm trying to model a wing shape. To achieve that, I can model separate cross sections ("airfoils") of the wing and loft over these with the loop tools. I would like to be able to manipulate the airfoils after the fact, though.
So I would like to achieve the following: keep a bunch of linked duplicates of the airfoils on the side where I can see them and line them up and neatly manipulate them as needed; the linked duplicates in the actual wing and the lofted shape should update accordingly.
The Catch-22 is that for lofting, I need the airfoils to be joined into one object; on the other hand, for the linked duplicate thing to work, I need them to be separate objects.
Another point of view would be: is it possible to linked-duplicate only part of an object? I could then go the other way around, first model the whole wing and then extract linked duplicates of the airfoils for ease of manipulation.
Thanks!


texts: How to enable shape keys only for 1 animation?

texts:
I have 3 objects: human model, pants and 1 armature for both. Before I started work on pants, I made few animations for body (run, idle). Initial problem was that the pants partially fall into the character during the run animation. I decided to fix that with shape keys. So I made 18  shape keys which made the pants looks correctly in run animation. But when I change animation in armature, shape keys still affect and when I try to export (.fbx for Unity), shape keys change output animations.

So, how can I use key shapes only for 1 animation?

P.S. I know about cloth modifier and weight painting. Both approaches don't work well in my case.


texts: I'm having trouble getting my texture paint to show up in render/material preview

texts:
I have this nice grainy white texture I've been using, and I want to draw some rust on it using texture paint. But the rust only shows up in solid mode view, and disappears when I switch to material preview or render view. Any clue on how to solve this issue?

Here's a video of the issue: https://youtu.be/6w2wEEKd0CU

Thanks!


texts: Does blender release the memory when a render is finished?

texts:
I use Blender basically for rendering. and often I need to continue working in Blender (modelling - Graphics, CAD) while Blender is rendering.

My assumption is that after blender renders it does not release the memory used, is this true?

Should I close Blender after every render to release the memory?

Any comment, clue will be great.


texts:
I'm trying to save fig to my desktop using python but showing an error how can I solve this error??
(I'm Using Windows10)

  File "<ipython-input-8-c928d84564a0>", line 1
    savefig("C:\Users\91800\Pictures\PythonPractise\sine.png")
SyntaxError: (unicode error) 'unicodeescape' codec can't decode bytes in position 2-3: truncated \UXXXXXXXX escape```


texts: Boolean modifier doesn't remove all sections

texts:
I am attempting to apply a boolean modifier, but it's not applying to all faces.

Here's the blend file https://drive.google.com/file/d/1hbFKoRjhdnE8zdWpO1TgXkMZN_tHYP05/view?usp=sharing
Why isn't this working for that one hole?


texts:
I'm fairly new to Blender, in fact, I've been '3d modelling' in Blender for no longer than 10 days.
While my 3d modelling skills are slowly getting sharpened I'm completely clueless on how I would unwrap this model I'm currently working on.
This is an asset for a game, by the way is far from be finished, but I wanted to test the components scales, so I though, let me chuck some materials and see how it look in the game with proper lighting and stuff... I couldn't be more disappointed with the results.
Here's my model in Blender:

And here's how it looks when I import it to my game using smart UV project or lightmap pack to generate the texture.

Like I said, I'm fairly new to Blender and based on the researches I did, it seems that I should be using seams although I also noticed that there are several different strategies, and I have no idea where to start from...
So if somebody could provide some sort of guidance, or point me into a tutorial, or something that would help me to solve this problem I would very much appreciate.
PS: I can link my 3d model if necessary.
Thanks!


texts: Is there a way to make a colour input dynamically match the colour of whatever other material/mesh it's touching?

texts:
Anyone know if there's a way to set a colour input (for a material) to match the colour of the closest material/mesh?
For example, if I had a cube that I wanted to dynamically adopt the colour of the nearest surface - so if it touched a green surface it would be green, if it touched a red surface it would be red.
Thanks :)


texts:
Hi everyone!
I have to create this temple on Blender and I have no idea how to snap objects in this precise way. The biggest problem is how to snap the cubes with the green cylinders and cubes with blue ones in the sides of this temple. It seems they are aligned in the center but I'm not sure.
I hope someone can help me understand how to create this since I'm a very beginner with the software

Thanks!


texts: How to make walls be covered with tiles with different shading?

texts:
I am new to blender and already searched on google but didn't find a solution. I would like to create a round ball (and remove the lower half part but I know how to do this) and fill the face of it with flat objects like squares or triangles...

(triangles will look like:

\/\

so two triangles build one square)

Here is a picture from cerebro from the x men films. It is build of squares. I would like to achieve something like this:


texts: How to apply a bevel modifier, so that it affects only specific edges?

texts:
I am trying to apply a bevel modifier to a box with some additional buttons, however, I am struggling to apply the bevel modifier only to the top face and the edges that are connected to that face. In a nutshell, I am trying to bevel the top of the box without affecting the bottom and the buttons.

Here is an image of what I get upon applying the bevel modifier:


texts: How to copy mesh to new files with Python?

texts:
I have a blend file with hundreds of mesh objects as part of a kit bash pack.

I want to copy each mesh to its own file and turn those files into KPacks for Kit Ops addon.

To export each mesh into a new file I tried to use this code:

import bpy

base_path = "c:\\temp\\"

for idx, obj in enumerate(bpy.data.objects):
    bpy.data.libraries.write(f'{base_path}obj_{idx}.blend', {obj}, fake_user=True)

The problem is that in the files created by the script, only the data blocks are copied, there are no meshes created.

How can I copy each mesh to a new file? It would be very tedious to do that manually for hundreds of files.


texts: Apply modifier for unwrapping but maintain animation

texts:
I have a spring created from a circle with a screw modifier.
I'd like to include the coil in the UV unwrapping. If I apply the modifier though, the keyframes from my animation of the coil moving up and down no longer work.
What's the best way to apply this modifier, while still being able to animate the coil?
For reference, I created an animation of the coil similar to what is in this video: https://www.youtube.com/watch?v=nXaVotL8DkY


texts: Blender2.8 freezes when using smooth brush

texts:
lastly I can't work properly, after few strokes with smooth brush blender just stops working for like 5-8s, it happens very often.

My specs:
System Windows10 64bit
16GB RAM
processor Intel core i7-8750H 2.20GHz
Graphic card GTX 1070

I usually work on like 1milion faces without dyntopo.
My pc can handle these models in edit mode, but smoothing in sculting mode is lagging, please I need help

Already tried:
Reinstalling Blender 2.8 to newest version,
Decimating my model to at least half polygons count,
Also for some reasons I can't open my model in 2.79 version, even without UI loaded.


texts: Weird black shade in my normal map model

texts: I'm using cycles, did uv on both meshes. No idea what is this. Yes this is showing in cycles as well....


texts: How to create mesh collider for a blender model

texts: I have built a house model in blender. I want to add collider to it's interior and exterior walls. How do I do that?


texts: What is the workflow when using Subsurf?

texts:
My question is what is the best approach to model an object for a realistic cinematic render when using a Subsurf modifier? Because if I may compare Blender to Photoshop, which uses layers, here all we do is not reversible. Even for the "Add Modifier", I need to apply it before moving to the next step. So for example, if I use the Subsurf, what is the best workflow if I want a realistic look? Do I need to push the values to their maximum (view=6+). What is your advice based on your experience?

Here an image to illustrate what I mean:

This sphere is perfect for me but the view (as shown on the image) is at 6. Broadly my question is how do you work? What is your workflow? Do you work with the shading smooth or keep the mesh with polygons to  modeling hard surfaces of your object and only at the end you turn your object into the final rendering with a smooth shading before applying the skin, colors etc.?


texts:
Curved object wrinkled
What can be causing these wrinkles?


texts: Rendering Layers while compositing showing overlaping Problem!

texts:
I have an Animation, at the 1st  frame, the green box is behind the Red Box. At the end of my animation, the red box in front of the green box. I want to each box is rendered as separated layers. My Problem is overlapping is going on at the last frames while at compositing.  How can I get out of here?
Thank you...enter image description here


texts:
What I am trying is following:
I want to "melt" a human body, so that the body turns into water and splashes onto the ground. OR that the human body is melting.
Basically: to turn a more complex form/object into fluid.

The problem I have is the following:
When I bake the body (selected as fluid > fluid) the body turns into a weird shape and splashed onto the floor (fluid > obstacle). But I need the body staying exactly in form and melting down from there.

The first picture is the bodyshape before I bake it and the second one you can see what it turns into when baking it (BEFORE it splashes down to the floor)

something like this:
https://www.youtube.com/watch?v=Mx5KCEX6SZ0
BUT of course not turn into smoke, but water, splashing onto the floor.


texts: I can't create a video output when a picture is set in VSE. Output file is black for most of the output

texts:
I have a project that plays perfectly in VSE. It has 3 pictures and 2 video clips. All are sized to 1280x720. The whole clip should be about 15 seconds. Audio is from an mp3 file. Project is set to 29 fps.

I chose the mp4 presets, tried rendering, and I get black screen for 10 seconds, 3-5 frames from one video clip, and then it freezes on a frame from the second clip. None of the pictures show up at all.

I've tried changing to a different output, but the file duplicates the result. Are there any suggestions?

using Blender 2.79 (whatever the latest is. downloaded a fresh copy this week)


texts: How to change to constant interpolation mode from a python script?

texts:
I have written a python script to create an animation out of a file containing the trajectory of some objects and I would like to switch to a constant mode of interpolation (I have one position per time step and other interpolation modes are really slow and not necessary in this case). The code is launched in the 3D view context.

I have put the following code:

area = bpy.context.area
old_type = area.type
area.type = 'GRAPH_EDITOR'
bpy.ops.graph.select_all_toggle()
bpy.ops.graph.interpolation_type(type='CONSTANT')
area.type = old_type

but it does nothing...

Thanks for your help.


texts:
I have a rendered image (actually sequence of images) and want to 'fake' a depth of field in the compositor by using a blur, or a defocus. My preconceived notion was that I should produce a gradient texture and use either the blur node and a color mix to combine the unblurred and blurred versions according to a factor prescribed by the gradient texture, or use a defocus node with the Z factor prescribed by the gradient. However, this seems much harder than it should be for the following reasons:

Creating a texture for the compositor seems hard - the only way I could find to do it was switching off Cycles and into BI, creating a new texture, and then switching back.
When using a Blend texture in the defocus node, it seems very hard not to get a sharp 'edge' where the blur 'turns on'.
Most confusingly, it seems impossible to rotate a texture in the compositor. In the node editor for a material, this is trivial, but I can't see how to do it here.

Any advice regarding the above confusion, or on a better way to achieve my goal, would be greatly appreciated.

Thanks.


texts: I've had a problem the past couple days with animating my rig on the left side.. every time i upload a animation and rename all the bones to the rig on the right, the axis of the bones are wrong and it turns into a side scrolling animation. how can i change the bones axis/Orientation to the right rig?


texts: Is there away to save the offset of a 2D curve as a new curve? I've tried to achieve the same result with curve > transform > push/pull, but this didn't give the results I needed, because the offset wasn't constant. The geometry offset works perfect, but I really need it as a separate curve. Does anybody know a solution?


texts:
I'm taking a video I made for youtube in 1920 x 1080 that I want to fit formats on intagram which are 1080 x 1080. I've taken the video rendered at 1920 x 1080 an dropped into a blender sesson set at 1080 x 1080. I've then shrunk down the video. so I am left with a gap and a chunk of the frame from the 1920x 1080 chopped off.

Heres a screen shot. I hope this problem is clear? Im expecing to have the 1920 x 1080 to maintain its ratio and for there to be gaps at the top and bottom?

thank you very much.


texts: Blender using disabled tracking points, when motion-tracking

texts:
I have noticed, that when I track a point in video, and it runs bad, and I therefore disable it with the "disable/enable eye", then is that point still used, when "solving camera".

For instance. I have a scene with 1000 frames and 20 tracking points.
Track.015 runs bad because what it tracks in the video gets behind something at frame 750, and I solve the camera, gets an solve error at 2.7563. I go to the frame, where the point got lost, and disables it by clicking the eye in the panel there show/hidden by pressing "n", and solves again, still solve error: 2.7563.
But if I instead goes to the frame, where the point get lost and clicks "Clear track after current position" and clicks solve again, I suddenly get a solve error at 1.3402 instead.

This is no a big problem, if the rest of the tracking is bad. But I have also points there are bad somewhere in the middle of the clip, and that I have spend a good while tracking good, when the points again get visible. I disabled them, for the time, where they are bad, and enabled them again, when they are good again.. But I see now, that they still mess up the camera, because they are being used also for the time, where they are disabled.

Is there something I can do, to make Blender not use those points, while they are disabled?
Or clear part of tracking like from frame 450 to frame 500, instead of clearing all after current frame? (that could also solve the problem, but I prefer to be able to use the disable-function, as it often could be nice to temporary disable a point to see, if it makes things better or worse).

(I am currently using Blender v2.76, I don't know, if this might be a bug in that version?)


texts: Can we make our fluid domain object from a cylinder?

texts: I'm a beginner and wan't to know more about the fluid domain objects. Is it possible to make our fluid domain object from a cylinder? A lot of tutorials on YouTube use a cube for it. I have also tried to make my domain object from a cylinder but it's not affecting anything and I just want to make sure I did it right. Is cube really the base of a domain?


texts: I feel kind of dumb, it seems like this should be relatively simple. I'm trying to make one level of my NPR shader transparent. I've attached a screenshot to show what I'm trying to do.


texts: What type of Keyframe this is? And how to add it

texts:
Its a lot smaller than the usual keyframes, about the size of a "litter" keyframe but that's not it either.

If you want to view the model/animation itself here it is:

https://drive.google.com/file/d/1kuELxipaR78U3wjS8rTXJyWgtV0aUSxh/view?usp=sharing


texts: The 3D cursor can be moved by simply LMB  clicking anywhere in the viewport. Is there a faster and easier way to position the 3D cursor?


texts: Is there any way to avoid viewing inside mesh when zooming in close

texts: I would like to know if I can turn off the viewing inside the mesh when I try to zoom in tight to see vertices closer when editing mesh.


texts: Shortcut to select "next" choice in a drop-down menu?

texts:
When working in the Shader Editor with nodes, I often want to try each of the choices in a drop-down menu one after another - for example trying all of

F1
F2
Smooth F1
Distance to Edge
N-Sphere Radius

when using a Voronoi texture node.
I think I saw a video tutorial once where they used some shortcut or modifier-click to cycle through each choice by simply clicking on the (collapsed) drop-down item. E.g. Placing their mouse over "F1" and then doing something to magic it to "F2" without opening the menu.
How is this done?


texts:
There's a line in my project that I don't want. I dont know how it got there, and I don't know how to remove it. It just sits there. If I right-click on it, it says that it belongs to an object on the opposite side of where this line is!

If I enter edit mode, (which is what I did when I tried to remove it,) it disappears!

Does anybody know what this might be, or even better, how to fix it?


texts: Why are some lines on my model drawn differently?

texts:
When I look at my object in edit mode I see there are quite a few lines that look different to how they look normally (kind of striped instead of solid black).

Why is this, and do I need to fix it?


texts: How can I make mesh shape keys as over-ridable without use driver and custom prop by bpy?

texts:
I test over-ride rig character with 2.92 version.  it seems already improved much. (with driver , shape key, and script generate custom prop with driver etc)
Then If there is custom property which drive shape key, and if custom property already set as over-ridable in library scene (by script, or UI custom property editor)  it seems work as default.
And even though we do not use driver, I can still force shape key data as over-ridable in linked scene from outliner.. (on the mesh data shape keys, r-click option, add Hieralchy override, it make shape keys  value as editable. (without driver and custom prop)
Then I hope to know is there way by bpy, it can force selected mesh shape keys as over-ridable in library file without set driver. Do someone know function or  which can make shape keys as over-ridable, without add new custom-props?
I serched bpy document, but it seems only work for custom property (set over-ridable) so I hope to know if it is current limitation, or I miss something still..


texts: Why do Blender objects have one ShapeKey each?

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I am using Maya and Maya has BlendShape.

Maya's BlendShape is almost the same as Blender's ShapeKey.

And, Maya's BlendShape can transform multiple objects with one node.

However, Blender's ShapeKey always has one node per object.

In my scene, the skin and eyebrow objects are separated.

The skin and eyebrow objects have a ShapeKey block of the same name, "EyeBlinkLeft".

I want to move blocks with the same name at the same time.

For me, it's hard to move such ShapeKeys using Blender.

When changing the value of ShapeKey using Python, it is necessary to change the value of multiple ShapeKeys, so the process is slow.

I've tried using a driver to access multiple ShapeKeys from a single ShapeKey, which is also slow.

I have a question whether having one ShapeKey for each object is for some reasonable reason or whether development is simply not keeping up.

Or is there a better way to use multiple ShapeKeys?

If I want to make an add-on like lip sync, I need to change the value of ShapeKey several tens of times per second.

Then, the loop will be slowed down by the number of ShapeKey times the number of Block.


texts:
I have many objects created by importing some .wrl files and joining several meshes toghether. The result is a set of blender objects, each with a long list of materials from its submeshes. However, these - nearly a thousand - materials are only ten different colors or so...

I know that I can manually create ten "master materials" and assign each mesh to the proper color (following the manual: reusing-existing-materials), but it is really annoying...

Is there a way to automatically "skim" the materials to ends up with a small list of colors reused by all the submeshes of the objects?

I mean something like this:

list_of_unique_materials = []
for material in bpy.data.materials:
    if material.users:
        if not **material in list_of_unique_materials**:
            list_of_unique_materials.append(material)
        else:
            **reuse the same material in the list**

where I'm not really sure about how to implement the code inside the asterisks...

Many thanks!

EDIT: Example

What I have now (len(bpy.data.materials) >> 805):

Object1

Mesh.001: Material.001
Mesh.002: Material.002
Mesh.003: Material.003 (same as Material.001)
Mesh.004: Material.004
...

Object2

Mesh.101: Material.101 (same as Material.001)
Mesh.102: Material.102 (same as Material.002)
Mesh.103: Material.103 (same as Material.002)
Mesh.104: Material.104 (same as Material.004)
...

...

What I would like (len(bpy.data.materials) >> 12):

Object1

Mesh.001: Material.001
Mesh.002: Material.002
Mesh.003: Material.001
Mesh.004: Material.004
...

Object2

Mesh.101: Material.001
Mesh.102: Material.002
Mesh.103: Material.002
Mesh.104: Material.004
...

...

This is due to the .wrl importer which has named with a new identifier every single color of the meshes that I have imported (and the total number of distinct colors in the meshes is no more than 12).


texts: Im still very new to blender and would like to know how i can do this i cant seem to find any options for it.


texts:
I am trying to get a collision and friction between hair particles but I couldn't find a way to do it. Can anybody help with these test files please?

Reference:
https://www.youtube.com/watch?t=17&v=1zdgV_oiJMU


texts: How to render part of an image at a higher amount of samples

texts:
How could I render part of my image at a higher amount of samples than the rest in Blender using Cycles Renderer?
What I want to do is render a certain portion of the image at a higher amount of samples (400) than the rest of the image (200). Is this possible in blender?
I know that there are multiple questions regarding only rendering one square of the image, however I am not sure how to render the border only?


texts: How to get world coordinates of a UV parameter on a NURBS Curve Surface?

texts:
I am looking for a solution to get the world x, y, z coordinates of a given UV parameter on a NURBS Curve Surface. The output should be a mathutils.Vector, or at least a Python tuple.

Thanks in advance!


texts: Shaders not loading in Material preview after crash

texts: So I have been building a tube station in blender and everything was working as expected, then blender crashed. It doesn't happen often on my PC and when it has crashed I have had no problems after. On this occasion, since the crash, almost all materials will not load in the material preview Fig 1. All materials render properly in cycles Fig 2 and all objects appear in solid mode ""Fig 3**. I've also provided the materials for the material that is still working Fig 4, and a material that isn't Fig 5. Any help would be greatly appreciated as having to render everytime I want to see the results of a material is becoming a bit tedious. Thank you.


texts: I used to be able to save project in Archicad as a 3D Studio (.3DS) file and open directly in blender, what happened to that functionality?


texts: Procedural noise displacement changes place if I deform the mesh

texts:
I was trying to make a "dancing churro" in blender 2.81a.

After modelling churro shape I added some detail with the following simple node tree:

For "dance" animation I used the wave modifier:

When I rendered the animation, I noticed that displacement doesn't follow my churro, but stays in place. It's highly visible inside this red circle:

Why is that, and how can I fix it?

(This is very simple (my first ever) blender project, so the solution is probably simple as well, however, I couldn't find it.
I'd really appreciate help.)


texts: When declaring a panel, what does the 'bl_context' value need to be?

texts:
I'm confused about how to declare a panel.

I've tried to write a simple panel but it doesn't work:

class TestPanel(bpy.types.Panel):
    bl_idname = "object.test"
    bl_label = "test"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'
    bl_context = 'sculptmode'
    bl_category = "test"

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

I would like which values can be used in bl_context