texts: Freestyle line thickness based on lighting?

texts:
Is it possible to have a freestyle line render thin where the underlying geometry gets a lot of direct light and thick where it's not getting any direct light? I'm using a single light source in the scene.
I've distant memories that there was a setting for this in 3DSMax a long time ago when I first experimented with cartoon outline style before coming to Blender so I assumed now, many years later, there would be something similar in Blender. There doesn't seem to be anything to control this directly. I wonder if it can be done somehow.


texts: Edit mode viewport looks exactly the same as object mode

texts:
For some reason, when I switch from Edit mode to Object mode the images look exactly the same(see images below) how can I get back to the normal Edit Mode where I can see vertices/faces/etc.?
Edit Mode:


texts: How to access an Alembic velocity attribute?

texts:
I'm trying to get motionblur to work on an imported Alembic mesh.
I can see that the Color-Attribute ("Cd") shows up correctly inside Blender as vertex colors, but what about my velocity attribute which works fine when I test it with Vray?


texts:
Hi I am a beginner in blender, it worked fine until I tried to render a video from video editing section in blender and after that my render stopped working, here's before:

And here's after:


texts: exporting half an unwrapped icosphere to create geodesic map projection

texts:
I'm trying to create a map projection of the northern hemisphere of the night sky on a geodesic dome. I naturally thought, "I can just project it as a material on an icosphere in Blender and then unwrap it!" but apparently it isn't that simple. (I'm new to Blender.)

This is the closest I've gotten to a "net" for the dome, but I don't know how to export it as an image I can cut out and turn into a physical dome that doesn't distort the constellations or cut any stars out.

Any help would be much appreciated!!


texts: How can I customize the Render Button in the Render GUI to execute a custom script

texts:
I am trying to customize the blender GUI so that I can customize the Render button in the GUI to call a customer script as opposed to the default option.

I would like to know if there is a way to achieve the same and would appreciate if someone can point me to the pointers for the same.


texts: How to trim the jagged edges off of this solid

texts:
I am a total newbie to Blender. I'm trying to make a solid model of a piece of terrain, cut into a circle, on a cylindrical base, for 3D printing.

Below is what I have so far. I got there by importing a square piece of terrain surface, then I drew a circle and extruded it through that terrain, and then I did a Boolean intersect between the two, and solidified it (inwards), so that both the top surface and the sidewalls have some thickness for the printing.

However, the solidify made some ugly jagged things protruding through the outside of the cylinder, these are probably offsets from parts of the terrain.

How can I trim these off so the cylinder is smooth on the outside? I've tried making other solid cylinders and doing Boolean operations to subtract these bumps, but the Boolean operations are always refused.

File is here.


texts:
I have a mesh containing only edges, that was converted from curves. The net is split into small chunks - a couple of edges each. You can see it by selecting one vert/edge and CTRL+L - they are not all linked. I want them to be linked, so I would merge close vertices but I can't!
I select everything in edit mode and can't find Merge option under Vertex Menu. Why?
Here's my blend:
https://drive.google.com/file/d/1yqlNcy1yvCZS4lQE6frFc5dFmzQ16ttX/view?usp=sharing


texts:
I am trying to model a violin belly and I am intrigued, how is it possible to make faces with soft / rounded edges?

The edges I do are totally straight (see the blue amoeba).

Also, do you have some idea on how to avoid the edge loops getting too "compressed" in the middle of the model (see the red amoeba) ?

I know the Subdivision surface modifier, but I want curved edges after applying the modifier... like in this picture :

Any help will be very appreciated.
Thank you in advance!

Marcos

2nd part

In fact, I've tryied to model using nurbs and bezier curves, but I wasn't able to find any tool similar to loft that works with curves, then I was forced to convert it in meshes, the results were not terrific and I've started to move the vertices manually, a real pain...
Unlike a guitar, each edge loop is on a diferente elevation on z axis and I have to keep the original dimensions,
So I have to be extremely careful when using the subdivision suface modifier.
I've already modeled this think on three different CAD softwares, but the meshes are far from good...
I want to improve the edge loops, but it will be a long path...
Thank you again.


texts: Smooth shading not smoothing everything as expected

texts:
I have a mesh that is not behaving the way I expect when it comes to smooth shading. For example, here is the mesh (it is all one piece) shaded smooth (as compared to a Blender Cylinder to highlight the differences):

And here it is shaded flat (again, as compared to the cylinder)

I expect the handle area to be smooth just like the cylinder (you can notice the purple structures smoothing some edges, but not all).

I already:

Made sure there is no edge split modifier on the mesh
Selected all edges and did a Clear Sharp operation
Selected all vertices and removed doubles in case there are un-merged vertices

Here's the file for reference:


texts: I have make a swat type of character with stuff like a vest, belt, head cover and pockets.  These are all separate objects that I made with a shrink wrap and sub surf modifier.  I want to export to mixamo but I keep getting errors from mixamo.  I tried important as fbx then I tried crtl j all of the objects the import but to no avail.  How do I add them all together so I dont get odd rigging errors.  Also I noticed that the objects that had a solidify applied to it there is a smaller version of that object nested in the mesh. Like a duplicate that was shrunk on its normals.  Why is this, I want to keep my tris down. Thanks


texts: All tools suddenly disappearing right after I add an object

texts:
Here you can see when I selected a rig, the rotate ball won't show up.

Any idea why did this happen?


texts:
This question is not about displaying text-like objects or mesh in the 3D viewport but rather about displaying plain text in a panel created by an Addon.

I have a panel with two rows. On the first row is a button (Action 1) linked to an operator which generates some long text (say a ~1000 character error message). I want to display this generated text in the second row (with wrapping instead of truncation or ellipsis). I  also want to allow the user to select some or all of that text.

My current attempt

I'm unable to come up with anything better than using the label attribute to display the long text (code below). But it doesnt satisfy my requirements: (1) Doesnt allow text selection (2) doesnt display full text (just displays first and last few characters with ellipsis in between)

Ideally I'd like to have a display similar to the box for "Vertex Groups" below

Of course, I'd want the ability to change the label "Vertex Groups" and to be able to populate the box with (wraparound) text.

code

from bpy.props import StringProperty
import bpy

class MESH_OT_action1(bpy.types.Operator):
    bl_idname = 'mesh.action1'
    bl_label = 'Action 1'
    bl_options = {'REGISTER', 'UNDO'}

    def execute(self, context):
        try:
            context.scene.long_string = 'x' * 1000
            return {'FINISHED'}
        except Exception as e:
            self.report({'ERROR'}, e.args)
            return {'CANCELLED'}

class PANEL_PT_MyPanel(bpy.types.Panel):
    bl_idname = 'PANEL_PT_MyPanel'
    bl_label = 'mypanel'
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = 'Panel test'

    def draw(self, context):
        row_action_1_btn = self.layout.row()
        row_action_1_btn.operator('mesh.action1', icon='WORLD_DATA', text='Action 1')

        # Text area
        row_text = self.layout.row()
        text = context.scene.long_string
        row_text.label(text=text, icon='WORLD_DATA')

bl_info = {
    "name": "Textbox",
    "author": "author@gmail.com",
    "version": (0, 0, 1),
    "blender": (2, 80, 0),
    "location": "View3D",
    "description": "Demo Addon",
    "category": "Development",
}

def register():
    bpy.utils.register_class(MESH_OT_action1)
    bpy.utils.register_class(PANEL_PT_MyPanel)
    bpy.types.Scene.long_string = StringProperty(name='long_string', default='')

def unregister():
    bpy.utils.unregister_class(MESH_OT_action1)
    bpy.utils.unregister_class(PANEL_PT_MyPanel)
    del bpy.types.Scene.long_string

if __name__ == "__main__":
    register()


texts: I can't see the hdri background in my final render and render view in the viewport

texts:
i'm pretty new to blender and I have a problem. Every time I import an HDRI image, the lightning changes, but not in the right way. the background color changes but the background itself doesn't change, I'm using cycles. I impoort my HDRI images by setting the base color of the world to image texture, I don't know if there is another way and if I should use it that way. The answer is probably very simple but I just can't seem to find a solution to it. Thanks in advance!
Someone asked for the node setup of the world so here it is: https://imgur.com/a/X6P9Y4D


texts: Toon Shader not working in Object Mode (Display correctly in Edit Mode tho)

texts:
My toon shading does not display in Object Mode and i can't figure out why.
The weird thing is that if i switch to Edit Mode, i can see that my shader is working.

It however display correctly in Edit Mode

Did i missed any checkbox or something?
The node is really simple. On Object Mode, it display only the darker part of the shader.
Any idea why?


texts: Is it possible to work on two or more files at the same time (or open multiple Blender instances?)

texts: I know Blender is pretty resource intensive on less mighty hardware, but supposing that I have the hardware to handle it, can I open two files in different Windows, or open different instances of Blender?


texts: Blender rigging join two ik-chain in one system

texts:
I can't solve this problem in any way (marked "trouble" on gif)
"A" and "C" are separate IK-chains that work well. But, I cannot connect them correctly.
"C.2" bone locked rotation, only location transform. In this example was try to use Limit distance constraint from "B.1" bone to "A.IK-target" bone. And "C.IK-target" bone use Locked track constraint to "B.1" bone.
Thanks for any advice on this issue.

update:
shared blend-file
https://blend-exchange.com/b/78jeelJa
This is rig of door. All joints must be connected and must not separate in animation.


texts:
I am trying to sync this intro with music. The problem is that there are two really fast keyframes that don't look good. I want to delete them but I can't figure out how.

This is an image of the keyframes from the dope sheet. I want to delete the selected ones.


texts: One Object Looks Like Material / Texture is Noisy

texts:
I have rendered a 2 min animation that I'm pretty happy with (my first go with Blender) using models I created. The render was great, noticed a few mistakes so I was going to do some more editing.

I now notice one of the objects has become very noisy, screenshot below. I can't get the texture back. Everything looks fine within Material & Texture in the Properties section of the object. I've even tried to relink the material and UV maps from the object beside it in the screenshot as they are essentially the same object.

Have I just accidentally added noise to the object somehow? To new to Blender to figure it out.

Thanks in advance.


texts:
I exported very simple model of pencils organizer, sliced by Cura and tried to print, but when I get to "1st floor", 3D printer tries creating full layer within triangle sections like there was some face. I see nothing weird in the model, so I wonder where this is comming from. I used just simple methods to create model - add plane, extrude vertices and solidify faces individually. If somebody experienced such issue, please advice some way to fix it. Thanks.
https://www.dropbox.com/s/t7qtj7cuqwvitzo/myorganizer.blend?dl=0


texts: Confused about the link between scenes and materials and compositor in 2.80

texts:
I am trying to obtain a p-map (position map) in 2.80. Since the only way I found is to have a different material with a Geometry/Position node as input, I need to switch between materials (the "real material" and the p-map material). Since I would like to render them in the same rendering (it is part of an animation and I need both images for each frame), I was looking for a trick.
The first trick I found is to use a material override in a new scene. But Blender 2.80 does not (yet?) have a material override (doh!).
So I tried to do the following: I created a new scene (SceneForPMap) and I set a new material, in that scene for all the objects, hoping that the object material is a per-scene setting. Then, I added a new RenderLayer input in the compositor and put its output in a FileOutput node.

But I found a set of very hard-to-understand problems:

There is a compositor configuration for each scene... I would expect to have a compositor per Blender file, since it can have as input a render of a scene (the compositor seems to be more "high-level" than a scene).
The material is not per-scene, if I change the material of an object (with a scene selected in the top drop-down select box), it is the same in all the scenes (changing the scene in the top drop-down select box)... but more confusing, if I render (F12) I obtain a material for the normal scene RenderLayer and the p-map material for the RenderLayer of SceneForPMap.

I am confused, maybe I am doing something wrong, or I misunderstood something else.


texts:
My problem is that when I try to link the armature with the mesh and go into to pose mode, the  mesh doesn´t follow the armature. I followed the steps here but it didn't work.

Previously, in another project, I worked with a mesh of a man. I followed the same steps to skinning and it worked.

I don't know if the mesh in this new project is right. It's a very simple project. The mesh is a cylinder


texts: Difference between Blender 2.8’s camera and world HDRI

texts:
Does one of you know whats the difference between Camera HDRI and World HDRI

Blender 2.8 now have these options to import Viewport HDRIs

I've noticed that if i import a file (either .hdr, .exr, .png, and .jpg) as "camera HDRI", it only is shown as a Studio Light on Solid Mode

While importing as "world HDRI" it works both in Solid Mode's StudioLight and LookDev (Material) Mode

So...
What's the purpose of have those two ways to import HDRs? Is it a bug, that, being each import mode work only for one Lighting type, make "World HDRI" work for Solid mode too?

edit

This question was also posted on Blender Artists
Got an awesome answer there, and make it clear
Here's the link to the topic: https://blenderartists.org/t/differece-between-blender-2-8s-camera-and-world-hdri/1117783


texts: Eevee - Bake Lighting with Linked Objects

texts: I'm trying to either retain the baked lighting / rebake lighting in a new project file with a linked scene. It seems Eevee does not interact with linked objects in regards to light baking. Is there a way to do this? I'd rather not append the scene as linking is more convenient.


texts: Chief Architect Premier is my primary modeling software. It's very comprehensive and the rendering is quite good but not up to the level I've seen from Blender. Can anyone direct me to a tutorial on how to render Chief Architect files in Blender?


texts: Reset multiple shape key values back to 0?

texts: If I have a bunch of shapekeys active at varying values, is there a faster way to reset every shape key's value back to 0 rather than do it one by one?


texts:
Autosave worked fine. At some point today, it stopped saving files.
All settings in preferences are as they should be. I have installed no new add-ons today. I have changed nothing in settings.
However, now autosave does not autosave. I tried changing the directory, no effect. No autosave.
Version 2.91. This is not the first time this has happened to me, I would also mention. I fixed it last time... by buying a new computer. I would prefer not to have to do that again.


texts: Combine two armatures and keep weight painting?

texts:
So I have an animation of a gun firing, and an animation of a flying pear enemy, and I want to combine their two armatures so I can export them together as one action into a game engine. I've tried to ctrl+j the armatures, but the weight painting gets messed up. I've tried making a new armature that has one massive bone for the gun, and one massive bone for the Pear, but the weight painting still won't work, since there are already other bones. Any help is appreciated.
Pear Animation
Gun Animation
Before I ctrl+j the armatures
After I ctrl+j the armatures


texts: Export a 3D model with texture , into element 3D

texts:
Is there any solution to import a 3d model with its texture, into element 3d?
I'm using blender 2.8, and I will appreciate if you mention any reference wich describe that, using 2.8 version
Thank you very much


texts: I've recorded this scene in 1080p60fps, and I cannot for the life of me get a solve error of below 2. I've got the focal length set to auto, so I'm not sure what's going on. I've done motion tracking in Blender before and it worked out well, but I seem to be getting a bad track.


texts: Change red reflection in: object mode - material viewport shading - principled shader

texts:
When viewing an object in object mode with viewport shading set to material:

Is there a way to change this red reflection to a different color?

I'm using principled shader in blender 2.79


texts: How to animate a soft object while it is squashed on the floor? without squash rigid meshes attached on?

texts:
I need to animate a rotating soft object while it is squashed on the floor following the wavy shape of the floor.
Thanks to a contributor on this site I partially solved my problem.
Now I don't know how to avoid squashing of a rigid object attached under my soft mesh (which is affected by the lattice distortion).
These rigid objects should remain solid, the lattice modifier should not affect this rigid objects.
Rigid objects should only be rotated following the movement of the soft object.
Like in this video https://youtu.be/cUsXyimUw6o?t=69 from 1:09 to 1:17
How I can do this?
Thanks


texts: How can i get rid of so many points? I applied bevel modifier to round the edges of a plane.


texts:
I'm in eevee 2.8 and trying to emulate this:  Fire Gif

He explains how he does this with billboards, but I'm wondering this is the best approach in blender.

Is this (the fire and smoke) possible with metaballs? Or some kind of billboarding and dynamic material?


texts:
Trying to launch Blender through VS Code, getting this error. Tried removing new code, reinstalling VSCode, even with other scripts. Anyone got this error?
Read prefs: C:\Users\USER\AppData\Roaming\Blender Foundation\Blender\2.91\config\userpref.blend
found bundled python: c:\Program Files\Blender Foundation\Blender 2.91\2.91\python
register_class(...):
Warning: 'DNOISEPanel' doesn't contain '_PT_' with prefix & suffix
registering drivers
registering drivers
[{'load_dir': 'c:\\Users\\USER\\VS Code Projects\\Python\\HeritageAddon', 'module_name': 'HeritageAddon'}]
c:\Users\USER\.vscode\extensions\jacqueslucke.blender-development-0.0.12\pythonFiles\include\blender_vscode\environment.py:5: RuntimeWarning: Use 'sys.executable' instead of 'binary_path_python'!
  python_path = Path(bpy.app.binary_path_python)
Traceback (most recent call last):
  File "c:\Users\USER\.vscode\extensions\jacqueslucke.blender-development-0.0.12\pythonFiles\launch.py", line 18, in <module>
    allow_modify_external_python=os.environ['ALLOW_MODIFY_EXTERNAL_PYTHON'] == "yes",
  File "c:\Users\USER\.vscode\extensions\jacqueslucke.blender-development-0.0.12\pythonFiles\include\blender_vscode\__init__.py", line 14, in startup
    path_mappings = load_addons.setup_addon_links(addons_to_load)
  File "c:\Users\USER\.vscode\extensions\jacqueslucke.blender-development-0.0.12\pythonFiles\include\blender_vscode\load_addons.py", line 20, in setup_addon_links
    create_link_in_user_addon_directory(source_path, load_path)
  File "c:\Users\USER\.vscode\extensions\jacqueslucke.blender-development-0.0.12\pythonFiles\include\blender_vscode\load_addons.py", line 43, in create_link_in_user_addon_directory
    _winapi.CreateJunction(str(directory), str(link_path))
FileExistsError: [WinError 183] Can't open a file that doesn't exist
Saved session recovery to 'C:\Users\USER\AppData\Local\Temp\quit.blend'


texts: How to render a hdri on a separate layer

texts: What's the best way to combine 2 render layers with a HDRI background? I wanna have 3 layers and having one layer be denoised and have a separate layer just for the HDRI.


texts:
I used Transfer UV Maps and it generated a UV map that looks good for my mesh in the UV editor, but is actually 100s of small islands that placed together like a big jigsaw puzzle with overlapping/duplicate vertices, which I believe is causing a triangular artifacting in my texture.
I have attached screenshots to hopefully explain what I'm talking about better. When I do merge UVs by distance they will not merge across islands. So I'm at a loss of what I can do, any advice or help would be so so so much appreciated.

I can also put the entire .blender file up if that would be helpful?


texts: How do I seperate a mesh by textures in "Texture Solid" mode? (2.79)

texts:
I have a model from a late 90s game called Re-Volt. The map is called Market2. There are multiple textures for each part of the map, but I imported them and the pieces are in multiple textures. There are no materials and there are no textures in the textures tab. I using Blender Render.
So how do I separate it by the textures and not materials?


texts: Reference image workflow with local view in 2.8?

texts:
I am aware that reference images are now empties and must be selected to be brought along into local view (Blender 2.8 Reference images in local view).

However, I've set up my scene so that reference images are in a separate collection for easy toggling on/off. I've also disabled selection on this collection, as otherwise I accidentally click and select them from time to time. This means I must:

Re-enable selection of reference images in the outliner
Select the reference image(s) I want
Enter local view
Re-disable selection

Every time I toggle into local view. Surely there's a better way to do things?


texts: How to select multiple Faces (Blender 2.80.0 Beta)?

texts: Is it possible to select all the faces according to the pattern of the red dots?


texts: BGE: Which script names produce a "module has no attribute" error?

texts:
When I name a module script wave.py it breaks and I get this in the console:

Python controller found the module but could not access the function - object 'Cube', controller 'Python':
AttributeError: module 'wave' has no attribute 'main'

Any other (valid) name seems to work as expected.

Is "wave" a reserved name in Blender's API? If so, are there other such reserved names specific to Blender? Or have I overlooked something else?

Broken example (wave.py):

Working example (script.py):

Update:

I found that there is a module called "wave.py" included in Lib...

I also found this list of built-in Python functions, but it appears not to be exhaustive since wave.py is not included.

If someone can verify that this is the problem, and link to a complete list of built-in functions, I would consider it a satisfactory answer.

Update 2:

A complete list of built-in Python functions has been asked for on Stack Overflow. But the answers listed do not include wave.py, so is it not considered built-in? I'll rephrase the question: What are all the names I cannot use for Python scripts in the BGE?


texts: Beginner Question: How to close/split panels?

texts:
I can't figure out how to close or split windows or panels in 2.8. In videos, to remove a panel it seems you somehow click in the upper right corner-doesn't work for me. To split a panel you somehow drag from the border and a new window appears. Can anyone help?

Thanks,
Rusty


texts: I've been trying to find out ways to copy and paste the transform (panel) data of one bone to another, but I can't seem to find anything about how to do this anywhere. I have roughly 40 bones I need to do this for, so it will get tedious trying to copy and paste the individual locations and rotations of the heads and tails of each bone.


texts: Transparent Cube With illuminating Object

texts:
I have a cube which is set up to be glass material, and another object with Emission Node, which is glowing. Once i place the object within the cube which has the emission, it's losing it's glow strength. Is there a method to get the cube to look more lit up from the object which is already acting like a glowing source?
Thank you.


texts: Rigging my human armature makes eyes be sucked into the skull

texts:
I've been following a course on Udemy and I got to the part where I have to parent my mesh to a rig with automatic weights right after rigging the default human armature in blender 2.79. The problem is that my rig ended up looking like in pic related, where the eyelids have been sucked into the skull through the eye-sockets and the eye themselves have the bone pointing inwards instead of outwards. What am I doing wrong?

EDIT:
1) The problem seems to start as soon as I press the 'Generate rig' button. The bones deform at that moment, without even allowing me to parent the mesh first, in fact, when I parent the mesh to the unrigged armature, the thing works completely fine...


texts: Rigging voxel character; How to reduce deforming of mesh at joints

texts:
I've created a very basic character so that I can learn to do basic rigging and animation, but I'm struggling with areas of the mesh that will bend.

This will be easier to show.  In the first picture, you can see the leg is bent, however, I want the mesh to remain as boxy as possible.  I don't mind some deforming, but in the picture, it's way too much, but am unsure what to do next.  I tried adding more loop cuts around the joint (1 above, and 1 below), but I seemed to make it a lot worse.

Is this a case where I may have to have an upper and lower leg that are separate parts?


texts: How can I overlay snow onto a static scene to make an animation?

texts:
I have a scene consisting of a castle in the mountains.  I want to add snowfall to the scene using a particle emitter to make the scene animated.  That's the easy part.
My scene takes quite a long time to render so as the only thing that is changing is the snow, I would like to avoid rendering the entire scene for each frame.
I tried creating a new blend file with the rendered scene as an a flat image, and adding the snow, but it looks exactly like that - snow falling in front of a picture.

I'd really like the snow to look as if it's falling into the depth of the scene.  I suspect this might be possible by some clever compositing trick or rendering the snow and the scene separately in different layers, but my Blender skills aren't quite up to those kinds of tricks as yet.

Can anyone guide me to a tutorial (or explain how it might be done here if it's that simple)?
Once that's done, I need to work out how to loop the snow so that it doesn't jump when it loops around, but that can wait for a separate question.

I'm working in 2.79 and Cycles.


texts: Particles don't collide with rigid bodies

texts:
I have a scene with 2 Cubes, Cube 1 (using a soft body (Rigid body doesn't work either))falls through Cube 2, and Cube 2 has a particle system on it. I want Cube 1 to "push away" the particles on Cube 2 however, goes straight through. I have Collision physics on Cube 1, but it doesn't seem to interact with the particles at all.

Here is my .blend file:

also: to clarify, i don't want the two cubes to collide, I want the particles on Cube 2 to colide with Cube 1


texts: What do operator methods do? (poll, invoke, execute, draw & modal)

texts: I've seen the functions called poll and invoke used in scripts. I'm curious what these are for and when they are called.


texts: What is the simplest way to increase volume of mesh?

texts: This hand looks too skinny. What is the simplest way to make it fatter, especially the fingers?


texts: Sample line graph plot - what is the XY axis represent?

texts:
According to the manual, the "histogram" graph plot has the X axis represents values of pixel, from 0 to 1 (or 0 to 255), while the Y axis represents the number of pixels in that tonal range.

When I draw a "sample line" on my image, I got the graph plot that looks like it has the X axis represents the pixel point/position, while Y axis represents the brightness (luma) for each points.

There is no further explanation on the graph plot of sample line in the manual.Can someone clarify whether the XY axis for "sample line" graph plot mentioned above is correct or otherwise?


texts:
I have added a plane in top view. I have then extruded the plane according to a floorplan in topview.

I don't know what happened, but when I switched my view, I could see that some parts of it are for some reason high up in the air.

I would like to ask how I can bring everything back down onto the grid / floor.

And if somebody could tell me how this might have happened, I would also be glad.


texts: Why does adding an object to a collection with Python not remove it from its old collection?

texts:
I'm really new to Blender, and want to script an octahedron with all parts neatly placed inside its own collection.

But somehow, when I create a new collection and link objects to my newly created collection, the objects also stay linked to the original "Scene Collection".

In a new scene, when I drag and drop a manual added object to the scene, that I than add to the personal collection this does not happen?

myCollections = bpy.data.collections

colOcta = myCollections.new('col_Octahedron')
bpy.context.scene.collection.children.link(colOcta)

vtxAmount = 6
vtxPositions = [(0, 0, 10), (10, 0, 0), (0, 10, 0), (-10, 0, 0), (0, -10, 0), (0, 0, -10)]
for i in range(vtxAmount):
    iSolve = i + 1

    nowPos = vtxPositions[i]
    myX = nowPos[0]
    myY = nowPos[1]
    myZ = nowPos[2]
    #print(myX)
    newObj = bpy.ops.mesh.primitive_uv_sphere_add(radius=1, enter_editmode=False, location=(myX, myY, myZ))

    myObj = bpy.context.object
    myObj.name = "obj_Sphere%s" %iSolve
    myObj.data.name = "dat_Sphere%s" %iSolve
    grpOcta.objects.link(myObj)


texts:
I've used both the Install Add-on From File method with the .zip and extracted folder and manually copied the extracted folder into the blender add-on folder, but regardless, the add-on does not appear amongst the rest; although the information tab appears in the upper right-hand corner saying the module is installed, again, nothing.

I'm using Blender 2.79 with io_scene_owm-blender-2.79; oddly enough beforehand I unknowingly installed the 2.77 version which did successfully appear but was obviously the incorrect version.


texts: Why my grid texture won't apply to the object?

texts:
I have my uv map set.
And set the material.
But why my object still white?

File:


texts:
I'm trying to make a Saturn V rocket in blender 2.8 but I have some difficulty with making stripes on a cylinder.

I'm trying to make the black and white stripes of some stages but I don't know how to do it. I tried with UV Map but my cylinder has too many edges so it's hard to modify the UV map. I also tried with wave texture, mapping and color ramp nodes but I can't adjust the position of the stripes and if I change the scale it just adds more stripes.

Does someone have an idea of what I could do ?


texts:
Mac info:

iMac (27-inch, Late 2013)

3.2 GHz Intel Core i5

8 GB 1600 MHz DDR3

NVIDIA GeForce GT 755M 1024 MB

Every time I try to render using my GPU, it crashes, hopefully some of you can give me some good advice, also I've tried going to Nvidia website but they don't have my graphic info so I can't get CUDA (NVIDIA GeForce GT 755M 1024 MB). Is there any other way I can get my GPU to work?

Thank you guys.


texts: Shadow catcher layer for After Effects not rendering

texts:
I am rendering out a CGI sequence for use in After Effects using this process https://www.youtube.com/watch?v=t_B2H_jnaoU

I have done this several times before and it has worked wonderfully, but for some odd reason, for this scene, the shadow catcher layer doesn't render. All of my settings on the render layers are the same as the video's

What else could be interfering?


texts: Where do I change number of subdivisions for icosphere in 2.8?

texts: I'm just trying to make an icosahedron. I know I need to reduce the subdivisions of the default mesh to 1, but the UI has changed and I can't find where to do that.


texts: CAD file into blender, round shapes not round

texts: A client of mine send me a .obj file (which was exported out of a CAD file). But on importing into Blender, I noticed the round shapes aren't like they are supposed to, see image attached. Is there any way to fix this, besides fixing all the vertices manual?


texts:
How to make tracing animation for texts using arbitrary font? Basically I want to do something like below:

As shown in the image, I want to trace the strokes, NOT outlines.


texts:
Given this simple openscad helix:
linear_extrude(height=300, twist=-360, $fn=160)
union() {
    translate([0, 50, 0])
        circle(r=10);
}

How can I model in Blender an identical helix?
I tried (in Blender 2.80 with Curves add-on):

Add Curve - Curve Profiles - Helix (3d)
Select curve in Object mode + "Object Properies" - Geometry - Set Bevel: Depth= 0.2

But the result is different (see images of top and front views.)
Even if I convert the curve to a mesh, add a cube and substract it from the helix at some height, to make the bottom and top caps parallel to the xy plane,
the resulting profile is not a round circle as required.


texts:
I imported a video file (an interview with a person, mp4) of 60 fps into the Video Sequence Editor. The idea is to superimpose a Blender animation that has 24 fps. Unfortunately but not surprisingly, the video (not its audio) plays in slow motion.

Too much work has gone into the animation to convert it to 60 fps. Can Blender convert the video file from 60 fps to 24 fps? Or any other solution?


texts: Visualizing 3D voxel data in Blender 2.8

texts:
right now I'm trying to visualize my scientific 3D data in Blender 2.8. So blenders built in textures or smoke simulations do not lead to the goal.

I've read that older releases of Blender do support voxel data with the internal blender render engine. But I didn't find this for cycles or eevee.

Is there a way to plot external 3D data for volumetric rendering or is it planned to be implemented in soon releases?

Greetings
Janek


texts:
I know there is another post on this but I didn't get that very well. Can someone post a cycles material for asphalt with the displacement?
Also, if you can do so, can you draw on that with Texture Paint with the paint being a part of the bump as well? Like drawing the lines on the road.


texts: Can you Enable a disabled object constraint using logic?

texts: In this situation i want my character to "warp to" the object's position using the Copy location constraint. I have it disabled but want to enable it during gameplay upon triggering it.


texts: How to control Camera Movement for long and complicated shots?

texts:
So I'm setting up camera animations for very long continuous shots with lots of twists and turns.

Following the advice of some Youtube tutorials I'm working with (follow path and track to contraints and) two paths - one for the camera linked to an empty, another one for a target empty the camera is tracking to.

That's working fine as long as I work my way through the animation in a strictly linear fashion.

However, the position of the camera and its target aren't inherently linked to each other (or defined by static/absolute values in any way) but to the ever changing percentage of each path's length. So any subsequent extension of paths or adjustment affecting either one of the path's lengths messes up all the once fine-tuned relations of the camera position to the target empty. That's incredibly frustrating and impractical.

Am I missing something (like breaking up the paths into multiple sections and animating the "influence" values of multiple empties?) or is there a better, controlled way to go about this? I'd like to keep working with paths though.

Any help or links to suitable tutorials greatly appreciated, thanks in advance!


texts:
This may have been said already, or really simple to fix, but I've searched for 30 mins and found nothing

My issue is that every time I try to texture my model it turns nearly completely black.

Screenshot:


texts: There is a very handy shortcuts that I can't find how to adjust for myself. So, when you are in "Add Modifier" tab(pic), you can press button to automatically add a modifier, pressing "B" will add a Bevel, for "A" it's an Array and for "S" it's a Soli... no, it's a Mesh Sequence Cache ._. I know there is some direct shortcuts available, like ctrl + 1-2-3 for subdivision, but if anyone could know how to change some of those in that specific window, that would be great.


texts: why boolean not working with other modifier

texts: I have just a normal mesh and added 2 mirror modifier and 1 solidify modifier and with the boolean modifier its not getting difference. May i know the reason why its not cutting the hole. I check the doubles, normals yet to its not working. Any suggestion or help. Thanks


texts: Colorize Instances according to vertex color or UV map

texts:
I have a vertex colored model (1) and I'm using Cells v1.2 to generate a hollow voxel model of my Object.(2)

I want to change the object color of every instance/voxel according to the underlying vertex color or UV map.
As shown in picture (4).

In this stackexchange post the instance inherits the color from the emitting vertex.
Tricky part is that in my model the instances/voxels don't line up with the underlying vertices of the original model. Seen in picture (3).

How do I find the nearest color for every instance?
The result should consist of separate objects with its own object color.
I want to export every individual color as an .stl file.


texts: blender audio frequency detectionrange limit 1000000khz

texts: i want to use blender to detect frequency, but it only has a limit, i need it to detect frequencies of upto penta herdz or above. no limit. the frequencies are usually used for audio visualization and audio spectrum.


texts:
I have this object, what is the best way to get the faces created?
I hope that makes sense.


texts: Tutorial for OpenCV real-time Facial Motion capture's script doesn't work in 2.91

texts:
This is the tutorial I'm following: https://www.youtube.com/watch?v=RY_eErKlilw&ab_channel=GadgetWorkbench
It contains scripts to be run inside Blender's script window, not to be installed as an addon
https://github.com/jkirsons/FacialMotionCapture_v2
The problem comes with the script OpenCVAnimOperator.py and when run it gives me this error:

But, when removing the double slashes it gives me this error instead

I tried the Github step's in 2.91 and it didn't work, then I used 2.81 and it works as intended. how can I convert this script to a newer Blender version or make it compatible to use?


texts: The Shader Editor Show Up Blank When reopen it

texts: So I'm still learning about texturing in blender. Then after googling around i found about shader editor and uv editor. When i first open shader editor to make material the node show up okay. Then after that i go to uv editor to aligning the textures to my object. But, when i go back to shader editor to messin around with roughness and heightmap, the nodes that's there before is gone and just show up blank like this


texts: Create smooth vertical gradient with Emission shader and Diffuse shader

texts:
I am a absolute blender beginner. Today I created my first scene which was exactly what I wanted to achieve, but then I Ctrl+A to re-scale everything and added a particle system an boooom my perfect material didn't work after anymore. I am so desperate right now because I spent hours and hours to recreate what I have done before but it will not appear like before, although it was really "simple" :-) Pleeeease please help me to recreate my scene. This is what it looked like today in the morning (with me in the reflection sorry):

I made this scene by building simple mountains like in this tutorial.

Material of the mountain-plain = green Diffuse BSDF.
Right above the camera an Area lamp with size 16.000 and Strength 4000.00
World Setting: Volumne Scatter with a light blue color and Density 0.008
The moon (UV-Sphere) with an Emission Shader white color and Strength 1.100

For every single mountain I selected the faces, created a material and assigned it. For these materials I used the nodes as seen in this screenshot (this is what I tried to recreate):

What I am not sure of are the settings of the above black&white ColorRamp I think I used the Fresnel Node instead!? Important was, that in the color ColorRamp I used the same start color as I used for the mountain plain to achieve (so I thought) a smooth transition. It will not work out like before - I get hard color edges, not as much glowing as in the picture from earlier today..
Thanks for any help !!


texts:
Whenever I import Collada/DAE files into Blender, they're always missing bones. However, if I import them into Maya, the bones are clearly there.

Would anyone know what causes this and any solutions there are to it?

Also, a side note, I would use FBX, but Blender seems to lack support for the 7.5 format, so Collada is the only way I can transfer between Maya and Blender.


texts: How can I repeat an animation across multiple objects in sequence?

texts:
I'm new to animation in blender so this might be a simple solution, but I can't work out how to repeat this animation (once) in the order it was animated in.

The animation for each cube isn't complex, but, given how many cubes there are, there are a lot of different timings, which would take a while to re-animate. The black cubes rotate 180° and have a white face on the other side, so the image is revealed after all of the cubes have rotated. They individually rotate from the bottom right to the top left, some at the same time.

I would like them to, after staying still for a moment, once again rotate 180° so that the white side is showing, in the same order that they rotated to black (bottom right to top left). Is there a way to do this with a simple copy paste command? I've tried many of different methods of copy pasting the animation, and all of them either loop the rotating to black animation, while mangling the black to white part, or seem to randomly scatter which parts of the image are black or white.


texts: Motion Tracking. Why is my solve error so high?

texts: When i track my points (Black dots on white paper) it looks pretty good yet my solve error comes out to about 12.5. Please help me out


texts:
I have the following textures tex_c.tga, tex_n.tga, and tex_r.tga. Correct me if I'm wrong but it's Albedo, Normal, and Roughness which is used by PBR.

I'm trying to add this object to an old game engine that only supports diffuse.

I tried using Albedo as diffuse but it looks too dark, it's just not right.
I also tried using Roughness as diffuse it did look a bit better but still doesn't look right.

Questions:

Is there a way to merge the right textures to create a single diffuse map in blender?
A way to merge at least the Albedo and Roughness together into a diffuse?
What are my options?

(I don't have much experience so a step by step guide is quite appreciated)


texts: How do I rotate an object with a image on it?

texts: It’s hard to word it but I have a 3D model of a shirt and I have a png on the back of it. But when I go onto that animation tab, and try to rotate it the image i have on the object(the shirt) it doesn’t stay at the same spot.


texts: New to Blender. My simple scene has really long render times

texts: I am a Max user and I have been trying to learn blender for the last couple of weeks. I created a simple animation: a rotating sphere with a rock generator applied to it, a few lights and that's it. I got a reasonably powerful computer (threadripper 1950x 16 cores/32 threads). I get a lot of noise in the render and if I tried getting rid of it increasing the samples I get crazy render times. It takes about 8 minutes per frame with 1500 samples (the animation is 1000 frames long) and the render is still really noisy. If I increase the samples the render time goes way way up. A scene like mine would take barely a minute or two in max and vray. I am obviously doing something wrong. Could anybody help me out a bit? Thank you!


texts: I'm new to blender and I want to use it as 3D printing software. I'm using 2.8 so I'll get used to new interface, but I don't know how to change edge length to a specific value. I know how to change whole object dimensions like cube, I'm using metric system and I can see edge length when selected, but how do I change it?


texts: Best method for filling in faces in complex/irregular area

texts:
What would be the best method for filling in faces in a complex area, like a key (see image below)?
Does Blender have a tool for handling situations like this quickly?  Or is there a few ideal tactics for handling a situation like this?

The solution I settled on is shown below below?  It looks to work fine with the subdivision modifier.  Are there things in this solution that should have been avoided?


texts: Cloth collision with rigid body stuck at starting point

texts: I wanted to simulate an object falling above a cloth, but found that it kept falling through no matter what I do, while trying to figure out what's wrong I also found that when I put the object under the cloth, it seems that the collision stays where the object was and didn't really "follow" it. Sorry if I'm not communicating things clearly, I'm new to blender.


texts:
I have created three spheres (that together should make up the earth). I first created the inner sphere (the earth surface). Then I duplicated that and set the x,y,z scales at 1.012 (this sphere is for the clouds).

After that I created the third sphere (atmosphere) and set the scales at 1.017. No - a few weeks later - I have a look at the file and see that the x,y,z dimensions of these spheres are wrong. I expect the x,y,z dimensions to be the same for one sphere. How is this possible ?

By the way ... when I created these spheres I was doing this Blenderguru tutorial and as far as I know his dimensions were "perfect" for all three spheres.

The earth

Cloud sphere

Atmosphere

I am not that familiar with Apply Scale ... but should  I have done that ? What could have happened ?

And is there a way to get the dimensions and scaling right (next to create the spheres from scratch) ?


texts: I tried a few things but didn`t get it working. how to combine two meshes without ugly overlapping?


texts: MakeHuman Character bends over after retargeting w MoCap

texts:
I'm trying to animate a MakeHuman character with self captured motion from Perception Neuron. The motion looks good in Axis Neuron but when exported and retargeted in Blender, the upper body bends forward 90° and the arms hang down, while the rest stays in shape. Can anyone help me with this problem?

Thank you in advance,

Max


texts: I do not have the Edit tab in the Tools panel.


texts: How to keep dense particles at the center of emitter in blender 2.8?

texts:
I'm trying to make my emitter space look dense with the particles while emitting the particles. I'd done a setting which gave me the desired result but it was a hidden trial, now i'm trying to search it out for 4 days but not getting the setting exactly. I have added two pictures showing differences at center
Please try to help me if anyone could.   Thanks.

High density particles at center.

Low density particles at center or no my emiter


texts: How does Manhattan and Euclidean distance combine to control grease pencil input?

texts:
I read the wiki (https://wiki.blender.org/index.php/Doc:DE/2.6/Manual/3D_interaction/Sketching/Drawing)
and I can understand the difference among the definitions, as I understand it says the same with different words, also the hints.

if I set Euclidean value to 100px I can predict that Manhattan distance will control the minimum distance to draw the new gp point, but if I set a 0 or 1 or 10 on the Euclidean changing the Manhattan distance doesn't do any evident change.

So I'm trying to understand this and I'm feeling a bit lost here.


texts: Why does EEVEE not have a displacement option?

texts:
When I switch in to EEVEE there is no micro displacement in the options.

Why won't micro displacement work in EEVEE?


texts: Dynamic rope or cable between 2 objects with AN

texts:
So I have seen this tutorial here   https://youtu.be/BziV080OFHQ  and this is basically what I need, a rope between 2 empties that I can move around the scene and it will update dynamically. This method however changes the length of the rope between the empties. Is there a way to have a fixed length? So if I move the empties closer the rope will sag further, and moving the empties farther away will pull the rope tighter.

Anyone know how this can be done?

Thanks
steven


texts: Should I be using the Decimate modifier or Remesh modifier in order to simplify this model?

texts:
I downloaded a free bust from Turbosquid that comes in STL format:

So I imported it and for obvious reasons it has over 2 million tris. I want to ultimately use it in architectural visualization scenes as a decoration, so I need to simplify the model drastically.
Should I be using the remesh modifier here, or the decimate modifier? I know they both have their place, but I'd like to know what would be the best for this kind of use-case.
Thanks so much for any help.


texts: I'm creating a character and sometimes i have to use rectangles instead of squares, but i'm strongly trying to make everything with squares, unfortunately i have to use rectangles in some areas. i have a crisis right now while creating my character, thinking if i'm doing a bad topology work for animation because of the use of rectangles. So... are these bad for animation? (if so, what kind of problems involves using rectangles instead of squares on the topology of characters that are to be animated?)


texts: how to make this cylinder model with holes

texts:
Im just new to blender just few 2months learning. A file attached i want to make the holes on the cylinder. The holes on the cylinder and its just twisted and alternative. Any idea I want to know i have to make plan and twist it or i have make the cylinder and cut the hole. Just confused both not working

EDIT

thanks for reply. I have made the cylinder in other manner. I have taken the plan and subdivide 28 times. Then i got group of squares. i have made the square select and the checker select deleted the square and added sub modifier and bend 360 but the problem is that the at the edge of the plan y it has made the gap of one hole and not looks continuous. And plz tell me how to attach the blender file so that u know where im wrong. Mean time image attach


texts: How to circularly fade an image to alpha in compositing?

texts:
I'm trying to circularly fade an image into transparency in the blender compositor.
My approach was to use an Ellipse Mask in combination with the Set Alpha node, so that the picture becomes more and more transparent towards the edges.

Output of the Set Alpha Node:

Unfortunately, this doesn't work as the center turns black where it should be transparent. (The original image has a transparent background.)
What am I doing wrong?
This behavior occured in Blender 2.91.2 and 2.83.5 (on Linux).

In the example used, I try to get rid of the shadow that protrudes over the edge.
The effect I like to achieve would look something like this:

EDIT:
Unfortunately, if the Ellipse Mask is inverted the outer area turns black (should be transparent).

Output of the Set Alpha Node:


texts: Why Is My Color Palette Showing Up Incorrectly?

texts:
I created a color palette for a character I'm creating so that I can export into unity. When I added my image texture to blender, it showed up with a sort of green filter. Currently using blender 2.91 right now and I'm not too sure what to do
In Blender

Original Image


texts:
Can you guys give me some advice on how to make animation like that? I want to create an animation very similar to this in the video.
Rope Animation Example Thanks for any advice


texts:
In test.py I have the following line. It was taken from this page:

bpy.data.objects

Then I start blender from the bash prompt:

blender Rigged\ Hand.blend  --python test.py

The response on the terminal:

Traceback (most recent call last):
  File "/home/sam/proj/Rigged Hand/a/setup.py", line 1, in <module>
    bpy.data.objects
NameError: name 'bpy' is not defined

Even though blender has opened my file, I can open the python prompt inside blender and type the same thing; I get the response <bpy_collection[5], BlendDataObjects> as expected.

Why can I not use bpy in the script which I invoked from the command line?


texts:
For the text I'm using a greyscale-texture that I plug into the displacement output. Everything is correct using low values. But if I increase the value of the multiply-node in order to receive more depth some black lines start to appear.

Is there a way to fix that? Or is there an other way to achieve more depth?


texts: I´m using hdr lighting and a real picture with shadows (with shadow catcher method). The problems is the shadows produced from HDR is clear more then background picture. I´d like to obtein the same shadow or like, in the picture.


texts: Why does Boolean modifier cause unexpected results when parenting is involved?

texts:
I have two objects in a scene: a sphere and a cube, where the sphere is parented to the cube

On the cube I have added a Boolean difference modifier and the sphere is the object that cuts into the cube. However, the location where the sphere cuts in the cube is not the same a the original location of the sphere.

See following:

I recalculated the normals of both the sphere and cube, but it does not solve the problem.

The file:


texts: why the low poly 3d model became round blender

texts:
I'm new to Blender and I tried to create a low poly elephant, but something went wrong and all the sharp edges became round.

Someone knows what happened and how to fix it?


texts:
I'm trying to create a point light with a stepped falloff. I know that in Blender Render, there is an option to customize falloff, but the falloff node in cycles only allows for linear, quadratic and constant.

Is there a way to make my own falloff curve or manually manipulate the light properties in Blender?


texts: How can I pass a value (heightmap) from a material shader to the compositor?

texts: I need to get either the 2d image data, or material data from a texture node, into the compositor. Is there a way to do this?


texts: How to merge the mirror modifier correctly?

texts:
So I am mirroring this object so that it merges with it's "reflection", but it does not come out clean. As you can see it is pinched and there is also a gap in there. How can I fix this? I have been having this problem for a while.
Thanks!


texts:
I know many many people have asked this before, but i really can't understand what is wrong...
I've tried everything:
raised passes up to 3k, added denoising, indirect clamping, multi sample resolution, raised and lowered light bounces, doubled the resolution in order to scale it down later, removed all light sources except the external, the light path node for the glass material then removed glass from windows...

Nothing worked, i can't get a nice image...

So, i'm asking you to have a look at my file (a corrected copy can be found in the answer)...
The HDR image can be found here.
All other textures should be generated with noises

Result with 2000 Passes after taking advantage of light portals


texts: How can I make this astronaut's oxygen tube collide with the astronaut?

texts:
Okay, so I got these two rigs I made in blender. One is a rig hooked up to empties and a set of vertices so that the rig will react to gravity. The other is a rig for the character herself, I named her Myrtle on another note. So I rigged her and the rigs work fine in fact better than I expected, the main issue is the helmet and backpack have a oxygen tube running between them that is reactive to gravity but I can't figure out how to make the tubing's mesh stop before clipping into her arm or body.This is before I run the simulation:

And this is when I push play:


texts:
first of I would just like it to be known that I am really new to Blender so my problem might actually be a simple one to solve.
I have a mesh that I made and I used the grease pencil to do some drawings on it, but, when I render it, only the mesh appears without the grease pencil drawings and i can't figure out why. (if it helps I'm using Cycles Render Engine).
Thank you in advance


texts:
I have a car going down a slope and would like it to turn. It rolls nicely using rigid body constraints, but when I turn the front tires it just continues in the same direction like it is on ice. There is a little bouncing like the tires are trying to grab, but mostly has no effect.

To attempt to figure it out I upped the friction of the front wheel and ground plane to 10 million, steps per second to 600 and solver iterations to 60.

Any ideas of what I am missing? Thanks!

  The relationship lines show where the car started. The back wheels have a motor constraints which is pushing it quite nicely, just won't turn no matter what I do.


texts: I want to create spaceship landing scene where it's engines produces a lot of dust while the ship is descending to the ground. How can I achieve that crazy chaotic dust effect?


texts: Why are artifacts showing when I switch to render mode?

texts: First experience with render mode while working level one, blender guru, donut tutorial. Artifacts are showing when I switch from "solid" to "render". Why is this happening? What (if anything) do I do about it? Did I miss a step?


texts: Blender 2.91 Static solid viewport in older blender projects?

texts:
I made this project in Blender 2.83 originally. Now when I opened it in 2.91 and 2.92, in the viewport solid mode, the model just shows up in static like this. It's fine in material and render view though.
I tried making a new project in 2.92 then just appending the model from 2.83 project. But its still the same. So it lies in the model itself made in the old blender version. I removed all materials since I thought it would be the case, still no luck.


texts: How do I get more control with Displace modifier mesh and subdivision surface?

texts:
I want to create 3d wall panel with deformer

displacement modifier
smooth with subdivision modifier

but when i use it all my mesh is broken like porridge. I need a flat bottom and the upper part must be changed from modifier. I used displacement ]2


texts: Best way to have text change during an animation?

texts:
The short version

I want to create a very simple animation that will change the text of two fields based upon the time elapsed in the animation. I think that the python API is the best place to start, but not entirely sure of that.

I think my question is a duplicate of How can I make dynamic text in an animation?. For my purposes the simple python scripting will work best, but that Animation Node add on looks amazing.

Longer

I want to create a training aid for some musical exercises (Stick Control). Each exercise is played 20 times and generally I'll play 24 total exercises. Depending on the tempo, the total animation will run from 20-50 minutes.

I'll create a metronome track in my audio application and put the two together for the final product.

I intend to do several versions at different tempos, so python was appealing b/c I can put the BPM in the script and then derive what's needed from there.

Hopefully, that's pretty clear. Really looking for the best starting point. It would be really nice if I could get the changing text during the timeline scrub so I could verify that I was doing things correctly without having to dump a complete render each time.

It occurs to me that this is somewhat similar to a walk cycle (on the repetition count), some way to easily change the time scaling for different BPM might make that approach a winner as well.


texts: Number of vertices and edges report no changes after adding boolean intersect modifier

texts:
I am trying to check if a cube and a cone with 7 vertices (python will show 8) intersect or not. To do so, I am using a boolean intersect modifier and check how many vertices are there, after adding the modifier.  If it is non-zero then they are intersecting otherwise not.  I am running the following codes.
# read the objects and print number of vertices and faces
cube = bpy.data.objects['Cube']
cone = bpy.data.objects['Cone']

print (len(cone.data.vertices),len(cube.data.vertices),len(cone.data.polygons),len(cube.data.polygons))
>> 8, 8, 8, 6

# select the cube and add intersect boolean modifier

bpy.ops.object.select_all(action='DESELECT')
cube.select_set(True)
intra = cube.modifiers.new(type="BOOLEAN", name="intersctn")
intra.object = cone
intra.operation = 'INTERSECT'

# check the number of vertices now
print (len(cone.data.vertices),len(cube.data.vertices),len(cone.data.polygons),len(cube.data.polygons))
>> 8, 8, 8, 6

The issue is, whether they are intersecting or not - the number of vertices or faces returns the same as the original cube. I can clearly see that number of vertices and faces has increased after adding the boolean modifier but the python giving me the wrong result. When they are not intersected, the faces and vertices supposed to be 0, but I am still getting 8 and 6. Is this a common issue with the intersect boolean modifier or do I have to update something?


texts: Keyframe Bar Chart Animation Efficiently

texts:
Primary

I would like to read in numeric data for multiple objects and create a presentation in Blender similar to a Bar Chart. I am requesting partial assistance, or more, in Python Scripts to automate this startling and critical task.  The X scale of a bar should represent the data just as in any bar chart.  A sample of the work is included above.  I would like an efficient, simple and secure way to achieve my goal.

There are 30 objects each requiring 40 keyframes.

The animated objects move only in one axis (X) so X Scale can be keyframed.

every 20 frames (incrementing by 20, so 0,20,40,60,80 etc),

GIF of my first work https://i.imgur.com/koKg23t.gifv

Thanks in Advance.

Secondary

Manually the work is:

Repeat for 30 Objects.

Select object A
Repeat for 40 frame locations

Scale and Insert Keyframe

(around 40 times for 30 objects), and the risk of making errors is enormous.


texts: How can I convert a particle system into it's own truly single object, in order to project onto it?

texts:
I want to take a video and project it onto a particle system that corresponds to shapes in the shot. Blender makes it easy to do projection aka camera mapping, but I can't figure out how to convert/export my particle system into a single editable object to which I could apply one single material (in this case the video as an image texture) .

I already know that you can "join" particles after "converting" the system, but this is akin to parenting and doesn't let you apply a texture to the sim as though it were one object, but rather it lets you apply one texture to every object. This will not work for a camera projection.

I think the answer may lie in successfully exporting the simulation as an obj sequence or something like that, but I can't seem to export the animated particles in any usable format. OBJ creates a still group of particles, and FBX creates a total mess. Maybe I'm doing something wrong, or maybe someone has an alternate idea, but I would really appreciate some expertise.
Thanks!


texts:
I'm using blf in a modal operator to draw help text on the 3D viewport. Here's a snippet:

FONT_ID = 0
bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
try:
    blf.position(FONT_ID, x, y, 0)
    blf.draw(FONT_ID, line)
finally:
    bgl.glColor4f(0.0, 0.0, 0.0, 1.0)

This works well, but when the user moves the mouse, the text flickers: when the mouse is moving it's a bit bigger, and when it stops it goes smaller. When it's bigger it also appears a little blurry. I think the texture that the text is being painted onto is being scaled incorrectly when the mouse moves. I've checked the parameters that I'm passing to blf.draw and blf.position, and they're not changing.

Is there any way I can stop this from happening?


texts:
I'm trying to fix a IK-rotation problem.
When I set the pole angle to -90° my model has the correct leg rotation (pic 1), but when I tried to move the model the knees rotated wrong (pic 2). When I set the pole angle to 180° the knee rotation is correct, but the model not.
I don't know what to do. I rotated the bones in all direction and deleted/created parents between model and bones, but nothing worked.

Can somebody help please? Do you need further informations?


texts: How to create a good cage for baking in cycles?

texts:
I just want to know how to bake my normal maps using the Cycles render engine.
When I use a cage in Cycles, should I target the cage between high poly and low poly objects? Or should I create another mesh with similar proportions to the related mesh to bake, as an intermediate object to use as a cage?
Does there exist any boundary box to catch the rays and make a good normals with constant colors, rather than odd or very dark.

I have used Xnormal in some cases, but I would prefer to learn to use cycles, and to target OpenGL for my normals.
I have been using Blender since 2013, so I know a little of everything.


texts: Is it possible to control the visibility of an entire collection with drivers?

texts:
I'm trying to utilize custom properties to toggle the visibility of an entire collection on or off. However, when I right click on the restriction toggle for a collection in the outliner, the options to add, paste, or edit drivers do not appear.

Is there a method to control the visibility of entire collections with drivers, such as with an addon or custom scripting? Or are collections just completely unable to interact with drivers?
Here's a blend file I setup to demonstrate what I want to accomplish; the "Visbility Controller" empty contains a custom property titled "Collection Toggle". Ideally, when Collection Toggle is set to 0, the Spheres Collection will be visible, whilst when it's set to 1, the Spheres Collection will be disabled in renders and the viewport.


texts: How do I move a parented object hierarchy to world origin

texts:
I have carefully created and parented object hierarchy. I did this for ease of moving the ensemble of parts in the scene. But I am pulling my hair out doing what I thought was a trivial afterthought: move the ensemble to world origin.

What is the magic incantation for something so simple?


texts:
I'm making a model for a voxel style game. I've modeled it in Qubicle and exported it to Blender for the animations. But in my mesh most of the faces or edges are not connected, and I can't find a way for doing it so. That is affecting the mesh light in Unity.

I've tried with the simple Ctrl while dragging, but that does not connect it. I've also tried putting new vertices and merging both. But the mesh and the UV maps (directly imported from Qubicle) keeps distorting.

I don't understand why it's so hard in a so basic mesh. Is there a simple way to do it. I'm desperate, please help!


texts:
Hi I am trying to create a tool that has a gizmo in the 2d/Image-editor view.
When adding a gizmo I use the self.gizmos.new("GIZMO_GT_dial_3d") to display a radial gizmo.
However I saw in the release notes for 2.82 there is a 2d gizmo that you now can display in UV view.
I would like to know what its name is so I can use it for my tool, self.gizmos.new("UV_WIDGET_NAME?")
If you know anything about this or somewhere I can see all listed types of gizmos that would be great.


texts: Assign material to multiple objects in edit mode

texts:
I selected parts of multiple objects (in edit mode) and assigned a material to them, but it only assigned it to the active object.
How to assign a material to all the parts of objects?


texts: How to smooth out these 2 perpindicular edges

texts:
How can I smoothen out this perpendicular edge to multiple smoothed out edges to give it this curve?
Current

Goal

I tried beveling but that didn't seem to work.


texts:
Mirrored mesh lines disappear when moving from edit to object mode and back to edit mode. The right side (source for the mirrored left side) remains normal, but the mirrored left side shows only the outline of the outer edges of the overall shape of the object.  I checked in object properites and made sure maximum draw type wasn't set to 'bounds.' Help?

This is a simple mirrored mesh I created as an example.

I switch to object mode and then right back to edit mode.  This is what remains.


texts: No partial transparency of surfaces in wireframe view in 2.92

texts:
I've got the viewport shading set to "wireframe". In the options if X-Ray is set to 1.000 the surfaces are visible. If it is set to 0.999 or less the surfaces are invisible.

I'd like there to be partial transparency for the surfaces with wireframe....
Like this:


texts:
I'm making a piece of armor to use a game in a game engine and I've been generating by own custom seamless textures to come up with a pattern. I'm trying to create a gambeson, and thus I need a quilted like pattern very much like this:

However, no matter how I unwrap my model, I'm constantly getting seams or the UV's just seem to stretch for some reason. I've also tried using UV Squares addon but that doesn't seem to help much either.

Here are some of the problems:

Can someone tell me what it is I'm doing wrong? I just can't seem to figure it out.

Blend file:


texts: In Blender 2.7 or 2.8 how can you slice off parts of a 2D grease pencil drawing and move it to its own layer?

texts:
Basically, I am trying to create something like this https://youtu.be/nEM_oY-RZjg. I have downloaded that file and noticed that each body part is on a separate layer. The issue is when I draw a face I never would draw a body part, create a new layer and then draw another body part. so I would like to draw my entire character first then slice it in blender to make sure the eyes, nose, mouth are on its separate layers so I can then add a parent bone and make a rig out of it. How can I do that?

If I use the 2d monkey from 2.8 as an example I would like to slice off that on its own layer so I can add bones to it to make a 2d eye rig. Unless there is a better way.


texts: Hi, there seems to be a big gap where the two planes are supposed to meet. I have attached 2 pictures which shows the settings for the cloth simulation and sewing effect


texts: When joining my armature and mesh, why does the automatic weight paint not work?

texts:
When I join my armature and mesh, and try to pose the resulting armature, the mesh bends in strange ways. I can't figure out how to fix this; can I get some help?
File : https://drive.google.com/file/d/1AUfuXDVjfXBYHtGs9hLM-cbZThC2bYDN/view?usp=sharing
By the way, the mesh/armature I am talking about is the one in the Testing collection.


texts: How can I join the geometry of intersecting faces/planes and then remove parts?

texts:
As a small example, I have two intersecting faces, both part of a larger object. Without destroying the textures, I'd like to connect them (so they share vertices) where they intersect. That way I can create edges and delete whatever sections I wish to remove. Here is a small example:

My cumbersome method so far is to subdivide an edge, slide the vertex to where it looks like it meets, draw new lines, delete original faces, create new faces, and remap the UV. Is there an easier way?

Below is a larger example. The following link is a small piece of my blend project of which I'm trying to do this maneuver on. In short, I want to remove all the green on the inside of the brown and all the brown on the inside of the green. I hope that makes sense :-)

http://www.pasteall.org/blend/29003

example2 http://www.pasteall.org/pic/show.php?id=70940


texts: Setting particle emission at random keyframes?

texts:
I'm  creating a physical simulation of apples falling into a box using the bullet particle system and Copy Particles to Rigid Bodies code by liero. However, the apples always fall in equal frame intervals according to the selected number of particles, frame start and end. is there any way to randomize the frame intervals?

Thanks


texts: How can I make an existing mesh appear to be drawn in animation?

texts:
I have a mesh of a football field that I want to render so that it seems to be drawn onto another plane in an animation. The basic idea, in the end, is that I want to make an animation that shows a football field being created on a barren piece of land, but I first want to figure out how to do this first step of drawing the lines.

Here's my mesh:

I'd like for it to either start smack in the middle or on one of the corners, from nothing to the mesh here.

Thanks in advance.


texts:
I am trying to mimic the design of this piece but I am stuck at creating the corners of the model. How would I bevel an edge in such a way so that the bevel tapers in like shown in the picture? How would I achieve this whilst keeping the shape of the base square?

Highlighted:


texts: Dual Xeon vs High-End GPU for Cycles rendering?

texts:
I read everywhere that render farms have dual Xeon processors with some 30-odd cores to render complex scenes, but I also read about powerful workstations that contained a rendering GPU like something a Quadro.

My question is, which one actually performs better in Cycles? And what will surpass my overclocked 980Ti? (I will do rendering benchmarks if you wish)


texts: Surface rendered with a different blur frame by frame

texts:
I'm using Blender 2.79 to render an animation. While many frames look consistent, every three or four frames, a series of frames crop up where a surface is rendered differently than the rest, often with what appears to be a depth of field blur in a different place. See the differences frame by frame with the ground surface here:

The first image is correct and the rest not correct.

I'm using a camera with a cube as a depth of field focus object, if that matters. Also using denoising, which doesn't seem to be the issue, and the fracture modifier for destruction. There is only one light in the scene that does not move.

Any hope for making the frames more consistent?


texts:
I have parented a grease pencil drawing to a bone and when I try rotating the bone they don't rotate around the same path. What am I missing? This has worked for me once but then it never worked again so I am at a loss of ideas on what might be wrong.
Starting position

After rotation

Update: Blender file can be found at

Please let me know if I need to provide the blender file too.


texts: Does Changing F-stop Affect Render Time?

texts:
I am rendering an animation. It is taking a lot of time even though it is being rendered in EEVEE. I think is that it is because of the f-stop value being too low.
My question is, does the f-stop value affect the render time dramatically or should I take into account other things as well?


texts: Python: bmesh.verts not loading all vertices of mesh

texts:
As the title says, I am using bmesh.verts to load in all the vertices of a mesh to then check if their coordinates are within a certain box, and if they are select them. The problem is that the function seemingly doesn't load in all of the vertices of the mesh, but only roughly a couple tens of thousands when I have over a million vertices in the mesh. I figured this out by counting the amount of vertices where loaded in by the function at hand.

Is this a problem that can be solved somehow? Is this dependent on the amount of RAM used or some other memory related issue?

Important notice: This works perfectly fine if you copy and paste each command into the python console, but does not work when the script is run by itself.

This is the syntax:

def SelectVerticesInBound(object, vector1, vector2):
    # get the mesh data from the object reference
    mesh = object.data
    # get the bmesh data
    if mesh.is_editmode:
        bm = bmesh.from_edit_mesh(mesh)
    else:
        bm = bmesh.new()
        bm.from_mesh(mesh)
    print(len(bm.verts))
    # cycle through all vertices
    for vert in bm.verts:
        # check if the vertice is in the bounding vectors
        # if yes, select it
        # if no, deselect it
        if(IsInBoundingVectors(vert.co, vector1, vector2)):
            vert.select = True
        else:
            vert.select = False
    # update bmesh to mesh
    if bm.is_wrapped:
        bmesh.update_edit_mesh(mesh, False, False)
    else:
        bm.to_mesh(mesh)
        mesh.update()
    # trigger viewport update
    bpy.context.scene.objects.active = bpy.context.scene.objects.active
    # checks if a supplied coordinate is in the bounding box created by vector1 and vector2 and relies on vector1 being the "smaller" vector of the two
    def IsInBoundingVectors(vector_check, vector1, vector2):
        for i in range(0, 3):
            if (vector_check[i] <= vector1[i] or vector_check[i] >= vector2[i]):
                return False
        return True


texts: Trying to apply Occlusion physics to an object

texts:
I'm running v2.79.

I'm self taught, very new, and trying to learn everything about 3D modeling. One of the things I'd love to learn is Occlusion.

And I've watched plenty of videos on how to do it, but I'm unable to even find something remotely close in my own version of Blender. In the videos, the area (circled in the picture) is usually a drop-down menu which has the "Occlude" option.

Even the premade file that Blender has on their wiki for Occlude just opens just the default starting cube with nothing else.

Was this feature removed in newer versions??


texts: When trying to render an animation, it doesn't work

texts: So I recently downloaded an intro that I found that I liked, and decided to render it to see if it worked. Well, evidently it doesn't. When I click "render animation" it says "Can not open or start AVI movie file". I will be linking a screenshot just so you can see. If there are any questions that anyone has to learn more please do ask. The first picture is before I render it, and the second picture is after I render it. I try to render it as animation, and the error message appears at the top near the middle.


texts: How do i turn this checkerboard overlay off?

texts:
https://gyazo.com/8e4935155688ae5ca192b2a57e533cc2
Here's a link to the image

I haven't been using blender for a couple of days. And suddenly when I open it there's a checkboard-like overlay making my eyes hurt.

It is only present in LookDev and Rendered mode using Evee. I haven't tested it with cycles but I'd assume it's the same since it seems to be like an overlay-image thing.


texts: Saving projects to more than one file or path

texts:
Is there a way to have the output in Video Editing, go to more then one location at the same time?

Such as when rendering the project it would go not only to a desktop file and but also a file on a external hard drive at the same time.


texts: Focused Gaussian beam going through a plane

texts:
I try to create a focused Gaussian beam which is going through the focal plane.

So far I tried a Volume scatter with a lot of lamps in the middle, which completely failed.

For the second try I exported an intensity distribution with matlab and used this as an UV-map to control the transparency of a plane. My beam consists now of a lot of planes (see first picture) which is also not ideal because at the intersection with the focal plane there are some lines visible.

If I increase the transparency of the plane, the result is ok but I am not 100% satisfied (see second picture).

So my question is, if it is possible to create some kind of light or intensity distribution which I can tweak with functions, so that I have a Gaussian shape in the x-y-plane and a hyperbolic or quadratic shape in z-direction?

I already saw the previous question about a Gaussian beam, but unfortunately the blender files cannot be downloaded anymore and without I was not able to understand fully what was going on and the problem is also a bit different.

Here is a two dimensional plot of how the intensity distribution of a focused Gaussian beam should look like approximately.

The colormap is just for better illustration, for my image it should be only red. The important thing is that the width of the beam gets smaller in the middle where the plain is but also the intensity there gets higher.


texts: Big problem when exporte normal map from Substance Painter to Blender

texts:
I need help.

I have this problem when I export a normal map from Substance Painter to
use in Blender.
As you can see in the images it show some dark spots in the object, and
it looks worse at glancing angles.
I exported the normal map in OpenGL and it is configured in the node as
"Non-Color Data".
I already tried to invert the normal map channels but the same thing
keep happening, it is also worse if I export the normal map in 16bits
instead of 8 bits.

on Cycles the problem does not shows up, but it does show up on
everything else on Blender, even on Eevee.

Thank you all!

Edit: As I explained, I've already tried to invert the channels. And yet it does not solve the problem. I've already tried to invert the Y channel, as well as the others.

Blender File 1:
Blender File 2:
Substance Painter File 1:


texts:
Is there any section cut addon. In sketchup there is option we can cut the section mean time or show inner render parts.

This is the video of sketchup how it works and what i need. Is there any addon or how can i make a section view in Blender.


texts: Assigned material only shows up in Edit mode?

texts:
quick question. I've assigned a material to the rim of the windows in the picture in Edit mode, but in Object mode they are overwritten. Why is this happening and how could I prevent this?
Window rim in Edit mode with material correctly displayed:

Window rim in Object mode where the material is overwritten by the brick material:


texts: Object is black when in textured view with GLSL shading Blender render

texts:
I created a face model, and am trying to get the normal map onto it. I switched to Blender Render, baked the Normals, and saved the image. I went into GLSL shading, and added a new texture on the model. I switched to texture view and it's black.

In solid view, it's the default white, and when the Texture Solid is checked in Solid view, it adds the blue texture, which is not supposed to happen.
I think it's supposed to look like this, when adding the normal map.

The tutorial I'm following can be found here for more information.
https://youtu.be/H57IDJNeD3U?t=1m46s

How do I get it to show like the second image with the normal map without the black texture?


texts:
I'd like to set which UV map is selected in Properties > Object Data > UV Maps. By "selected", I'm referring to the one highlighted, not the one with the camera icon enabled.

I tried

bpy.context.object.data.uv_layers.active = bpy.context.object.data.uv_layers['AO']

But uv_layers.active remained at the previous value and there was no error message.

How can I set the active UV map from python?


texts:
All my F keys are predefined.  (I'm on an iMac and use the default Apple functions frequently.)  I've found multiple places that say F3 brings up Search in Blender.  It seems like almost everything in Blender can be reached in multiple ways, such as a keyboard shortcut, a menu, or through a pie menu or any of the bars at the side or top of an editor window.
How, other than F3, can I get to Blender's search function?  Or is there a way to add an icon somewhere I can click on to access it?


texts: Camera Clipping through Mesh Plane Causes Visible Clipping in Render

texts:
I'm animating an infinite loop with a camera zooming out from a tiled image that then forms into a whole version of the tiled image.  Here's the blend:

I'm using Blender Internal.  Though not refined yet, I have the animation done, but when I go to render a png test, this happens on frames 7 and 13, and so on throughout the loop:

Obviously this is not cool.  I'm assuming it has to do with the fact that the camera "cuts" through the mesh plane my texture is on, which is causing some clipping.  I've done this effect with other projects, however, and I've never had this issue (granted it was with other software).  I thought it might have something to do with the clipping distance on my camera, but playing with the values hasn't proved successful.  Any ideas?

EDIT: I tried just keeping the camera in place and scaling the textured plane instead, but the problem still persists.  Perhaps it's a texturing issue?


texts: I would like to make a cheese with holes, in the Boolean it is all correct, but in render the spheres of the boolean cut show up.


texts: Background environment texture not rendered in viewport or final render

texts:
How do i make this visible?.

Every tutorial I see, it is automatic. But my scene is not mine, aparently they made it invisible, but I want to see how it is positioned and I need it to be displayed in the viewport with rendered option on.


texts:
For the sake of example let's say I have a subdivided plane mesh and then I start to edit its UV map by changing vertices positions etc in the UV editor. Is there a way to apply those changes to the mesh geometry itself?
 As in I have a texture and I have changed the vertices positions accordingly so that it all fits perfectly - but I did so in the UV editor and now I want the actual mesh geometry to reproduce those changes and those vertices positions as well (since the mesh is just a plane), is there a way to do so?


texts: I want to break a wall with a ball in real life

texts:
I am new to visual effects and to blender, of course. So I would appreciate it if anyone could help me.
So basically I recorded myself throwing a ball to a wall. When the ball hits the wall I want the wall to break off(fall off).
Here is a gif!

I was able to motion track the video and created an object to where the wall should be in 3D space.

Now my problem is I don't know how to make the object look like the wall.
I don't know how to make its texture look like the texture on the wall and then drop off.
Can anyone help me?


texts:
So basically I am using Mixamo for animating characters (First time using it) and when I try to put 2 animations onto one mesh, It seems that once the first animation is over (which is a walking animation) the second one (which is a falling animation) refers back to the origin which is where the mesh was before it started walking, meaning that the mesh teleports back to the origin before it falls. I would supply a blend file but I'm not sure how.

Any help is greatly appreciated,
Thanks

Character when the falling animation starts


texts:
I'm trying to model a bar front, but I'm having problems extruding the right part of the face.

I keep trying to add a vertex between two points of a sized up cube object but it isn't allowing me to connect the two, giving me the error invalid selection.

Any ideas on how I can do it please?

Its the triangle shape I'm trying to get

Bar front I'm trying to model


texts:
Hello,

Can someon helçp with this? I need to move just the left side of the bones , but the right side moves as well, i have no idea how i activated this. I will add the file in the post


texts: Render Vertex Colours in Blender Internal

texts: I don't like using cycles and prefer using blender internal render. So how can I render my vertex colours in Internal render. like as a material.


texts: When add shader "Glossy" to the alpha texture then emptiness is reflected too. How to make that "Glossy" and other shaders don't affect what should remain invisible?


texts: List of un-assigned keys in Blender 2.69

texts: How can one obtain a list of un-assigned keys in Blender (i.e. Q, Alt-Q)? Is there a script for this?


texts: Can Cycles renders be done from the command line?

texts: It seems that Cycles is mainly built in the form of Python scripts (as far as I can tell). Is it still possible to use Cycles to render a .blend file from the command line?


texts: Is it possible to export just the keyframes of an animated model into COLLADA in Blender 2.8 (unbaked animation)?

texts:
I'm trying to export a rigged model into a COLLADA file. However, it seems to bake (bake may not be the right word - I'm new to Blender) the animation in the sense that it exports every frame's joint positions / rotations (so, if the animation is playing at 30fps, and the animation is 5 seconds long, then it exports 150 different positions / rotations for each joint). I would just like to export the keyframe poses (so if there are 5 keyframes over 5 seconds, just export those 5 keyframe poses).

It seems that in Blender 2.7, the keyframes were getting exported the way that I want.

Just to illustrate my point:
I'm exporting a rigged animated model, in which the animation has 5 keyframes.
In the Blender 2.7 export, in the input section of each bone (library_animations tag), there are 5 floats (corresponding to the time value of each keyframe) and therefore 5 output matrices.

In the Blender 2.8 export, there are 250 input floats (corresponding to the time in the animation) and therefore 250 output matrices.

Is it possible to just export the keyframe poses like in Blender 2.7?


texts: How to apply Mesh Sequence Cache modifier to imported meshes

texts:
I imported an animation to Blender, its format is Alembic. Once the file is imported, all the meshes (in my case 900 meshes) have a Mesh Sequence Cache Modifier. This modifier has all the ShapeKey animations, if I don't apply it, the meshes lose Shapekeys. I tried the Copy Attribute add-on, but it deletes the modifiers, which means all the Shapekeys are lost. Is there a way to execute the "apply" button on the same modifier that is on multiple meshes, so the apply button on all modifiers gets applied?

Please note that I don't want to copy modifiers from 1 mesh to others. I want to execute the "apply" button on the same modifier that already exists on other meshes. I also tried the Alt+Click, it works with other options, but not the apply button in the modifier.

Please help


texts: The amount of samples in cycles render won't change

texts: I have a problem regarding the samples setting with cycles render on blender. Whenever I made changes to the amount of the samples I want in the samples setting it just won't save, it always revert back to 135, the amount of samples I used the first time I tinker with it. I want to use lesser amount of samples for preview purpose, and increase it to more than 135 but it simply won't save the setting. Sorry if it's a bit long, How do I save the samples setting?. I really appreciate all the answers.


texts: Color Image Sequence to Volume (color image stack), retaining color

texts:
I am not very familiar with blender, but I am looking to create a model of from a stack of images. I have tried other (medical) imaging software, but they all work in grayscale, and I need the color in the model.
I have a bunch of images like this:

And I am looking to create something like in this video, but better.
Is this possible in blender? If so, how?


texts:
object.ray_cast() is not behaving as I would expect in Blender 2.77. I understand that it expects object local coordinates, but this problem happens when the object is not translated, rotated, or scaled.

If I edit the shape of the cube mesh without moving the cube, the results of ray_cast() seem plain wrong.

Steps to reproduce

Create a cube at 0,0,0
Move a vertex of the cube from 1,1,1 to 5,5,5
Create an empty called "src" at 2,2,2
Create an empty called "dst" at 2,2,6

Run this python

cb = bpy.data.objects['Cube']
src = bpy.data.objects['src']
dst = bpy.data.objects['dst']
hit, loc, norm, face = cb.ray_cast(src.location, dst.location)
bpy.ops.object.empty_add(location = loc)

This is the result on my system. The new Empty created at the interesection point is selected:

The source and the destination are both at x = 2 and y = 2. The cube has a surface at x = 2 and y = 2. So why on earth is the intersection point at x = 2.22222, y = 2.22222?


texts:
I'm sure someone else has asked this question but I'm not sure exactly what to search for.

I am trying to sculpt a tin-box kind of thing with smooth beveled edges around the corners. When I go into sculpting and try to add a simple raised part around one of the corners, I end up with these hard-looking verticle edges, I could go around the smooth out all of these manually, but I'm sure there is a simpler solution.

Also, in the image, you can see that when I bake a normal map of this, those hard lines appear on the normal map and look terrible on my low-poly model. Does anyone know how to sculpt around an edge without getting these artifacts?


texts: How do I parent objects after moving them around?

texts:
I'm kinda new to blender but I'm making a car transforming in a robot with a lot of different parts on his body. The parts need to move with the bones when he walks obviously so that's done with parenting to the bones (I think?).
But how do I only move the parts around (without being attached to the bone) to make a robot shape while transforming? Parts from the front of the car need to go to the back etc... Can I keyframe when to parent/unparent an object to a bone after moving it around?


texts: Blender with Niftools addon, how can I export an fbx file with a texture linked to it?

texts:
I'm trying to export nif models to fbx models using NifTools addon, when I import the nif model I get to see the name of the texture, here's an example:
But when I try to export it to fbx I get this:
The name of the texture is gone, the only thing remaining is a "Box02" which is the name of the mesh I'm using.
So when I need to load a fbx model on another program I eventually need to manually indicate what is the right texture for this model, and this can be very troublesome as I'm trying create a scene with multiple models.
Note: I've already tried exporting the nif model with the path mode set to "Copy" and activate the Embed Textures option, but this doesn't seem to be working as my FBX file keeps missing the texture data.


texts: Why can't I UV Unwrap this model like this? Extreme stretching

texts:
First time here at Blender exchange.

So this is how I marked the seams in this test model but when I go to UV unwrap it this is what I get:

Its like regardless of what I do this part here never gets separated into its own island and I dont know why:

I'm obviously not an expert but I've UV unwrapped other models in the past and never had this problem, I've tried different things but so far I haven't been able to pin point the problem, so I'm sure I'm just doing something incredibly silly.

Any help? Thank you!

EDIT: Okay so I just found that I had a couple of vertices really close together and they seemed like they were one so there was some edges that werent marked as seam! But, now that I've fixed this when I UV unwrap it even though it's a lot better I still have this:

Why is it stretching like that there?

EDIT 2:

EDIT 3: What I'm really trying to understand here is that in this example:

Why are those vertices appearing in the wrong position, and why if I manually try to move them in the correct position the other vertices in the other island get moved too even though they are in a different island?


texts: Show the polycount of selected objects in object mode

texts:
How to show the polycount statistics (faces, tris, etc) of selected objects in object mode? The bar on the bottom of screen shows polycount of the whole scene:

I know I can switch to edit mode and select the whole object to view its polycount, but there are two problems: 1) what if I want to know the combined polycount of two or more objects? 2) When there is a Decimate Modified applied, edit mode doesn't have the information of final result.


texts: Why I can't go into the drawing mode to adjust my wonderful worm?


texts:
Iam attempting to extrude in Z Axis iam pressing E+G+Z but I can't extrude the plane.

I am following this tutorial: https://youtu.be/OHg-CHcflPM?t=1299.


texts: Applying Collision to Clothes With Armature

texts: So I've tried searching around, but everything seems to go back to the Clothes physics. I have a cape that's attached to an armature and that is connected to a body armature. What I'm trying to do is give the cape a wiggling feature using the bones, but I'm also trying to make it so the cape doesn't clip into the body. Is there a way to go about it without making a new bounding box? I'm not sure if this has been asked before.


texts: Is there a way to select a typeface (I have 15,000 fonts) for a text object, or must I set type in AI and save as SVG, then import into Blender?


texts: How to align bottom of picture to ground when loading it?

texts:
I'm planing to do a simple animation of my drawings (scrolling and parallax effects with a camera).
Each time I'm loading a new Image as Plane, Blender align the center of the picture to the cursor, like this:

I was wondering if there's a way to automatically load the image ABOVE the Z axis, like this:

For now, i have to do this manually, which add quite many extra steps. Since I'm planning to load quite a lot of pictures, it would be a time saver.
I'm planning to have this type of result, just so you have a better idea of my humble project:


texts: I thought that I was able to use my mouse to navigate in the viewport before. I can only seem to rotate the project view via the numpad keys. I have tried to Google for my problem but can not seem to find any answers.