texts: How to create submenus with dynamic content?

texts:
I am trying to loop over all the cameras in my scene to populate a menu, and be able to access properties of each camera from the submenu of each menu item. For the minute, I'm just trying to get it to work with one property, the focal length:

I am able to loop over each camera and create a menu item by simply using the camera.name property in the text property of the menu item:

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

    for camera in bpy.data.cameras:

        row = layout.row()

        row.menu(CamerasSubMenu.bl_idname, text=camera.name)

However, what I don't really know how to do is make each submenu's properties relate to whichever camera I selected in the first menu. I managed to pass the camera_name to the submenu class with this in the last line of the camera loop:

CamerasSubMenu.camera_name = camera.name

And then access it with:

class CamerasSubMenu(bpy.types.Menu):
    bl_label = "Camera Properties"
    bl_idname = "view3d.camera_properties_menu"

    camera_name = bpy.props.StringProperty()

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

        row = layout.row()
        row.prop(bpy.data.cameras[self.camera_name], "lens")

But the lens property (the focal length) is always the focal length of whichever camera name got passed in last in the loop, e.g. 'Camera.001'. So all submenus are accessing Camera.001's focal length instead of the individual focal lengths.

I presume I'm going about this completely the wrong way, but I attempted it in a similar way I would pass data to an operator (which works).

So, is there a way to have a unique submenu per camera or should I just try something completely different?

Full code:

import bpy

class CamerasSubMenu(bpy.types.Menu):
    bl_label = "Camera Properties"
    bl_idname = "view3d.camera_properties_menu"

    camera_name = bpy.props.StringProperty()

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

        row = layout.row()
        row.prop(bpy.data.cameras[self.camera_name], "lens")

class CamerasMenu(bpy.types.Menu):
    bl_label = "Cameras"
    bl_idname = "view3d.cameras_menu"

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

        for camera in bpy.data.cameras:

            row = layout.row()

            row.menu(CamerasSubMenu.bl_idname,text=camera.name)

            CamerasSubMenu.camera_name = camera.name

def register():
    bpy.utils.register_module(__name__)

def unregister():
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

bpy.ops.wm.call_menu(name=CamerasMenu.bl_idname)


texts: Is it possible to add a normal map to a material?

texts:
I am using sketchup for modelling and applying textures, then export the model to blender to uv unwrap and bake it to a single texture map and add ao.
I usually just use photoshop to generate a normal map of the finished texture file which is a bit imprecise especially on larger texture maps.
So i was wondering if it was possible if I generated the normal maps for each material individually in photoshop to then somehow add that in blender and bake it to a single normal map texture file just like you do it with the regular texture. I am still using 2.79 if that's important.
Thanks in advance!


texts: Is it possible to save the Euler rotations as Quaternions without loss of data?

texts:
Long story short is that, that I made an animation using Euler rotation but during cleaning the graph I realized that the graph and the axis got mixed up, eg. x and y axis both gave more or less the same sort of rotation in the graph but in the 3D space on rotating along local axis I get a completely different type of rotation.
I usually do my animations with Quaternions, but this time, due to some issues I switched to Eulers without understanding how they work. Now I have a ton of animation data and a big mess cleaning up the graphs.

So my question is:

Is it possible to save the Euler rotations as Quaternions without loss of data (visual data at least)?

If that's not possible, then I should ask for the work around the graph editor so that the axis move according to the actual axis movements.

EDIT: I am presently using ZYX Euler rotation if that helps


texts: How to change the Viewport background color?

texts:
I'm trying to change the Viewport background color.
But I can't seem to find the right settings.

Anyone knows where to find it?


texts:
Controlling IPO curves for camera animation is quite challenging for me. I often want to dolly the camera closer to an object but in the f-curve editor I end up needing to control two separate curves for this move (usually x and y). I have noticed that I can get a very nice single z-curve for this move if I parent the camera to another object (this makes all the curves for the child local), but here's the part I can't seem to solve:

I would like the parent object to follow the camera location, so that the pivot point for the camera rotation would always stay the same. At the moment the rotation pivot changes based on the locational relationship between the camera and the parent object. I know this creates a loop in the parent relationship and that's why I can't seem to solve it. I tried to do the parenting with two "child of" constraints so that the camera would follow only the rotation of the cube and the cube would follow only the location of the camera, but that setup doesn't update "live" but only after I move the playhead, which makes accurate editing very difficult.

Is there any way of getting to enjoy local animation curves for the camera while keeping the pivot point of it consistent?

Edit:
I attached a file which demonstrates a nice single curve for the camera dolly. This is the setup I would like to use if only there would be a way to keep the pivot point consistent:
http://we.tl/2VtpIqdKo8


texts:
I am trying to unwrap this flat ring shape, I know I can follow active quads to change the unwrap from circular to a strip, but my question is why blender do not unwrap this shape as a strip when placing the seam? Am I doing anything wrong?
What I get..

What I want..

Many Thanks.


texts:
I'm new to blender and I tried to follow a tutorial and I'm pretty sure, I messed up the entire workspace of the blender.

Here's my current screenshot of the blender.

How am i supposed to get back to the default UI of blender.

Thanks :)


texts: Blender 2.8 Object and Background plane disappear

texts:
Using Blender 2.8 with the Eevee render engine.  From the camera perspective with Lock Camera to View, when I zoom out the objects start to disappear.  Here are 3 images of the project, the further I zoom out the more the objects are cut off.
I did not changed the camera perspective only using the middle mouse button to zoom (scroll) out.  What needs to be changed to eliminate this problem?


texts: How can I make a realistic water material in cycles?

texts:
I have read a lot of posts about water in this forum but none of them seem to be what I am looking for, except this one:

How can I create a water material in Cycles?:

Every time I try to re-make it though it looks all black.

I have tried a load of different material:

I have come up with, etc. The first picture below is what I am trying to make (if I could get that water to be correct, then I could tweak it and add the green/blue color like in the image above.


texts: "Cannot Execute Boolean Operation" Error

texts: So I'm trying to prepare a helmet that I am going to 3D print. What I am doing is taking the pieces and joining certain ones with cylinders to act as dowel pins to help align the helmet when putting it together, but for some reason one of the pieces in my first group isn't accepting the boolean modifier. My main piece (MChelmet1) was joined together with the cylinders to act as the main piece, and I would then use a boolean difference modifier to make it so the other pieces would have holes that the cylinders would fit into. Two of my pieces did it just fine, but the third piece (MChelmet 8)won't accept the boolean operation. I've tried shortening the cylinders so they weren't as long, but that's not helping.


texts: Sometimes if I attach the camera to an animation path lost its perspective view

texts: I did a turntable animation and attached the camera to an animation path (circle) but when I see thru the camera view it looks like an ortho view rather than a perspective view. What can I do to solve this? In the perspective view I can see the accentuated perspective but not in the camera view.


texts: How can I pull two objects together without scaling them

texts:
It might seem like a trivial question, but I do this a lot when modeling, and I always have to manually move each part instead of pulling them together or pushing them apart because doing so would scale them down or up.
For example, imagine you have two cubes that have a scale value of 1, and you want to pull them together equally, but without changing their size. Is there a way to move the cubes without scaling them?


texts: How to avoid mesh anomalies after Knife Project

texts: Using Knife Project to have some windows and doors in an aircraft fuselage, however the cut produces these anomalies around the window corners, where the triangulation is, that I cannot find a way to avoid or remove. Is there any way to get rid of these or at least have it less visible? Thanks.


texts: I have been working on these balloons and trying to make them look realistic, but I cant seem to figure it out. What could I do differently? (im attaching my blender file) As you can see inside my blender file I have played around with quite a lot of different node setups, but nothing has been working.


texts: Would it be possible to paint over an object with multiple UVmaps, as for example the result of ctrl+J'ing several independently UVmapped objects?


texts: Is there a way to render a pass that will color planes depending on a direction they facing?

texts:
I have this cube like head. Is there a way to quickly render a "mask" pass that will color all planes facing in the same direction to a same color?

For example, all planes facing forward - red. All planes facing top - green, etc.

I thought normal pass will do it, but it seems R B G channles of normal pass render only 1 side of a mesh, while other side remains black (in this particular image this measn G channel will be almost black, only exception is sphere eyes,   because all white or 1 pixels will be on the other side of the head).


texts:
Like the title says: it doesn't render lighting properly.
Here's an example with cycles:

And here it is (exactly the same settings nothing changed) with eevee:

Here are my pc specs (although it's not great, it passes the minimum requirements:

  Intel Core 2 Duo P8400 @2.24GHZ

  3gb of RAM

  Nvidia Geforce 9600M GT

  Windows 10 64-bit

And I checked with Opengl extensions: it does support opengl 3.3


texts:
I have my model made and seams marked but the mesh doesn't unpack well. I tried exporting and painting it in Photoshop anyway but doesn't apply like it should. What am I doing wrong?

Solid view:

Textured View:

Rendered View:

Seams/Wireframe View:


texts: How do I move or rotate the selected teeth when I also want to rotate or move the jaw mesh, without the teeth moving outside the jaw? I tried to rotate the selected teeth and the jaw mesh together, but the teeth goes outside the jaw mesh and I have to manualy move the teeth after I moved or rotated the jaw mesh on the model.


texts:
Newbie here.

Is it possible to link an object after it has been appended into a scene?

I Appended few objects to a new file, but now I think it would have been better to use link so to have the changes (i.e. adding materials) in each object (file) reflect in the scene containing them all.

I read this Coverting an appended object into a linked object?, but didn't understand it.


texts: Shader graph texture messed up on half the cube

texts:
Alright so I was messing around with the shader graph trying to get a cool texture for my cube and got it looking nice, but to my dismay, on the other side of the texture, it was horrible.
I think this is my fault (bad nodes), as I am very bad at this and probably have no right to be posing my shitty questions here, but I don't know how I can fix this without watching a 2 hour long video on textures and the like.
Honestly, I can't tell if this is a really basic problem or not, but I don't think so (maybe) because I did a fair bit of searching. Hopefully, someone can help me, that would be much appreciated.
Images: https://imgur.com/a/Rjr8OWy


texts: How can we store EXIF-type metadata in renders?

texts: I used Blender this afternoon to turn a panorama into an extremely wide-angled photograph. This got me wondering: would it make any sense to store EXIF data in images generated by Cycles so you get the FOV, ISO, Arpeture, and so on? Especially since HDR formats are like the digital equivalent to taking a picture, I can see it being useful for making accurate composites, faking camera shake, and other things. Do Radiance HDR or OpenEXR keep track of that sort of metadata? I tried looking around and couldn't find anything. How do professionals keep track of that meta data in their renders or does nobody care?


texts: How to create eyeballs holes without messing up the mesh and the topology?

texts:
How can I create this eye holes (the little black things around the eyes) Without messing up the topology? How may options do I have? I've alredy tried the Boolean Modifier

With Boolean Modifier:

Please answer with all the options. Thanks!


texts: I am new to Blender and I have this problem, I don't know how to solve it and I will be happy if someone tells me how to fix it or what to do with it.


texts: Blender 2.8 mesh zfighting a mesh thats not overlapping

texts:
I have separate closed meshes that are on top of one another, however the one behind still seems to show through unless im really zoomed in, as if zfighting with a mesh thats supposed to be infront of it.
This is with xray turned off ofc. it looks like zfighting but the meshes arent overlapping.

This happens in solid view with outline on, in lookdev mode and in eevee render mode.
However in 2.79 this DOESN'T happen.

2.8 lookdev, default cube for size reference

2.79 solid with matcap, no issues in any of the modes

hard to see but the orange and yellow meshes are separate, the orange clearly has thickness while the yellow is a plane underneath it

The mesh under is a plane with the groove in the middle, and the meshes above are the closed pane like things that have thickness with the bottom touching the mesh underneath, the face orientation is as it should be.
But things are showing through.

2.8 Zoomed in with face orientation setting on

2.8 nothing changed just zoomed out

I kinda need the mesh in the front to sit or go through the mesh behind but ofc the problem persists no matter how i build it.

I'm using the release version of 2.8.
Again none of this happens in 2.79, object zfight only when they are overlapping in 2.79.
Help appreciated!


texts: Is a triangle with 4 verts considered a quad?

texts:
I was curious to know whether or not this shape is considered a quad or not?

Considering it is in the shape of a triangle but contains 4 verts, I wasn't sure whether it would be considered a tris or a quad.


texts:
I try to ask you..

I did tried randomize resulted: right-X/left-X/up-Y/down-Y

but it's not work up-Z/down-Z..

I want to use random up-Z/down-Z..... only

how do I will do? it's missing?

sorry for my poor English..

thank you


texts: How can I merge several UV images into one UV image?

texts:
I have created several space ships using up to 7-8 single images to texture the objects. As I am a blender beginner I did not unwrap the models and create a texture from the unwrap; instead, I just unwrapped the models and used a lot of different images on their faces.

Now that I want to use the model (I use it in Unity 3D) there are a lot of materials on the objects, one for each image I used. For mobile game performance I'd like to have one single image for each model, including all textures I used.

Is there any way to merge all used images (with their UV mapping still intact) to one big image which will be imported as one single material for the model in unity?


texts: Blender merging material faces if it shares the same uv/texture?

texts:
Since I've updated to the most recent version of blender, whenever I export a DAE, if it has multiple faces that share the same UV/texture it will merge these. It prevents me from being able to have customizable faces on this mesh in the game etc.

Unless I assign "fake" textures to each face separately, this is the only way around it.

Is there a setting that I need to uncheck to go back to how it was?


texts: Blender VTK nodes add-on question for v2.79b for scientific visualization for volume rendering from VTK data

texts:
I am new to blender and I am intending to use it for scientific visualization of my data from ParaView. I am able to perform renderings with my surface data, but to import volume rendering from VTK data, I was looking to use the add-on developed here:
https://bvtknodes.readthedocs.io/en/latest/BVTKNodes.html#installation-of-vtk-for-blender
with the explicit add-on for my version of Blender (2.79b) on Windows 10 here:
https://github.com/tkeskita/BVtkNodes
I followed the instructions to first install the VTK libraries/update them. Then, I followed the install procedure for adding add-ons into Blender.
The problem is I don't quite understand the error (see image). Can someone tell me what I am doing wrong? Also is there a better way to visualize volume rendering data from applications like ParaView? (the standard approach is to use .x3d or .ply import but that applies for surface data only not volume data).
Sorry if this is a trivial question/repeated and or formatted incorrectly, this is my first time on here. Thanks for the help.


texts: How to mix Vertex Colours with character's Diffuse Texture? (Blender Internal)

texts:
I'm currently on my wit's end trying to find an answer to this that works for me, but every question and answer are referring to something different from my situation, and with most being Cycles-only across a variety of forums. I've a model here (extracted from a videogame) which already contains default vertex colours in its data.

^ Viewport view

The problem is, even with enabling Vertex Colour Paint in the Material tab, the colours don't mix with her diffuse textures, most notably her hair colour. Observe:

And here is her hair in the texture, which was already grey-scale since the vertex colours do the job in their game.

Finally a screenshot of how the woman originally looks like.

Here's my nodes I have already set up on the model. (Edit: My setup has nothing to do with the vertex colouring issue at hand, it's just a lighting setup)

Note that I've tried enabling Vertex Colour Paint on this character even in a new .blend with no nodes or anything else, but she remains the same. I also am not looking to accomplish this on Cycles; only Internal, like the title says.

This question in particular came close to the situation I'm in, but when they get to the actual answer, it's a dead end. How can I "bake" the vertex colours into the diffuse texture? I actually tried to search up on this as well, but everything is either cycles-related or just does not answer what I meant. I also don't intend on using a game engine, my main goal is to render this model with its default vertex colours applied onto the diffuse textures and save the render as an image.


texts: One object with multiple elements ,different colours to elements inside object

texts:
After applying a particle instance I now have 1 object that has hundred of elements inside
I would now like to assign random colours to the different elements
I know how to do it to differnet objects and particle systems but not with one objects that has multiple elements inside
The object info node , random output is only relevent when the object is duplicated , but the elemnts inside still have the same colour

The screenshot shows a sphere with hair particles ( left  )  , for the rendered view I choose path
Then I created a small cube ,  and added a particle instance  modifier , pointed that to the sphere particle system   and applied the modifier
The result is a sphere (object ) made out of cubes ., right part of the screen.
ONe object with multiple mesh islands

I know how to add differenet materials  to differet faces , and I could do that here too , but we have around thousand cubes here , so doing it manually requires a lot of work
I basically want 1 material , and apply random colours to the separate mesh islands .
SO far , I have.t found the correct   node module yet .

On the other hand , If I would do it the other way , choose the cube as a rendered object for the particle system , then the particle node , random output  would do wha I want .
But this is not relevant here , since I'm working with an instanced particle object that is applied
I tried different textures , texture input node set to generated and going into a colour ramp ..all with mixed result , because something one cube has 2 different colours .
So bassically a need a module that goes into a colour ramp , and apply  1 colour to each cube , in a random order
The particle node random output only works for particle systems and sadly not in my case ( 1 object , multiple mesh islands )

Then we have the object info node , this will work on different objects only , but sadly not mesh islands


texts: AMD ProRender 3.0.8 crashing on final render - 2.91.2

texts: I am trying to use a Radeon RX570 in a Razor Core EGPU on a Mac. I was having constant crashing issues with it both in viewport and rendering. I have found a solution for the viewport problem by turning off the "OpenGL Interoperability" setting. However, I am still getting a crash when I try to render out a final result. Does anyone have a solution? I am using the latest version of both Blender and ProRender.


texts: How to place and merge meshes upon another one (and then delete them)

texts:
I have copied the 3 meshes on the left (that I created using loopcuts on the "Surface" and placed them onto the right. Now they are lying on the "Surface" at the right end. I would like to simply subtract the 3 copied meshes from the "Surface" they are laying on in order to create 3 holes (doors). How can I do that?
As usual, thanks a lot in advance. You are my saviours.


texts:
I thought this would be straight forward, but I'm still struggling to learn the API. I need to delete keyframes for shape keys on the selected or active objects (either or really at this point) For whatever reason this doesn't seem to work for shape keys.
import bpy

context = bpy.context

for ob in context.selected_objects:

    ob.animation_data_clear()

Anyone any pointers?


texts: Is the active object and zeroth selected object always the same?

texts:
I see a lot of scripts on BSE that use for example

bpy.ops.mesh.primitive_cube_add()
cube = context.selected_objects[0]

instead of one of

cube = context.object
cube = context.active_object
cube = context.view_layer.objects.active # 2.8
cube = context.scene.objects.active # 2.79

is the zeroth selected object and the active object always the same


texts: Which api/data structure does blender use to represent its meshes?

texts: I am wondering which underlying data structure blender uses to represent its meshes. I tried going through the source code but answering that question myself is harder than expected.


texts:
I unwrapped a simple plane and applied the following 80x80 pixel picture:

Yes, it's quite small. The problem is, the result is all blurry, like so:

How do I make it accurate to the pixel?


texts: How to check system preferences with my addon

texts: So I'm making a optimize button for my addon and I want to check if the user is using a CPU or GPU. Problem is that the user may have GPU selected but not have a GPU. Is there a way to check if the person has selected CUDA, OptiX, OpenCL, or none?


texts: How to copy a visual transformation of one bone to another using python?

texts:
I have four bones (Bone1, Bone2, Bone3, Bone4). I want to copy the visual transformation of Bone1 to Bone2, and Bone3 to Bone4. I think this can be done using matrix
import bpy

bpy.data.objects['Armature'].pose.bones["Bone1"].matrix
bpy.data.objects['Armature'].pose.bones["Bone2"].matrix
bpy.data.objects['Armature'].pose.bones["Bone3"].matrix
bpy.data.objects['Armature'].pose.bones["Bone4"].matrix

But I can't figure out how to copy one matrix to another. Please help


texts: Using Blender on a Computer in another room

texts:
So the situation is that I have a PC in a room in my house and I would like to be able to use that PC whilst I'm in another room, bear with me, as I have just started a family and don't want to be spending my time separated from my wife and child.  The computer is a meaty thing and I want to be able to use that but from the comfort of my living room.

What kind of options are there?  One thing I'm looking at is using my old laptop with Remote Desktop to access the PC but it is and old clunky laptop, is this a good way of going?  Does Remote Desktop essentially allow me to use the power of my big PC via the screen of my laptop? (seems unlikely) I've looked into Wifi Monitors, massive cables etc but was looking for a way to keep it light.  I want to use Blender and Davinici Resolve, is this a nonsense or is it possible? Will the speed of the laptop effect the speed that Blender operates at or is it merely video feed?

Any ideas would be great.

Tom


texts: Deformation when making a circular hole in a helmet

texts: I'm trying to make a hole in a helmet. Can somebody tell me why this happened?


texts: How to round multiple faces in Edit Mode

texts:
is there a way like in the subdivide window in Edit Mode to round faces? I want a round arm.

The feature in the subdivide pane is Smoothness


texts: How to get Blender's version number from Python?

texts:
How do I go about programmatically getting the Blender version number?

Example: If I am running Blender 2.76, how would I get the version number from the python console?


texts:
I'm using a template list for a collection of items in my addon's N-Panel tab.  The template list requires an IntProperty as the index which works great.  However, when I right click on any item in the list it brings up the context menu for the index IntProperty.
Specifically the animatable one by default:

Changing the IntProperty options flag to any other value still brings up the following context menu:

Is there anyway to disable this context menu, as neither of these are appropriate for the items in the list?


texts: the eye is rotate when i move the character

texts:
when I move the character from this root bone

 the eye turn from this

 into this weird looking

 its rotate to much and I don't know what can I do
 and when I try to move or rotate any bone it is
 rotate so please help me


texts: bpy.context.space_data.text throwing error from command line

texts:
I'm new to Blender and Python, but have programming experience.

I'm writing a script that iterates through all the .stl files in the current directory (current being where the script is), does a few things, then exports them as .fbx files.

When running it from the Scripting screen in Blender, it works great, but I want to run it from the command line.

When I do that it hits an error on this line that grabs the directory where the script resides:

workDir = os.path.dirname(bpy.context.space_data.text.filepath)

The error is:

  AttributeError: 'NoneType' object has no attribute 'text'

Why does this work via the GUI and not the command line? Is there a different command I should be using?

Thanks


texts: What's the easiest format to use to create a mesh object?

texts:
I think that I have to create a beveled mesh 3D shape out of a stock image. (I am using 2.69 on Linux.)

Say, it's a dollar sign.

I was told to use an SVG curve image and convert it to mesh, and then extrude it, etc.

I've followed a bunch of tutorials and instructions here on how to do that, but it's not working as for example this explains:
How can I convert an SVG to a mesh?

After conversion, the mesh is still a mess off planes, edges - in plane and diagonal - and so many vetices that i don't know how to even select them to fill or do a limited dissolve that people suggest here. Extruding it makes it even more unmanageable.

So, i wonder if there is actually a different format with which i should start?

Or should i just somehow create the object myself, rather than deal with converting some other format?

Or should i not even use Blender, but something else?

I am so new to using Blender, that i don't even know what questions i should be asking or how - even after several days googling this, watching tutorials, and reading what i think is applicable in the manual. The explanations just create more questions.

Thank you in advance.


texts: Blender is not rendering in the viewport

texts: In the viewport, it doesn’t render (when using cycles because eevee doesn’t look right) on the top left corner it says initializing but it never starts rendering. I have let it sit for more then 15 minutes. I do have a slow computer but not that slow. here is a pic of the viewport:


texts:
Regarding the title, is there a way to mask mesh in Blender. Recently I have come across a  guide from a game(Zepeto) that allow player to create their very own asset.  However, the guide is only for MAYA and one part of the guide require the creator to mask the mesh.
The following highlighted part is the purpose and usage of the mask.

It is done in Maya through using a feature known as "Paint Vertex Tool", the right model in the image below is an example from the guide.

Hence, is there a feature or workflow in Blender that is similar to the guide?


texts: Rigging a character with accessories like belt

texts:
I'm trying to rig a character but I have problems with the belt and straps of the bag. Somehow the automatic weight paint (?) does not work properly. I did join the meshes of the character and accessories. I tried rigify (prefered option) and some really basic self made rig. As one solution, I can extrude the belt and straps from the character mesh with the knife tool. That would be fine and it should be working but that's not my prefered workflow. Also even if it works right now, I'm not sure if I would add some accessories in the future for which it will not work. How do I fix my problem? By the way, I do have the problem even without the subdivison modifier.

Basic mesh:

Animated mesh with self made rig:

Close up of my problem:


texts: How do I reset all of my view panels without having to do the click and drag method?

texts: I would like to find a different solution to closing these windows without having to do the click and drag.


texts: Is it possible to set the default rotation mode?

texts:
I'd like to set the default rotation mode to Quaternion.
Right now new objects have their rotation mode set to 'XYZ Euler'. When hovering over this entry  in the drop down menu, it says '(default)'. So I was hoping, that this is somehow configurable.


texts: Is there a way to add custom primitives?

texts:
The first time I had the occasion to need a hexagonal grid mesh, and hexagonal cylindrical grid, I created them, and saved the objects

[

to a library file. But I'm finding them useful enough that I'd like to be able to add them to the "Add mesh" menu so that I could skip the "append" process. Is there a convenient way to add custom primitives?


texts: Is there a way to lock camera roll as it tracks along a path?

texts:
I am still quite new to Blender. I have tried searching the official Blender manual and watched several YouTube tutorials and searched for various related strings on the WWW but I haven't found anything to answer this question.
I have set up a camera rig using a couple of empty objects, one on a path and another on another path which is local to my point of interest. I have used constraints to control the camera view and the movement of the camera and target empty objects.
My problem is this - I want to lock the roll (rotation about the camera's local Z axis).
I understand that for every day stuff that the camera should try to stay "upright" but in my situation I am flying around an object in "space" where there is no up/down thing.
There are times during the animation where the camera wants to suddenly roll and much to fast. This is generally when the local Z axis of the camera reaches a vertical aspect.
I have gone into the graph editor to try and at least tame the rolling action and that works to a degree.
Ideally I would like to either have more control over camera roll or lock it altogether. I have tried locking various elements but nothing seems to want to stop camera roll.
I will add a GIF showing how the camera rotates as it goes almost vertical:-

cheers
andy
I have since rendered a video and uploaded to YouTube. I will post a link to the time just before the camera begins to roll.
https://youtu.be/N-nOuM1k32w?t=192
Okay, I have been doing some more research into my perceived problem here.
I created a new simple project with just a cube, a camera and a path (Bezier).
It seems to me that having set the camera up with the Follow Path constraint, linked to the path, and then the Track To constraint, liked to the cube, we are no longer able to rotate the camera at all as it appears to be locked. It is fixed such that the camera's Y axis is always as vertical as possible. And this is understandable, while setting up scenes which are Earth bound and we do not want a camera view which is suddenly upside down.
But then I watched one of the official Blender tutorials with regards to tracking constraints:-
https://www.youtube.com/watch?v=aGBOu-dNZ-w
As I am new to Blender and having watched so many tutorials up to this point none of them mentioned the Damped Track constraint. When I tried to use this constraint instead of the Track To constraint I noticed that we are now able to changed the camera's rotation.
I still need to play with this some more. I tried it quickly just now in my current project and there was still some undesirable camera roll, but I am guessing that because the camera can now be rotated I should be able to add keyframes at points where I want to control that rotation in order to counteract the roll.
Time for bed now... I will report back once I have spent some more time on this.
cheers, and thank you for your patience.
andy


texts: Can i change the User an Action is associated with?

texts:
After appending an action into a blend file, is it possible to associate the appended action with a specific user?

If I append actioned geometry or nodes, typically the action moves with them; but if I just append the action, then I will get the action datablock appended but without being linked to any object. How can I link the appended action to the required object on the stage (or somewhere else)?

Sorry it is a bit of an awkward question; I hope it is understandable. Let me know if you require any further information.

Sept


texts: reseting rest pose is offsetting my armature and model

texts: I am trying to make a new rest pose for my character (T-pose) for unity, but when i try to POSE_APPLY_ REST POSE this happens. As you can see my hand and finger bones do not match up with the model. How do I fix this?


texts: How do I select all vertices within a specific 3D area?

texts: I'm currently looking to edit an existing 3D model. I would like to select the eyes, but there are parts of the eyes with unexposed faces and vertices that are hard to select with the standard selection tools. Is there any way that I can place a sphere over the eye and just tell Blender "select all vertices in this 3D area"?


texts: How to change object geometry over time in the same model from the command line?

texts:
I'd like to write a python script can change (not delete and re-create) the geometry of an object AFTER the initial object has already been loaded by blender.

To clarify, here are the 3 basic steps:

I write a python file (import bpy, time, ...) that includes some geometric object.
Through the command line, I open blender and import the python file into blender.

  ~/tools/Blender-2.79-CellBlender/blender -P ~/src4/.../filename.py

blender opens, the initial geometry loads, then the geometry periodically changes as the python file runs through a time delayed function that changes the geometry of that object.

I don't want blender to open a new window every time the geometry changes, it should just update the existing model.

I believe this is called periodic display, but I couldn't find any helpful resources online.

I'm running Debian 8, Blender 2.79, python 3.7.3.

In case it's relevent, here's my python code that I'm importing in:

import bpy, time

#remove all default objects
bpy.data.objects['Cube'].select = True
bpy.data.objects['Camera'].select = True
bpy.data.objects['Lamp'].select = True
bpy.ops.object.delete()

#time delayed loop that adds geometry. I want to CHANGE, not add the geometry.
for x in range(1,10):
    len = x
    #Define box
    verts = [(-len,.5,.3),
             (len,.5,.3),
             (len,-.5,.3),
             (-len,-.5,.3),
             (-len,.5,-.3),
             (len,.5,-.3),
             (len,-.5,-.3),
             (-len,-.5,-.3),
            ]
    faces = [(0, 1, 2, 3),(4,5,6,7),(0,4,7,3),(1,5,6,2),(0,1,5,4),(3,2,6,7)]
    edges = []

    my_mesh = bpy.data.meshes.new('Meshy')
    my_object = bpy.data.objects.new('Objey', my_mesh)
    bpy.context.scene.objects.link(my_object)
    my_mesh.update(calc_edges=True)
    time.sleep(1)

Right now it just waits 10 seconds to run through the loop, then opens blender with 9 separate boxes, as one would expect. As indicated above, this is not what I want to do.


texts: Particle system affects photo scanned texture in Eevee

texts: I tried using a particle system on an object in Eevee and when it's visible, it affects the photo scanned material, both in the viewport and in the final render. The material becomes a solid color that changes every frame and the material isn't smooth anymore.


texts: map 2d coordinates to 1d index using blender drivers

texts: is there a clean way to convert a 2d vector ( from relative position between two objects ) to 1d index using blender drivers? it should be extendable to add more items later . it is useful to control a grease pencil frame with 'Time Offset' fixed modifier.


texts: I want to convert my Diffuse Shaders to Principled Shaders

texts:
I just barely imported a scene from an .obj file, but all 83 materials defaulted to Diffuse Shaders of various colors.

To make for a faster workflow, could I use a python script of some sort to convert these shaders to the new Principle Shader?


texts:
Liam trying to achieve a vibe over this uv sphere and a cylinder as I did over a cube but when I apply the bevel it messes up the mesh. suggestions welcomed!

thanks!


texts:
I am trying to create this shape in 3d, like in a ballon effect:

I have extruded the bezier curves and i am modifying them to create the shape in 3D. But the shape gets weird and not smooth at all.

Is there any other way to make it look like this but similar to the original shape?
Thanks!


texts: Animation nodes - animate object attribute/transform with Object ID Key and Sound Evaluation

texts:
I have followed several tutorials using the ID Key function in Animation Nodes to change the size of the objects. I'm trying to set up the nodes so I can use the spectrum from a sound clip to animate objects based on their ID Keys. But I'm completely stuck and need some help to see what I need to change.

I had read that the Spectrum Falloff type in the Sound Falloff node is based on the indices of the objects. So I thought by replacing the Evaluation Sound node with the Sound Falloff would solve my issue. But it doesn't seem to make any difference.

Any suggestion how to solve this? Thanks.

[Update] After adding the Get List Element node, I've changed the sorting for the ID Keys by either random or by names. The playback did not change. The images are all at frame 30. I'm including my blend file as well.

Sort by random 1

Sort by random 2

Sort by names

Blender file.
SoundSpectrumCubeTesting


texts: python: pie menu to display the pivot center modes

texts:
I would like to create an operator that would trigger a pie menu containing the "pivot center modes" in it (median point, individual origins, 3d cursor, ...).

Now I could get started with the code below (from that topic: bpy: how do I list the "pivot center for rotation/scaling" items?

import bpy

def piebut(self, context):
    layout = self.layout
    op = layout.operator("wm.context_pie_enum")
    op.data_path = "space_data.pivot_point"

def register():
    bpy.types.VIEW3D_HT_header.prepend(piebut)

def unregister():
    bpy.types.VIEW3D_HT_header.remove(piebut)

if __name__ == "__main__":
    register()

The code above will add a button to the 3dView header, and when you press that button, it will display a pie menu with the "pivot center modes" items in it.

However, I would like to convert this to an operator, so that I can ultimately press a shortcut key to open the pie menu directly (without having to click a button).

Now I've tried this without luck:

import bpy

class LING_OT_PIEMENU_PivotCenterModes(bpy.types.Operator):
    """A pie menu to select the pivot center for rotation and scaling"""
    bl_idname = "view3d.ling_piemenu_pivot_center_modes"
    bl_label = "Pivot center for rotation/scaling"

    def execute(self, context):
        bpy.ops.wm.context_pie_enum("space_data.pivot_point" )
        return {'FINISHED'}

# just for quick testing inside the blend file
bpy.utils.register_class(LING_OT_PIEMENU_PivotCenterModes)

I've changed those lines:

layout = self.layout
op = layout.operator("wm.context_pie_enum")

to this line:

bpy.ops.wm.context_pie_enum("space_data.pivot_point" )

because layout = self.layout was returning a None type, so I thought the layout property was not available from the operator class, and so I tried to call the context_pie_enum method in a different manner, but now I've got this error:

TypeError: Calling operator "bpy.ops.wm.context_pie_enum" error, expected a string enum in ('INVOKE_DEFAULT', 'INVOKE_REGION_WIN', 'INVOKE_REGION_CHANNELS', 'INVOKE_REGION_PREVIEW', 'INVOKE_AREA', 'INVOKE_SCREEN', 'EXEC_DEFAULT', 'EXEC_REGION_WIN', 'EXEC_REGION_CHANNELS', 'EXEC_REGION_PREVIEW', 'EXEC_AREA', 'EXEC_SCREEN')


texts: How to use surface snapping on a wireframe in 2.8?

texts:
In 2.7x we can snap to the surface of an object with max draw type set to wireframe:

However, as of 81a7f6c848 this no longer works; the target object must have a solid draw type:

I like using a smooth subsurf'd "envelope" mesh to describe the general shape of an object, then snapping + shrinkwrapping bits on top of it to make details which couldn't easily be incorporated in the subsurf'd envelope mesh. While doing this, I have found having the envelope mesh in wireframe mode to be best for seeing what is going on.

Is there some way to get an equivalent behavior in 2.8, or an alternate workflow for detailing subsurf'd meshes?


texts: Why is my image sequence render using an old version of my animation?

texts:
Whenever I try to render my blender animation, I get this weird sequence render and uses an older version of my animation, and just creates junk files.

I'm using JPEG format, rendering into a new folder. I have tried restarting blender, saving then reopening the file, but this didn't fix it. Please help, I need to get this animation rendered so I can make sure everything looks OK from an animated rendered view.

Here is  the blend file.


texts:
Hello I'm new in blender api. I know python good but I can't start to make some changes for example with Screw modfier. How to edit the source on this type or try to write own version of this modfier. I found definition in:

2.71/scripts/startup/bl_ui/properties_data_modifier.py

I found in doc
http://www.blender.org/documentation/blender_python_api_2_71_release/bpy.types.ScrewModifier.html?highlight=type%20screw#bpy.types.ScrewModifier
but cant find in blender files the class implementation.


texts: How do I create repeating patterns with cycles' procedural textures

texts:
Most people's question in this area is how to reduce repeating patterns, however I want to create them.

I'm creating 2d rendered tiles for my game, and I want to create procedural materials for my tiles that will seamlessly match. For that I need the cycles procedural textures to repeat on a predictable interval.

I've looked at similar threads, and they only deal with simple gradients, or images, not things like voronoi, musgrave, noise.
I haven't been able to figure out how to scale/manupilate with math, the procedural nodes to any degree of repetition.


texts: Motion tracking, scene doesn't line up with tracked data.

texts:
I fallowed this tutorial and watch some others. I used the video from the tutorial (the same one he used for motion tracking). I successfully imported the video, add the track points, and tracked them. When I set the orientation for the 3d scene it didn't really work. The camera was at a wrong angle the scene didn't really line up and the track points in the 3d scene weren't level like their supposed to be. The tracking points in the 3d scene did line up with the position of the original tracking point though.

Is there something I might be doing wrong missing a step or something?


texts: How can I setting OperatorStrokeElement?

texts:
I try to deform the meth by script.

In my past question,One of the answers is ”In sculpt mode, the operator used would be bpy.ops.sculpt.brush_stroke. Using that in a script will involve setting up an OperatorStrokeElement which would include mouse position...”

But,I don't know how to set OperatorStrokeElement.
Please tell me how to set OperatorStrokeElement.
If possible, please give me a sample.


texts:
I'd like to display a popup, that shows some custom properties. Which properties are drawn or enabled depends on the settings of some other properties of this popup. The popup is invoked by context.window_manager.invoke_props_dialog().

Here's a small example (properties are coming from the addon-preferences):

box = layout.box()
if not( up and up.preferences.simplify_ui):
    box.prop(up.preferences, "simplify_ui")

if up and up.preferences.simplify_ui:
    row = box.row()
    row.prop(prefs, "simplify_ui")

    row.prop(prefs, "auto_simplify_ui")

    #...

How can I update the popup?
Thanks.


texts: Why is my straight edge getting distorted when I bevel it?

texts:
I have a straight edge that I want to bevel...

When I apply the bevel it crimps and gets distorted...

How can I get a straight smooth bevel all the way down?  Here is my blend file...

blend file

Thanks for any help.


texts: Hair physics and/or particle edit with particles rendered as objects

texts: I'm trying to make a creature with feathers and therefore will be rendering hair particles as an object. However, I would like the particles to be able to be combed/ react to gravity ect. It seems like you can only do such things when the hair particles are rendered as strands. Is that true?


texts: How can I get a volume to expand uniformily in all directions, like a nova?

texts:
I would like to simulate a star exploding into a nova, ie

I have a quick smoke where the density is keyframed, emitting smoke from a sphere for few frames only. I need a force that pushes this smoke in every directions, uniformly. Vorticity, noise, texture, collisions, high definition smoke, etc will do the job of modelizing the shape as it goes and offer nice details. I do not want to use a mesh.

But it doesn't seem to exist any force field that acts like a sphere, attracting or repulsing everything from a single point and uniformly. This is very easy programmatically so I surely missed something and I hope someone will point me to the correct feature ! Otherwise I'll have to learn a bit of python I guess.

Wind only pushes smoke in a single direction. I can make it a cone-wind, with an angle of 90° and both 2 directions, I can only get :

(Direction says : both Z, by the way gravity is off and the domain density and temperature parameters are 0).

I can put it to sphere of course, this is another frame but same :

No idea why it raises upwards, same params as before, but anyway this is not even a sphere.

At last what approaches the most my needs is the "force" force field, in "sphere" mode, but it is absolutely not uniform :

I don't know why it acts more on the horizontal plane. I tried to modify the domain resolution since the voxels grid contributes to non-uniformity anyway but even big resolutions end this way.

I have to mention I also tried to expand an invisible sphere used as a collider, however I cannot use this then to get the vorticity, smoke effects precisely, that I am looking for.

Any idea ?


texts:
I've got a fairly simple shape, and when I render it in cycles I notice some odd shadows being cast across part of the faces.

Here are some images of my wireframe - what could be causing the green-encircled shadows?


texts: Mirrored mesh splits when manipulating bones

texts:
I am using a mirror modifier for modelling. When viewing the mesh in edit mode, the vertices in the center are firmly stuck together and cannot be separated.

When in pose mode, I manipulate a wrist bone on my model and the mesh splits in two along the mirror axis center.

I have tried removing the subsurface modifier to see if this was the problem leaving only the armature at the top of the modifier list,i.e. as first modifier (which I am told is the bottom of the stack) and the mirror as the second.

It doesn't separate in edit mode and I've also tried increasing the merge limit to 0.1 and there's no change. Manipulating bones separates the mesh.


texts: How to texture paint one image over another image, while still keeping the background color of the first image

texts:
I am making a scene where I have texture painted paper material onto a plane.  Now, I also want to texture paint an image of music notes onto the paper, but still keep the background color of the paper, instead of the white part of the image that comes with the music notes.  (see pictures below)
this is what I have so far ^

this is what is happening currently ^.  I would like to be able to paint on the music notes, but without the white background.
If anyone knows how to do this, or something like this, any help is appreciated! :)


texts:
I want to make an animation where a simple cell divides into two but how could I animate that Morphy or glooby division (organic not simple cutting into two halves or duplicating like copy and paste)? I have seen a lot of tutorials using metal balls but they are too rigid and cannot be modified to a great extent like meshes.

Edit like this video https://www.youtube.com/watch?v=FvgEaDVCKfA&feature=youtu.be#t=1m52s


texts: Can I switch off the Auto Manipulation when using Transform Hotkeys?

texts: I'm new to Blender and one thing I'm really bothered by is when using the Transform Hotkeys (G,R,S) it immediately starts manipulating my selected object with the mouse movement. Coming from Maya and C4D this behavior is rather different and not something I can see myself needing too often. Is there a way to change it so that when I press one of Hotkeys it just changes to that tool without the manipulation?


texts: How to change the stopwatch settings to get a “clean” counting time?

texts:
Good day, everyone! I render the same scene with various renderers and try to learn which one of them does the job faster than the others. Main issue here is that the process of rendering on the CPU runs in multiple threads and each renderer that I use (appleseed, YafaRay, LuxCore, Cycles) within Blender takes different approach to parallelisation. I use a regular stopwatch to measure the rendering time, hence results that I get differ for different renderers. My problem is that the time that I require is a processor time which depends on the CPU clock frequency and other technical specifications.

Could anyone help me with that? Can it be configured in the settings of timer somewhere or is there, maybe, any external solutions?


texts: Is it possible to add a path to / change the blender plugin directory?

texts:
I'm working on a blender python plugin to be used in Windows 7 and I would like to have it on a shared network location so that the rest of the team doesn't have to constantly pull the plugin to their machine whenever it's updated.

Is there an environment variable or something along the lines of that I can alter to tell blender to look elsewhere for plugins? I've tried searching but I can't find an answer to my question elsewhere.


texts: Weird Texturing Problem in Eevee Render Engine

texts:
This is a persistent problem for me while using Eevee to render still images and animations.

Recently as I’ve been rendering out images and animations, both still images and all frames of my animations display these weirdly textured blocky effects in the final results.

When I save these images or animation frames or even videos to my computer, these weird visual effects stay present.

I’m not sure if this is a problem with my computer or Blender itself. Cycles has no apparent issues. I’ve tried lowering and increasing samples or adding a material but whatever fails to render stays in the final output.

I’ve searched to see if anyone else has this issue but I can’t find anything. If anyone could point me to a possible solution it would be greatly appreciated.


texts: Blender 2.8 Eevee depth of field "geometry clipping" issue

texts:
I have a problem with strange depth of field artifacts in Eevee on my Mac Pro (tech specs on the pictures below). It looks like everything is what it should be.  defocused is cliped by the camera (but its not the case of wrong camera parameters). Render is transparent in this areas. Sometimes even if the viewport shows me the proper Depth of Field, the render has still the same issue.

Thanks for any help!

Maciek S.

Screens are from Blender build 2019-02-12.


texts: Objects behave as individual objects after joining

texts:
Situation

I have about 10 objects in the scene that I appended from another Blender file. I unlinked the group and now all the objects are independent as shown in figure 1. I selected all the objects and joined them using bpy.ops.object.join() and this shows up in the outliner as a single object as shown in figure 2.

Issue

When I loop in bpy.data.objects, I still get the list of all individual objects(printed all the objects names in console), while I have only one joined object (as checked in GUI - figure 2)


texts:
Is it possible to select a particular tracker by name?

For example, If I want to select Track.009, how can I do this without having to select each tracker individually and check if it's Track.009?


texts:
I've just updated to 2.9, and can't use the Ctrl numpad - shortcut to make a bool difference anymore, manually adding a modifier works fine. The emulate numpad option isn't checked.
Has the shortcut changed? I can't see any difference in the documentation regarding bools.
Thanks in advance


texts: How to make object non-transparent in viewport?

texts: In the viewport I can see through my character, when I render it out it is normal, I'm just wondering how to fix this. I exported this from Maya.


texts:
hi I'm kinda new to blender and I've managed to create a object buy sculpting it ( a face ) but no matter which youtube videos I watch or web pages I read I just can't add colour / texture. Manny sites are saying about a dot next to my colour option but there is no dot next to it! and when I click anywhere on it I am just taken to a simple colour wheel (which even if that's what I wanted it don't change the colour of the object) .
I've also seen things to do with the uv panel and tried that ( it didn't work) and also I've tried downloading a JPG image but still nothing happened. I hope one of u can help Xo


texts: Blender NLA editor and motion location matching

texts:
I am putting together a dance animation sequence in Blender with the NLA editor and have come across an issue matching the position of my character between actions. Essentially what is happening is that one "Action Track" finishes and my character snaps back to origin for the next Action Track and then on the third it does it again.
I have sequenced the exact same animations in Unreal Sequencer and Unity Timeline and they both have an option to offset the position to "previous track", for the life of me I cannot find an option in Blender to do the same.
I have read a great many forum posts that talk about editing each subsequent track and move the start point manually to where the previous ended... but that seems a horribly manual solution and would not scale very well if you had a lot of tracks.
Now the question I guess, does anyone know how to do this in Blender like you can in Unreal and Unity. It seems a basic requirement so I am pretty sure I am just being daft and cannot see the option anywhere.
Thanks in advance :)
PS.. I am not adverse to a plugin that achieves the same thing if Blender can't do this natively (but I would be very surprised)


texts: How do I lock the camera on an axis in Blender? For example I want the camera to not rotate at all, but only slide perfectly parallel to X or Y axis. This way I can check if one of my objects is centred or not to the parent object.


texts: dope sheet -- how to show two or more NLA strips (actions) belonging to one object

texts:
I have an animation set up in the NLA editor with two or more actions for many of the objects.  The dope sheet only seems to be able to show one action per object.   Example:  I have a flower object with gesture poses on one NLA strip and the flower's horizontal movement on another NLA strip.  I can get either of these actions to show under the flower object's name in the Dope Sheet, but not both at the same time.  I can switch from one to the other by going to the Action Editor and choosing an action.  Then it shows up in the dope sheet, but it seems you can't choose more than one action at a time, so only one shows up in the Dope Sheet.  Is there a work-around for this?  Thanks.
Zaffer


texts: When adding a new object the rotation is random

texts:
When i add a new object Shift A in object mode or in edit mode the rotation is zeroed out like it should be but the rotation is random like
X=78 Y=31 Z=100. It always disturbed me like about 3 months and could not find help on the web.

And it happened when i changed accounts on my laptop and started using blender on another account the preferences were reseted, of course, but when i started adding objects the rotation was always random.

Please help!! If I had not told you detailed please tell me what you don't understand, thanks.

As well when adding windows and stuff with the Archimed Add on the rotation as well is random but on the side where is transform, rotation etc... The rotation is zeroed out but in the 3d port view it is rotated in all directions. Please help me and give me some advice to solve this problem/

Thanks,
Anton Pogromskyy


texts: How does `bpy.types.Action.frame_range` work?

texts:
From this question I learned about using frame_range to get start/end frames from actions.

Using it in a custom script I came across some behaviour that I can't explain, I have two actions, one with a single frame, the other with 8, outputting their frame_range results in:

Idle: <Vector (0.0000, 1.0000)>
Walk: <Vector (0.0000, 7.0000)>

The first range is exclusive and the second one is inclusive. All the docs say is

  frame_range

  The final frame range of all F-Curves within this action
     Type:  float array of 2 items in [-inf, inf], default (0.0, 0.0), (readonly)

I'm confused, how should I interpret the results of frame_range?


texts: How import/export custom object with vertex group data in Blender

texts:
I would like to know how I can import or export an object created by me with data about a vertex group in Blender ?
I am interested in a solution using python and the normal way.


texts: Append an object without its associated objects

texts:
When I append an object, it also appends a lot of other associated objects, such as it's rig, and even the rig's custom shapes. And if I append an armature object (not just the data), then i also get all of the objects that use it, and even other rigs on those objects and their custom shapes. This makes for a massive cleanup job any time I want to grab even a simple accessory from a previous project.

Is it possible to link an object without getting it's associates? I am aware that I can link only the object or armature data, which avoids this problem, but then I lose my modifiers, constraints, etc.


texts: why I got difference rotate bone result in version 2.82 and 2.83

texts:
so this is the original bone

when I try to rotate with the same value it got difference result
in 2.82

in 2.83

it make my script broke, I just want to know why this is happening


texts: No objects or images found to bake to... again

texts:
I've read though many threads related to this and I've yet to find one that works for me.

I have a single object that I originally baked some AO to.  Days later I want to go back and rebake it.  The only problem is, no matter what I do, it won't work and gives me the error every time.

I've made sure the object is selected and the render (camera) icon is ON.  I'm using the standard Blender Render method.

I've attached my scene and left it right to the point to where you should be able to click "Bake".  Can someone please tell me what I'm doing wrong??  I really don't want any "hack" related answer and am desperate to know the exact issue.

Attached Object

Thanks,
-jeff


texts:
How can I easily, and fast, swap HDRI files in the environment tab without opening up a File Browser that covers the whole screen?

More explanation:
Just switched from Cinema 4D to Blender 2.8 (and I already love Blender a lot more). The only thing I miss is the workflow that Greyscalegorillas ´HDRI Rig´ had. I've noticed it's easy to set up a similar workflow in Blender, if only this worked: Dragging pictures/files from the File Browser into the Shader Editor (and easily replacing HDRI files to change environments etc). At the moment, this creates a new node???? Instead of pasting the name..


texts:
How can I achieve per-vertex lighting (like in single/multi-texture shading) in GLSL with all of the other GLSL features (like buffer shadows, texture layers, etc.)? Bonus points if it can be done in the viewport.

I could bake the lights to v-cols but that is not realtime and I don't get any of the GLSL features (or hemi lamps for the matter) with single/multi-texture shading.


texts: Smoke simulation not compliant with Emitter scale

texts:
I was trying to have some smoke emitting from a pipe in an alleyway, and i did this by placing a small UV sphere inside the pipe, and using that as an emission mesh for my smoke (and i applied the scale). However rather than a trail of smoke coming from the pipe it appeared as a large column several times the circumference of the emitter. I tried again in a simpler test and got the same results. Is there anyway to make the smoke be emitted directly from the mesh and not from the area around the object? thanks in advance.

(Using blender 2.81 and blender 2.82 mantaflow on windows 10)


texts: Why are my rigid body objects sometimes passing through this surface?

texts:
I am designing a dice rolling device that holds three dice in a dome shaped object, but having issues with the dice colliding with the dome. All three dice have the same rigid body settings, however one completely ignores the dome object, the other two collide with the initial movement but then bounce off the first collision and fall out. I was wondering if someone could help me with keeping the three dice within the dome and the base of the dome (which is a different object)
Blend file below:


texts: How can I achieve this smooth normal map?

texts:
Title is abit misleading. Couldn't find a good title that describe what I wanted to ask. I recently bought substance indie pack and while watching painter tutorial, I noticed something that I don't know how to achieve in blender.

(Apperantly I can add one image because I'm a newby)
The first is this crate and as you can see polygon count doesn't look that high:
The second is how it looks in substance:
And the third is the model before the tutor added normal map for this object:

My Question
It looks really smooth. When I try to create a height map from high poly to low poly, it's never this smooth. And more over, as you can see the second image looks like height map but the tutor clearly indicated that was a normal map(also added AC as well). Well to simply put, how can I achieve this in blender?


texts: Blender 2.79b Crash: A single object causes the crash, no fix

texts:
I am working on a vfx creature for a movie, and I've run into a very specific issue. I haven't found anything on any forum that helps fix this issue.

I modeled and rigged a topology version of a hires sculpt, and everything was working fine. When I began the materials for the creature, I baked an AO map from the hires to the topology, which also worked fine. Then I baked an AO map from just the topology onto a separate texture in the hopes to blend the two. It baked successfully, but shortly after blender crashed.

An autosave file was available and would take me back to just after the second bake, and any command or change related to the topology object caused blender to crash.

Further, I can append every other object to a new blend file, except "Plane" the topology object (bad habit of not naming I know). This single object cannot be accessed or changed, and the autosave file has since been crashing on startup along with the original file.

I've tried opening the file on a different iMac, no luck. Changed to a different version of blender, still no. Every tip and trick and workaround to a blender crash has also not worked, I am out of options.

I am in dire need of this object, sweating heavy bullets here. If anyone can help me figure this out I am getting you a credit on this movie.

Below is the crash report saved in the /tmp:

# Blender 2.79 (sub 0), Commit date: 2018-03-22 14:10, Hash f4dc9f9
bpy.context.scene.cycles.film_transparent = False  # Property
bpy.context.space_data.system_folders_active = 4  # Property
bpy.context.space_data.system_folders_active = 4  # Property

# backtrace
0   blender                             0x0000000100c837ea BLI_system_backtrace + 58
1   blender                             0x000000010013f6fa sig_handle_crash + 362
2   libsystem_platform.dylib            0x00007fff6412bf5a _sigtramp + 26
3   ???                                 0x00000001165c9d2a 0x0 + 4670135594
4   blender                             0x0000000100993c89 modifiers_calcDataMasks + 249
5   blender                             0x00000001008a2a9e mesh_calc_modifiers + 654
6   blender                             0x00000001008a24e3 mesh_build_data + 147
7   blender                             0x00000001009b79cf BKE_object_handle_data_update + 495
8   blender                             0x00000001009b1829 BKE_object_handle_update_ex + 441
9   blender                             0x0000000100a02557 scene_update_object_func + 295
10  blender                             0x0000000100c83b07 task_scheduler_thread_run + 279
11  libsystem_pthread.dylib             0x00007fff64135661 _pthread_body + 340
12  libsystem_pthread.dylib             0x00007fff6413550d_pthread_body + 0
13  libsystem_pthread.dylib             0x00007fff64134bf9 thread_start + 13

Greatly appreciate.

Joe


texts: How to generate a 3D binary matrix after applying a remesh modifier

texts: I apply a Remesh modifier (Blocks) on a mesh and I want to generate a 3D binary matrix (voxelization) where each cell contains 0 (the cell does not belongs to the mesh) or 1 (the cells belongs to the mesh).


texts: OpenCL error when GPU rendering in Cycles

texts:
When I try to render using my AMD 5600XT in Cycles, I get a error that says

OpenCL error (-52): CL_INVALID_KERNEL_ARGS in clEnqueueNDRangeKernel

This happens in any scene, even a brand new one after opening Blender. I have updated all of my drivers and restarted my computer multiple times. This happens on Blender 2.9x, I haven't tried any Blender 2.8x versions.


texts: How to create a hook modifier on every point of a curve using python

texts:
I made a script to add a hook modifier on every point of a curve using a for loop but I get an error in 2nd iteration.
Below is the code:
import bpy

curve = bpy.data.objects["Ellipse"]

bpy.ops.object.mode_set(mode = "EDIT")
bpy.ops.curve.select_all(action = "DESELECT")

for spline in curve.data.splines:
    for point in spline.bezier_points:
        point.select_control_point = True
        bpy.ops.object.hook_add_newob()
        bpy.ops.curve.select_all(action = "DESELECT")

Below is the error details I get in 2nd iteration
Error: Requires selected vertices or active vertex group
Traceback (most recent call last):
  File "\Text", line 11, in <module>
  File "C:\Program Files\Blender Foundation\Blender 2.83\2.83\scripts\modules\bpy\ops.py", line 201, in __call__
    ret = op_call(self.idname_py(), None, kw)
RuntimeError: Error: Requires selected vertices or active vertex group

From what I gather, it seem that the hook modifier is applied before even the point is selected. But I don't know how to resolve this. Any sort of help is much appreciated. Thanks in advance.


texts: How to add the properties dynamically by using bpy.types.CollectionProperty?

texts:
I'm trying to create an add-on which changes the number of bpy.types.BoolProperty dynamically along with the context by using bpy.props.CollectionProperty.
But, Blender will crash when I changes the status of dynamically created checkbox.
Is there best practice to change the number of properties such as bpy.types.BoolProperty?
To help understanding what I want to do, I will show the whole my codes.
import bpy
from bpy.props import CollectionProperty, BoolProperty
from bpy_extras.io_utils import ImportHelper

bl_info = {
    "name": "Collection Property",
    "author": "nutti",
    "version": (1, 0, 0),
    "blender": (2, 91, 0),
    "location": "",
    "description": "",
    "support": "COMMUNITY",
    "category": "UV"
}

class BoolPropertyCollection(bpy.types.PropertyGroup):
    checked: BoolProperty(name="", default=True)

class TEST_OT_TestOp(bpy.types.Operator, ImportHelper):

    bl_idname = "uv.test_op"
    bl_label = "Test Op"
    bl_description = "Test Operator"
    bl_options = {'REGISTER', 'UNDO'}

    bool_prop_collection: CollectionProperty(type=BoolPropertyCollection)
    bool_prop_list = []

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

        cls.bool_prop_list = []
        self.bool_prop_collection.clear()
        for i in range(200):
            item = self.bool_prop_collection.add()
            cls.bool_prop_list.append({"name": str(i), "item": item})

        for d in cls.bool_prop_list:
            layout.prop(d["item"], "checked", text=d["name"])

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

    def invoke(self, context, event):
        wm = context.window_manager
        wm.fileselect_add(self)

        return {'RUNNING_MODAL'}

def menu_fn(self, _):
    layout = self.layout
    layout.operator(TEST_OT_TestOp.bl_idname)

def register():
    bpy.utils.register_class(BoolPropertyCollection)
    bpy.utils.register_class(TEST_OT_TestOp)

    bpy.types.TOPBAR_MT_file_import.append(menu_fn)

def unregister():
    bpy.types.TOPBAR_MT_file_import.remove(menu_fn)

    bpy.utils.unregister_class(TEST_OT_TestOp)
    bpy.utils.unregister_class(BoolPropertyCollection)

if __name__ == "__main__":
    register()


texts:
I'm a beginner with blender so this is probably a very basic question.

I have this basic model below. I've ended up with a lot of unwanted geometry that I want to simplify.
I wanted to start by merging the two selected faces below but no matter what I try to delete or merge it just destroys the geometry.

How can I achieve what I want to do (which is combining all of the unwanted geometry, either starting with this merge or some other way?)


texts:
I'm setting up a few emitters using the Boid particle system.
But almost every time I run into serious bugs.
Either the used objects start shaking or won't move at all or do not follow any of the rules set in the boid brain. Objects make sudden direction changes along an axis that should have been nullified
Two emitters on the same layer using different object are leaking variables to each other. (Which in some cases resulted in having emitters launching the same objects when they are set to different ones)

Quite often the only solution is to completely remove the emitter and start all over again. Losing a good hour of tweaking.

Am I doing something completely wrong?  Or do more people suffer from these hideous bugs?

Obviously there are loads of settings which interfere with each other, but it's driving me nuts...

Any good ideas / suggestions would be welcome


texts: Objects using Nurbs Curve disappear in game engine

texts:
I was trying to create train tracks using a NURBS curve and everything seems to work correctly during modeling. (I am working in Blender Game Engine with GLSL textures)

As soon as I press Play, the tracks created by NURBS path disappear. Am I missing some setting somewhere?

Here's the blend file


texts: Export to Unreal Engine without combining all the elements in one object

texts:
In Blender I have a cupboard with the doors. When I export it to the Unreal Engine (*.fbx file), I want to be able open/close this doors in my game. But in Unreal I have only 1 object and in Blender - 5.

What is wrong?


texts: How many layers can I make in Blender 2.8

texts: Couldn't find any info on how many layers can Blender 2.8 handle. I need like 70-100 layers and need to know what is the limit of layers amount?


texts:
I'm trying to animate a mesh with different eye textures but it's not working.

This is a texture made by me to animate but I still couldn't figure out how to do it. I've seen tutorials on the internet but they don't work to me.


texts: Quad-only topology at the edge of a chamfer

texts:
Is there a better way to recreate this shape using only quads?

Thanks


texts:
I used displace modifier to give some uneven effect. and after that my modeling looks like crashed (or though, I tried to follow the instruction on utube, I might have made mistakes;)
so I searched this site. and some post says, 'remove doubles' but it still doesn't work;
Can I fix this? I even can not get a clue where this bad meshes come from;


texts: Problem with appending model after previous linking

texts: Just starting to add external models to my scenes. I first tried linking a model but found that it wasn't really suitable for what I wanted since I couldn't apply changes or edit the model. I deleted the object from my scene and appended instead but still couldn't apply or edit. I tried with an older version of my scene by appending and I am able to apply and edit with no issue so it seems that somehow linking first has left something lying around that is causing me problems. I tried making everything local and that didn't help. Is there any way to see or "cleanup" these items that might be causing me trouble? (Or is it perhaps something else?)


texts: How can I do color keying using the VSE?

texts:
I've been playing around with the VSE a lot lately and I was wondering about its tools-- the strip effects-- and what you can do with them. One effect I want to pull off in the VSE is color keying, is there any conceivable way to do this? If I could pull off green screen effects with just strip modifiers and strip effects, it would solve most, if not all of my problems.

I edited together a 3 minute long video with a handful of static shots in front of a green screen, I rendered it out and figured it would be easiest to take care of all at once in the compositor but I also thought input nodes could be animated to accommodate a new background for each shot. That is the real problem I'm trying to solve if the VSE green screen doesn't work out.

Great thanks in advance to anyone who helps out here.


texts: How can I translate an object along its local axis using a script?

texts:
I have a cube.

The cube's Z rotation is 45 degrees.

If I press G X X, I can move the object along its local X axis.

How can I do this with a Python script?


texts: How can I get my materials to look like the materials in this photo?

texts:
This artist that I follow uses Cinema 4D and creates some unique models but the thing I particularly like is the way the materials of his models look. I know he uses a different program than blender but it must be possible to get blender materials to look like his right?
This is the link to his twitter: https://twitter.com/creativecloud/status/1256438275696398336/photo/3


texts: Should I model separate objects for game assets?

texts:
I am still new to blender, and making art for a game. When it comes to what is consider "performant", is it better to do it like I've done in the image here, or should each fence post be a separate object, so that I don't have to subdivide the main model so many times?

What is considered the "correct" way of doing something like this?


texts: what's that protruding when I move the rig?

texts: is it that rigify is not detecting the inside faces or what... I've seen that deleting the inside faces works but I doubt that's the solution.


texts: What Are some good Addons for Blender that help with CAD modeling?

texts: I'm wondering if there are any Addons for a blender that would help with making CAD models


texts: Closing an open shape (tyre-like shape)?

texts: The add-on that creates a gear seems to be generating a shape that is not closed. If you see the screenshot below, the inside part is not closed. I selected two inside loops and then pressed f, but that generated faces inside the big circles (blocking the centre hole); Of course, that was not what I wanted. If I select only one segment from each of the two loops and then press f, it correctly generated the face that blocked the inside, but then, I would have to repeat it numerous times (lots of segments). In this case, is there an easy way to fill the gap?


texts:
I have a simple texture, of a bush (for a billboard plane)
There are very annoying white artifacts around the edge of the plane.

I am using GLSL shading in the BGE.

             UV/Image Editor                             3D View

There is no white edge on the actual texture, however, one appears on the plane.

Texture Settings are Below, Material Settings are below and to the right

Blend file

Textures

Get the ones that start with Bush1_ and Plants_


texts: Bevel on curve and acuirate 90-degrade angle

texts:
It is necessary to place the profile on the wall (given the doors and windows, bends under 90)
I use a curve along the wall, with a bevel.
I can't get a beautiful bends, somehow everything is shifted.
Why is that?
Can this method achieve a accurate profile rotation under 90?
Subdivide curve get an as beds results How to make beveled 90 degree corners on a curve better?


texts: Extruding with precision and proportions

texts:
How can I make these kind of operations and extrusions and make it look smooth, proportional and keeping it low poly?

Any methods to share?


texts: Which is the best way to rig a model with lots of clothes and details?

texts:
I found that parenting with envelope weights is not a good idea, and the with automatic weights option simply doesn't work.
With this, I just discovered that maybe a good idea is to separate your model into several pieces (so you can use the automatic weights option) and then join all of them together again.
Is there any other way or something? What do you think?

Sorry if this shouldn't go here since it looks like a debate more than a simple question, but I don´t know where to post this. Anyway, maybe this can help others anyway!


texts: Why "dimensions" attribute is not working on blender 2.8?

texts:
This code should resize objects. It works great in 2.79, but not in 2.8.

I get this error:

  AttributeError: 'bpy_prop_collection' object has no attribute 'dimensions'

This is my code, I can't find the error:

   #SCALE AUTOMATICALLY

    dimX = bpy.context.scene.objects.dimensions.x
    dimY = bpy.context.scene.objects.dimensions.y
    dimZ = bpy.context.scene.objects.dimensions.z

    multiple = 5 / dimZ

    bpy.context.scene.objects.dimensions = (dimX * multiple, dimY * multiple, 5)


texts: Blender hair problem: Cycles viewport rendering is different from final render

texts: I'm having a weird problem where the hair at the tips of my mesh look like they're exploding. I have no idea why this is or why it only shows up in the render. I also have some strands that are darker and thinner for no reason. Does anyone have a solution to this?  I have no modifiers on the hair mesh currently.


texts: Insert keyframe through python and set its properties

texts:
i'm trying to set some keyframe values programatically after its creation, and for now, i didn't find a way to return this keyframe properly, i have to loop through the entire fcurve which is not very efficient...
For example, i would like something like that :
# add a location x keyframe on frame 1
new_key = object.keyframe_insert(
    "location",
    index = 0,
    frame = 1,
    )

# set keyframe left handle type
new_key.handle_left_type = "VECTOR"

# set keyframe value
new_key.co[1] = "10"

But the keyframe_insert() method only return a Bool for succeeding or not in keyframe creation.
Do you guys know a way to get the keyframe the proper way ? Really stuck here !
Thanks in advance, cheers !
But the keyframe_insert() method only return a Bool for succeeding or not in keyframe creation.
Do you guys know a way to get the keyframe the proper way ? Really stuck here !
Thanks in advance, cheers !


texts: How to identify one face of cube via Blender's Python API?

texts:
I have been googling for a way to interrogate the 3d view using a script, to discover the locations of the faces of a cube. I have seen a lot of rather complex, daunting sample scripts creating cubes from scratch with primitives (vertex creation etc) but so far nothing that looks simple. If I have selected a cube successfully, as below:

ob = bpy.data.objects['Cube_7_7']
ob.select = True
bpy.context.scene.objects.active = ob
bpy.ops.object.mode_set(mode='EDIT')

(the intended cube lights up when selected and goes into edit mode, so I must have at least this basic syntax right)

How can I find out, say, the median point of the bottom face of this cube?  is this straightforward (i.e. is there a face naming convention relative to the cube's position at its creation)... or is it ugly?  basically, I want to identify the bottom faces of all my cubes.


texts: Is there a quick way to space out timeline frames by X amount of spacing?

texts: In the timeline say I have frames 1, 2, 3 and I want to pad 10 empty spaces in between them, so it would look like frame 1, 10 empty spaces, frame 2, 10 empty spaces, frame 3. Is there a shortcut to achieve this? Right now I have to manually drag my frames using "G" to space them and it is slow.


texts: Help With Boolean Modifier, Cutting Objects Still Visible

texts:
I am trying to cut out a certain part of my model in a circular pattern and I am using the Boolean modifier to do it, unfortunately in the final render, the cylinders (which is what I used to cut) stay visible even when I hit the visibility eye.

Here are the cylinders cutting, the part.


texts:
How can I construct hyperbolic solids (hyperbolic cube, tetrahedron, etc.) in Blender?

Below is a picture of a hyperbolic cube:

Here is some more information on hyperbolic solids.

Just to be clear, I would ultimately like to construct a hyperbolic dodecahedron, but I want to learn how to use a general method.

EDIT: The solution does not have to be mathematically perfect, but it would be nice. I am trying to 3D print a gift for someone.


texts: Finding the CIE XYZ coordinates for surface materials and light colors

texts:
I'm trying to create a workflow for generating images that I can use in computer vision research. I think that exporting Blender scenes in with a sRGB sequencer in EXR format is exporting images in a scene-linear way, and I can retrieve the CIE XYZ coordinates of each pixel outside Blender.
But I would like to check how Blender uses the colors of materials (e.g. material base and subsurface colors) and lights. When these are defined in 'RGB', can I use a similar conversion matrix to the one from here (Convert an EXR render from scene-linear colorspace to CIE XYZ) to get the CIE XYZ coordinates of the materials and lights in the scene (and so use the inverse matrix to find RGB values for my target CIE XYZ values)?


texts: why when i rotate the head bone some weird animation appear in the head?

texts: I am using blender2.8 some weird wiggles appear in the head when i animate the head bone can someone have any idea why the mesh behave like this


texts: Node setup for combining baked Diffuse Indirect, Direct, and Color passes

texts:
I am trying to combine the Diffuse Indirect, Diffuse Direct, and Diffuse Color passes after baking.

Diffuse Indirect, and Diffuse Direct are fine When using the add shader, but I can't get the It to output the Color using the node setup below.


texts: Import GLTF Tilt Brush via Google Poly is throwing an error

texts:
Blender Version 2.90.1 (2.90.1 2020-09-23)
I have made a very simple Tilt Brush drawing on Oculus Quest 2. I have exported it to Poly from Tilt Brush. In Poly I have published the sketch in private mode. I am then fetching a link to it via the Poly API, and download a GLTF fil (https://poly.googleapis.com/downloads/fp/1602791954433581/7xSV2Yv6hW6/6eSd6Co6PZC/sketch.gltf). When I try to import that file (standard import settings), I get the following error from Blender:
    File "/Applications/Blender.app/Contents/Resources/2.90/scripts/addons/io_scene_gltf2/io/com/gltf2_io.py", line 46, in from_union
    return f(x)
  File "/Applications/Blender.app/Contents/Resources/2.90/scripts/addons/io_scene_gltf2/io/com/gltf2_io.py", line 1162, in <lambda>
    accessors = from_union([lambda x: from_list(Accessor.from_dict, x), from_none], obj.get("accessors"))
  File "/Applications/Blender.app/Contents/Resources/2.90/scripts/addons/io_scene_gltf2/io/com/gltf2_io.py", line 70, in from_list
    assert isinstance(x, list)
08:11:20 | ERROR: An error occurred on line 46 in statement return f(x)
08:11:20 | ERROR: An error occurred on line 1162 in statement accessors = from_union([lambda x: from_list(Accessor.from_dict, x), from_none], obj.get("accessors"))
08:11:20 | ERROR: An error occurred on line 70 in statement assert isinstance(x, list)
  File "/Applications/Blender.app/Contents/Resources/2.90/scripts/addons/io_scene_gltf2/io/com/gltf2_io.py", line 46, in from_union
    return f(x)
  File "/Applications/Blender.app/Contents/Resources/2.90/scripts/addons/io_scene_gltf2/io/com/gltf2_io.py", line 38, in from_none
    assert x is None
08:11:20 | ERROR: An error occurred on line 46 in statement return f(x)
08:11:20 | ERROR: An error occurred on line 38 in statement assert x is None
Traceback (most recent call last):
  File "/Applications/Blender.app/Contents/Resources/2.90/scripts/addons/io_scene_gltf2/__init__.py", line 928, in execute
    return self.import_gltf2(context)
  File "/Applications/Blender.app/Contents/Resources/2.90/scripts/addons/io_scene_gltf2/__init__.py", line 942, in import_gltf2
    if self.unit_import(path, import_settings) == {'FINISHED'}:
  File "/Applications/Blender.app/Contents/Resources/2.90/scripts/addons/io_scene_gltf2/__init__.py", line 955, in unit_import
    success, txt = self.gltf_importer.read()
  File "/Applications/Blender.app/Contents/Resources/2.90/scripts/addons/io_scene_gltf2/io/imp/gltf2_io_gltf.py", line 164, in read
    self.data = gltf_from_dict(json.loads(content, parse_constant=glTFImporter.bad_json_value))
  File "/Applications/Blender.app/Contents/Resources/2.90/scripts/addons/io_scene_gltf2/io/com/gltf2_io.py", line 1218, in gltf_from_dict
    return Gltf.from_dict(s)
  File "/Applications/Blender.app/Contents/Resources/2.90/scripts/addons/io_scene_gltf2/io/com/gltf2_io.py", line 1162, in from_dict
    accessors = from_union([lambda x: from_list(Accessor.from_dict, x), from_none], obj.get("accessors"))
  File "/Applications/Blender.app/Contents/Resources/2.90/scripts/addons/io_scene_gltf2/io/com/gltf2_io.py", line 56, in from_union
    assert False
AssertionError


texts: python code for existing node chain blender

texts: I have created a complicated Cycles material with the node editor.  I am currently building a python script to recreate this material.   Is there any way to "export" python to create a material I have already made in the node editor?


texts:
My script won't execute when the game initiates.

It's just a simple "print('Hello')". It works when I click "run script" but not automatically when the game initiates. I have tried 3 different versions of Blender and still no luck.

When I used to use Blender, about 2 years ago, I remember it working fine, but for some reason it has stopped working. Is there anything I can do? Thank you.


texts:
How can I change the preview FPS (the animation rate when pressing Alt+A or Play) in Blender 2.72?

It seems locked to 30 fps, so somewhere there is an option that says 30, but I've looked everywhere and can't find it. The scene is extremely simple so not locked by performance reasons.

This other question asks the same thing:

Is it possible to adjust the frame rate of viewport playback?

and the answer there was to change the rate in the Scene tab under Dimensions, but that is 24 fps currently and changing it doesn't change the preview rate.

I don't want to render and playback etc, I just want to play the animation faster in the preview window.

Thanks!


texts: Glow effect invisible on transparent background

texts:
I'm trying to render a lightsaber on a transparent background to use as game sprites. I've followed a tutorial on youtube to create the glow/blur effect and it worked great on a black background but it's completely invisible on a transparent background.
I figured I had to put an alpha channel node somewhere to make it work but I tried all the "alpha" named nodes all over the place and without success.

This is how the node setup looks like

Here is the blend file if you want to take a closer look.

EDIT: Found a solution/workaround. Doesn't look as good as before but it's close enough.


texts: I am making an animal and I would to know if the eyes is in include in same object or is two objects that we have to parent it.


texts: Explosion is bigger in the render, than in the rendered viewport

texts:
I'm making a test explosion for fun. It includes motion tracking and a explosion simulation. In the Rendered viewport it looks exactly how I want it too!

However, when I render the image, it looks way bigger and worse quality. If you know what setting I missed or something I did wrong, please let me know and help out! Thanks!


texts:
Is there a node that can separate colors by scale?
I tried separate xyz but it didn't work.
Example:

What I get:


texts: Tiller ploughing land. The tiller should leave marks on the sand materiel and while ploughing sand particles should emit from the tines of the tiller

texts: I was able to create sand, however am unable to draw lines on it.I want to animate a tiller working on sand leaving lines on sand. Plse help with video


texts: How do I use the tooltip to create keybinds?

texts:
The specific command I'm trying to set is bpy.ops.object.origin_set() which sets the origin of an object which is bound to default to Ctrl +Shift+Alt +C

This doesn't work:


texts: Blender will not render audio visualizer

texts:
So when I had windows 7 I had no problem with this but since I upgraded to windows 10 every time I render the project which is just an image with an audio visualizer it only renders the image and the sound. I set it to render with CPU and GPU and both doesn't work. I searched on google for answers and can't find anything. Anyone knows why it's doing this?

Here's a gif of how its supposed to render:
https://gyazo.com/7f639435f906ad07bedde9689198896a

And this is how it actually renders it:
https://gyazo.com/280c6e34ae37a12ecba6a58854fdb99d

just the image...
As I said when I had Windows 7 I never had this issue.


texts: Blender opens user preferences when starting

texts:
I don't know what I've done but all the sudden whenever I open blender, it starts with the preference window open too, looking like this

Even resetting blender to factory defaults doesn't change it. Why is this happening and how to get rid of it?


texts: How to make a tape measure for exact measurements?

texts: I am making an instruction video for burn victims, so that I can make their made to measure recovery garments in the exact size. I have made my person model, but now I need to show the area where the tape measure should be placed, to take the exact measurement, circumference etc. how can I do this? could I make a tape measure or just a line maybe…does any one please have a suggestion. I am new at this and am just learning…. please help…thank you so much


texts: I have small procedural circles on a sphere and I want them to connect from their center to the other ones centers in straight lines, Imagine a planet like Coruscant, is it possible to connect them?


texts:
How can i add modifier for a group instances. I have a group of object (cube, sphere, cylinder) and made a group. With shift+A > Group instance and added the group. I want that group instance to be added array modifier & curve modifier.

I cannot apply array modifier and if i want to make the duplication frame i get only the empty not the objects.

Actually i want my file to be light not to be heavy adding many objects.


texts:
i found few tutorials about blender simulation but it doesn't include air temperature and humidity. It has some flow but i can't tell if it's realistic or not.

I don't know if i should use, Flow Design from Autodesk or if blender can do it also?


texts: Skybox not refreching effect but on model and render alpha cut where do model is

texts:
I've reinstalled and deleted everything related to blender... I think. But this is what I'm getting and idk how to fix it. Doing it with (2.83 to 2.91)
In eevee and viewport shading does the skybox not refreching effect but in cycle the model is white whatever the material is
(you can see the render on the top right)
https://gyazo.com/5989820492ada29720666e1d36b6ea8d


texts: Is there an addon for Blender that allows a person to switch out parts on a model car like you can in a videogame? (One click selection that shows one part variant and hides the previous, and also lines up the parts so when they switch, it doesn't look off kilter)


texts: The difference of subdivision surface modifier between 2.7x & 2.80?

texts: This is a plane with 1 level subdivision surface modifier, it seems that version 2.80 using a new method to subdivide and smooth the mesh. This is almostly different from the version 2.7x and other 3D softwares. Why the developers make this change? Is there any advantages of the new method?


texts: rendering cubemaps by code (context error)

texts:
Need to render animated cubemaps for use in another program. UI allows to save the cubemap of current frame.

Trying to do it in Python. Getting a context error:

import bpy

# remember current frame to switch back after the script is finished
current_frame = bpy.context.scene.frame_current

for i in range(bpy.context.scene.frame_start, bpy.context.scene.frame_end+1):
    # set current frame
    bpy.context.scene.frame_current = i

    # create an image which will store the baked data
    image = bpy.data.images.new(str(i)+'.png', bpy.context.scene.render.resolution_x, bpy.context.scene.render.resolution_y, alpha = 0)
    image.file_format = 'PNG'
    image.filepath = "//"+str(i)+".png"
    #image.save()

    # need to render for some reason to save the cubemap below
    bpy.ops.render.render()

    # save cubemap image
    # needs proper context
    area = bpy.context.area
    old_type = area.type
    area.type = 'PROPERTIES'
    bpy.ops.texture.envmap_save(filepath=str(i)+'.png')
    area.type = old_type

    print ("Frame "+str(i)+" complete")

# switch back to the frame you were on before running this code
bpy.context.scene.frame_current = current_frame


texts: I followed blender guru's tutorial and I can't see the textures on my wall

texts:
It shows up perfectly in the preview but doesn't show up on my wall.
Here's my node setup:


texts: How to make a surface over a closed area with the bsurface addon

texts:
Hello to every blender guru.

I'm trying to learn how the bsurface addon works. Let's say that I want to make a surface over the whole area highlighted in the picture below. Where you will make the cuts ?

I wonder if it possible to modify the bsurface addon to improve his flexibility. It will be more useful if it was able to draw a closed area with the grease pencil tool and then fill it with a (b)surface. In other words,I don't want to make a grid or draw parallel strokes. I think that it could improves the creation process. What do you think ?


texts: Blender won't copy pose in dope sheet and mirror paste it

texts:
So I'm making a walking animation, I got half of the cycle figure out, and just want to mirror the first half to create the second. How ever when I try to copy the third keyframe and flip paste it, I get these stupid glitches. First, when I pressed Ctrl+C it won't copy to buffer. So I have to go into the pose menu to tell it too. Then when I tell it to flip paste, it will only paste the previous pose I copied and flipped. I can't explain it better then that, only if I go back to my last save and start over it happens all over again when I try to copy and flip pose three.
Here is the file, copy the pose at frame thirty, and try to x-flip paste in at frame seventy. If all goes like it does for me, it will glitch.

(Update) So I took one more stab to solve it and I found that if I copied the keyframes I wanted and normal paste them, it worked fine, its only when I x flip paste them that it goes wrong. Another thing that will have when I try to flip paste is it will paste a pose that is not the one I copied and infact don't have any poses like it in key frames