texts: How to create a smooth surface onto a rectangle frame?

texts:
Ok, so I am modelling a surface for a mac book pro, and I realized that it looks kind of "unrealistic". It seems to me, that apple used some trick to achieve that surface. It seems like a smooth rounded surface inside a rectangle form...

I tried to achieve this with extruding and model according to a background pic but that didn't do the trick.

What I felt like would be the closest to the original was to go into proportional editing and just pull a certain amount of vertices out. But that looked like as seen in the pictures.

Maybe someone can give me a hint if I am doing something wrong. I want to have the "frame" sticked to the grid and then just have the rest of the vertices to move and form the smooth surface...

U can see in the pictures what I did and what I want to have but smoother... Maybe u get an idea

Thanks for your help.

Greetz


texts: Strange UV Unwrapping behaviour with Seams

texts:
I get strange UV unwrapping behavior when Unwrapping any object that has Seams.
In the example below, I show the results of Unwrapping a simple beveled cube with and without Seams.

I understand that strange results can be shown in a UV Editor window if the scale of the object is not uniform. However, the scale of my object has not been changed and is at 1 in the example. If anyone knows what causes such a dramatic effect and has a solution then please let me know, because this problem is effectively making it impossible for me to texture my models properly.


texts: How to move a curve without evaluating it in Sverchok?

texts:
I obviously can't use matrix apply or move nodes, because curve before evaluation isn't defined by positions of vertexes (I think it's represented as a function). I tried curve offset and cast curve, but all those are distorting the curve, not just moving it.
Edit: I am using a "Curve Mapper" to create the curve. I tried changing clipping (min Y to -1 and max Y to 0), but it doesn't let me edit the curve (all points can be only moved to Y = 0).
I am stuck, why isn't there any "Move Curve" node? From my limited perspective, it renders a lot of other nodes useless (e.g. "Concat Curve" - I want to move one curve bellow the other curve and then do the join, otherwise it results in nonsense).


texts: How do I control (increase) lighting in Edit Mode? Some parts of my object are really dark, making it hard to edit.


texts:
I am looking for a way to capture just a portion of the screen in the game engine. I was using the built-in render.makeScreenshot(path), which only captures a full-screen PNG.

I am exploring the following approach but have no idea how to save the list data into an image format. Any help would be appreciated.

from bgl import *
def captureCropped(posX, posY, sizeX, sizeY):
        buf = Buffer(GL_BYTE, [sizeX,sizeY,3])
        glReadPixels(posX,posY,sizeX,sizeY,GL_RGB,GL_BYTE,buf)
        ... #now what do I do with buf?


texts: How to create a dictionary of all values of addon parameters?

texts:
I have a class PG_Parameters (PropertyGroup) where all the addon parameters are stored. I would like to create a dictionary, where keys are names of the properties and the values are the values of the properties.

Typically a dictionary of class variables could be created like this:

dict = {key:value for key, value in PG_Parameters.__dict__.items() if not key.startswith('__') and not callable(key)}

But the resulting dictionary is:

{'bl_rna': <bpy_struct, Struct("PG_Parameters")>}

But I would like to get:

{'my_int': 1, 'my_float': 2.3, 'my_string': "example_string"}

How could I approach this?


texts: Icecream close-up - What nodes am I missing?

texts:
I'm trying to reproduce this ice cream from another blender
forum. Yet I'm miles away from this artist's work. What nodes or settings am I missing?
What I want:

What I have:

Reference hi-res download: https://blenderartists.org/uploads/default/original/4X/4/3/f/43fd66535d47ddccf47d6b52734453f795309766.jpeg


texts: I want to add a background image to a render through the compositing, nodes but I can't seem to figure it out. How can I do this?


texts: Why won't Evee open the selected material in compositing

texts:
I remember that in older versions of Blender the current material would be selected, if you chose an entity with a material.
As you can see in compositing editor, there should be some type of diffuse and image node.


texts: This is just an example picture, but I keep running into this problem where i create a vert in edit mode and extrude it, then create faces, then merge the verbs/ filling holes to another object then subdivide it. And this is us the result. I made sure there were no faces in between. please help. I'm using Blender 2.8


texts:
I'm starting to learn texture paint mode and I have the hang of it for the most part.  But I'm getting inconsistent results.

Before I was able to paint directly on the model (I know it isn't really doing so and is actually painting on the UV image).

But now when I click on the model with any brush it doesn't paint at all, which isn't a huge deal but I'd like to know why it stopped working.

It still works with the "Mask" brush, but none of the others will work.

Any idea why this could be happening?


texts: Duplicated objects created in Blender Render are invisible in Cycles

texts:
I cannot figure it out. Perhaps you guys can help me out. I have created several objects in blender render, I forgot to switch to cycles at start. Anyways, the first object that I crearted shows up in cycles render, no problem. Any other objects (they were all duplicated meshes from the first object) are gone. I checked the visibility in outliner, all are listed as none under object->duplication. None has any textures applied, not even materials. Any help would he appreciated.

Blender file:

I tried to consult this thread, but no luck:
Why does my object not show up?


texts:
Here is my issue : I would like to add a unique Int property on an object.

This property needs to be unique even when duplicated.
So according to Duplicating object and default value of property and https://blenderartists.org/forum/showthread.php?328009-Unique-object-id I did this :

# Getter for anchor duplicate
def get_global_index(self):
#    print("getting value")
    done = False
    # get current index
    index = self.global_index #Recursive ?!
    # chek if already used (in case of a duplicate) and try a new one while necessary
    while not done:
        anchors = [obj for obj in bpy.context.scene.objects if obj.type == 'EMPTY' and obj.empty_draw_type == 'PLAIN_AXES']
        # already referenced
        if any(obj.global_index == self.global_index for obj in anchors):
            # found to try another index
            print("Trying another index")
            index = context.scene.global_index
            context.scene.global_index+=1
        else:
            done = True
            print("FOUND index")

    return index

def register():
    bpy.types.Object.list_index = bpy.props.IntProperty(name = "Index for my_list", default = 0)
    #Each anchor needs a unique index
    bpy.types.Scene.global_index = bpy.props.IntProperty(name = "Global index for Anchors", default = 0)
    #So use scene index to store the increment
    bpy.types.Object.global_index = bpy.props.IntProperty(name = "Object index for Anchors", default = 0, get=get_global_index)

BUT, The getter seems to loop infinitely and I don't understand what I'm doing wrong.
I just want the getter to check in the current objects of the specified king to check if the index is not already used (when Duplicated) because I need to have each one of them having a unique index.

Thanks !


texts:
I have an oval and a couples of a planes I want to distribute with the same distance between them.

The oval is like this:

The planes like this:

So I tried already a lot of things. At first I started with cubes using arrays but they deformed. So I use the array and curve modifier to put planes into the oval and then parent the cubes. And that solved the problem of deformation but as I get closer of the X axis (X=0) the planes/cubes/whatever gets closer between each other compared to the near section of Y=0.

Example:

The idea is to copy this structure all around the oval (the distances between the exterior vertices are 3.10m):

(Yes, the first image got more planes at the base because I need them for references)


texts: How to create intermediate vertices of a humpy surface (interpolation)

texts:
I took a cube, stretched it, added a number of intermediate edges and adjusted their height to get a humpy top surface.

Now, I want to get a smooth top surface by adding interpolated vertices. The existing edges must not change their position. How do I do this?

FYI: The object will be 3D-printed.


texts: Importing from World Creator 2 to Blender 2.83 - Best Practices

texts:
I am at a stalemate here. The goal is to bring in a landscape from WC2 to Blender and have it look as photorealistic as possible.
Is it better to create as much as possible in WC2 (mesh, texture, vegetation, etc.) and import all that into blender or just the mesh from WC2 and build from there?
I wonder, too, if there is a preferred method to bring in a mesh, import as a .obj or use an exported height map to use a displacement.


texts: change object pivot after animation and keep animation positions

texts:
I need some help. I have this truck... it is animated that it moves forward and do some other stuff... i animated the whole thing (3000 frames) but i didn't think about spinning the wheels when i was constructing it. I have set all origins into one point so i could move objects around and then back to 0,0,0.

The question is how can i make the wheels rotate around it axis (the phisical one) without breaking other animation.

I tried parenting wheels on empty object and than parant that on truck (so i could rotate empty object and it would rotate the wheel). It didn't work, the tires flew away during the animation.

If i just change pivot of each object they move to that point (red arrow on picture).

So is there a way to rotate tires around its mass without changing the pivot? Or to change the pivot of objects but keeping the translations and rotations like they are now?

Please help. If i go remake the whole truck animation it will take me like forever again.

Thanks in advance!


texts: VSE, python API: get time point in video file under marker

texts:
There is a scene in Video Sequence Editor with several video strips one after another in time. Each strip corresponds to a video file. Along the timeline I have several markers.

What I'd like to do is to take a marker and return a videofile path under the marker and a time position in this video file at which marker points.
I'm thinking of writing  a python script to do that automatically for a long scene with lots of markers. What would be a preferred way to do that?


texts:
I downloaded a rigged character in a blend file here:
http://cdn.digitaltutors.com/wp-content/uploads/2015/03/DT_Puppet_Rig.zip

When I open it in blender it is fine in armature rest position, but the pose position is all squashed up and unusable.

Can anyone give any hints about what I'm doing wrong. I tried to select all and clear pose transforms but no luck.

thanks for any help,
Andreas.


texts:
So... I have a cube I am making into a cardboard box, and i have 2 flaps on the sides.

Well, how would I get the flaps to bounce around/move when the object hits the ground?

EDIT: would I have to use different objects and parent them, or could I keep it as one object?


texts: How to create a sword trail smear in Blender Internal with Particles?

texts:
I want to create a sword trail smear in Blender with Particles. I cannot figure it out, and googling doesn't seem to give me too much direction. Perhaps I'm googling incorrectly.

The sort of smear I'm talking about is this:

So far, I have gotten this far with mine:

https://gfycat.com/gifs/detail/RequiredThirdBedbug

The issues I'm having are mainly:

Emitter does not emit along the whole length of the emitter (which is a seperate object that follows the curvature of the sword).
I cant figure out how to change the emission particles; theyre way to big, bright and white.
I dont know how to set a minimum speed the sword must swing at to emit particles.


texts: Dark spots and lines showing up on render, GPU vs CPU?

texts:
I've been rendering out an animation for the past three days of a punching bag flying through a wall.  However, I noticed something kind of annoying. From frame 72 to 73, it seems like the smoke gets much darker and there is this weird line showing up on the wall.

I'm guessing that this may have happened in partially because I attempted running two instances of Blender, one using GPU and the other with CPU to try to make the rendering go faster, and I'm pretty sure that the frames that have the dark spots on them were rendered with the CPU, but I don't believe all of them were. Any ideas why this may have happened? I don't believe there are any values animated (that would cause something like this to happen), and both the physics and the smoke are baked.

Thanks.


texts:
How can I split a face in edit mode where there is already existing edge resting on the face (screenshot bellow)?
The issue with the knife tool is that, it doesn't snap to the second vertex (on the edge, closer to the view). It only snaps to the original vertix (on the corner, farther from the view)


texts:
i have a problem with the projected shadow from a object to another object,in particular i don't know because a shadow don't follow all the geometry, in this case a cube.
The cube shader need use light path node?
In the first one screenshot, you can see a normal situation with only two lights (sun and area) and two object, you can see like the shadow of the sphere don't follow completely the geometry.
In the second one screenshot, you can see a similar result that i want, but in this case i have in the scene three objects, sphere, cube and near a simple plane disabled to camera view. I think this is a wrong solution.


texts: Does Camera.view_frame() return the correct size of near clip plane?

texts:
I am writing a toy operator which select the visible vertices of a mesh from active camera.

My approach is to do a perspective projection on vertices of that mesh to NDC(Normalized Device Coordinates. It is a glossary from rasterization graphic API like OpenGL) and check that whether the NDC is in range of [-1, 1]^3.

I encounter a problem when I construct the projection matrix using camera.view_frame() function:
It seems that view_frame() returns double of the real size of camera's sensor.

I am confused with this behavior of view_frame().

Supplementary background:
I write a Blog post for details about this toy operator on http://linearconstraints.net/?p=53

And the full source code is on https://gist.github.com/thebusytypist/8900746

Note that I divide the left/right/bottom/top by 2 in line 75-76.


texts: How do change the shading for an entire scene?

texts:
I've seen a number of questions dealing with rendering in the 3D Viewport or making particular objects render as wireframe. What I can't find is a way, from Python (or even manually), to set the entire scene to render as wireframe or any of the other shading modes that we can use in the viewport. I want to be able to render an output image in wireframe or solid, instead of the normal rendering mode.
How can I render an image, that I can save to my drive, with everything as wireframe or solid?


texts: How to make a round fence out of an array

texts:
I am modelling a big fan and uses this image as a reference.

If you look closely you see a fence/mesh/gauze before the blades. I cannot figuring out how to do this easily. Any thoughts?


texts: The bones in a model is affecting another model

texts: I made two models and both gave them bones. But one of the armatures is affecting the other armature. Is is because they both accidentally share the same pose library I gave em? If that's the case, i tried deleting the pose library, but it still appear in the animation screen. what do i do?


texts:
I'm trying to make a realistic render, but I'm having some troubles with lights and reflections

In this scene I have three lights around the object, the trouble is in the corners. I can't find why the reflection is not uniform across both parts of the meshes.
Is the same object with two meshes, the entire object has the same material and I'm using the Blender Render (not cycles) and ambient occlusion. (Also applied "smooth" to the lateral faces)


texts: How can I select random verts, not faces

texts: I want to select random verts for something in blender, but every time I try to do random selection, it gives me random face selection. I don't want to select faces, just random verts.


texts: Winding coil using a conical shape for 3D printing

texts:
I'm trying to wind a continues coil around an conical object.
I duplicated an edge loop of the conical shape to get the Coil loop size and angle correct and used an array modifier but I'm not sure how to connect all the loops together to make it a connected and continuous wire coil spiral.

I was trying to follow
How would I go about creating a Toroidal coil?
Note:
I plan on using a boolean difference operator to make a indentation on both the inside and outside of the conical shape so that the coil/wire can be placed snugly when this is 3D printed.
The image below shows one side of the Conical shape with an indent place for the wire to go

One thought was to see how the twisted torus creates it's edge loops (since it loops the inside and outside edges) and somehow apply that to the cone shape.


texts: Why is my displacement map virtually completely grey?

texts:
I'm working on a displacement map to display details from a high-poly mesh on a low-poly mesh. However, when I bake my displacement map, it appears almost completely grey.

What's causing this? Is there a way to fix it?


texts: Visible gaps in mesh when using adaptive subdiv and multiple materials

texts:
No matter what I try, I can't close a visible displacement gap between materials when I'm using Adaptive Subdivision.

Enabling Auto-Smooth in the normal options fixes gaps on the corners of objects within the same material, but not between materials.

Catmull-Clark Subdiv doesn't fix it, nor does enabling Use Creases. Turning off Adaptive will fix it, but I really need it for my scene.

Any other ideas?


texts: Flipping the pose on the x axis is pasted incorrectly

texts:
So for the past few hours i have been trying to animate a simple walk cycle but couldn't because
when i try to flip the pose on the x axis it doesn't paste it correctly. (Blend File)

The pose i copied:

And this is the pose i got when i fliped it on the x axis:

Both pictures are viewed in the same angle .
I checked the armature names in case it didn't fit the naming convention but there's nothing
wrong with it .
I complitely redone the rigging multiple times just to be sure but it didn't change anything.
Everything other then the legs are pasted correctly.


texts: How to render frames skipping every X , but leaving the filename increment by one

texts:
I know how to skip frames in blender, but it seems the filename follows the skipped frames.  So if I want to render very 10 frames starting at 0 and finishing at 50.  I would like to see this

image0.png
iamge1.png
image2.png
image3.png
image4.png
image5.png

but this is what I get

image0.png
iamge10.png
image20.png
image30.png
image40.png
image50.png


texts: How do I get this character to follow its walking path?

texts: The character walks in place. There is a path in front of it, but the character does not walk along it. How do I resolve this? I am using version 2.79 currently but will switch as soon as the semester is over. Thanks in advance.


texts: Render time increasing drastically towards the end of the render

texts:
I apologize in advance if I didn't manage to utilize the search function to its fullest.

I am through my first single frame scene render during which I had several iterations of previews and trial renders. I've tried various settings for the Cycles GPU renderer (experimental mode for the adaptive sub divs), path tracing.

The issue is that when I started the final render the estimated time to finish was 2.5 hours, which seemed OK to me.
But in real life, the estimation timer practically stopped on the last 10% of the render, the CPU usage went from ~100% to 50%, the GPU usage went to 0%. The total time it took to render was 8 hours.

Anybody had a similar issue? Is there a way to avoid this dreadful phenomenon?

Thank you!


texts: Texture paint stops working at shallow angle

texts:
Texture painting stops to work when the angle to the surface you are painting on is to shallow.

Shallow Angle:

Larger Angle

Can i deactivate this ?
Or decrease the angle, after that it doesn't work anymore ?


texts: Creating sharp edge between smooth mesh surfaces

texts: I want to create a sharp edge between two smooth mesh surfaces. The upper surface has already been smoothed out nicely, merely using the Shading/UVs > Smooth Face function in the Tool Box (top left of picture), after selecting all its faces. However, when I do the same thing in the lower surface, the common edge between the two surfaces (= top edge of selected faces in picture) is also smoothed out (the picture is before that operation), which I don't want. I tried Shading/UVs => Smooth Edge=> Sharp, but that does not work. I don't want to use a modifier (because I want to control things intra object).


texts: It is possible to use Antialiasing in Multitexture mode?

texts: It is possible? or it is just a GLSL feature?


texts:
I have a player (sphere) with Dynamic Physics and can move around with W, A, S, D. The space bar can make it jump. I have a Sensor, keyboard, that detects the spacebar press. I have two Actuators, one is a Simple Motion, and the other is a Constraint. The simple motion has a Linear Velocity Z value of .5, With the L and AD checked. The constraint is a Location constraint, and it's supposed to limt the height of the player jumping. It's along the Z axis, and has a min of 0 and max of .5. Damping is 13.

Whenever the space bar is pressed, the player jumps and continues to go up, ignoring the limit. Once the space bar is released, it gets some sort of boost and flies higher up and faster.

What do I need to fix in order to get an efficient jump mechanism?
Or is there a better way to do this? I would like to be able to change the jump speed and height.


texts: Preserve background images when isolating object

texts:
In Blender 2.79 background images would remain visible when isolating a single object. Now that they are technically objects themselves, they also disappear when isolating a specific object or hiding everything apart from it (shift + H). This means I now have to go back to the Collections and make them visible again manually. This is rather annoying when I want to focus on modeling one object.

Is there a way in 2.8 to use "persistent" background images that won't be hidden along with everything else? Thanks.


texts: Python How to make pose bone rotation toward a point?

texts:
I have the pose bone at a location and I would like for it to rotate to face a point
Code:
Pos1 = Vector(bone.location)
#The point location (local)
Pos2 = Vector(10,10,10)
diff = Pos2 - Pos1
quat = diff.rotation_difference(pos1)
bone.rotation_quaternion = quat

But it doesn't seem to line up


texts: How to texture a logo with several colors in different shapes

texts:
I am looking for way to color the letters of my Logo just like the color organization you can see in the picture attached here.

I do not plan to keep any shape of the object but only how the colors are grouped.  The problem I am facing is how to use the letters as an individual object, so I can subdivide and shade separatly.


texts: Square artifacts when shining light through material

texts:
I am shining a light through a principled bsdf with transmission and getting weird square artifacts. Any ideas as to the cause?
blend file: https://filebin.net/yhpnzpuic4lvree1/


texts: Redirect output of bpy.ops.render.render() to variable

texts:
I thought that the following code (which I found here) would save all the terminal output from the function bpy.ops.render.render() into the variable output:

import bpy, sys, io

old_stdout = sys.stdout
render_output = io.StringIO()
sys.stdout = render_output
bpy.ops.render.render( write_still=True )
sys.stdout = old_stdout

But I still get output to the terminal (Saved: /tmp/a.png Time: 00:00.99 (Saving: 00:00.01)) and render_output.getvalue() returns an empty string.  Why is that?

I also tested this method with bpy.ops.mesh.remove_doubles() and it successfully redirects the output.


texts: Is there any way to put camera inside the sphere?

texts:
I'd like to use the inside of the sphere as the background image.
Is there any way to do that?


texts:
I somehow pressed a key combination like Ctrl+Shift+., the zoom center switched to the object origin (I was in 3D view) and now when I press middle mouse button and try to navigate the whole view rotates around the object origin. It doesn't move either when I select vertices in edit mode and press . again.

How to turn it back to normal? I already tried some options in view panel but nothing worked so far.

Edit: It also says "View offset is locked" when I press Shift or Ctrl and scroll middle mouse button.


texts: How to introspectively modify nodes from Python

texts:
Ok, this is quite a weird case.
TL;DR

Why (and how is it Pythonically possible that) Blender's nodes dont have the __dict__ attribute.

How to programatically add attributes to them without this attribute. (No, I am not going to use exec(), thank you very much. The incoming data is royally untrusted.)

First problem
I am trying to deserialize a bunch of nodes that I previously saved to JSON. I have one somewhat working solution to this, but it involves exec(). The basic idea is that I have an assignment written like this into JSON:
"a":b
Which should as the file is read become:
<reference to newly created node>.a = b
However I don't want to run the actual thing for security reasons, so what I actually want to do is this:

Add the field a to the node
Assign the field to whatever b is. (B is always a litteral value)

So, naively I tried this:
<reference to the node>.__dict__[a] = b
Python didn't like it:
'ShaderNodeMixRGB' object has no attribute '__dict__'
Yet when running dir() on the node, '__dict__' shows up. As the very first result, to be exact.
I find all this very puzzling: I didn't even know an object in Python can exist without a __dict__ attribute. Now I know the nodes are some kind of twisted wrapper around C and in some cases the very C is a wrapper around OSL. But still?
Nevertheless, I continued my search. Trying a static assignment on the node didn't work. (By this I mean <reference to the node>.foo = "bar". It seems to be blocked by __slots__. A simmilar assignment worked in the code with the exec(). And I honestly can't say why.
At this point I started thinking something was terribly wrong with my machine. I switched over to another, which had:

A different processor architechture
A different operating system
A different version of Blender (the first thing was with an unstable one)

but still it had the same problem. Thinking some external factor had changed, I tried the old code. And it worked.
So what is going on?
Second problem
One may set an attribute's attribute's value (<reference to node>.inputs["foobar"] = "baz" being the most common case) in the file. This works like a charm on the exec()-based version. However, I don't see how I could make this work withous exec().


texts: How to Tweak Dragon Scales Scaling from a Particle Emitter

texts:
I'm working on a dragon and want to use a particle emitter to put scales on it (emitting one scale from each vertex, big thanks to Mr. Blaquart for that suggestion!).  Does anyone know of a technique to scale up or down the individual emitted scales based on where they are on the dragon's body?  For example, I need smaller scales near the end of the tail but larger scales near the chest.

Ideally, I'd like to be able to do something like set some per-vertex data that scales the emitted object from that vertex (which I could then adjust via proportional edits to get a smooth transition between sizes of scales).  I've played around with applying the particle system so that each scale is its own object and then manually scaling batches of them with proportional edit in object mode, but that method won't work as well once I have non-scale dragon parts in the scene.

Anyway, here's a screenshot with a small bit of the dragon (that I've been using for tests) to show what I'm doing (and where I'm running into problems; as the tail gets narrower, the scales clip through each other and lose visual definition).  On the right is the full particle system, and on the left is that same bit in edit mode so that you can see the vertices:

I really appreciate any help or clever ideas you folks can provide!


texts: cycles volume rendering 3D image texture (CT or MR dataset)

texts:
Is it possible to render with cycles a 3D texture from discrete image data (eg. image sequence)?

Basically I'm trying to get volume rendering of medical data with cycles.


texts: Rigging clothes to a character not working as expected

texts:
I'm trying to rig clothes to a character I've made. However, it's not working as intended. I'm following this guide:
1- Select the cloth
2- Shift select the rig
3- Ctrl + P to Set parent with empty groups
4- Select the cloth Alone
5- Add the Data Transfer modifier (anywhere in the stack) then within the modifier:
6- Source object - Select your Rigged mesh (body)
7- Check Vertex Data (first in the list below Source object)
8- Select (highlight) Vertex Group(s)
9- Click Apply
10- Forget about most of your nightmares and forget about destructive solutions.
I've attached an image of what happens when I follow the above steps. Can anyone help me?


texts: I want to get the names of all models in blender in order

texts:
I want to get the names of all models in the blender in order
I use  blender console for the first time
 objs = bpy.context.scene.objects
 for obj in objs :
  print(obj.name)

..... it is omitted
pasted__piriformis
pasted__puborectalis_part_of_levator_ani
pasted__prerectal_fibers_part_of_levator_ani
pasted__pubococcygeus_part_of_levator_ani
pasted__anal_sphincter_external
pasted__anal_sphincter_internal
pasted__iliococcygeus_part_of_evatorani
pasted__Deep_transverse_perineal
pasted__superficial_transverse_perineal
pasted__central_tendon_of_urogenital_diaphragm
pasted__anococcygeal_ligament

....it is omitted

>>> print(bpy.context.scene.objects)
<bpy_collection[844], SceneObjects>

It was successful but console line number limit is low.
The console size itself is small, so only a fraction of the 844 is displayed on the console, and the displayed ones are quite small.


texts: I would like to have spiral shape texture on the cylinder. How to UV map the model and how to make a texture which wraps around the cylinder ?


texts: repeating hole pattern or texture on surfaces (climbing wall drill holes)

texts:
Im trying to replicate the drilling holes which can be found on climbing walls. They are uniform in shape and should tile with the same distance and should not be cut on corners (getting half holes for example). I've tried different methods like using a texture and using different nodes (polka dot generation with all sort of different math nodes) to replicate this effect but none of them seem to do the thing I want to do or I get some weird black mesh results and it srews up (I am also pretty new to Blender and not very good at it).

This is an example of what I want to achieve.

My question is, what would be the best method and how would I achieve this? cutting physical holes in the mesh, or make a texture with some sort of bump/displacement mapping since the camera is a bit in the back and does not really show the actual holes from a distance.

Be advised that my mesh is not just one flat surface but consists of different surfaces with different angles. This is what I currently have;

preferably I'd use the node editor (im using cycles render engine) for maximum control but I haven't found any decent solutions which actually make it sort of look like the holes I want them to be. If anyone has some sort of solution or can point me in the right direction that would be much appreciated.


texts: Blender only masks the outline of what I'm trying to mask

texts:
I am still very new to Blender Stack Exchange so if I deviate from the format that is because I don't really know this.
Problem:
When I mask out something (in this case, an arm), it only masks the outline and doesn't fill it in. Here is some images of the problem:

ps: I am still learning the basics of masking so it is a bit bad of a mask...

I hope someone can help me with this and maybe the format of this website a bit.


texts: Colour difference between Windows and Linux Renders in 2.79

texts:
I have been working on a project for a while, and to speed up the rendering process, I am using 3 computers to render. One with Windows 10, one with Windows 7 and one with Ubuntu. The problem is, the Windows systems and the Ubuntu computer are returning different colours in the render. The settings should be the same, as they are working off of the exact same file, and the modifications to blender are the same.

https://drive.google.com/open?id=1V-cExcx0ssG_iIKJGQuhMpNUmzmx-Qc8

I hope that someone encountered this problem already, and that there is a solution for it.
Thank you for your help in advance.

Edit: Oh, and I am using GPU render, the Windows 10 and the Ubuntu computer have GTX 1050ti-s, and the Windows 7 one has a GTX 1050. (Also I have Filmic blender installed.)


texts: Import multiple STL files and modify the incoming objects in one go?

texts:
I want to import stl files using file browser (by using 'INVOKE_DEFAULT' on import stl operator). It seems that join() operator gets called before importing is finished. Does Blender import the objects in some kind of seperate thread to prevent a potential freeze?
I also tried macros but I'm getting the same result. join() operator gets called before the import is finished. I came across this method of window manager window_manager.fileselect_add() but couldn't get it to work. Sure, I can import the objects if that's finished, the user can join them but the client requires these two steps to be done using one single button.
import bpy

def main(context):
    for ob in context.scene.objects:
        print(ob)

class SimpleOperator(bpy.types.Operator):
    """Tooltip"""
    bl_idname = "object.simple_operator"
    bl_label = "Simple Object Operator"

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

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

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

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

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

if __name__ == "__main__":
    register()

Q: Is there any way I can import and join the objects in one go?


texts: How to start/stop wind blowing at a specific frame?

texts: I am running a simulation where I have wind blowing a ball. Very simple stuff. I need the wind to stop blowing after frame 210. I did this earlier but now I can't find where I set the end frame for the wind. It was similar to the start and stop for the animation but it was specific to the wind. I am wondering now if I was seeing things. Help please! Thanks in advance.


texts: How to resume a render that got interrupted?

texts: I was rendering a video and my computer turned off because of electricity problem. Is there any way I can resume the render from where I left off, without having to start all over again?


texts: Is it possible to edit all texts without affecting other curves using Python?

texts:
I have run into an issue where I need to edit all text curves to change their content, but I also need to be able to use other curves that are not text within the scene.

If I try and use the standard for x in y method and cycle through all curves I get the error I expected.

import bpy

curves = bpy.data.curves

for c in curves:
  print(c.data.body)
  c.data.body = 'this has worked'

'Curve' object has no attribute 'data'

This is caused by non-text curve objects in the scene, which of course have no text attributes. What are my options to work around this limitation of having text objects bundled in with all curve objects?

Adding text object definitions manually is not an option as this needs to be extremely flexible.


texts:
Using OpenTopoMap and Blender, I've recreated a landscape in 3D. The height difference is in rough 10m steps. Now I want to smooth the space between these steps:

Using smooth shading and the edge split modifier, the result is okay at first, but it still doesn't look too good:

Using Subdivision Surface, the result is even worse:

Can you think of alternative ways to smoothen out the topo?


texts: Select vertex in UV map based on coordinate x,y

texts:
I have a problem similar to my last one but yet I can't find an efficient solution.

Having an array of [x,y] coordinate that indicate position on the UV map I want to select the closest vertices ( in 3D )

I'm guessing the main idea would be to iterate upon my array of coordinate and then  compute the distance to each vertices on the UV map with 2 for loop ( one for face in bm.faces, and another for loop in loop in face.loops ) but that would be not efficient.

What is my best option here ?

Any help is welcome.

thx.


texts: Import issues Marvelous Designer FBX files

texts:
I have emailed Marvelous Designer support about my issues with the FBX files. The animations were being lost in the import, MD they have replied to my request but I don't understand what they mean. Can someone explain to me what their feedback is?

"According to your concern, alembic export does not seem to have any problems. (Please find the 'Test_Alembic.Zprj' file.)

About the FBX file, we believe that the animation is omitted because you didn't bake the node key named "Amature". (Please find the 'Test_FBX.Zprj' file.)

Since this issue is related to Blender, we believe you will be able to get a better solution from Blender support team.

If you have any further questions regarding this issue, please forward the issue to the official support team in Blender.

Thank you.

All the best,

Marvelous Designer Team."


texts: Inconsistant edges and lights rendering for orthogonal pixel art with freestyle

texts:
I'm trying to recreate a Gameboy pixel-art style using a front-facing orthogonal view and freestyle for edges. My reference is this well-known picture from a pokemon game:

My main problem is that edges and lights are not rendering constantly. On the render below, the three spheres are duplicated objects, but render differently:

The lightning is a simple sun facing the center of the scene as you can see here:

My output properties have 160*144px for the resolution.
My render properties and other relevant settings are set like this:

Here is my very simple composition setup using only a color ramp:

What am I missing? It's like the only one rendering rather correctly is the one at the center of the scene.
I uploaded the file here.


texts: Texture Baking in relation of objects dimensions

texts:
Hello Everyone!
In a scene where there are objects that are pretty different in size.
If in the baking process you use the same Path Tiles for every object you'll end up losing quality on the bigger objects, so when you have small textures such as 1K the result is pretty awful.
Is there any rules on how the Path Tiles number should be set in relation to object dimension and texture resolution or you just have to increase them until the result is fine?
Thanks in Advance!


texts: How to copy 1 part of a mesh to other places on the same mesh (without mirroring)

texts:
Firstly, I'm new to blender so apologies if this is a really  newbie question.
I'm trying to copy part of a mesh, and apply that to other areas of the same mesh. (On the image below, I'm trying to repeat the recessed area on the left, to the selected faces on the right. I know mirroring is a possible option, but I need to also repeat it elsewhere where mirroring isn't possible, so trying to learn how to do a more "copy/paste" approach)
I've tried following some previous posts which advise using shift + D to duplicate the faces of the object, then move the duplicate away from the mesh, then right click and do separate > selection.
However, when I do that I get a red border around the new object and when I select the new faces (the destination) I can't seem to get it to apply the shape (I also can't "grab" the new item to move it).
Any ideas where I'm going wrong?
Also... how do I stop the mesh from vanishing "inside" the object as visible in multiple places in the image below? It's making it really hard to work when I cant see/select all of the vertices, etc

Thanks!


texts: How do i Snap an vertex just where it touches and edge following it´s own axis?

texts:
I want to slide this vertex, along it´s own axis, till it touches the next edge, and snap to it. I can´t seem to use the snap tool to snap on an edge, following a weird axis that is not X, Y or Z.

That can be easily done in Sketchup, but in Blender I feel like I'm in hell.


texts: How can I solve a far away stacking Freestyle line

texts:
Im a beginner to use blender for comic

i try a way to make line on faraway object to be small but it still have a result like this. their are the way or some easy method to make a stacking line look doesn't black like this?


texts:
The normal Extrude works like this: take selected geometry and move to another place. But I need something that leaves the selected geometry where it is and duplicates it.

I noticed that when you extrude a simple plane it generates a cube. How do I achieve that but just with a larger pool of polygons?


texts: Weird blotchy shadows in blender cycles (denoising)

texts: I have an interior scene with a window opening, a portal light in the window and an area light acting as sun light. I want to achieve this dramatic cinematic feeling without interior spot lights apart from the kitchen counter light. I know its hard to properly denoise these kind of scenes and im very new to blender (i have a modo and vray background)... I keep getting this blotchy shadows and i cant get rid of them nor de noise, i used to have a hdri to iluminate my scene but i changed it to an area light with no improvement, i started with 1024 samples and now im on 9000+ samples with no aparent improvement... render time is crazy high and the result is the same. Im trying to get Optix denoising to work on my gtx 1070 on a custom build i found online with no luck


texts: How Do You Stack Instances on Z axis with Animation Nodes 2.0?

texts:
I'm relatively new to blender and extremely new to Animation Nodes 2.0. (I found out about it 2 days ago). I'm trying to make a cube falloff animation but I can only stack the cubes on the X and Y axis. I would like to stack the instances on the Z-axis and I'm stumped on how to accomplish it. I've rotated the object every which way to no avail. I've attached an image of my current workspace. Any ideas on how to get them stacked on the Z-axis? I'm scantily familiar with Python programming so please be kind to my confused brain with your answers! :-)

Thank you!


texts: Workflow for using A LOT of reference images at precise angles?

texts:
I am going to sculpt a human head based on a model whose image is captured at VERY precise angles for this purpose. I think the angles those images are taken at are increments of 11.25 degrees:

{-45.0,-33.75,-22.5,-11.25,0.0,11.25,22.5,33.75,45.0}

The picture almost speaks for itself: I want to set up each of these references on its own plane, and make it ONLY visible when viewed at the angle it was taken from; this way, I only have to press the 0-key to look through the camera and pivot around the origin with the 4 and 5-keys. I can do this, but I don't know how to show just one reference based on the camera angle.

However, I am also wondering if this is a wild goose chase: would the depth distortion caused by viewing the reference image in Perspective mode, or the sculpting object in Orthographic mode, make sculpting from the extra angles impossible to replicate the human model correctly? Are only orthogonal reference angles (i.e. front, side, back, top, etc) useful for manual photogrammetry?

(I looked at all the top Suggestions while writing this question, none of them asked about implementing this same feature. If I missed an existing solution, please link me to it if it will work for 2.81)

EDIT: Ok, forget about making all those reference images because I'm going to just slice the images I have and feed them to Facebuilder (which I think uses perspective cameras?). But I do want to know if that approach was feasible without that software or if the distortion would make it an impossible task.


texts: How to detect updates in Sequencer by comparing to a global variable?

texts:
This may be a two-fold question, but I think I got an answer on the first:

In order to keep the strain of running an "detect updates" function, as low as possible, I would like to make it as streamlined as possible. But there doesn't seem to be an equivalent to ex. "bpy.data.movieclips.is_updated" (for the motion tracker clip) for the sequencer?https://docs.blender.org/api/blender_python_api_2_76_0/bpy.types.BlendData.html

So I guess the only way is to compare the currently active strip's data with the data of a previous active strip, on scene updates, but how do I do that?

import bpy
from bpy.app.handlers import persistent

oldStrip = bpy.context.scene.sequence_editor.active_strip

def sequencer_update(context):
    #if bpy.data.movieclips.is_updated: # Updates on tracker file updates, but no sequencer .is_updated function?

        global oldStrip
        activeStrip = bpy.context.scene.sequence_editor.active_strip
        print("Active strip: "+str(activeStrip.name))
        if oldStrip != activeStrip: #
            if oldStrip.name == activeStrip.name:
                if oldStrip.frame_final_start == activeStrip.frame_final_start and oldStrip.frame_final_end == activeStrip.frame_final_end:
                    print("Strip not moved, maybe a rename or other property changes?")
                if oldStrip.frame_final_start != activeStrip.frame_final_start and oldStrip.frame_final_end != activeStrip.frame_final_end:
                    print("Entire strip moved")
                if oldStrip.frame_final_start != activeStrip.frame_final_start and oldStrip.frame_final_end == activeStrip.frame_final_end:
                    print("Start handle moved")
                    bpy.context.scene.frame_set(sequence.frame_final_start) # move time cursor
                if oldStrip.frame_final_start == activeStrip.frame_final_start and oldStrip.frame_final_end != activeStrip.frame_final_end:
                    print("End handle moved")
                    bpy.context.scene.frame_set(sequence.frame_final_start)# move time cursor
            else:
                print("New strip selected")
        oldStrip = activeStrip
#Register
def register():

    handlers = bpy.app.handlers.scene_update_pre
    for handler in handlers:
        if ("sequencer_update" in str(handler)):
            handlers.remove(handler)
    handlers.append(sequencer_update)

def unregister():
    handlers = bpy.app.handlers.scene_update_pre
    for handler in handlers:
        if ("sequencer_update" in str(handler)):
            handlers.remove(handler)

    #Unregister operators
    bpy.utils.unregister_module(__name__)

if __name__ == "__main__":
    register()

unregister()


texts:
I am making an easy flag, i did add cloth and collision to it and a windforce blowing on it, pinned the side close to the wind and yet the flag stands flopped but static. why does not it animate?
Thanks in advance


texts: Bevel Glitch with Subdivision Surface (Modifiers)

texts:
I'm editing some models from an LDraw library (Lego) and I've run into some sort of glitch when I have a bevel modifier and a subsurface modifier active on the object. Here's what it looks like:

I don't understand why the bevel and subsurface modifiers create a bunch of overlapping faces on corners like that. I have the blender file here (v2.79):

https://drive.google.com/file/d/1k6dO09pKbkgGIEyTnPCb-kXfczQD_7Rb/view?usp=sharing

Any help would be greatly appreciated :)


texts: setting color_set of armature to CUSTOM via python

texts:
How can I set the color set for an armature to use custom colors by python? I know that when I choose one color set that it shows an info. The info looks like this:

bpy.context.object.color_set = 'CUSTOM'

But when I type this command in interactive console I get an error that Object has no attribute color_set

How is that possible?


texts:
How do I animate a strip so that it looks like it's being drawn over time, as though it were produced by actual writing?

I can't find a direct way to make it. For now I am using a surrogate method - make an array of planes and add it to a curve path, then animate the array count.


texts:
I want a tan wallpaper with small blue polka dots, something "ugly". How could i make something like that for a texture?
Trying to make the wallpaper on the left.


texts:
My Blender doesn't render textures in Cycles anymore. It worked before but if I now create a new project and apply a texture to an object it just gets rendered in a color present in the texture (see image).

I tried:
 * restarting
 * creating new prject
 * using different texture format (png/jpeg)
 * Changed render device (CPU/GPU)

I'm sure I didn't change any settings. I hope it's just something really simple I forgot :D

Thanks in avance for your help =)


texts: Keyframing start and end of smoke simulation

texts:
Can anyone help me with quick smoke?
I am still very new to blender and I am confused on how I can key frame quick smoke to start at a certain frame with the explosion I have set up.


texts: Cut and separated object don't fit in real life

texts:
My problem is with cutting one big irregular pipe in two pieces which are printable in SLA 3d printer. After have it cut with "knife" I merge two edges with "bridge edge loops". The procedure is repeated for the other pieces. The problem occurs after printing them. Two pieces don't fit perfectly with each other. They don't adhere. Its impossible to glue them together.

EDIT:
its 100 per cent problem with mesh in blender.
the big object is made as a "shell" of other object which had one layer of mesh. It was done in order to get thickness of the wall ( solidify modifier did not work well, he spoils it because of object irregularity). So I did one big sphere and then shrinkwrap modifier and remesh modifier many times over the origin object. Later, the same procedure with second sphere but with offset 2mm (2mm- thickness of the wall).
Then I join this two layers (shrink-wrapped spheres) in one big object. I cut it with knife in perspective view. The bridge edge loops create flat surfaces.


texts: Whenever I try to render something with transparent activated, when I save it, the background is black. I'm using cycles. I go to Render Properties > Film > Transparent and I checked transparent. I also use png. What's going on? I'm new to blender by the way.


texts: Wheels of the car sinking on ground plane

texts:
I'm trying to make a drivable car.  I made the  floor a rigid body passive. The wheels are either convex hull or cylinder and the scale is applied (ctrl+A).

When I press play in the blender game, the wheels sink into the plane.

I made one cube and 4 wheels and I get the same result.

I parented wheels ,child, to the car. Car its rigid body, no sleeping convex hull. Wheels are not collision, plane its static.

What am I missing?


texts: How to Install Multiple Add-ons with Python Script

texts: I am constantly using new workstations where I have to install a new version of blender. While the blender cloud add-on allows one to sync settings between devices, it does not sync user-installed add-ons themselves. If I have all the add-ons I want to install in a folder I download form a cloud location, how could I create a script that would automatically install and activate them?


texts: In my node editor I have a small movie clip with a green screen. I keyframed it to get rid of the green screen and I am using a transparent background image. I have realized that most of the video formats don't support transparent backgrounds, so I am trying to just render it frame by frame. However, when I use a format that should support transparency, like png, the pictures just come out with a brown or black background. My goal is to overdrop the clip on another video I have. How do I export this clip with a transparent background? Thanks for any help!


texts: So I have some shader setups on some bottles where the inside gets a different texture to the outside but it's all one glass shader. How would I go about excluding the UVs of say the inside of the bottle when I want to use tiling textures for the outside of the bottle? I ask because I know of no way to exclude the UVs of particular faces from a UV channel aside from moving them outside of UV space.


texts:
I have bender version 2.76. I know this question has already been asked, I have have read the threads, but I still have the same problem. I have an svg file of a manta and I can't import it into Blender.

I understand an svg file off the net is not necessarily an svg blender can read. So I took my file, put it through inkscape, path- trace bitmap, saved it, and then imported the svg into Blender. But I don't see my image. I have tried scrolling in and out of the blender file to see if my image was on a smaller scale or something. but it still isn't there.


texts: Why only half of this texture fits my model?

texts:
I downloaded the model of a hand and it came with a texture.
I did a few steps that involved UV unwrapping in order to texture it. I can't remember the steps exactly.
When I select the bottom face of the arm, this is what I get:

To me it looks pretty good because the tiles fit almost perfectly into the arm texture. Now when I select the top face of the arm it's a different story:

In order to make it fit I would need to bend the fingers. I already tried it, but it sucks.
What did I do wrong? How can I make the top part match the texture well?


texts: Object used for particle render getting direction flipped when particle system applied to target with curve modifier

texts:
Im trying to setup a modular conveyor for animation using the method shared here: Setup Constraints for modular conveyor. However the object used to render the particles is getting its direction flipped halfway round the curve. This results in the ends not matching up.

Is there a way to fix this? The blend file can be downloaded here.


texts: Subdivision modifier doesn't work on some edges

texts: I just started blender and I have a basic problem often when I use subsurf modifier. Most times it works well but also occasionally some edges wouldn't be smooth. For example, I was doing a tutorial this time making a faucet in the bathroom. I made this model simply extruding a circle. Then I added the modifier. But one round of edge is sharp as before like in the picture. It may be a simple mistake or misunderstanding but as I just started learning, I can not really figure it out :( It also often happens when I add more shapes into models. I appreciate your help so much!


texts: Client not recognizing multiple textures for bake

texts:
I'm currently working on a model that has two separate Materials. One for her clothes, and the other for her skin and hair. Unfortunately the platform I'm trying to upload her to only allows me to use one .PNG file so naturally I'm attempting to Bake them together. The two materials are the following.

Unfortunately Blender seems to only acknowledge one of them, despite the fact that both materials are currently applied to the mesh. Some of the Materials will no longer even show up in the preview, so half of materials in the window are just empty. When the Bake completes the single texture is then skewed across the mesh with the final baked texture looking like this.

Even though the both textures have been applied to the model as you can see here. It's as if it's both acknowledging the materials in the client while simultaneously ignoring it in almost every other window. Even when I load up a new model, it immediately renders her with both materials.

I've been at this from 9am til 1am the next day and no matter what I do, or which video I watch the results are always the same. I'm trying to get this model done by thursday for a big tabletop group going on so any help would be a life-saver to this poor girl, I have discord too if that makes explaining it any easier. Vuux#8268


texts: Baked smoke shakes during render - Eevee

texts:
See render here
Smoke simulation is shaking / moving in Eevee render.
Blender 2.90.1


texts: Why would adding a parent with Python make the child unmovable?

texts:
update:

As it turns out, it was because I scaled the child object to z = 0 - c.scale(1,1,0) - scaling to non-zero works just fine

I have a child called c and a parent called p.

I use Python to create a parent-child relation.

Either:

p.select = True
c.select = True
bpy.context.scene.objects.active = p
bpy.ops.object.parent_set(type="OBJECT")
p.select = False
c.select = False
bpy.ops.object.select_all(action='DESELECT')

or simply:

c.parent = p

The parent-child relationship is established, which I can confirm in the Outliner.

If I move p in the 3D View the child c will also move, however I cannot move c - it seems locked to it's position, however when I check the locks in the Properties Editor no locks are active. I can alter the location using the transform properties in the Properties Editor, but I can't move it using the mouse. I can scale and rotate as normal though.

Both p (an empty) and c (a text) is created in Python.

If I do the same manually - create the objects and set their parent relationship, I can move the child in the UI. This is the type of relationship I dream of (one where I can move :P ).

How can I add a parent relationship from Python that lets me move both the parent (with the child following) and the child (on its own) from the UI?

Further observations: The problem seems to be in the object creation process. No matter how I parent objects that are Python-created, I end up with not being able to move the child on it's own. I even tried to use the exact same code line that the UI uses to generate the object.


texts: how to scale an object that uses a mirror modifier?

texts:
Hope you can help

I have applied a mirror modifier to the below. However - how I can make it so that it mirrors the same result, but on the y and z axis?

Also I am having problems when scaling to make the object more narrow. The first image below is what I want:

However instead of scaling, it seems to just move the object around as though they are two seperate objects (see below). The only way I created the desired effect above was through using clipping, although the tutorial I am following does not use clipping and I don't want to run into any more serious issues down the line...

Any help much appreciated!


texts: How to add PNG image as texture with transparency on a plane and export as obj?

texts:
I have tried https://www.youtube.com/watch?v=AdrFMEgNgF4 which uses cycles method. But I haven't found any way to export with materials.

I followed this https://www.youtube.com/watch?v=Gi3oFolsPI0 which uses blender render but the exported obj file is not visible in threejs and https://3dviewer.net/.

Blender file
using Blender render method https://drive.google.com/file/d/1nfRLu_BzHYvycXZG5Jqjymj5eV6tYvxP/view?usp=sharing

Using cycles method
https://drive.google.com/file/d/1X48y4D4ImEe03_oxQ-OWszjAuDPnZNQV/view?usp=sharing

Obj file https://drive.google.com/file/d/1gbxpyjpQCz-CG4I91S6XhsmRWyAR_HK_/view?usp=sharing

Mtl file https://drive.google.com/file/d/1lSrtM6Fxgsfrp_zUX_R3Fg_MzrIRCxpB/view?usp=sharing

PNG https://drive.google.com/file/d/1KBGWwm-iikbz14bfR9w0_iUb5N6Km_RP/view?usp=sharing


texts: Imported OBJ file with transparent texture has black background

texts:
When I import OBJ file with texture image of transparent png and red background I can see the color of red is correct when in Solid Preview mode.
But once I switch to material or rendered preview mode where I would expect to see the image with red bg all I see is the image with pitch black bg - why?
In fact I am just testing if the OBJ file is OK (it is OBJ I made, generated by the Blender 2.8), cos it does not show texture in UE4 where I want to use it (so now I know the info about the texture is correct and something else is wrong with the UE4, but that is another topic, of course).
PS: I would like to have a solution without using of NODES, if possible.


texts: Best approach for a random terrain rolling ball animation?

texts:
Simple question, just looking to be pointed in the right direction as I am somewhat new to things.
I'm creating an animation where a ball shaped robot (think BB8) has to roll around various terrains and scenes, in control.
I can model, texture, and keyframe just fine (though I am only just learning these things), but the best approach for the rolling ball is snagging my progress some. We will see the character close, so the contact with the ground and the rolling should be accurate as expected.
Simply keyframing the position and rotation seems impossible for this.
I know I can "draw" paths to follow, though this may not be practical in following the ground nicely, and there's the issue of making the ball roll.
I could  use physics to keep the ball grounded and have it roll, though there's the question of actually making it move where I want for the animation itself.
The terrain will be uneven and realistic, like a beach or rocks or forest.
Physics may be the best solution though I've looked and can't find a way to animate a physics object, specifically a sphere, moving around to specific areas. But maybe another approach is what I need! I could be missing something about paths.
Another detail is that the rolling part of the robot doesn't need to face any particular way, it just needs to roll.
Hopefully this leans more planning and effort in the setup and less in the actual animating, as there is obviously a lot more to think about than just getting a character moving to the place you want and rotating correctly.
Thanks for any help!


texts: Enabling extrusion sharpens selected object

texts:
Video
When I try to extrude this spinned object, it immediately makes it sharp and then after pulling the extrude marker out, it makes a seam and then makes an odd shape. I tried to right click and merge vertices by distance, but it has no effect and this still happens.


texts: Shaping Bezier objects and applying Physics collisions?

texts:
Logo animation project
First part is dropping chromed tubes on a floor, let them bounce and roll a bit. The rolling stops at frame 90.

Second part is for the lighting to go dark, and the tubes emit a neon glow.
Tubes then animate shape into an outline of a frog.

The problem is that I am using Mesh Objects for the falling tubes, but cannot shape them like a Bezier Line.

Alternatively, I can shape Bezier Tubes for part 2 as I wish, but cannot apply a Collision physics to them so that they bounce and roll on the floor in part 1.

My current solution is to create part 1 until frame 90 using Mesh Tubes. For part 2 I create duplicate Bezier Tubes in the same precise orientation as the Mesh Tubes at frame 90. I then animate the Bezier Tubes to change their shapes from frame 90 to the end. Any suggestions for a better solution are welcome. Placing the Bezier Tubes is quite tedious.

A partial solution is to use >both<. First the mesh object for the bounce and roll. I put these on a layer. Second the bezier objects for the shape animations. I put these on a second layer after alignment with the mesh tubes on layer one.


texts: Some of my objects have disappeared, but not through the usual method. (v2.79b)

texts:
I'm having a very strange issue that I've never experienced in a whole year of using Blender. For some reason some of my objects have randomly disappeared, and I can't get them back. I've researched this and haven't found a solution that helps, in fact this is my first question I'm asking about Blender.
So I used SHFT+H and ALT+H to hide and unhide all objects while I texture, and sometime during this some of my objects went missing. However they appear active in the inspector. You can see a video here, as it's probably more decriptive than screenshots. https://www.youtube.com/watch?v=LQDmuP1Dvac
You can see I select an object and no orange outline appears at all. However all these objects are active. I already had this before and just restarted from my backup wasting some time, but now it's getting annoying that it's happened again.
Sorry if the answer is obvious. If you need more info I'll try and get back to you asap. Thanks!

After a lot of comparison with the objects that are working, I have found the issue, but not too sure how this happened or why it helps.
Instead of poorly explaining it this video sums it up: https://www.youtube.com/watch?v=JO14u4t-Kys
So you can see when going to the object menu, and going to relations, there are some boxes for layers. All of the missing objects have a random box selected, but for some reason, the objects only appear when selecting the second box along. Comparing this to one of the objects that were previously working, all of those boxes are active. So it's really weird.
If someone could explain to me how this could of happened and why this works, and a better solution of fixing it (activating all the boxes instead of just the second one), I'd really appreciate that.


texts: I am new to 3D modelling and blender, I come from a programming background, I am fascinated by the kind of things blender can do. The more I use blender the more questions I have and the more confused I am, I am always thinking of how does blender do it? I am really interested in knowing how blender works internally but I understand that needs a lot of background in 3D modelling/Geometrical algorithms. Is there any resource that you would suggest that will help me make sense of what is happening in blender or 3D modelling? ex: How is a image texture mapped? How is occlusion handled? etc.


texts: subdivide all faces whose area is bigger than 1mm until each face area is smaller than 1mm

texts:
I have a mesh as follows. I would like to subdivide all faces, where the area of each face is bigger than 1mm, until each of those faces has an area of no more than 1mm.

Is there a way to do that in Blender or any other software?

You can downdoad the model here https://gist.githubusercontent.com/umhan35/127041505840cf2259d98d2db37dea48/raw/45ffa8bf440fe393f0ed0913984b8cb8acf8c102/caddy.stl

Thanks!

Using the Dyntopo method:

The problem is the long edge


texts: How do I make slected objects and armatures vanish during certain keyframes?

texts:
I'm doing an animation that's going to be used in Unity3D and what I'm trying to do is make certain accessories vanish during these keyframes while still being visible in other keyframes.

For example, if a character was riding a skateboard, the board would be there during the animation but when the character stops or starts walking, the board would vanish.

This is what I want to do with my animation. Because it's part of an upcoming game, I can't share or upload them model or images of it. The object that I'm trying to make invisible for these keyframes also has armature in it.

Any and all advice is greatly appreciated :D


texts:
I've been wondering around in several forums since yesterday trying to fix my issue, with no succes.

I am modeling a golem for a project and I'm having some normal baking problems with it.

I first did the low poly one (not a workflow I'm used to). Then, when the result was good enough, I rigged it, duplicated it and subdivided it to make some stone details via a normal map. But when I try to bake normals from the high poly to the low poly one the normal map seems wrong.

The two golems are pretty much the same, I did a simple subdivide to make sure I don't have to create many holding edges to keep the mesh straight and the only thing I changed are the sculpt you see in the down left corner. These changes are okay, but any ideas why I can see all of these edges? I repeat that only one thing has changed in the mesh. For those that are wondering, yes, I tried brute forcing the distance and bias parameters. But in order to see the changes I kind of must keep these where they are.

I would like to know if any one of you guys have any ideas about why is that hapenning and if you got any ideas for fixing it.

For information, i'm using the Blender Render and I stacked one mesh to another of course.


texts:
I've tried to research this, but none of the solutions I found worked for me. I'm really just experimenting with modeling and materials, so this isn't really suppose to be anything.

Here's the link to the .blend file:

I'm trying to create an eye using the cycles nodes. From following tutorials, my understanding is that I should have an inner sphere with the color materials, and an outer sphere with a glass shader on it to give the eye some shininess and reflectivity. Unforturnately, the glass material looks very dark. If I pull the cornea sphere out of the socket, it looks like a perfectly decent glass ball, but when it's in the socked, it's incredibly dark. I'll attach images of the rendered version and of my nodes setup.


texts: Where is the BSurfaces project living now?

texts: It would appear that www.BSurfaces.info the web site for the retopologizing tool has gone down and was gobbled up by a dentistry practice. Where is the project living now? Has someone put the code on Github? I can't seem to find it.


texts: New window without creating a new Screen object

texts:
I work with dual monitors, but there are many reasons why I may end up with only one window open. For example, if I accept the save while closing Blender, it opens with only one.

Is there a way to open another window without creating a Screen datablock? For example, by opening an existing Screen in another window (rather than creating the unneeded Screen datablock)?

My current process is to Duplicate the existing Screen to a new window (Ctrl-Alt-W), then delete the Screen datablock it creates.


texts:
So my problem is that I have an scanned object (CT scan) and there are some "errors". One of them is that there are holes in the object, which I don't want.

My first solution was just to put an object in it and modify it to match it. I want to ask you, whether there is a better methode to fill that hole? Any hints or ideas would be helpful.

I tried:
a) Delete Faces, Select edges and (f). Works
b) Add an object and some boolean operation. Works <- favorite till now


texts: Moving the generated coordinates with the object

texts:
I used the generated coordinates to texture a text that I'm rotating, and I want the generated coordinates to rotate in the opposite direction so as to counteract the text's rotation. To make an example, I'd want what happens with the "position" socket in the "geometry" node, but with the generated coordinates' color palette. If that makes sense.
I tried using drivers to counteract it (as you can see in the provided image), with no luck.
Is there a way to "keep" the generated coordinates in place without going through a ton of baking?


texts:
I have a model of a furniture
I have these parameters :

3 types of wood,
5 colors of the frame
6 size.

It's 90 possible configurations of the furniture.

How can I manage the scenes and render the batch of the different configurations ?


texts: Blender render black sharp lines with antialias

texts:
I made a music visualizer for blender, and added a few things. Inside blender I had this:
I than made a render:
And if you look close enough you can see that there are some black lines on the edges:
I tried using different types of anti-alias and different filter sizes.I tried to remove it and this happened Which has too much sharp edges, but removes the black lines around the player. Is there a way to remove anti-alias only on some parts? I tried to look on this community but found only for cycles


texts:
(I'm a blender beginner but know a handful of techniques with other similar programs/systems)

I've created a NURBS to make a tracking shot. Creating a follow path object constraint on the camera lets the camera follow the track in terms of translation, however the rotation of the camera is fixed this way. In other words the camera should look to the exact way the path currently points.

I'm pretty sure this is possible with blender (everything should be possible with blender :), I just don't know which object constraints I have to use in order for the camera to do this.


texts: Lights not casting shadows/UV mapped images dark

texts:
I am trying to simulate a small setting in a casino in Blender. I have a cube that has a green felt texture mapped to it (it's my table) and I have some playing cards on top of it (they are also textured with an image).
A couple of problems that I think are likely related:
So far I have been setting the textured surface on all the objects as Background Why? Because they show up nice and bright. If I use the default surface mode, I think Diffuse BSDF or Principled, the textures show up very dark.
I started playing around with some objects here because I’d like a realistic-looking scene with lighting directly overhead and my table or cards with textures aren’t getting lighter/darker nor casting any shadows.
I see people talk about a cast shadow or shadow option. I don’t see it. I see something called, contact shadows. I have a feeling that’s not it.
Stumbling around some forums I saw someone posted about “World lighting?” So I clicked on the down arrow under options for Viewport Shading. I unchecked Scene Lights and Scene World - doesn’t seem to help.
What else can I be checking for to figure out why…

Shadows aren’t showing
Texture mapped images aren’t getting lighter or darker depending on the light location
Why initially are the texture-mapped images are always dark unless in background mode.

Thanks.


texts: Why is this simple primitive shaded so weirdly?

texts:
I made sure everything is quads , I've checked the normals, I've unmade and remade all the faces, no luck. Why is the shading still so weird?

All I did to create it before I started trying to fix this was make a circle and reduce it to 3 sides to make a triangle, then extrude it along the z axis, and fill the top and bottom off with faces.


texts: Geometry Nodes - Point Cloud from custom XYZ coordinates?

texts:
I'd like to create a point cloud using the Geometry Node Editor based on my own custom data.

The data is stored in a .txt file, plain [x,y,z] coordinates and looks like this:
v1 : 1, 2, 1;
v2: 1.5, 2, 0;
v3: 0, 2.5, 2;
v4: 1.2, 2, 0;
etc.

I also tried a python script to import the vertices, which is working fine but I don't find a way to use it for Geometry Nodes.
Q: Is there any way to create a point cloud based on the given data to make use of Geometry Nodes features in order to further manipulate the point cloud?


texts: Is anybody else accidentally hiding collections in blender 2.8?

texts: often i forget i'm not in edit mode and i will press 1, 2, or 3. If you're in object mode it will hide all the collections i'm working with. Alt+H doesn't seem to unhide them and i have to manually make them visible again in the outliner. Is there another efficient way to work to avoid this problem?


texts: I can not find cylinder Projection panel

texts:
I am working with Blender v2.78 windows 10 64 bit.
I am doing  a course  using UV projections. When I call Mash => UVunwrap => Cylinder Projection I am supposed to find the Cylinder Projection Panel, but it is not there.
need help.
Dov


texts: It happened after I saved a pose to a pose library, when I move the bones, I have to click again to see the mesh deformed. I can't figure out how to get it to move in real time without clicking again. This is in 2.77.


texts: How can I lock transformation of an object's vertices, edges, and faces?

texts: Let's say I have two separate cubes in the same scene. I want to adjust the mesh of one cube without risking unintentional alterations to the other. In 3dsmax, I remember there being a freeze modifier that kept an object visible, but you couldn't select any of it's vertices, edges, or faces. I'm looking for something similar to it in Blender.


texts: Como exportar en jpg un mapa de vertex paint de una escultura 3d

texts: E esculpido una cabeza pterodactilo y lo pinte en modo vertex paint y quiero exportar en jpg la pintura de vertices del unwrap


texts: Making a logo - very simple - 5 words all set on a black background that appear independently in sequence.  I used the Outliner editor to set keyframes for the text to appear.  It works as designed in the render view but when I animate the logo all of the words are visible at frame 1.  What am I doing wrong?


texts: Export Ocean Modifier animation to game engine

texts:
I am trying to export an interactive Ocean modifier animation to be rendered in a game engine, the modifier allows the export of the displacement and foam maps, but not the animation created by intersecting objects and the foam created by such objects, Alembic exports the animated mesh very well, but does not generate any maps, and FBX does not export the animation and does not generate maps either.

Here is the test file I am using Ocean_test.zip - 228 kb

Any help would be greatly appreciated.


texts: How do you get the vertex manipulator to show up in Blender 2.90?

texts:
I see in YouTube videos on blender that there is something called a manipulator. This allows for dragging and scaling on an axis. I cannot find this manipulator on my version of Blender. Here is a picture of what I am talking about:

How do I get that manipulator to show up in Blender 2.90?
This is the link to the video where I took this screenshot.


texts:
When i translate the Torso/Root controller, the eye look at works as it should but the individual eye targets inherit double transform, which result in eyes facing in another direction.

How do i fix this?


texts: what are the things that can be done with python and cannot be done manually?

texts: I am unable to learn python as I am not interested in that,but many people are saying that it is useful for effective usage of blender.so,what should i do now?


texts: I'm unable to unwrap a mesh.obj export from rhino

texts:
I created a simple mesh-geometry (400 triangles) in rhino and want to unwrap it, because it will be build as metal structure (4x2meters in size).
Blender always unwraps it into single triangles.

Is it also possible to see the angles between the triangles? It would be easier for the modelmaker to pre-bend the metalsheets.


texts:
I've played around with "fractals" following
https://www.youtube.com/watch?v=CR7jxw94Tcg
but I want to plot my own functions; is it possible to plot any (math) function in blender,
logs, polys, etc.?


texts:
I have brought an IFC of a crane into blender. The Jib (The arm with the hook at the end) is one group and I am trying to use bones to make it so I am able to lift the jib up and down.

I have created a bone through the center of the jib from the base to the end of the Jib. I then click on the jib, and then onto the bone and Ctrl+P. I am unsure which option to choose, but the jib should not deform as it is steel and would not deform in real life. I have therefore tried every single option and none of them allow me to move the jib in the correct way/at all.

after using Ctrl+P the crane moves to the end of the JIB and rotates so it is horizontal. I do not want the crane to move, I want the bone to affect the jib when I move the bone.

What am I doing wrong?


texts: How to unset multiple values from Bezier objects?

texts:
I'm creating poly hair using Bezier Curves. I set the bevel Object to create a solid object but right now I want to unset that value from multiple objects curves. Why? because some curves really looks strange so I have to fix this manually

I mean how to set and unset this from multiple bezier object curves, it's really a lot of work clicking multiple times for do this repeating work.

I also check this.
Add the Same Modifier to Multiple Objects at Once?
It doesn't work on Curves.


texts:
This has been asked before - in 2013 - in relation to smoke:

How to offset multiple smoke instances by time?

The answer was inconclusive, so I'm wondering if there's something new since?

I'd like to write a single particle cache to disk and read it back multiple times in different settings. It works fine using the 'External' option on a new particle system and I can even move the entire sim about in space with the 'Parent' feature.

So far so good. But can I move it about in time as well? Have it begin say 120 frames later? Perhaps someone has written a script for this?


texts: Game modelling how to get height details?

texts:
I am trying to create a model for unity 3D.

To my knowledge blender - Normal map  is only going to smoothen the edges

Now how the height details are passed? What kind of texture is required?

I have a high poly model and low poly model, is there a way to do it?


texts: What does obj_now_BVHtree.overlap(obj1,obj2) return?


texts: Pixelating Grease Pencil (not using the pixelate effect)

texts:
Instead of this
https://gyazo.com/bed4b90049e403aa1a1074e8dff8682a
I want this (I used photoshop to pixelate for demostration)
https://gyazo.com/1b6eebc60183893a8d0e8a2ca0908d53
I've wanted to pixelate my grease pencil that it doesn't keep facing the camera in all directions like the pixelate effect does built-in blender. I wanna pixelate my strokes (including the fills) in a same plane just like how we pixelate a normal 2d picture portrayed in this How to pixelate a texture in Cycles?, but that solution doesn't seem to apply in grease pencil.
I've come up with different ideas to do it, like Animation nodes and script. I've thought of making a script/animation node structure that'll get the average/dominant color on each divisions of a bounding box to get the pixelated data and then create a grid mesh of it, but it doesn't seem to work/to be the optimal way because grease pencil has depth. Is there other way like converting the grease pencil into mesh then do pixelate like what was done in the link above, or is it a blender restriction?
I'd love to hear your thoughts and ideas!


texts: Freestyle Wireframe SVG Export Workaround?

texts:
Little disclaimer: I don't have much experience with Blender or 3D modelling at all, just downloaded the program last week.

My goal is to create polyhedra, then render out the wireframe as a SVG.

I found that using the Freestyle SVG Export add on this seemed possible.

The problem I ran into was that it didn't work when I'd use the Wire material type. I tried using the wireframe modifier and that looked like it worked at first. But, after importing the svg into a vector graphics editor and lowering the line width, turns out each "edge" on the wireframe was actually a stretched cube (or whatever the term is):

I found a work around, but it's very tedious. I removed the wireframe modifier and just rendered the visible faces, then manually removed the faces surrounding each "layer," and exported those. In the end I layered them all together and got the final image on the bottom right. It's a bit difficult to explain, so here's a picture:

Again, very tedious..... Is there a better workaround? Or am I missing something?

Also, is there any way to preview the SVG render? What I'm doing now is rendering after changing something, then opening the SVG file on chrome to check if it had any effect... kinda inefficient.


texts:
I just wonder if there are any ideal solutions to do this without using lattice deform, etc. Thanks!

Update:
I found I've been using a more regular and simple thing for illustration. Now what I really mean can be seen in the following image.

(This is quite puzzling me when using any current way I suppose, I mean, keep original loops un-twisted. but to twist the bridge.)


texts: I want make actions on key press in UV Editor Blender, how to catch this event?


texts:
I've been watching BlenderGuru's tutorials, and his lines in edit mode are much thicker than mine.

https://youtu.be/9ViVKUiG8ks?t=3m51s

You can see, his lines are solid 2-3 pixel wide, mine are only 1. They also seem to disappear when I zoom in really close. Any fixes?


texts:
I'm using Blender 2.8.2 with the Evee renderer.  I have a simple object, with an animated material.  Is there a way to export the object for use in Unity with the animated material?
I've tried the GLTF exporter but it did not bring across the animated materials.

THe screen shot here shows the rendered material, the animation key frames and the nodes.


texts: Problen with Object not appearing in render

texts: i don´t know what`s happenig why isn´t rendering but in the last proyect everything was fine. Hope someone can help.


texts: How can I have multiple separate texture maps for separate objects? Is it possible?

texts:
I'm new to blender and trying to model a character, but I still don't have a full understanding of UV maps and texturing yet. He's got quite a few parts, so I was doing my best to fit everything onto the one UV map, but I decided to separate a couple of parts of him - namely his ears and wings - so that I could texture those separately, without having to fit them onto the main UV map. Here's my workspace.

I've done extensive googling but still can't figure out the answer to my question - Can I actually have separate textures/UV maps for separate objects? To be clear as possible, I have most of his mesh in an object called HeadBody. I put his ears and wings into another object called EarsWings. I want to texture each separately, but every way that I try to, even when adding a new UV map, it just ends up on the same crowded UV map again when I go into Texture Paint mode. I read a few things about assigning different Materials, but I couldn't figure out how to assign a texture to those Materials.
Any enlightenment is super appreciated. Thank you!


texts: Blender Character looks abnormally smooth

texts: I'm assuming its the lighting but if not will that mean I'll have to retexture my entire character?


texts: How do i change the dimension back to 2m on the starting cube

texts: The main cube is 2m so why is this one off


texts: Blender Python Axis swapping on PoseBone

texts:
I am writing an export script to export a custom animation format. I need to export a bone's location, rotation, and scale, and easily obtained the location and scale information with no problems. But trying to get the rotation data, the Axis flip at the first and last frame, but they still animate fine in blender itself. This dose not matter if I use a script or just the python console in blender, regardless of rotation system. I am accessing the rotation via

Primary = bpy.context.active_object.parent.pose.bones['Primary']
loc, rot, scale = Primary.matrix.decompose()
rot = rot.to_euler()

Here is my blend file that shows this behavior. http://www.pasteall.org/blend/37681 and yes this script is for a Minecraft mod. The bone named "Primary" is the one in this file that exhibits this behavior. It will be used to track a Minecraft item to an animated rig.


texts: Why knurling is a problem for boolean difference tool

texts: I want to cut the cylinder with the "Boolean-Difference" but it doesn't work. Someone could help me? Thank you :)


texts: How to increase this camera viewport size?

texts:
How can I increase the size of the viewport(I don't know the exact name of it)
The frame in the middle.
I tried several methods, but I failed.
Only I can do is just zoom in and out, but that's not what I wanted.
The SECOND picture is the way that I wanted to.
Make the frame large without zoom-in or out.
Does anyone know how to do it?


texts: Manipulate individual UV islands in Cycles

texts:
Is it possible to somehow use UV islands as a factor for things in Cycles? For example, I want to use a different procedural texture on each UV island, or factor between different shaders for each UV island?

I know this is not a readily available output from any node, but is there a way to construct something like it from available nodes, even if it's not precise?

I would like to achieve an effect similar to manually rotating UVs in the UV/Image editor, but without actually changing the map. For example, consider if I had a character in a T pose whose arms and legs were unwrapped as separate islands. If I use a horizontal wave texture, it would be parallel to the arms, but perpendicular to the legs. If i wanted it parallel to the legs, I'd rotate the leg's UV island by 90 degrees. I would like to be able to do this with nodes inside a material without having to touch the UV map or create multiple UV maps.


texts: How to add more vertices on my object (picture examples)

texts:
The video I'm following has more of those vertices (black dots), on their object and mine doesn't - it is required as I'm about
rip open the object ,and since I don't have more, its impossible to rip where the video is asking.


texts:
I'm very new to Blender and have a question that I hope someone can help me with. I am interested in using this gears addon.
I have installed the add-on into my version of Blender 2.76b (running on Ubuntu 14.04) from the py script but whatever I try and read I cannot find where to edit the gears (adjust radius, number of teeth etc...).

I'm very confused and hope someone can shine a light on my problem.
Many thanks,


texts:
Given this hinge:

I would like to round the 2 edges closes to the opening, without rounding the inset edge.

The aim is to model a wooden hinge such as this:

.

I have looked at beveling, but it does not have the desired effect.


texts: Texture-painted images turn black when used?

texts:
I was experimenting with texture painting and noticed something really, really annoying.

I spent 15-30 minutes painting, saved, then used the map as a texture. Note that I saved immediately after painting and before setting the object texture.

As soon as I did, it turned black. I couldn't make it go back, so I quit, making sure to not to save the messed up image. When I opened the save, the map was still messed up.

Does it automatically save changes to the UV even when the blend it's self isn't saved?


texts: is it possible to have particles with tails using Cycles?

texts: An example of the effect I'm going for can be found here, with the particles going into the brain. They have a glow around them, and a small tail behind them which has a sort of falloff.


texts:
I'm getting weird uneven bevel width then trying to use bevel tool (ctrl+B) on those 3 edges in the edit mode. Scale, rotation, and position are applied, everything is 1 1 1 in the item's transform.

Never have this strange behavior in Maya, is it that Blender's bevel algorithm just can't work with this type of geometry?


texts: Error When Importing From Sketchup 'Object' object has no attribute 'layers'

texts:
This is the error.
Python: Traceback (most recent call last):
  File "C:\Users\valer\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\SketchUp_Importer\__init__.py", line 886, in execute
    context, **keywords)
  File "C:\Users\valer\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\SketchUp_Importer\__init__.py", line 185, in load
    self.write_duplicateable_groups()
  File "C:\Users\valer\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\SketchUp_Importer\__init__.py", line 245, in write_duplicateable_groups
    group=group)
  File "C:\Users\valer\AppData\Roaming\Blender Foundation\Blender\2.92\scripts\addons\SketchUp_Importer\__init__.py", line 614, in conponent_def_as_group
    ob.layers = 18 * [False] + [True] + [False]
AttributeError: 'Object' object has no attribute 'layers'

I have issue to import to Blender and I am using the Sketchup importer add on to import the Sketchup skp file directly (link below). Some models import without issue and are really good, and some keep having this error. I have tried cleaning the models using the Sketchup Fix tool and Purge tools and same error still. Any ideas how to fix this? I have tried the export from Sketchup to Colada tool, but the models have issues with position accuracy using this, whereas the skp imports are much more accurate.
https://github.com/arindam-m/pyslapi/releases/tag/0.21


texts:
So. I'm teaching myself Blender so i can create interesting videos for my music.
I have been doing well so for but I hit a snag.

Using the array modifier it has been quite easy to do interesting stuff especially with and empty in object offset.

But now I want to add a strobing light effect to my array.
for now I added a new emission material and animated the strength with a sine function "built in".

this is all fine and dandy but I was wondering how to stagger this animation on the array so the strobe travels along the objects.
would I need to offset the emission strength with some math and an empty?
I'm not sure where to go from here and have not yet found a solution.

I have tried the solution in this post.
possible answer
But while the solution does resemble what i'm trying to do it has the problem of showing the gradient on each cube / light source.

I'm trying to make each light source solid in color.

A solution i can do for now is add 5 or 10 separate lights and animate them individually, then group them and use an array mod on the group. if possible.

But the scene i'm trying to build is huge. so doing this over and over will take up a lot of time.


texts:
When using limited dissolve in blender its creating some bad faces like this

Original geo:

Error Face:

Here is the just the face in isolation and fixed face on the right.

The idea is to decimate the model and the frame shown here is part of a bigger model and just this is having issue when doing limited dissolve.

What are these faces called ?

What can I do apart from triangulation to fix it ?

Attaching the blender file here...


texts: How to restrict movement for a length or period of time (logic bricks)?

texts: How to to restrict the translation (or rotation) in Z axis for a length (yellow line) and activate it after (blue line)? Using only logic bricks.


texts: I can‘t assign three materials and UV maps to multiple objects

texts:
I am making a beverage can factory animation now. Movement of cans is completed and now I made material of can (lid, label and bottom). Top and bottom lid are with image texture and color ramp, label with image texture in color. UV mapping is also completed and finally I tried to assign all the material to multiple objects. All objects are the same cans.

I selected multiple objects, original can at last. Object > make links > materials. They are successfully assigned. Then UV mapping. I bring the can lid material on top then….
Object > make links > transfer UV maps.

Iron texture is successfully assigned. Then the label.

It is also assigned. But as you can see, this is NOT what I want.
I want to assign all three materials (a top lid, label and bottom) at the same time.
Same geometry, same materials… some may think “why don’t you simply duplicate them?” But I can’t. Because I already made quite complicated movements of cans, animation, Rigid body constraint, shape keys and so on. And it took a whole month to do it. I can’t do it all over again. I just want to assign three materials to finish the process. My job is almost completed but I can’t move forward now. Does anybody help me? It will be very much appreciated.
2021・04・21
Thanks for your advice. I have made a lot of progress.
I combined the image texture in one.
"3 materials in one"
And 3 of them are successfully assigned. Now I have to adjust the surface.

I followed the Gordon Brinkmann's advice, made it black and white.
And plugged the image texture to basic color and color ramp to metallic.

They are all successfully assigned.
Still there are a lot of thing to add or adjust. I'll keep working on it.
There is one problem.

About painting black and white, looking from the side, it looks good. But when I looked from the top....

This is no good.
I think I'll try texture painting next.


texts: Can somebody analyze the picture and explain what I am possibly doing wrong?


texts: name depending on the position on a line

texts:
I seek a means (python or other) to name objects aligned on an axis (in the example: z-axis)
I want all the objects that have:
the highest value on the z-axis is called "name_1.nnn).
the smallest value is called "name_2.nnn)
...
I have a lot of line so it takes a long time to do it manually!
addons like "name panel," "patch renaming" do not do what I want.


texts: Rig perpendicular armature movement along vertical axis

texts:
A multi-part object (see video) has joints that are shown marked in the following image:

Here's what I tried to achieve perpendicular rotation for alternating joints:

This was a disaster. Using parenting and constraints, I can achieve the desired position:

The problem is that all the rig joints are along the Z-axis and every other mesh must rotate along a different axis.

How would you rig an armature to these independent pieces that provides motion and constraint capabilities as shown in the video?


texts: Ways to speed up render of same scene multiple time with different textures?

texts:
I've recently come back to Blender after not using it for a while and I'm trying to reacquaint myself with everything.

I've been working on a model of a product to be used on a company's website. It's fairly simple, they supply boxes of different drinks to bars, restaurants etc. So the model is just a box which will have different labels on for each flavour.

There are around 50 variations and the render time takes around 25 - 30 minutes each.

Because the only thing that is changing is the textures for the labels I was wondering if there is anyway to either keep the parts of the scene that don't change pre-rendered, or to only render the areas around the labels and then layer those on top of a blank render of the box (in Blender itself or with Photoshop)?

I'm using Cycles if that makes a difference.