texts: Blender error - Incorrect armature for type 'base_generate'

texts:
I'm new to rigging characters in Blender and I am getting this error.

CONFLICT: bone ORG-cheek.T.L owned by rig ORG-face has different parent rig from ORG-face

Incorrect armature for type 'base_generate'

I'm not sure what it means.  I'll attach pictures to show the specific bones that I'm talking about.  Any help is greatly appreciated.  Thank you.


texts: Scaling a math function from a specific vertex

texts:
I have a model developed through a math function as shown below in the figure. I would like to scale the figure as shown in the figure without changing the vertex position.

Explanation of the figure:
The model seen is according to the function implemented. Now, the two vertices on the Y-axis remain where they are originally present and the surface of the model needs to be scaled proportionally in x,y (that is if scale factor of 2 along x, then the same scale factor 2 along y from the vertex) shown in red.

My guess is that the positioning of the origin needs to be changed but not sure how?

Any hacks to do address this?

Thanks.


texts:
Hello Blender community,

So I'm facing a weird problem where the tentacle/arm/extremity gets outside of the mesh when the armature moves it. I've attached a couple of pictures here below. I'm trying to look for some functionality to lock the tentacle in the main body mesh. When I see other tutorials, the arms never leave the main mesh. What could be causing my model to act this way? The movement seems decently realistic as long as the armature doesn't move too far from the mesh. But once I do, the tentacle actually gets detached from the main mesh. Would appreicate any help. Thanks!!


texts: Is there any way possible to tail a falling star or comet-like particle?

texts: I am trying to set up a simple space like gravity particle system for animation, but I have no idea how to make a tail on a particle to make it look like the way I want (Including the gradient) I basically have the particle system ready, but I just don't know how to make the tail. Any help would be appreciated, Thanks!


texts:
I go to the blender website
Select the 64 bit US instillation for my Windows 7 Desktop Computer.
After downloading I open the Blender Set Up Wizard and I am given three options: Change/Repair/Remove
I have tried to Change and Repair but once completed if I open Blender the Update has not been installed and the blender is still the older version.
I am considering uninstalling everything and trying again but I have several projects on the current blender and I can't risk loosing them

Can anyone help explain to me what steps I can take to safely install and apply the latest version of blender. I have version 2.66a and I'm trying to get the latest 2.76b.

Any help would be greatly appreciated!


texts: How do I make a reference image in Blender show up when rendering the scene?

texts: I am having an issue with rendering a scene in Blender. When not in rendering mode, Blender shows my reference image with ease. But as soon as I hit F12 to render the image, my reference image disappears. I need that reference image because in my scene, I am depicting some sentient cubes watching TV, and I need an image for the TV to show. I have searched around Blender for quite some time and have not found a setting. If it is not possible to show reference images during the rendering process, could you please show a way to do it without a reference image? By the way, if it helps, I am using Blender 2.80.


texts: Slide two edge loops away from each other

texts:
I've been looking for this feature in Blender, either upon the time of creation using Edge Cut and Slide or afterwards, in just editing the mesh. I'd like to know if it's possible to evenly slide two edges away from one another in Blender?

Here's a picture of what I'd like to be able to do:

Thanks upfront!!


texts:
I'm using Glass nodes from Blender Gurus tutorial but for some reason I get this strange sphere in all my glass surfaces. If I Enable Backface Culling in material settings, the sphere disappears from Viewport reflections but still shows in final renders.
Here is the node setup and a screenshot of the artifact:

How can I get rid of it?


texts: How to trigger something when a game property equals a (certain value)

texts:
How do I trigger something when a game property equals a certain value?
So Here is what I have done.

myprop = own['prop']
if myprop == 50:
    own.applyRotation((0, 0, 0.5),True)


texts: Rendering eyelashes with UV mapped texture

texts: I have 4 meshes for eyelashes on a head model.  I have an eyelash image texture with the typical white alpha layer mask.  How do I get Blender to render the eyelashes so they look like eyelashes instead of eyelash meshes with white eyelashes on them (see image)?  Blender refuses to use the alpha mask and instead treats it like that mask layer is a diffuse/primary image layer. I select "use alpha" and all other settings I can find that mention alpha layer but no matter what, the eyelashes always render as sheet meshes with white eyelash patterns on them.


texts: Need a way to do a "loop cut" on a triangle fan

texts: Need a way to do a loopcut- ish thingy on the blue line


texts:
I have started using blender for rendering figures and I really love it.
The problem is that I reached a point I do not know how to resolve my issue. I wanted to bend a cylinder, so what I did was to use the "simply deform" modifier into a cylinder and use a circle for reference (Origin).
Now, I like the state of my new object, so I what to play with this mesh. The problem is that now, everytime I modify the object, is still based on that circle. Is there anyway I could have this object without modifiers but keeping the same shape ?
This way I could play with the transformation I got.
For example, I want to rotate the item but it's referencing the circle so the shape looks weird.
Thanks in advance


texts: Is there any way to run a sequence of scripts? That is, every x seconds a new script (within a list) starts running, is it possible?


texts: Blender 2.80+ Game Engine Replacement with Python

texts:
I was mostly using Blender for simulations and interactive visualizations controlled by Python. Now 2.80 REMOVED the Blender Game Engine with no replacement!!!!

Really not cool to remove something that was there for decades with no replacement! I have checked the external game engines but this is not the same - I need to export/import and write in some funny languages while I had everything at hand in Blender :-(

Belnder became just a 3D modelling tool :-(

Is there any way so I can perform a live real-time visualizations that are Python controlled in new Blender 2.80+ ? I don't really need physics (but the collisions would be nice to have).

Any hints welcome.. or I need to stick to 2.79.


texts: How can I create a random walk animation with animation nodes?

texts:
The idea is to have a bunch of objects that are animated given a random vector each 20 frames. Something like this video:

https://vimeo.com/75135375

The problem that I´ve found with Animation Nodes is how to somehow store the previous positions of the objects that sometimes could be 20 frames away. For the first animation I can use the ID key, but as long as the animation continues I can keep it consistent.


texts: How to deactivate a node tree? Or deactivate all nodes in one shot?

texts:
I would like to make some test with different node trees in Animation nodes.
Is there a way to deactivate the entire page/node tree?
Is it possible to deactivate nodes all in one shot, like (select all and hide or deactivate)?
How do you manage the nodes when you do some test? When you don't want to erase them but just deactivate them for a while without unlinking them?
I tried M to mute without success nothing happen the node stay the same colour there is no way to know if it worked.


texts: Material in render different to Material showing up in the IndexMA pass

texts:
I am trying to create a mask based on materials having certain nodes. In this case I want to filter any shader that uses the Glass BDSF Node, I have this object with a couple of different materials as show below:

I want to have this glass on this cabinet drawer to be picked up by the mask so I give it a pass index of 1 as seen below:

The layout of my compositor:

This set up outputs a blank mask.

While if I set the pass index of the material "wood_furniture_dresser" to 1 and the material "dresser_glass" to 0 the output is:

This creates a mask that covers both the wood and glass even though the glass is a separate material. Is there any way to have a mask with just
the glass?

I would appreciate any help you can give me.
Thank you in advance


texts: Use of Curve Modifier to Make G2 Timing Belt

texts:
I have been trying to get a G2 timing belt to work in Blender.  All in all I think this is conceptually a pretty easy task as outlined by https://www.thingiverse.com/thing:411517.
Make a core repeatable pattern...
Use the array modifier to make it longer...
Use the curve modifier to put it in the right place.
Ok, I cannot seem to figure out what the orientation should be to make the core part (one tooth of a GT2 timing belt) to look right.

Can somebody take a quick look at this file and tell me where I am going wrong?
(I did this before and got it to work, but again, I seem to be stuck and not sure where I went wrong.)
Blender 2.90.0 on MacOS


texts: How can I make an exponentially curving object?

texts:
I want to make a circle that curves down exponentially, like so:

But I need it to be truly exponential. Thanks in advance!


texts: partical violin sticks out of test tube, how to stop it?

texts:
I have a test tube, in it, it has a ParticleSetting and the object is a violin but the head of the violin is sticking out of the test tube body and I want it to collide the hole thing with the test tube.
What do I have to do so it wont stick out?


texts: Is there a way to export an object without all of it's inside geometry?

texts:
For example: If I had a cube and hidden inside it's bounds there was another, smaller cube and I joined/merged/combined them into one object, is there any specific action I can do to make the resulting object just the outer cube without any unnecessary inside clutter e.g. the smaller cube?

Of course we're not talking about something as simple as two cubes here, it's a model of an AK-47 assault rifle and I used a lot of parts to make it and there is a lot of said clutter. Removing all unwanted clutter manually is not something I'd like to do or even attempt.

So is this something Blender can do or do I need to look to mods or another piece of software?

Thank you in advance for answering.


texts: How can I delete a large amount of Materials?

texts:
So I am doing renders of SolidWorks models in Blender. The models themselves do not pose a problem for me, however I have noticed that when the materials tab, to be precise the list of materials is opened Blender slows down almost to a stop until I reload the current .blend file.

This is from one of the models I have already setup and rendered. In the actual model I've cleaned up all those materials and setup my own which number 15-20. In spite of this these materials still remain in my file and slow down my work.

I have tried using the delete addon I've seen in some answers to this question but that only leads to Blender crashing. Manually removing them with the "Minus" is out of the question, I've done it before for single instances. Having 3-4 models with 5000-6000 materials is not timewise efficient.

Some extra info how I've setup the materials - ctrl+L Making material links to objects having the same material type.


texts: Z depth values in OpenEXR do not match the objects in the scene

texts:
I am trying to use the depth values from a render.  I created the appropriate graph that directly connects the render layers depth pin to an OpenEXR file output.  The problem is that the depth values do not match the objects in the scene.

As a simple example, I have used the default scene with a cube at 0,0,0   and a camera placed at 0,-6,0 looking directly at the cube.    The distance between the camera and the cube's closest plane is exactly 5.

When I load the EXR file as a matrix of floats, the value at the center is 5.45 instead of 5, both in the default render engine, and in cycles.

I don't know if any of the following information is relevant, but just in case:
Image size  1280x720,   focal length 35mm,  sensor size: 32mm

I would appreciate any ideas of where this discrepancy comes from.


texts:
I have this at the end of a function, so every time I execute it, I would like to use view_all for those three area types from whatever area is active. But I get an obvious context error.

        bpy.ops.action.view_all()
        bpy.ops.graph.view_all()
        bpy.ops.timeline.view_all()

So, how can I use all three from a single context area?


texts: Show only certain curves of multiple layers in graph editor

texts: I'm struggling with the animation workflow in Blender. One of my biggest issues is with displaying only relevant curves in the graph editor. So say I want to change the z-location curves of 20 layers. Is there a fast way to display those curves (and only them) or do I have to open and close 20 little triangles and manually click on the eye-symbol of all the x and y location curves?


texts: Can I model in a set of co-ordinates local to an object?

texts:
I am using Blender for architecture. I would like to be able to take an inclined plane (representing a roof, for example) and then place and manipulate simple objects onto it - just as simply as I can play around with them on the z=0 plane.

In a similar way, when I am in this local co-ordinate system (which I realise might not be catered for in Blender) I would like to be able to select top view (for example) and be looking at the plane from the opposite direction to its normal.

Is any of this possible ?


texts:
I need to mix 1 gray-white texture with yellow color.

Here is a model with a gray-white texture without the applied yellow color.

I was able to apply a yellow color through the nodes, but it does not appear in the render.

I need the same result, only to make the model yellow in the rendering.

please show me where I made a mistake =)


texts: Scene has 1 camera but render has 2 objects.. one is faint

texts:
I imported this object from a .blend file so maybe there is already some kind of render object in the "renderlayers" object but I don't see a camera in there.. any idea what's happening here?

edit* here is the expanded UI. I couldn't see anything that looked duplicated (but I'm a noob)


texts: How would you approach simulating garbage being compacted?

texts: If I wanted to crush mesh objects into a form, and show that process, (like a garbage compactor) how would I approach that?


texts: Does anyone know where the wrap option in the texture paint settings has gone? It seems to be missing in 2.76. Was it removed from Blender, or has the button been relocated?


texts: Why does the UV/Image Editor remain empty after UV unwrapping?

texts:
I have modeled a 430-face six-panel door in Blender. I now want to UV map it. I followed all of the steps in Neil Hirsig's videos on UV mapping: (1) drag-open a second window; (2) set it to UV/Image Editor mode; (3) go to my main window and select the door object; (4) Tab into Edit mode; (5) choose Face selection; (6) box-select all faces; (7) U-key and Unwrap>Cubic Projection ...

... and ...

... my UV map window remains empty. Nada. Zip. Zilch.

If I follow exactly the same steps with a plain cube, I get a UV map for the cube. Does Blender's UV mapping only work for simple objects?


texts: Most efficient way to create this bevel profile?

texts:
I don't know what this specific kind of bevel is called. If someone does, please edit it in.

Essentially, I am trying to figure out how to create a bevel with a cusp on only one side.

In the case below, I am creating two such bevels, each with a cusp on one side, and such that the offset closes the entire distant between the two. In other words, the bevel offset = the width of the 'plank'.

I am also not necessarily looking for a method that arrives exclusively at 45° sections of a circle. 60° or 30° arcs before coming to a cusp would ideally also be nice.


texts: Does bpy.ops.mesh.primitive_xyz_function_surface() modify an existing mesh or create a new one?

texts:
Does the Blender add-on script for bpy.ops.mesh.primitive_xyz_function_surface() modify an existing mesh or create a new one?
This did not work. What's missing?
import bpy
from math import *
two_pi = 2 * pi
bpy.ops.mesh.primitive_xyz_function_surface(x_eq = "v", y_eq = "sin(two_pi*u)", z_eq = "cos(two_pi*u)")


texts: weird white reflection in my glossy material

texts: There is no bright light shining on the material so I am confused. Must be somethign wrong with my settings As you can see the mushrooms have weird white circles on them.


texts: How can i edit both video and animation in blender 2.9?

texts: I have an intro saved as an mp4 and i want it to fade out and in the meanwhile fade in the animation i previously made in blender with a 3d model. How can i do it in fewest steps possible?


texts: I would really like some help to make a dodecahedron! That means i would like to make a "ball" form made entirely of pentagons.


texts: How to define the rest position in a BVH file (converted from an FBX)?

texts:
I have some motion capture data in an FBX file. Using Autodesk MotionBuilder I can export it to BVH. It seems to work well, except for the rest position, which is very strange:

The screenshots above were taken in Blender 2.78, but the rest position is the same when opening the file in bvhacker.

The animation plays out just fine, but without the rest position it is nearly impossible to rig a character.

In Blender, I tried Pose > Apply Pose as Rest Pose, but that ends up distorting the entire animation, so it is useless.

Is there a way to redefine the rest position to a standard T-pose in a BVH file while still preserving the animation?


texts:
Edit: answered my own question! Moderators please delete if not appropriate to leave this here as it doesn't require an answer.

I'm a fool. But for anyone else who might have a similar question in the future ...

import bpy

bpy.ops.import_scene.fbx(filepath="F:/Blender/2019-04-09-S.fbx")

Source: https://docs.blender.org/api/blender2.8/bpy.ops.import_scene.html

Original question:

Can anyone help me to import an FBX file using a script in 2.80?

Based on other answers here, I've tried:

bpy.ops.import_scene.fbx (filepath = 'F:\Blender\FBX\2019-04-09-S.fbx')


texts: Importing multiple files in blender import plugin

texts: I'm writing an import plugin for blender 2.8x and I'd like to make use of the multiple file selection feature. Unfortunately, I can't find any provision for this in 'ImportHelper' (the class I derive from) and web searches haven't yielded anything that seems to work and I can't seem to find anything in the documentation either.


texts: How do I manually set the value of a custom EnumProperty in python?

texts:
I have a custom enum property which defines the colour channels RGB, or RGBA depending on whether a flag in the addon preferences is enabled. Because the only way I could get this to work was to define the enum items dynamically using a function, I cannot set the default value of the enum. However, I'd really like to enable all the channels by default. Is there a way, and a sensible location in my addon's code that I can set the value of the enum after it has been registered and without requiring user interaction?

This is my EnumProperty:

active_channels = EnumProperty(
  name="Active Channels",
  options={'ENUM_FLAG'},
  items=channel_items,
  update=update_rgba,
  )

This is the function I'm using to populate it:

def channel_items(self, context):
  prefs = context.user_preferences.addons[__name__].preferences
  if prefs.alpha_support:
    return ((red_id, "R", ""), (green_id, "G", ""), (blue_id, "B", ""),(alpha_id, "A", ""))
  return ((red_id, "R", ""), (green_id, "G", ""), (blue_id, "B", ""))

Is there some way I can set the value of the enum in the addon's Panel code or on registration?


texts: I have a very intense scene involving several cloth simulations and rigid body physics. The rigid body physics have been working fine. I'm able to play through them and bake them. The cloth simulations on the other hand make blender crash saying that my computer is out of application memory. My machine has 32gb of ram, so it should not easily run out of application memory. This doesn't do this with any other blender simulation I have tried. Any ideas on how to either reduce the complexity of the simulations or workarounds for getting things to work?


texts: Export FBX with full collection hierarchy

texts:
I’m trying to export to FBX, but it's only exporting the mesh and not the full heirarchy.
Is this possible?
Thank you…


texts: Attach swords to mesh/skeleton for exporting as FBX

texts:
Is it possible to join a separate sword like the one in the picture to a preexisting humanoid mesh. Then have that sword be linked to the wrist bone with a bone in the handle and have the sword be controllable on its own, even though its apart of the humanoid mesh and armature?

Im desperate for an answer on this. Any sort of input would be greatly appreciated.


texts:
I'm wondering if there was any way for me to use PyOpenGL in Blender's Python API? I would rather not use BGL, because I would like to render a lot of 3D objects and immediate mode is rather limiting...

It might help if I'm describing the project I'm working on. I would like to write an add-on that would allow you to work with Blender seamlessly from the Vive. I'm using OpenVR to control with the Vive and OpenGL to render to the Vive. So far, displaying things went pretty well. However, the issue is the usage of PyOpenGL in Blender. It involves the creation of a window for OpenGL to work with (GLUT), resulting in the Blender interface freezing. As a result, I can't modify the model or anything while the addon is running. In addition, if I close the window, Blender also closes, which is inconvenient.


texts: How do I change a smoke collider's distance?

texts: I've got smoke falling onto an object set with smoke collision physics, but as you can see from the screenshot, there is a gap between the smoke and the object. Where can I find the setting to change this to 0?


texts: Bake to keyframes messes up cell fracture

texts:
I am making a short animation of a sphere breaking a window with cell fracture.

Here is how it looks mid-break:

I thought it looked good so I decided to bake it into keyframes to upload it to the sheepit renderfarm. I selected them in the outliner with box select and then right clicked > select. Then I clicked bake to keyframes in the rigid body tools.

When I bake it, the sphere bakes fine, but the cell fracture pieces end up all squished looking like this:

Anyone know why this is happening? Is there a solution to this problem?

Additional info:

The cell fracture pieces all share the same animation data. I animated the 'Dynamic' property in order to delay the animation until needed.

To clarify, I selected all cell fractured objects at the same time.


texts: Adding a pure "Force Constraint" between two objects

texts:
Rigid body simulations in Blender have a "Motor" Rigid Body Constraint which can constraint the velocity by which two objects are attracted or repelled.

Is there a "Force" Rigid Body Constraint that when enabled would simply apply a force between the two participating objects? The reason I am after a force is because that is all I have at the moment and calculating the velocity that the force I want to apply between two specific points would cause is not exactly straightforward :/

Any ideas?


texts: What are the most common beginner mistakes when learning Blender?

texts:
I haven't found a question like this after a few searches. A lot of questions that come in are from beginners who are learning on their own. I know from experience what that is like, and how long it is before the sheer complexity and scope of Blender stop being very confusing. I don't know how many times I searched arduously to figure out how to undo something that was the result of one mistaken keystroke or click, or how often things have had to be rebuilt after an unnoticed mistake caused bad geometry.

I believe the most common mistakes are quantifiable and not a matter of opinion. I think it would be a real service to have the most common ones explained to beginners so they can be aware of them from the outset. I don't know of anywhere with such a guide. Maybe there is something like this here already and I didn't find it, if not, I hope this is considered not too broad or opinion-based.


texts:
community!

I do have a problem here. I have a project and I want to align an object with a 3d-cursor.
But whenever I choose an object, it's rotating within its own location.


texts:
This is probably simple, I want to remove some unused space since it takes up lightmap space in my game

Basicly I want to remove the red part but keep the green withsame texture cordinates so I need to correct UV somehow.

Mesh looks like this in blender 2.8

So basically I want to shrink down to the 3D cursor, but also remap UV.

edit: I solved it just because it was even measures. The wall is 4 meters tall and the wall I want is 1 meter. So i moved down the vertices, now the UV is wrong. Than I moved the top vertices in the UV mapping down from 1.0 to 0.25. Must be a more bullet proof way of doing it?


texts: Rounded bevel for selected vertices in a plane

texts:
I am trying to create a rounded bevel for two of the four vertices in this arrow shape:

I selected the left-most vertex, pressed ctrl-shift-b and created the bevel as seen in the picture.  However, the bevel is a straight line whereas I would like it to have a rounded appearance.  Suggestions?


texts: Can you use Cuda from GPUs of different generations?

texts: Is Blender able to receive any benefit from using my 2060 RTX and my old 660 Ti since they both have Cuda cores. They're have different speeds and such but would they be able to take advantage when rendering in Cycles?


texts: how to have dripping water when object comes out of water

texts:
Want to have my title come out of water, but its just completely dry, and have no drops of water in it to drip down.

I am using flip fluids, and I have a cube with hole in it comes out of water but no water drips down:

https://youtu.be/5hjTVHaEcdo


texts:
How do I change the frame rate when working in 2d animation?
I have a feeling there’s a simple solution to my problem.


texts: Boolean Intersect modifier treating manifold object as if not solid

texts:
I've got a complex object that I've verified is manifold.  I am attempting to take a cylindrical "core" of the object using the Boolean Intersect modifier.  Whenever I do this, the modifier behaves as though the original object isn't solid (again - verified that it is manifold repeatedly).
My Base Object:

Intersecting Object (modifier applied here):

And here's the result of the modifier being applied:

Note the absence of the object's side walls after the modifier is applied.
It's also worth noting that I'll sometimes get weird vertices, edges, and sometimes even faces in the resultant object that are outside of the original area of the cylinder.
I've tried subdividing the cylinder, separating the base object by loose geometry and recombining it with Boolean unions, and applying the modifier to the base object instead of the cylinder - all to no avail.  I'm hoping someone out there has experienced something similar before and can assist.


texts:
In this blog post they show an example with the cloth brush and collision: https://code.blender.org/2020/10/cloth-sculpting-improvements-in-blender-2-91/
This is the video of where they show it:
https://code.blender.org/wp-content/uploads/2020/10/Cloth_Collisions.mp4
I was wondering, how can I achieve this? I can't grab with that tool for example.
Sorry my question is a bit vague, I don't have the vocabulary nor knowledge to express what I want.


texts:
I'm rendering an animation (as an FFmpeg video, Quicktime container) and I'd like to watch it (in its rendered state) as it's being rendered, similarly to how you can play an animation while baking a fluid simulation.

Is there any way to do this in Blender?


texts:
I've modelled a few knobs/dials which I've animated over 100 frames or so. They rotate from -135 degrees to +135 over 100 or so frames.

However, now I need to add an indicator strip so as the knob turns, the strip lights up dependent on the pointer position of the dial.

i.e:

I feel I either need some sort of masking layer, or some way of tying in the current rotation value of the main dial to the position of the emission strip.

How might I go about this in Cycles?
Ta


texts: Is it possible to revise XYZ Math parametric equations without deleting the object and starting over?


texts: I have Just got the Hairnet extension but everytime I try to add the hair it says somethings missing, have I done something wrong? Could someone tell me how Hairnet?


texts: Particular nodes are missing from node editor

texts:
I am looking for the Mapping Node but it is not available under the Vector nodes menu or any other menu. I have Blender 2.77 which cooresponds with the manual version in the above link.

I also cannot find the Texture Coordinate or Gradient Texture.

Likely I am doing something wrong.


texts: How do you make a cube with another cube inside it?

texts:
I am making something similar to a slime in blender, with softbody.
I don't really know how to put a cube in it, with a darker color.


texts: How do I import 3rd party decal packs into decalMACHINE?

texts: Man this is frustrating. I've spent an entire day on this and wound up nowhere. I purchased some decal packs at blender market, but I can't figure out how to import them into decal machine. I read the answer to Decal Machine Decal import, but that was no help whatsoever. For one thing there is no "refresh" button in decalMachine's prefs. There's a "reload button" but that didn't do anything either. And although the person asking the question at least seemed to know what folder to copy things to, I'm just too dumb to know that. And sentences like "Accept. Open a file browser, Hold Shift to open the file, Alt to browse  containing directory" that pops up in decal machine's prefs when you hover over the import file button mean nothing to me. "Hold Shift to open the file"? WHAT file? Pack_2_png.zip? PSD.zip? Letters.zip? Which file? And what's this about "Alt to browse containing directory"? What does that even mean? Could someone please pretend you're talking to a four year old and tell me, step by step, how to preform the import once I'm in decalMACHINE's prefs (I at least know how to get to the prefs). But do NOT skip steps or assume I can understand terms that someone new to Blender might not understand. I would be eternally, and sincerely grateful. I'm using decalMACHINE 1.9.4


texts:
I am trying to work through some Blender Tutorials and then try my own scene using that feature. I have a problem with a scene containing camera, lamp, cube set as fluid domain and a uv sphere set as fluid inflow.

My problem is that it just drips.

I am simply trying water from a tap, or a soda machine.

I have not allocated a inflow velocity in any direction assuming gravity would do that. When I tried a force in Z axis I just got a drip hitting the domain box harder.

I did try scaling the inflow sphere but that did not help.
I also tried subdivision 2 in fluid boundary and Generate 1 in Fluid Particles.
I have set inflow velocity 1 in the sphere settings.

nothing seems to change.

What setting do I look at for more fluid. ?

(edit for spelling and some attempted changes)


texts: How to bend a tube with consistent thickness?

texts:
Modelling a Newton's cradle, but i can't seem to create the stand shape:

I have tried to use a path, and got this result:

It looks pretty good until you reach the top, where it is flat. The thickness is not consistent. So i am looking for an alternative way to make the stand. What are some ways to make this type of shape?


texts: Whenever I render an animation I have downloaded and edited it wont render past frame 35. It stops, freezes on me then I have to open it back up again! But when I attempt to make my own, (thats why I download templates I cant animate...) It does... What is a possibility or the problem? I need this fixed ASAP! I'm making this for a client and I cant have a bad rep!


texts:
I'm having trouble creating a bright LED fabric, can someone give me a way

I used this setting to create the led, but it wasn’t like the picture


texts: Can we make a euler-bernouili beam with wave modifier and extract the dynamic equation visually or in script to be use in SIMULINK?

texts: Eventually I would like to receive this animation outcome and fix my mathematical model in say matlab/simulink for example


texts: Blender how to create 2D shape with smooth and sharp edges

texts: Dears, I am new to Blender 3D and I am struggling at creating 2D flat objects that have sharp vertices/edges and smooth vertices/edges I create my object, I select some vertices as "sharp" or "crease" but after applying the subdivision surface modifier the entire object is smoothed out, including the vertices marked as sharp. I was not able to find a tutorial.. Thank you for your help.


texts: Rigid Body Physics - Can't Transform or move mesh when applied

texts:
I am relatively new to blender and 3D modelling and have decided to try my first animation.
I wanted to make a chain swing slightly and have followed numerous tutorials using rigid body physics, however I keep running into issues.
Issue 1: I created one link of a chain and as the tutorial stated I applied rigid body physics, using the mesh shape as the collision. Then I duplicate that link and when I go to move it upwards and rotate 90 degrees, it won't budge until I turn off the rigid body?
Issue 2: I tried a different tutorial for building the chain, one by BlenderGuru. I created the full chain before applying any rigid body physics. Then when I did apply the rigid body the chain just exploded instead?


texts: How to UV unwrap MULTIPLE image textures on top of one another?

texts:
I have a package label with a background illustration that I'm trying to emboss so I decided UV unwrapping the label design into separate layers and onto the bottle "panel" would be the best option only problem is up until right now I only know how to uvwrap ONE image onto ONE surface at a time.

I've tried creating a new UV map in the data panel and adding the second image texture to it's material but that hasn't worked.

The top left image is the first image text and the bottom right is the one I'm trying to unwrap on top of it.


texts:
I'm looking for option for duplicate object, while moving. It works that way, that I grab the move arrow, or rotate, but instead of changing original object's position, it duplicates in new position I choose. I'm not talking about ctrl + D.
It's something like here: https://youtu.be/zzVoZ5WygW4?t=1m14s - user holds shift key and moves object to duplicate it. Is something like it in Blender?


texts: How do I align particles to the center of the object?

texts:
I’ll keep it short,

I found myself playing with particles on Blender and I am unable to align them with the center of the object that emits them (which happens to be a cube).

This is what I get (default setup particles, I did not change anything):

And this is what I am trying to achieve:

So, any idea on what type of configuration I should be using? Thx for your time and happy blender!


texts: How to apply a collection/armature transform scale to chidren meshs

texts:
Context : I downloaded a 3D model for a Unity project. I imported it in Blender to make some hierarchy modification : it's an excavator and it needs to be drivable. I'm a Blender beginner.
The model is far too big so I set the collection scale at 0.001.
Once done, I got a correct sized model, but I don't want a 0.001, 0.001, 0.001 scale.
The issue is I can not find any ways to apply this collection scale. So all scales are 1,1,1 and the scale transformation is kept on all the underlying collection elements (such as meshes).
Usually, for a single mesh, I apply the new scale by hitting Ctrl+A on a specific mesh in object mode and then select scale. I can not find a way to proceed on a collection.
I tried to :

Set scale to collection and try to apply it (nothing happened)
Set scale to armature and try to apply it (nothing happened)
Select only meshes and try to set scale (only one mesh is affected)
Select all in view and scale with S (model is completly distorted)

Thanks for help.
Valink


texts: Having troubles finding Regular Solids with blender 2.78

texts: I am new to Blender and I have been watching a video tutorial on how to create a soccer ball. So this guy went to Addons then Add Mesh and he enabled Regular Solids. I am using blender v2.78 and I don't have this option. I am trying to create a Truncated Icosahedron shape.


texts: Why is there some weird sphere, and how come it's part of a texture?

texts: For some weird reasons, I was working on this 10-second animation, when all of a sudden, some weird ball came out of nowhere, and I can't move it, because then I'll move the entire floor. Can someone help? Here's some screenshots: Oh wait, the file's too large. Can't. Sorry, but I think you get the idea. I'm also a noob.


texts: Imported OBJ file is missing parts of the model - malformed?

texts:
I want to import an OBJ model into Blender for rendering, but instead of the entire model, I only see three small submeshes of it:

The OBJ file itself is here: case-on.obj.zip

I used Apple's Model I/O framework to convert it from USDZ to OBJ. The original model is significantly more than just three small meshes. I've worked with the OBJ format before, but I can't find any obvious errors in the file itself. The USDZ model renders just fine in Preview.app, so I doubt it's faulty.

Apart from waiting for Apple to fix the converter, is there anything I can change in the file to make it work with Blender now?


texts:
When you fly through your Blender 3D world, you can fly through things. However, sometimes I fly through objects, and before I even get close to them, the objects start cutting off(visually). See image:

How can I stop Blender from doing this? Or at least make it do so, when I get closer to the object?

There are some camera angles that I can't get because Blender cuts away the object in my view/cam


texts:
Right now I'm working on a random dungeon generator. In the game so far, I can  randomize the placement of a ton of cubes. how can is get them to respond to each-other so they know if there are other cubes in a certain direction?

That doesn't make sense, so lets say it like this. A cube has four sides, and four diagonals, so essentially, there are up to 8 spaces around that cube. How can I sense when there are neighboring cubes and if so, which spot(s) they occupy? Here's my BA thread http://blenderartists.org/forum/showthread.php?381600-Randomized-dungeon

I pulled this snippet from nines, who's helped me a ton, but I don't understand it. if this could be explained and it works for my situation I will accept that as an answer also.

def check_neighbors(self, x,y):
        num = 0
        #check cardinal neighbors
        if self.isValid(x,y+1):
            if self.map[x][y+1].block:
                num += 1

        if self.isValid(x,y-1):
            if self.map[x][y-1].block:
                num += 1

        if self.isValid(x-1,y):
            if self.map[x-1][y].block:
                num += 1

        if self.isValid(x+1,y):
            if self.map[x+1][y].block:
                num += 1

        #check diagonals too! Diagonal neighbors = instant fail
        '''
        if self.isValid(x+1,y+1):
            if self.map[x+1][y+1].block:
                num = 0

        if self.isValid(x-1,y+1):
            if self.map[x-1][y+1].block:
                num = 0

        if self.isValid(x+1,y-1):
            if self.map[x+1][y-1].block:
                num = 0

        if self.isValid(x-1,y-1):
            if self.map[x-1][y-1].block:
                num = 0
        '''
        return num

NOTE: that code says diagonals are not accepted I want to be able to sense and exploit diagonals also!!!


texts: Blender's version of Sketchup's line tool?

texts:
(I previously opened a multi question thread, which is against rules, so here's just the main question I had)

As a relatively long term Sketchup user I can't work without the line tool and the Knife tool in Blender doesn't show distance and it doesn't snap by length like the Sk-u line tool, so it's really hard to work with it.

Basically here's what I want to do, to draw a small line 20cm from ,,point Q" (random name I thought of) and then to draw a line towards the other side of the box to the point that is also 20 cm from it's version of "point Q", hopefully without using subdivision and loop tool, which both create a lot of unnecessary things and are both unprecise for what I need.

I was advised previosly to use the snap utilities addon, but I only want to use either Blender's own stuff or at least a freely available addon (snap utilities is 17 usd), I am a 21 year old from east europe, so I neither have (or need) a credit card, nor a paypal and I'm not in the mood to get those 2 just for a small snapping addon, I'd probably end up paying a lot more for the credit card itself..., so if there is anything free, it would be much appreciated.


texts: Does decimate help viewport performance?

texts: I'm seeking to increase viewport performance to help when posing/animating. Does it work to just toss a decimate on my objects? Will this actually help performance, or just add the extra calculation of the decimate onto my stack? (I would put it before the armature, of course.)


texts: Objects clipping when I switch to orthographic mode Blender 2.8

texts:
So, every time I switch to orthographic mode in Blender 2.8 (Didn't use to happen in 2.79) my model starts clipping (as shown in the video). I've tried changing the "clip start" value, but that just ruins it when I switch back over to the dynamic view.

Any ideas?

Video: https://youtu.be/EuOuOvNPw78


texts: If I scale this part, I can see some empty space there

texts:
If I scale it more, this empty space is more bigger. this other mirror part
'-'..help me.. how can I make no space there


texts: Wrangler plugin not working (Known bug with the 2.83 build)

texts:
I'm getting this error now everytime i try to load the textures with the shortcut control shift t...
Ctrl + Shift + T is not working on 2.8.3 ?


texts: Downloaded and pre-rigged model is partially invisible in object mode

texts:
So my friend send a model of his for me to work with, but when I open it the model is partially invisible and the bones are closer together.

But in edit mode the entire model is visible

I've had this problem with other downloaded models but usually higher quality ones.


texts: Assigning a python command to a mouse hotkey

texts:
I am using an add-on called hexblender, which has some buttons that are useful for making meshes for finite-element models. I would like to assign one of the button's python commands to mouse button 4.

When I hover over the button, it says:

  Python: bpy.ops.hexblender.adjust_nodes_linear()

When I run the command from the command line, it does the right thing. Is there a way to assign this command to mouse button 4? I can assign other things to mouse button 4 but I cannot figure this out.

Any help would be greatly appreciated


texts: Transparency/Opacity-What is the easiest way to make an object partially transparent without shaders?

texts:
What is the easiest way to make an object partially transparent without shaders? It looks like the Transparency checkbox from the Viewport Display area has been moved/removed in version 2.8.2a...

I've followed several tutorials, changing the alpha channel of the Material's Base Color in the Material Properties tab, Viewport Display, toggling between the Material and Object Color selector in the Viewport Shading window, etc. Enabling Alpha Blend or Alpha Clip, to no avail. I've tried both Eevee and Cycles.

Whatever I try, as I drag the alpha value, the object will instantly disappear completely at a certain point, like a clipping level has just been passed. I cannot get a partial transparency/opacity.

I am just trying this with basic Cube mesh objects, and just looking for the simplest method for creating partially transparent objects in the Viewport and when rendered.


texts: Cycles: Emission Shader does not bring enough light

texts:
Since two or three month I'm building a Titanic Model in Blender 2.74.
I'm using Cycles Renderer and a GTX750TI for rendering.

On A-Promenade I built the Windows with a Diffuse-Material for Frame, a Glas-Material for (guess what!) the Glas and an Emission-Material on the Backside of the Window. This works pretty well and makes a nice light on this Deck.

But I also need some white light from Lamps so I built these Lamps in a Diffuse- (For Frame) and an Emission-Shader (For "illuminated" Glass) but I get no light from the Emission of the Lamp-Material.

When I turn off the Emission from Windows the whole Deck is black (except the Faces themselve). Even if I set the Strength from Lamp Emission to 100000 or more there would be no light.

I don't want to add a Point-Lamp for every Lamp I built so what else can I do?

Here's the simplified .blend File:

https://www.dropbox.com/s/nyb7i004kgdt77r/Titanic%20%282%29.blend?dl=0


texts: I have a problem exporting a .obj file into Blender version 2.78

texts: Hi so recently in the past 3 hours, I had decided to render some objects for a friend of mine. I was able able to use blender yesterday just fine. So today when I went to go export a .obj file, the title of the file became highlighted in red, when you would move your cursor over the text it would say, "Filename, overwrite existing" when you click export OBJ, nothing happens. I tried using a different file and the same thing occurred. I don't get any error messages on my screen. I've tried looking up my problem on the web, hoping to find someone with the same problem, unfortunately, I feel like this problem has only affected me. So I come here looking for any advice, tips, or even a full out solution to help me resolve my problem. Thank you.


texts: Multiple Textures on one UV? or multiple UVs? (Large Mesh)

texts:
I seriously need some guidance. Iv'e spent hours on google and came up short.
I am simply trying to texture a building I've modeled with many different textures (the different colors represent different textures). One version of the building is a single object, while another version is split up into walls which are primitives. What would be a good method to acheive the fully textured building?
I should add, this model is meant as part of a video game level.

Everything I do, nothing lines up.


texts: Are Skeletal Primitives and Convolution Surface present in Blender?

texts: I'd like to use Convolution Surface in my work but I didn't see it proposed in Blender. I was wondering if there was any add-on for Blender doing any kind of Skeletal Primitives (such as mentioned in this course, page 77)? If you know of a software (or even a lib) allowing to use Convolution Surface in 3D Graphics, I'm also interested.


texts: My generated rig doesn't match my meta rig

texts: I'm fairly new and I used rigify to set up a meta rig but when I use generate rig, a standard rig that doesn't match my meta rig at all appears.  Any idea what I'm missing?


texts: I'm following the anvil tutorial and have tried unwrapping but after doing the smart unwrap and then making seams, the new unwrap contains the new info as well as the old info on the grid.  How do I make the new info appear by itself\?


texts:
Is it possible to generate python script of the animation done in blender?
I have the blender file but I forgot the parameters or settings I had used previously, it would be easier to generate other animations if I can simply work with the script and run rather than fiddling with the options.
Simply,  I have an infographic animation that I made a year ago. I forgot a lot of details so I wanted to get a script if possible so that I can automate more projects and also learn blender python coding.

Thanks


texts: Change Pivot Point Rotation Relative to Flat Face

texts: I'm trying to export this Icosphere into Unity, but I want to have each poly be separate, with its own pivot point on its surface, and with the blue arrow on the manipulator widget facing out at 90 degrees from each poly, as if originating from the centre of the planet and passing through the poly. Currently every poly has the pivot point in the right place, but the orientation is wrong. How can I change this?


texts:
How to disable the cursor.
I'm using this script that disables the course view more as I can click the menus even without viewing the cursor.

import bge
from bge import render

def main():

    cont = bge.logic.getCurrentController()
    own = cont.owner

    bge.render.showMouse(False)

main()


texts: I have this rig set up with a IK constraint that has one bone that acts as the control for the leg armature (Labeled in Screenshot).  I have been following a tutorial, and it shows me how to rig it, but apparently I am missing something.  When My control bone moves far enough away from the IK bone, it will "migrate" away from the bones - see the picture.  Is this supposed to happen?  What must I do to make this work correctly?


texts: How to create a lattice and link all objects to it procedurally?

texts:
I've been trying to do that but have got some problems:

I was not able to retrieve the reference to a recently created object with bpy.ops.object.add().I had to use bpy.ops.lattice.select_all(), but that sounds inelegant.
While I was able to create a lattice for each object with bpy.ops.object.modifier_add(type='LATTICE'), I was not able to link it - mostly because the command to link a lattice modifier to the lattice object won't show on the info window. (Also, this needs the object to be selected...)

What is the proper way to do it?


texts:
I made cloth pattern using Inkscape, and imported into the Blender.
I processed those patterns in Blender which are, converted from curve to meshes, subdivided, connect sewing lines.
Now, I need to simulate the cloth with the body model.
However, due to unknown reason, some sewing line disappear during simulation, and the two patterns(front and back) do not connect each other.
I want to make really a tight cloth on the body, so the cloths should be attach to the body.

GIF file is showing the whole simulation part, as you can see, left shoulder part is missing the sewing line. However, if you see the right picture, I do added the sewing line. and it disappear during the simulation. Also, if you see the side waist part, sewing was not finished.
One possible idea would be that, the cloth material is not shrinkable, so once it attach to each other, it stops getting close to each other. I think, in order to achieve my goal, I have to use shrinkable material. Is there any way to change the material of cloth in Blender?
For the second question is that, even I set the gravity to the cloth, it does not fall down till it collides with the body.

What is the problem on this? It looks like the pattern is on the air, and it does not contact with the body. I think if the cloth falls down and collides with the body, the cloth would be more fit with the body.
Would you comment or recommend for solving this problem?
Thank you very much :)


texts: How can i switch form Circleselecion back to Boxselection in Edit Mode

texts:
First of all I am really new in Blender.
I´m working on a little project but while I was working in Editmode the permanent Selection switched from Box to Circle and don´t know the shortcut to switch again. Maybe I pressed a wrong but I don´t know wich one. Also I don´t mean the Circleselection wich comes when you press C.


texts:
I'm very new to Blender and I have these phantom vertices/edges in my mesh. The vertices are visible in Object Mode and but not in Edit Mode, so I cannot manage to select and delete them like I would a normal point. It also does not seem to affect the structure when I'm viewing it with a texture. Could someone explain how it got to be like this and how to get fix it?

Thank you!


texts:
I'm very new to Blender and am specifically focused on 3D printing. I've made several objects and checked all the geometry to make sure everything is Kosher. No flipped normals, no intersecting faces, yadda, yadda. I run the 3D Print checks and everything checks out.
The problem is that when I try to scale an object to size for printing, all hell breaks loose and 3D print check starts showing the entire object as zero faces, intersect faces everywhere, etc.
Here is the work flow.

I check 3D print to confirm everything is good.
In Object mode I scale the object down and apply scale.
Check 3d print again. Intersecting faces everywhere and zero faces.
I undo everything and go back to the start.
I try scaling in Edit mode and check 3D print.
Same damn thing.

This happens with every object, but I made a very simple hammer model as a test bed. This way I know there won't be any hidden geometry or errors that I'm missing. But even with this very simple and rudimentary model the same thing keeps happening.
I have scanned every tutorial and discussion I can find and there is nothing out there that addresses this. Can someone please explain this.
I've been trying to solve this for days and am at a dead end. Can anyone explain this, please?


texts:
I am using blender 2.90. I installed the BlenderGIS add-on and tried using it. The Basemap function works fine bht when i try to use Get_STRM, i get the following:
RuntimeError: Error, Unable to open raster.
Please help me ASAP.


texts: Seam on edges of displacement map on rope

texts:
I've been following BlenderGuru's tutorial on ropes (https://www.youtube.com/watch?v=1drRNphACMc). It's a bit outdated but I've managed to get past some of the differences introduced in 2.8.
However, I have ran into a problem. My rope seems to have weird seams on the edges where the cylinders connect. I've checked and I don't have any double faces or vertices and the UV map lines up properly to each edge using 'Selected to Pixels'.

Is there something added in 2.8 that I need to change? I'm really not sure what the problem could be.


texts: How do I access the faces of the Subsurf modifier?

texts:
Changing the cube into a subdivision surface thingy is what I need to do for the model I am making. However when I try to use edit mode, graphing and faces on the subdivided cube it doesn't register the faces of the subdivision object and instead uses the old cube surface Like below

Is there a shortcut or something to fix this or do I need to turn on a setting or what? Please help.


texts:
I'm fairly new to blender and have been trying to make a some what cartoon looking character. I've gotten on quite well however, when it came to the ear I can't seem to get it to attach and then look clean when the subdivided surface modifier is added. If someone could take a look and see where I'm going wrong here that would be fantastic.

Thanks guys.

https://drive.google.com/file/d/0B88dKYvqd3wOOE54aWY1YXNNUmM/view?usp=sharing


texts: How to create a mesh programmatically, without bmesh?

texts:
I do not want to use BMesh this time.

I want to create a mesh programmatically, for this purpose I created this short script to see what I do wrong in my importer script. In this script I try to create a tetraeder. First I create the mesh, then define the vertices. Then I go for the polygons, but here I do something bad, because at the end I got no polygons defined.

The code:

mesh = bpy.data.meshes.new("Teszt")

mesh.vertices.add(4)
mesh.vertices[0].co = (0,0,0)
mesh.vertices[1].co = (2,0,0)
mesh.vertices[2].co = (1,2,0)
mesh.vertices[3].co = (1,1,3)

mesh.polygons.add(4)
mesh.polygons[0].vertices = (0,1,2)
mesh.polygons[1].vertices = (0,1,3)
mesh.polygons[2].vertices = (1,2,3)

mesh.polygons[3].vertices = (0,2,3)
print(len(mesh.polygons[3].vertices))

mesh.polygons[3].vertices = [0,2,3]
print(len(mesh.polygons[3].vertices))

#mesh.update()

#from bpy_extras import object_utils
#object_utils.object_data_add(bpy.context, mesh)

I am pretty new to Python, so it may be totally my fault, but when I check the len of (0,2,3), that is 3, when I execute mesh.polygons[3].vertices = (0,2,3) it says 0. No exception or error message, just shallows it.

When I try to update() or ...data_add( at the end, Blender simply exits.

So my question is: how to define the polygons properly (and without using bmesh)?


texts: Why my splines are moving all together when only one is selected?

texts:
I'm very new to blender so sorry if I say stupid things.

I am trying to put a series of splines along a circumference (at different distances so I can't use duplication... I suppose)

For easiness I set the origin of the splines at the center of the circumference with CtrlAltShiftC "Origin to 3D Cursor" but when I try to "move" one single spline along the circumference (rotating with RZ) even the other splines are moving with the selected one.

Edit: I've switched off proportional editing but still doesn't work.


texts: Is there a way to utilize simple math operations for color correction?

texts:
For me the currently available (2.79) color modifiers have limited capabilities.

To modify a HDR image which has RGB values beyond 0-1 (0-45 for eg.) I really miss an offset function which is basically adds or substracts values.

To write a pyhton script for color correction can't be very complicated I guess. I saw that there is a script node but according to the documentation it is only for plug OSL shading nodes and it is only for Cycle Renderer.

So is there a way to utilize simple math operations like +, -, /, * for color correction? Is it possible to create a color correction node without coding in C or C++?


texts: how should i do, to get output file name in order?

texts:
when render animation with frame end 20 and step 4,
will get  5 output file name like this:
0001.png,0005.png,0009.png,0013.png,0017.png

it possible to get output name like this ?.
0001.png,0002.png,0003.png,0004.png,0005.png


texts: Sync issue from Muvizu image sequence to Blender

texts:
My idea is to make an short animation overlaid on a choir video as seen on the pic below.
In that regard;

I imported and opened the Choir video (the basic one) on Blender Video Editing window.
I made a small video on Muvizu which is 25 Fps and exported it through layers (png files).
I then imported  the Muvizu image sequence on Blender Video Editing window.
The choir video is 30 fps but Muvizu is 25 fps.

Issue:
Once the video is played on the Video editing window, the Choir video hangs around 30 fps, which is fine. As soon as it gets to the first layer of the imported Png sequence (from Muzivu), the fps fall  down to around 7-10 on average.
I then selected the Muvizu image sequence and tried to create a proxy (Strip Proxy & Timecode) with a 25% resolution on this Muvizu strip.
BUT... when I hit "Rebuild Proxy and Timecode Indices" button, it does not create the BL Proxy folder where it should be. it does not seem to do the job. It does not seem to build any and my output location is properly selected for it.
So, I do not know if all this has anything to do with the "Not proxy folder being built" or not but the end result is that:
a) My muvizu video is perfectly sync on Muvizu
b) but not on Blender where I need to render the final animation.
It is slower on Blender software.
Any idea of what is going on here? What am I doing wrong?
Do not hesitate to ask me more details if needed.
Thanks in advance. Roland
Note: shall I had that once I imported the Muvizu image sequence, I had to use Reverse function since they had been all reversed once imported!


texts: How do I export a blender game to be played within my website?

texts:
Basically what the title says.

I haven't made the website yet, so I'm not looking for a specific solution. Is there ANY way that it is GENERALLY possible to play a blender game in-browser?


texts:
¿is it possible to remove some buttons from the header?, I want to customize the header to have only the shader buttons.

Attached image

thanks


texts: Rigging convention for limb joint dominant axis?

texts:
Typically with bones you would use a dominant access for bending a limb (knee, elbow, finger etc).

When the roll is set you can choose to use the X or Z axis, (Y axis runs along the bones length).

Even though I realize you can use different rotation methods (Quaternion, Axis-Angle etc... which can be less restrictive compared to Euler rotation), its still convenient to have the manipulator aligned so an axis runs along the bones dominant axis for bending.

Is there a convention for rigging here? or does everyone choose differently?


texts: Cloth doesn't bend enough on sharp edges

texts:
I have a cloth sitting on a table. The problem I have is the cloth edge should be nearly as sharp as the table edge, but it's not, it's way too smooth. What is causing this?

Mesh and modifiers:


texts: Incorrect displacement with Radeon Pro Renderer

texts:
I would like to use a displacement node with Radeon Pro Renderer.
Following some tutorials, I thought that I should be able to use a color map to restrict the displacement to a certain range in the noise texture output.
While this works with Cycles, it fails with Radeon Pro Renderer. You can see how the displacement doesn't correspond to the (transformed) noise texture:

Using the output from the noise texture directly results in an apparently correct displacement:

Is there a way to fix this without having to change the renderer or is there a workaround I could try (e.g. replacing ColorMap with something else)?
I am using Blender 2.92 and Pro Renderer 3.1


texts: How do I get freestyle lines to render "behind" a mesh?

texts:
I'm using freestyle to create thick, bold black outlines around my models. I use a line set with external contour edge type at a high thickness value. The problem I am having is that my freestyle lines occlude my models at render time. Here's a simple example of what I'm talking about.

This is a zoomed crop of one cube intersecting another. The freestyle line is drawn in red. You'll notice that the external contour line clips into the corner and edges of the two intersecting cubes.
I'm a beginner so I am not sure what the proper terms or workflows are called. But what I want to be able to do is (1) render the freestyle separately, (2) render the model separately, and (3) combine the two, with the model "on top" or "in front" of the freestyle lines. This way, the freestyle lines won't "subtract" from the model's contour. Is this possible? Are render layers and compositing what I'm looking for?
Thanks in advance!


texts: How to get rid of seams when you make a new uv map?

texts: I made a 2nd uv map for the eyes of my model but whenever I go into paint mode, the entire model's seams show up and in the way. How do I get rid of them so I can only see the eyes?


texts: Make animation so that there is no transformation in between keyframes?

texts:
I created an with these cubes. Every 10th key frame, the cube is duplicated and moved over. However, in the time in between each key frame it shows the cube sliding into the next slot. I don't want this, I just want the cube to appear in the next slot. Is there any way I can make it so there's no sliding animation? Thanks!
What I'd like it to look like (except slower):

What it looks like right now:

As you can see, the cubes in the second image (my animation,) are sliding instead of appearing in place like in the first animation. How do I get rid of this sliding? Thanks!


texts:
How to hide panels with python? I want to make quick hiding for better viewing.

Here is what I want to hide:


texts:
Just a swift question I have. When doing a hard surface modelling, is the Subsurface modifier off limits, and its more recommended to use Bevel modifier? becuase Subsurface modifier is for smoother topology such as, character design?

Thank you.


texts: Fixing lots of gaps/holes in a generated mesh

texts:
I'm wanting to import 3D printer gcode files into blender so I can render them producing images of the models with the print path/lines visible.
I modified an existing plugin so it could work with Blender 2.8 (see Github) and successfully imported a .gcode file. However the mesh is full of gaps/holes (see screenshot) from curving print paths and I was wondering if there was a simple way to patch all these holes up. I've tried using Mesh -> Clean up -> Fill holes but this didn't achieve what I was hoping. Does anyone have any ideas? I'll post a link with the .blend file. Thanks!


texts: How do i convert .MAX into an .OBJ file?

texts: I cannot afford 3ds Max, and refuse to waste my time trial sniping. Is there any program out there that can convert .max to .OBJ-.FBX, i ask because Yobi3D is gone, and the creator wont give people the engine to convert into an .Exe for folks to use. i am asking on my behalf and the many in GMOD and SFM.


texts: When selecting small groups of bones in Edit Mode it runs fine, but using Pose Mode and trying to move a part of my character or trying to move the rig or character in Object Mode it lags the program a lot. I used the Rigify add-on to add in a Human metarig and the lag arose when I parented it to my character.


texts: texture paint is making unwanted duplication

texts: Texture paint is mirroring onto another part of my model. Any one know how to stop this? I've tried masking with selected faces and UV unwrapping with no success.


texts: How to make particles refract/change direction through an object

texts:
As the title states above, I want a line of particles that is produced from an emitter to go in an object and change direction, like a refracting effect.

Any and all ideas will help. I know that these particles will be not be effected by gravity, but can be effected by other forces.

Here is a picture to better explain my point.


texts: Difference between Ctrl P > Follow Path and Add Object Constraint

texts:
I am trying to let my camera move along a path. The method to first select the camera, then the path and then use Ctrl P > Follow Path works fine.

However, if I select the object, go to Object Constraints and add a Follow Path constraint, the behavior is not the same.

Mainly, in the second procedure my object jumps to a different position once I added the constraint. Why is that and what is the difference between both methods?


texts:
I'm red green colorblind and I'm having difficulty with weight painting as a lot of the colors involve bleed into each other.

I did some searching around but couldn't find anything so is there a way to change the color scheme that weight painting uses?


texts: Is there a tool similar to maya's "edit edge flow" in blender

texts:
I personally enjoy modeling in blender more than maya, but this one tool is so extremely helpful. It should be included in blender if there isnt something similar already. Is there a place where I can suggest tools?

Heres an example

https://www.youtube.com/watch?v=8-G7UblIjTs


texts: Quick Question Regarding Scaling: in Edit Mode, How Can One Scale Each CONNECTED Object Around Its Respective Origin?

texts:
I'm fully aware that the option to set pivot point to individual origins exists. But even then, I have an issue that persists (video provided).

Let's say you have a pipe. You cut this pipe in such a way that the outline of the "open" ends are not parallel. Then you want to simply scale the width of this pipe (and not the length). Even after setting the pivot point to individual origins, the length of my pipe still changes when I'm scaling.

Is there a way to fix this?

Thank you.


texts: Is there any way to stop Z-fighting besides remove doubles?

texts:
Let's say you were to create a line 2 m long in blender, then create a 1 m long line in exactly the opposite direction so that edge z-fighting occurs. Is there any way at all to tell Blender to automatically cut the 2m line into 2 1m segments so that the line still has 3 total points, but doesn't display z-fighting? I've tried removing doubles but it doesn't really work in this scenario. I've got a lot of overlapping edges that is causing annoying z-fighting.

I'm making an aerogel collector for a Stardust SRC model but since I'm a beginner, I ended up making the aerogel grid very sloppily. I had to manually fill it myself, and I filled as many of the grid pieces as I could to try to prevent Z fighting, but there's still some going on.

And how do I fix weird shading? (picture attached)


texts: what are the pros and cons of using particle systems when simulating smoke/fire?

texts: ive seen many tutorials where a particle system is used for the smoke simulation. what are some reasons to use particle systems and not directly simulate the smoke? what are some instances where i should use/avoid using particle systems for smoke sims?


texts: Desaturated/Washed/Pale colors out of the box

texts:
On a 2019 5k iMac, Blender displays vibrant colors. But after rendering and viewing it on macOS preview, the colors are off.
I tried this with a MacBook, and the colors are displayed as they were intended. As well as on a PC (and using boot camp on the *iMac).

I'm guessing this has to do with the iMac's built in display correct? Are there any solutions?

*Another thing too, after uploading a render (that has intended colors) to a site (insta) the colors look off on other devices. Mind you I'm using regular settings...


texts: How can I make a object follow perfectly a nurb path?

texts:
I'm currently making a track for Assetto Corsa. I make the tracks with objects that follow paths but i'm always having some issues to make the objects follow properly the path. This time is this what happens:

Note: The selected object is that one which I want to follow the path without curve modifier.

So I have 2 questions:
1. How can I solve this?
2. Is there any way I  can make a object follow perfectly a nurb path?

I leave my .blend so you can check it.

Thanks in advance :)


texts: Is there a non-blender API for producing blend files?

texts:
I have a python application which creates 3d models. It is already able to export these models as FBX, DAE, OBJ etc. In the vast majority of cases, the next step in the pipeline is touching up the model inside blender, which means I then have to import the models in blender from the said export formats.

However, some blender-specific features aren't possible to express in these file formats. The obvious idea to solve this would be exporting directly to a blend file instead of to a third-part unrelated file format.

Researching ways to do this, I've found http://wiki.blender.org/index.php/User%3aIdeasman42/BlenderAsPyModule which seems like one approach. However, this seems to require a custom-built blender.

I have also found the binary specifications for the file format, notably http://wiki.blender.org/index.php/Dev:Source/Data_Structures/DNAStructs and (some other links which I'm not allowed to include in the post atm).

... so obviously it'd be possible (albeit cumbersome) to write an export function with a bit of trial an error.

However, before I do this: Has this already been done? Is there an existing library/API out there for producing blend files outside blender?


texts:
incorrect text in 3d view.

in the picture below - black text is the correct one. this is a language called tamil(thamizh) from India. ordering of code points is the problem here as you can see.

I do not know what goes on under the hood of font parsing. Is there way to workaround this. I work with a lot of text and most of the time. Please help me


texts: how to know which pivot object is using (Local/World)

texts:
i have 2 identical objects with identical location numbers, but theyre located in different places. this is so annoying to deal with. how do i see the world coordinates? here is example of what i mean.
to counter the blender random coord picking i have to move Freeze M0_LOD0 object by 100m on X scale.


texts: Curve normals (or any kind of path normals) malfunctioning

texts: Well... when creating a path of any kind it was functioning normally. I only messed around with basic transormations like tilt & scale and then suddenly it was like this whenever I create new paths. Unsure wtf is going on with it. Any thoughts?


texts: Crease tool bug? No activity when I try to Crease in Sculpt mode

texts: I've been working pretty hard on this first sculpt, using all the Sculpt tools with a multires modifier on the mesh.  All of a sudden, it seemed that the Crease Tool (which had been working before) has no effect on the mesh!  All the other tools seem to still be working. What am I doing wrong here?


texts:
Beginner here so please explain like I'm 5.
I made a mesh, made a skeleton from bones, parented them with auto weights and am now trying to edit the areas that weren't sorted automatically.
My character has fingers but I wasn't able to paint where I wanted the knuckles to move. So I searched and it said I need more vertices as weight paint attaches to them, not faces.
So I subdivided a couple of times so more vertices appeared. It looks like I have way more than I need now. But the paint is still not appearing where I want it.

Have I missed a step? Am I supposed to assign the new vertices to something or parent them or what?!

enter image description here


texts: User Preferences File Not Compatible Between Win and Linux

texts:
I'm using both Windows and Linux and I was hoping to be able to sync the userpref.blend between these operating systems but it seems it doesn't work.
I've tried with both Blender Sync and by manually moving the files without success.
Am I missing something? The .blend files should be platform agnostic, right?

I'm using Ubuntu 18.04.3 LTS, Windows 10 v1903 and Blender 2.8

Best regards,
Anton


texts: What values should I use for light paths?

texts: In a relatively simple interior room, what value do I need to use for a good-looking render?


texts:
I have a composition with multiple file out nodes, and I would like to output movies from some of them instead of an image sequence. Is this possible ?

If I use the video sequence editor, I can't find an easy way to different clips with unique names at once. If that's something do-able, then it would serve my needs as well

thank you!


texts: How to build a Low Poly on a High Poly while being able to see both?

texts:
All the view options I can find make it hard to see the low poly mesh and the high poly mesh at the same time. (This is for baking a high poly onto a low poly) Is there something I'm missing?

This would be the best case options for me:

X-Ray mode only on selected objects
wireframe only for selected but with backfaces wires hidden
high poly regular shaded with no transparency
selected objects wires on top but slightly transparent where they are inside the high poly (not selected meshes)


texts: What is the simplest way of extracting the depth values of the scene?

texts:
I am totally new in the 3D-world, But I am really interested in having the depth values of the scene (in the raw floating point numbers format),
Unfortunately, I could not find an associated question (and also its answers) in the whole Blender beta society about that,
Any possible help is highly appreciated in advance, Thanks a lot.


texts:
I tried model this Hiraishin Kunai from Naruto and this shiny blade part keeps bugging me.
How to solve this, please help.

Mesh looks like this.

I tried using only one face for that part like this.

And gave a result like below.

Thank you.


texts:
How do I add a curve connecting the two faces? I’m attempting to model a wing, so this would be the “elbow”, so it can’t be perfectly smooth, but I literally just started blender and the tools are extremely overwhelming. And I suppose, for future reference, I should ask: what kind of tool should I use for the membrane? Can I lock things to a parent point so it doesn’t create gaps when I finally animate it?
cube.006 is the upper one, while "cube" is the lower one.
please explain it to me like I'm stupid this has taken ALL of my brainpower I'm pretty sure I'm losing my mind.


texts: Is there any way to clean up/optimize mess of bones on imported model?

texts:
I've imported model from FBX, and there happened to be a lot of bones which control part of the model (face of character). This mess of bones actually makes it hard to see character itself, not to mention working with it. I tried searching to no avail, are there any quick ways to make less bones appear without loosing their functionality, or, perhaps, these bones might be optimized into some sort of rig?
(I'm new to blender, using Blender 2.82)


texts: Is there a simple tool for fixing invalid geometry in edit mode?

texts:
I find myself often in a situation where I build an object out of simpler forms, well always ;) However when putting these together I sometimes have invalid geometry I must fix.

I wonder whether there is a tool for fixing this in edit mode?

The "Boolean" modifier operates on objects. I however want to operate on a small part of a complex object.
The knife tool is a step in the right direction. With this there is the problem I must hit the intersections precisely myself, which is not possible.

An example:
Before – 5 sticks intersecting the long main stick

After – Geometry corrected. No more intersecting faces

Is there a way Blender can do this of its own (selecting multiple faces and Blender splits the edges and faces as needed)?


texts:
I was testing out different solutions I had found but for 2.8 how do u get a image textured character to be transparent like he's a ghost or a out of body experience kind of thing. It shows that the dude is there but he's invisible to everyone but the viewer.

It's like this

You can clearly see Casper but u can also see through his body. Like the candles and the picture frame.


texts: Array and curve modifiers behave strangely

texts:
I'm trying to create a road from a plane and a curve which I obtained from converting a mesh. This mesh was at its turn obtained by using the shrink wrap modifier on two meshes. Explained in this question.

This is how the setup looks

I created a small plane at the lower left side of the path from top view, intended to be replicated along the path to form the road, as explained in this tutorial.

This is how the modifiers for the plane look.

And this is the monstrosity which I get when I select 'Road' as the Curve modifier's object

What I would like is that the plane would follow the path and create a road over the mountain. I tried playing with the settings of both modifiers but I'm not getting anywhere expected.

What am I doing wrong?


texts: Texture painting applies color backwards

texts:
I am trying to paint the texture of my character but when I try to paint the Surface the edge on the other side gets painted.
For better understanding I added a Little Sketch.
Hope for help.


texts: Here is the very elaborate, confusing, even befuddling image which I have selected at the time of this strange error occurring.  https://i.stack.imgur.com/cNjzD.png


texts: I need some help with a UV-mapping problem I've stepped into. When I exported the lowpolied mesh from zbrusch to blender, I was going to create UV-Maps there because it thought it would be much easier to create seams than in zbrusch. But after I've created seams and unwrapped the mesh, the faces on one side of the unwrapped mesh is bigger than on the other side. The meshes should be unwrapped on an equal scale, not individually. So, what did I do wrong? Please, help me.


texts: Using AutoMerge Editing - things aren't merging, what isn't right?

texts: I have checked the AutoMerge Editing box in the Mesh menu, and dragged faces so they are as closely lined up as I can make them, and clicked Remove Doubles in order to adjust the merge distance to wider. Still I can almost never get things to merge. Is there something I'm missing?


texts: What is the fastest way to merge similar uv islands

texts:
I've just started uv unwrapping a simple object in Blender and am trying to get more useable texture resolution by using the same uvs for multiple similar uv islands (in this case, the mesh is simple, so the islands I want to merge are single polygons). Although I can manually flip the top uv island and move it onto the similar one below, I was wondering if there is a quicker, preferably automated way that works with more complicated uv islands

(sorry my example is so simple... imagine more complex islands).


texts: I've gone through my model and manually selected edges to be creased. I'd like a way to reselect these creased edges long after they have been deselected. Could anybody help me out with this?


texts:
Are standard trig functions (sine, cosine etc) accessible in the BGE without resorting to Python script?
If so, what is the syntax for their use in assigning a value to a property?


texts: Removing Parent (Bone relative) but keeping animation

texts:
I made a reload animation for a game that I am making. So far the animation looks great. To make the gun stay in the hand, I made the gun a relative parent to the wrist bone.

Now that the animation is finished, I want to remove the parent from the gun, but keep the animation. I tried Using
-Animation
 -bake action
  -clear parent

but that did not keep that wrist animation.


texts: does blender have full body motion tracking?

texts: Im trying to find out if theres full body motion tracking and rigging because i want to use my own body movement in blender animation, i dont want to download others motion captured stuff. i dont want to use a kinect camera for motion tracking my character movement. is there a way to track the full body to use in animating a human like character only using a dslr camera not a kinect?


texts:
I'm not sure why the left one plays too slow compare to the right, both are 24fps. (clip)

Maybe you can check what's going on, you can download it here.


texts: How do I find the technical name for a function so I can assign a hotkey to it?

texts:
I'd like to assign hotkeys to certain actions, like for example "Extrude Individual Faces"? Is there a list of all possible commands somewhere?

For example, in this picture "view3d.edit_mesh_extrude_move_normal" is the command or function. So where can I find a list of all possible commands so I can assign hotkeys to them?


texts: Is there a technique to visualize the non-planar faces on a mesh. Similar to how the overlays panel allows an option to see "face orientation" in red or blue?


texts: My blender system tab shows CAICOS in compute drop down...when i render with graphics processing unit compute.my render screen. is blank.but with CPU its rendering.I do not n have any error messages in console window.I have ATI 6490m graphics card with memory 1gb


texts: Make bezier cuves follow/face/parallel to the mesh to make hair

texts:
Why am I doing this: I'm looking for an easy way of creating polygonal hair.

What I'm doing: As I understand, the quickest way is to convert the particle 'guide'-hairs to bezier curves and add a bevel object.

The problem: the curves won't rotate along Y-axis to follow the mesh - they're just lying flat (parallel to the grid). So when I add a bevel object, it looks fine on top, but weird on the sides.

Is there a way to fix that?

P.S: I'm very new to Blender, please excuse my noobishness


texts: how to interact between diferent scenes in BGE

texts:
I have a main scene, where i have my character, rooms... Then I have a scene for healthbar, inventory and all that stuff. And I don't know how to interact between those two scenes. For example: When some sensor is triggered in the main scene, how do I link that with the GUI scene to show some information text or something else?

I know this is probably a very easy question and I should know things like that, but I'm not very experienced with blender game engine, and also I couldn't find zhe answer on the internet.

Thank you for your answers.


texts: How would I get brighter color with the voronoi node?

texts: I haven't used the texture nodes much but was experimenting with them today. From everything I have tried, the voronoi node always ends up kind of dark. I like the look of it, but the only thing that comes close in shapes while giving me the brightness I want is the Musgrave node. And it's still not really there. Can anyone help point me in the right direction? My node setups are below for each as well as a low sample Suzanne to help show what I'm talking about. The Musgrave gives much brighter color in comparison. Thanks in advance.


texts: How get position and derection the manipulator?

texts: I need to get the position and directions of the manipulator for drawing a square in the 3d window.


texts:
Hey guys,
I was hoping to get some help with the leaf rotation with the sapling plugin. I'm finding that a custom leaf mesh seems to always orientate relative to the scene and not the branch direction.
In the image attached you can see the default dupliface option with the custom leaf mesh. In this example the leaves on the left are pointing correctly away out from the tree, whereas on the right the leaf seems to be incorrectly folded back. If you remove the random rotation all leaves obviously orientate with the exact same rotation in the z axis.
I wasn't sure if it is something I have missed, but any insight would be appreciated.
Thanks,
Daniel


texts:
I'm trying to make a wall with a window in it:

I want to get rid of the edges marked in red, but without removing the hole in the middle. I want it like this to make UV unwrapping it more consistant, something like this:


texts: Script to store object's entire material setup and reuse them later?

texts:
What I wanted to do is, using Python, temporarily swap out the existing materials of selected objects, and after I'm done with these objects, reset their material setup back to their original state.

I already have some clue about how to do it using duplicated objects over a different scene with matching names.  But I'm wondering if there is a simpler way to do this?

I'd need to store the entire material setup including what material was inside every material slot of the object.  Thinking this way I actually have some more ideas now.

I can store the material names in each object's material slot in their original order, and when restoring, I can just loop over the names of materials stored for each objects if those material names will not change.
Thanks for any answers, voted close.


texts: How to split/slice a polygon without subdivide?

texts:
So I'm relatively new to Blender AND human modelling and was working on this low poly CG character. This torso was built from a cylinder primitive and now I want to split/slice at the very bottom face in two (then I can cut half of it and mirror, extrude the leg or whatever).

The face can't be subdivided and I just want to slice the face in two along the line (shown in the picture as a cyan line) connecting the center vertices.

This is Blender 2.66. What do I do to accomplish this?


texts: Scaling multiple rings on cylinder to the same size

texts:
I am trying to scale different sized rings on a cylinder to the same size, like turning a vase into a pipe shape. I would be glad if one can tell me a shortcut, I am trying to do it one by one, and I guess there is an easier way.

Edit: I am attaching a screenshot. On the left side I have the representative model I want to modify, and on the right side I have the expected result. I am looking for a way to select all the rings and bring them to the same diameter.

Thanks


texts: I have been learning Blender for the past several months, and I just discovered the Blender 3D: Noob to Pro wikibook. Although I'm not a complete novice, I have started from the beginning of the book to fill in the holes in my knowledge (since I have used various tutorials until now). If I plan on just using cycles render from now on, would I be wasting my time to go through the "Section 2C: Materials and Textures" part? I have a basic understanding of materials and textures, but as I said, there are several holes in my knowledge there. Is knowing the Blender internal renderer settings for materials and textures important for using the Cycles renderer?


texts: Can't see any indication in the 3D view , when changing mesh properties from python console

texts:
Im using blender 2.75 in windows , i try to change the default cube model simple property data.edge[0].bevel_weight to 1.0
but i don't see any bevel change in the cube model in the 3d View
in the python console i do :

>>> cube  = bpy.context.active_object
>>> cube.data.edges[0]
bpy.data.meshes['Cube'].edges[0]
>>> cube.data.edges[0].bevel_weight
0.0
>>> cube.data.edges[1].bevel_weight = 1.0
>>> cube.data.edges[1].bevel_weight
1.0

looks like in the script it is working but why i dont see any thing in the 3DView?


texts: How to get a new mesh with modifiers applied using Blender Python API?

texts:
I've been scouring the Blender Python API docs for a way to get access to the mesh data that is displayed in the view-port. (with modifiers applied - WYSIWYG)

For reference, this was possible with the 2.4x API's Mesh.getFromObject method.


texts: Ive got a fluid sim in v2.82.7 and is rendered with Cycles. I am trying to use the 'use speed vectors' in the fluid sim while using the vector blur node but it blurs nothing. I do have the vector pass on; I tried turning odd de-noising in case that was it but to no avail. Its probably something little I'm missing but I cannot find it. The node setup and render are below. I am not sure what other info would be helpful to give.


texts:
I try to make the sliding doors partially disappear when opened, so that they do not pierce the wall.
However, when the boolean object is in contact with the doorframe it does not cover the area it is supposed to cover, it only erases the entire part of the object and appears and disappears when I move it (while normals are to outside it`s even worse mess).
When boolean object is not in contact with the doorframe it's looks okey, but that way part of the moving door is not affected by it.
The solution would be to make the boolean only affect a given Vertex Group, but I don't know how.
I could also cut the boolean object to make perfect contact with the doorframe, but I can't do that either - when I do it through the boolean modifier it doesn't work.
I also do not know how to make the effect set by the boolean permanently modify the mesh, in every tutorial it is done with the Apply button, but in my version there is nothing like that.

I tried apply scale, fixing normals etc.
Link to project file - https://mega.nz/file/baBn3KLS#ju69g5ALDidK2TBlMhfNf3jeo-Fm2zeP404P0Wa8X3M


texts: Using blender as a video converter for multiple files?

texts: Can you use Blender to convert a bunch of, say, AVI files into .MP4 files? I need to convert about 17 .AVI video files into SEPARATE .MP4 files, but I cannot find any free video converters.


texts: On appended character keyframes are semi-visible and not saved

texts: I have problem with my character, which I append to my file. Keyframes in Dope sheet are semi-visible as you can see in the image. When I change position of any bone of this character, keyframe appears. After closing the file and reopening, new added keyframes are lost. Please help me where is the problem and how can I fix this? Thanks.


texts: Why does smoothing disappear when stacking bevel modifiers?

texts:
When applying two bevel modifiers the smoothing of the first one disappears. Am I doing something wrong or is this a bug?
I am using blender 2.83 and here are my working steps:

Set bevel weight of an edge ring of the default cube to 1

Add the following bevel modifier

Turn Auto Smooth on
The result is as expected:

Add another bevel modifier as follows:

Result: Only those edges that are bevelled by the second modifier get smoothed.

I would have expected that the smoothing of the large rounded edges is still visible.
Update
Now I know, how to solve the task - thanks to the hints of Jachym Michal :-)
After applying Smooth Shading (RMB - Shade Smooth) to the cube, it looks like this:

In order to get rid of this shading issue between the flat surface and the rounded corner, that looks like a sharp edge, you need to turn off Harden Normals in the first modifier:

Anyway the Why in my question still remains.
Remaining Questions

When Auto Smooth needs Smooth Shading activated, why does it seem to work properly, when only activating the first modifier?
Why does it break, when turning on the second modifier? Why do I need Smooth Shading in this case?
Why do I get those shading artifacts and why do they disappear, when turning of Harden Normals in the first modifier?

When someone knows the answer, I would appreciate your help. Meanwhile, I will try to understand clearer, how Harden Normals and Auto Smooth are working behind the scenes. Hope, this helps me, to understand the reasons.


texts: Why is my texture showing pink in render view when the image path is correct and cycles is the render engine?

texts:
I am having the exact same issue as discussed in this thread:
 Why does this texture appear fine in material view but appears pink in rendered view?

The image file is not missing - I have used "find missing files", as well as assigning and unwrapping again. The image shows up in the 3D view but is only visible as pink in the render view. I have exported the file from PS as a TIFF with alpha. Is this a bug or am I and Sarsha W doing something wrong?

I'm running Blender 2.78a on a PC.

BTW, I've been going step by step from this tutorial, and the alpha channel texture is the only one with this problem


texts: Weird problem: Render time increases frame-by-frame

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I've encountered a very weird phenomenon which I have trouble with: When I render my scene (using the Cycles engine), the initial render time of the first frame is at around ~2 seconds. However, with each frame that is rendered after that, the render time increases by a few hundredths of seconds, sometimes a tenth of a second. After some time, the render time for a single frame has reached almost 1 minute.

The scene itself is not very complex, save for a (baked) particle system and some drivers (which cannot be the source of the problem, since I've created a version of the scene WITHOUT those objects for test purposes - and the same problem remains).

I'm rendering with version 2.79b on a Lenovo Thinkpad T550, which is sufficient since the scene is - as mentioned - not very complex.

Any help/suggestions would be appreciated!


texts: How to model vertical cross horizontal lines to become look like torus ? 3D printing

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I'd like to thank "cegaton" for teach me how to make a texture that looks like a woven strands of metal,

https://blender.stackexchange.com/a/80619/39770

Now I wonder if someone can teach me how to model the below image for preparing for 3D printing

I hope to get the final result as the below ,

My goal to redesign the below ring to print with 3D printer


texts: How to keyframe all the objects viewport/render visibility inside the selected collection via python code? And there's a boolean there that you can just type "False" or "True" to decide whether unhide or not. I only have a little bit of knowledge of scripting, especially in blender python library. I was thinking of this after knowing collections viewport/render visibility can't be keyframed, because I want to keyframe the object collections that aren't needed in certain camera shots. But trying to make it myself takes long time now, that I have to meet a certain deadline to pass my project.


texts: How to manipulate how bright an object is based on how much light hits it

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Ok so I've been working on this scene with a bunch of flyers on a wall:

The problem is that the flyers on the wall under the main lightsource feel a little too dim, they should definitly be catching more light and I don't quiet understand why they don't.
Either way I tried to work around this in a couple of ways but both have failed to produce the result I'm looking for.

First I tried rotating the normals of the flyer planes more upwards in order to force them catching the light with following result:
The flyers sure did catch some extra light (I probably pushed the normals a little too far), but it coused more issues than it fixed. First the flyers got very desturated, second the flyers on the ground lost light when in reality they probably should be even brighter than the ones on the wall and third the ones on the side wall lost bightness but caused some kind of distorted lighting on the wall it self brightening it...

So I went for another approach and added a birghtness-contrast node to the flyer material and attempted to control it with a light input (though I don't think it actually did anything other then input some static value):

This resulted in a slightly better outcome:
However as you can see now the flyers on the left side that are in the shadow are far brighter than they should...

As a desperate move I have compsited the first and third render using AffinityPhoto to produce the result I wanted:

However I would like to know if there is a way to achive this result without taking multiple renders or using extrnal software, in an instance that I would like to create an animation for example and run into the same issue.
Basically I'd like to achive my final result with a single render.

Sorry if this ws a bit lenghty.

Scene .blend file: https://drive.google.com/file/d/1ry6L-4DBp64dCj5Wpse94yqsFyCF7fjy/view?usp=sharing


texts: Weird red circle appears after, undoing applyed skin modifier

texts: After playing with the skin modifier this weird circle happend..What i did was basically i applyed a skin modifier at the curve shown then i undo and this appears O.o.


texts: I would like to switch from Multitexture to GLSL mode in the Blender Game engine (unless shadows work in Multitexture), but I do not know the process. simply switching the button causes a full white screen. Help?